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Area 1 - Energy Cell Checkpoint Locations

Energy Cells in Area 1

Based on area_1.tscn, there are 6 energy cells that act as checkpoints:

Energy Cell Positions

  1. EnergyCell1 - Position: (30, 598)

    • Near the starting area
    • First checkpoint for the player
  2. EnergyCell2 - Position: (187, 471)

    • Mid-level platform
    • Good checkpoint for upper area exploration
  3. EnergyCell3 - Position: (-100, 553)

    • Left side of the map
    • Checkpoint for western exploration
  4. EnergyCell4 - Position: (-196, 456)

    • Far left, higher platform
    • Advanced checkpoint
  5. EnergyCell5 - Position: (-196, 616)

    • Far left, lower area
    • Alternative path checkpoint
  6. EnergyCell6 - Position: (-179, 489)

    • Far left, middle height
    • Strategic checkpoint location

How Checkpoints Work in Area 1

Example Player Journey:

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]

Strategic Checkpoint Placement

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

Hazards in Area 1

The area contains 5 Radish enemies:

  1. Position: (-109, 641) - Patrol: 30px, Speed: 20
  2. Position: (127, 625) - Patrol: 2px, Speed: 2 (slow)
  3. Position: (-14, 481) - Patrol: 10px, Speed: 10
  4. Position: (-102, 545) - Patrol: 2px, Speed: 2 (slow)
  5. Position: (223, 481) - Patrol: 15px, Speed: 20

Death by Enemy vs Fall

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!

Testing the System in Area 1

Test 1: Basic Checkpoint

  1. Start game in Area 1
  2. Move to EnergyCell1 (30, 598)
  3. Collect it (hear sound, see it disappear)
  4. Walk to edge and fall off
  5. Expected: Respawn near where you jumped from

Test 2: Multiple Jumps

  1. Collect EnergyCell2 (187, 471)
  2. Jump from platform A → land safely
  3. Jump from platform B → fall off
  4. Expected: Respawn at platform B (last jump)

Test 3: Enemy Death

  1. Collect EnergyCell3 (-100, 553)
  2. Get killed by Radish enemy
  3. Expected: Respawn on safe ground near energy cell area

Test 4: No Fall Loop

  1. Collect any energy cell
  2. Fall off map
  3. Respawn
  4. Expected: Standing on solid ground, NOT falling

Visual Layout

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

Respawn Flow Diagram

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! 🎮

Summary

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! 🎮✨