Based on area_1.tscn, there are 6 energy cells that act as checkpoints:
-
EnergyCell1 - Position: (30, 598)
- Near the starting area
- First checkpoint for the player
-
EnergyCell2 - Position: (187, 471)
- Mid-level platform
- Good checkpoint for upper area exploration
-
EnergyCell3 - Position: (-100, 553)
- Left side of the map
- Checkpoint for western exploration
-
EnergyCell4 - Position: (-196, 456)
- Far left, higher platform
- Advanced checkpoint
-
EnergyCell5 - Position: (-196, 616)
- Far left, lower area
- Alternative path checkpoint
-
EnergyCell6 - Position: (-179, 489)
- Far left, middle height
- Strategic checkpoint location
START (15.5, 500)
↓
Collect EnergyCell1 (30, 598)
↓ [Checkpoint Activated!]
Move to platform edge
↓
Jump from (50, 577)
↓ [Position recorded: last_pre_jump_pos = (50, 577)]
Fall off edge
↓ [Y > 800, fall detected]
DIE
↓
RESPAWN at (50, 577) - The jump origin position!
↓ [Safe on platform, ready to try again]
The energy cells are placed at key locations:
- ✅ Near spawn point - EnergyCell1 for immediate safety
- ✅ Platform edges - Before difficult jumps
- ✅ Multiple heights - Cover vertical exploration
- ✅ Both sides - Left and right path checkpoints
The area contains 5 Radish enemies:
- Position: (-109, 641) - Patrol: 30px, Speed: 20
- Position: (127, 625) - Patrol: 2px, Speed: 2 (slow)
- Position: (-14, 481) - Patrol: 10px, Speed: 10
- Position: (-102, 545) - Patrol: 2px, Speed: 2 (slow)
- Position: (223, 481) - Patrol: 15px, Speed: 20
Die to Radish enemy:
- Respawn near death location (on safe ground)
- Uses energy cell checkpoint area
Die from falling:
- Respawn at last pre-jump position
- Won't fall again!
- Start game in Area 1
- Move to EnergyCell1 (30, 598)
- Collect it (hear sound, see it disappear)
- Walk to edge and fall off
- Expected: Respawn near where you jumped from
- Collect EnergyCell2 (187, 471)
- Jump from platform A → land safely
- Jump from platform B → fall off
- Expected: Respawn at platform B (last jump)
- Collect EnergyCell3 (-100, 553)
- Get killed by Radish enemy
- Expected: Respawn on safe ground near energy cell area
- Collect any energy cell
- Fall off map
- Respawn
- Expected: Standing on solid ground, NOT falling
Area 1 Map (Simplified):
[-196, 456] EC4
↓
[-196, 616] EC5 ← [-179, 489] EC6
↓
[-100, 553] EC3
↓
[START] → [30, 598] EC1
↓
[187, 471] EC2
Legend:
EC# = Energy Cell #
[x, y] = Position coordinates
→ = Player path
↓ = Fall/descent
Player Movement
↓
[Collect Energy Cell]
↓
Checkpoint Activated ✓
↓
Continue Playing
↓
┌─────────┴─────────┐
↓ ↓
[Jump] [Walk/Run]
↓ ↓
Record Position Update Safe Ground
↓ ↓
[FALL?] ─────────────► [DIE?]
↓ ↓
YES YES
↓ ↓
Set Cause="fall" Set Cause="hazard"
↓ ↓
└─────────┬─────────┘
↓
[RESPAWN LOGIC]
↓
┌─────────┴─────────┐
↓ ↓
Cause="fall" Cause="hazard"
↓ ↓
Spawn at last Spawn near
jump position death location
↓ ↓
└─────────┬─────────┘
↓
[Verify Safe Ground]
↓
Has floor? ✓
No hazards? ✓
Can fit? ✓
↓
[PLAYER RESPAWNED]
↓
Grace period (0.6s)
Invulnerability (0.9s)
↓
Ready to play! 🎮
✅ 6 Energy Cells in Area 1 serve as checkpoints
✅ Each collection creates a respawn point
✅ Smart fall detection - respawns before the fatal jump
✅ Safe respawn - verified ground, no hazards
✅ Protection after respawn - grace period + invulnerability
The system is fully functional and ready to use! 🎮✨