Updated level creation documentation.

This commit is contained in:
Storm Dragon
2025-07-05 07:41:23 -04:00
parent 2c502e6e39
commit 9a3bbebbb9

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@@ -37,6 +37,17 @@ If you set locked to true, the player may not leave the level until all enemies
All objects go in an "objects" list. Here are some examples of what you can add:
### Object Positioning
Objects can be positioned using either:
- `"x": 15` - Single position for objects like coffins, graves, catapults
- `"x_range": [10, 20]` - Range for objects that span multiple positions like bone dust collections, enemy patrol areas, or hazards
The `y` coordinate determines the vertical layer:
- `y: 0` - Ground level (enemies, graves, catapults)
- `y: 3` - Elevated level (bone dust, coffins)
- `y: 12` - High level (skull storms)
### Bone Dust
{
@@ -47,6 +58,8 @@ All objects go in an "objects" list. Here are some examples of what you can add:
"static": true
}
The `static` property means objects don't move - they stay in their fixed positions. Static objects like bone dust and graves remain stationary, while enemies without this property can move and patrol.
### Coffins
{
@@ -182,6 +195,18 @@ The maximum setting is how many skulls can be falling at once. Frequence is the
"y": 0
}
#### Grasping Hands
{
"x_range": [40, 60],
"y": 0,
"type": "grasping_hands",
"delay": 1000,
"crumble_speed": 0.065
}
The ground crumbles beneath the player as undead hands reach up. The `delay` is in milliseconds before crumbling starts, and `crumble_speed` controls how fast the crumbling catches up to the player.
## Creating New Enemies
Want to add a new enemy type? You'll need two sound files in the sounds directory: