(Mega) Update 8:
Added a new Rail tile and new function for tile-checking
I added in a new tile called
Rail and it has a special property. It’s the only tile that only has top collision, no side or bottom collision, like other blocks.
A new function I added called
isSolidTop(TileType tileType) checks if the block returns true for
isSolidTop() (i.e. a block that should only have top collision)
Zipline is also technically—according to
isSolid()—a non-solid block, but since the top collision also checks for
isSolidTop() blocks (i.e.
Rail), those tiles only have top collision.
I also removed the timer for ziplining and now when the player is ziplining, there is actually a negative force so when the player stops ziplining, the player actually goes up just a little bit, which makes a lot of things (like that thing in the beginning) a lot easier to do.
Also allowed the player to, when pressing A when ziplining, stop ziplining; fall down.
Finally added functionality to stop the player from going out of bounds on the far right side, too.
(The player falling from ziplining is me pressing A)
List of all (current) tiles:
GroundLeft (ground with a wall to the left)
GroundRight (ground with a wall to the right)
LeftWall (a wall to the left)
RightWall (a wall to the right)
Tube (walls on both sides)
Cap (idk man looks like a plastic bottle cap to me)
PixelBoth (two pixels at each top-corner)
PixelRight (a pixel on the top-right corner)
PixelLeft (a pixel on the top-left corner)
LeftWallRightPixel (left wall with a pixel on the top-right corner)
RightWallLeftPixel (right wall with a pixel on the top-left corner)
Block (literally a block)
SidewaysTube (same thing as Tube, but sideways)
LeftCap (same thing as cap, but rotated 90°)
RightCap (same thing as cap, but rotated -90°)
Update 8 tiles:
Rail (a block with only top collision)
I don’t know about you, but I think this game has the potential to be the platformer for the Arduboy