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Block and Side Variables
In section Setting Side properties, it is explained how to access the side/block-variables menu. In the following lines we give insight into the purpose of every single variable of special blocks.
The Elevator is the only block in game which is able to move around. Therefore it has quite a lot of variables to congure the elevator. If you want to build an elevator platform consisting of more than one block, please make sure, that all blocks belonging to the same elevator unit have the same values in all variables. Furthermore, make sure, that between elevators and static blocks is always the distance of one block of free space.
Oh, really? I think this thing should be tweaked…
The total distance between both turnaround points measured in block sizes.
The speed of the elevator.
The Phase determines the position of the elevator when it is initialized and when the level starts. 0 means central between both turnaround points, whereas 0.25
and 0.75
sets the initial position into one of the the turnaround points. 0.5
is also centralized, but starting in the opposite direction as if Phase is set to 0
. However, you can specify any floating point number to adjust the starting point of the elevator even more freely.
Something pretty unclear for me.
If Direction is set to 0
, the elevator will move left and right. Whereas 1
causes an up-down movement, 2
stands for a motion into the front-back direction. However, as you know the game, absolute directions are quite senseless in Cubosphere.
The Delay Time determines how long the elevator stops in the turnaround points. You can also set it to any number below zero to change the linear stop-motion movement of the elevator into a sinusoidal motion (like a harmonic oscillator).
When you complete the level, the next level specied (?) by the contents of this variable is loaded (no file extension needed). Please make sure that the next level exists; otherwise Cubosphere might crash. There is a special value win
for the Next Level variable. By setting Next Level to win
a score screen is showed instead of loading a next level.
When building lasers, you must ensure that the laser hits another block. Although it is not necessary that the block hit by the laser is also a laser tile, we recommend it for a proper design. The level editor changes simultaneously the variables on both sides connected by the laser.
Determines whether the laser is activated upon starting the level or not.
Just choose one of the colors. You can toggle the lasers by rolling over a switch of the same color.
A number between 0
and 3
to rotate the arrow indicating the only allowed direction.
How long the Blinking Block is visible (and solid).
And how long is it invisible (permeable).
Transition time between both phases. The block is solid during this time.
A floating point number between 0
and 1
dening (?) the current state when the level starts (cf. elevator one).
A floating point number between 0 and 1 dening (?) the current state when the level starts (cf. elevator one).
Determines the speed and frequency of the spikes.
These spikes are like the normal spike tile, but the
The pattern consist of the letters i
and o
. This string is sequentially processed, by what the spikes can be moved in and out. Multiple occurences of i
or o
in a row can be used to adjust the time between the state changes.
Index to the pattern letter at the beginning of the level.
Determines the speed the spikes go out an in.
With this variable, you are able to change the initially rotation direction. Moving over this tile in game will result in an inversion of the rotation direction.
Is the button active, when the level starts. This is not important for the game mechanics. It just determines, if the button is glowing or not.
Sets the color the switch is acting on.
Similar to the switch-tile, but due to the fact, that the button can only be pressed once, it does not have a StartActive value.
Sets the color of the button.
Setting the initial state of the block.
Link it to a switch/button of the same color with this variable.
An integer between 1 and 5 determining the number of contacts with this block, until it breaks appart.
Is it possible to use the teleporter when starting the level? Or must we find a switch to activate the teleporter before?
The color has two meanings for teleporters. On one hand it determines which switches can be used to activate and deactivate the Teleporter. On the other hand the color also constrains the possible target Teleporters, as they have to have the same color too.
When the ball rolls over an active Teleporter, Cubosphere has to find the destination of the teleport. This is done by the following procedure:
- A list of all active and same-colored Teleporters is created. The order of this list can be checked by selecting the compatible Tele- porter sides in the editor and sorting it by the shown side IDs.
- Now, the game have to choose one of these target Teleporters. This is, where the DestSide variable comes into play. Beginning with the list position of the starting Teleporter (indexed by
DestSide = 0
), DestSide states the offset of the target Teleporter in the list. Therefore, the next Teleporter is indexed byDestSide = 1
whereas the previous is accessed byDestSide = −1
.
You can also skip Teleporters in the list by setting DestSide to numbers of higher amount. However, in many cases it will be faster to try some values of DestSide, until the right target Teleporter is addressed, than following the aforementioned explanation.
A number between 0
and 3
representing the direction the ball is looking after the teleport.
Report issue if something is wrong, missing or outdated.
Editor manual table of contents: