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play-dead's Issues

Events and Switches

A switch is a physical object in the game that can be activated with a button press when the player is within a certain proximity. They need to be able to trigger arbitrary events, so part of this issue is building the standard interface for that.

Spawn Points

A Spawn Point is a physical location in the game world that the player respawns from on their death. At this point, death can be some arbitrary event. Multiple Points can appear in the game at once, but only one can be active. Having an interface for activating Points is a necessary part of this.

Death Floor

Things that kill you when you land on them, like spikes and acid, need to be implemented. This includes different death animations or actions for each kind of floor.

Camera

The camera needs to follow the player around the level. Whether this means statically fixed on the player or scripted panning between rooms remains to be seen: at the very least the camera needs to be able to smooth pan between set points.

Trap Doors

Trap doors need to open on the triggering of an event, and cause anything resting on it to fall through it. This logic may or may not subsume general door logic. The event interface must be compatible with those of the switches.

Loss of floating-point precision

The base platformer (PSK) likes to use Rectangles for bounds collision. As Rectangles use int instead of float, we lose precision during collision detection.

This leads to small movements not being picked up. For instance, try reducing the Player speed, you'll notice eventually the player stops moving as per-frame movement is rounded to 0.

I have added RectangleF (in the moveablePlatforms branch) which has the same interface as Rectangle, but all its coordinates are floats.

TO FIX: RectangleF must replace Rectangle throughout the code.

Ladders

The player needs to be able to travel up and down vertical ladders. This logic includes mount and dismount operations, and switching between the relevant animations.

Core Platformer

The core code for the platforming logic needs to be refactored into a more suitable format and added to the repository. This will involve adopting a consistent coding style and the removal of those features that are unnecessary.

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