- EmptyScene + res://Scripts/Managers/GameManager.gd assigned
- Tilemap_BKG
- Tilemap_WALLS
- Player (external object: res://Entities/Player/Player.tscn)
- Project setting / Autoload
- res://Scripts/Globals.gd
- res://Scripts/Utils/Utils.gd
- res://Scripts/Utils/GameData.gd
- [Q] - sword attack (W.I.P.)
- [W] - fire attack (W.I.P.)
- [E] - use/activate (W.I.P.)
- [D] - Dash
- [C] - Crunch
- [shift] - run
- [<- , ->] - walk
- move left/right
- jump (with flag for jump count)
- wall sliding (on/off)
- user defined movement parameters (speed, jump, gravity, friction, spring, ... )
- player ghost effect with a few modes (ALWAYS, FALL, DASH, WALL)
- when player hit platform, breaking animation start
- after animation end, platform is removed on
animation_finished
event - breaking time is animation length
- pickup entity and store count in GameData under key=COIN
- pickup entity and store count in GameData under key=HEALTH
- when limit value is reached, then pickup event ignore new health item
- user defined spring impulse
- when player hit switch, opening animation start and EnterAreaTrigger is enabled
- EnterAreaTrigger is preset for user defined signal ...
- connection between switch and door is connected with line (in editot only)