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Hard : int16 [c] [d]
See Sharp.
Height : int16/int32 [c]
Used to block the movement of other objects; see Climb for details. In
order for HIT and HITBY messages to work, Height must be positive.
Image : int8
Image : int16
The index number of the picture to display. The (Image) block in the
class definition specifies which picture to display for each index
number, where the first picture is zero. The actual picture being
displayed may differ if an animation is in progress, and no picture
will be displayed at all if the Invisible flag is set, although this
variable still remains available in such circumstances.
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Player : bool [c] [ro]
If this object is the player. This is used implicitly as the From of
some messages sent by the game engine, and has a few other purposes.
(Normally, a level should have exactly one object of such a class,
although this is not mandatory.)
Shape : int8 [c]
Shape : int16 [c]
Defines the shape of the object, which is used when one object tries to
move into another one that it can't climb over. The low 2-bits are for
east, next 2-bits for north, next 2-bits for west, and finally the high
2-bits are for south. Each of these 2-bit values can be 0 for flat (no
sliding), 1 for slanted to the left, 2 for slanted to the right, and 3
for slanted both left and right. (Left and right are when "facing" that
side of the object.)
ShapeDir : int2 [c] [d]
Allows accessing the individual 2-bit parts of Shape.
Sharp : int16 [c] [d]
When one object tries to move into another object, the Hard and Sharp
values for the sides that are touching will be compared. If the Sharp
value for one is greater than the Hard of the other, then the object
with insufficient Hardness is destroyed.
Shovable : int8 [c]
Shovable : int16 [c]
Defines what directions the object may be shoved, where bit0 means east,
bit2 means north, bit4 means west, and bit6 means south.
Stealthy : bool [c]
If this flag is set, then the Arrived and Departed variables of other
objects are not automatically set when this object moves.
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