Update docs
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;; For massive mobile GamePieces, applies gravitational acceleration.
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;; Computes collisions between GamePieces.
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;; Uses Attributes of GamePieces to decide what to do in response to collisions.
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;; Sometimes, this involves sending Damage.
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;; For 'touchable GamePieces, a Touching row is asserted.
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;; Responds to JumpRequest by checking whether the named piece is in a
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;; jumpable location, and sets its upward velocity negative if so.
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;; Consumer of LevelSize to figure out regions where, if a GamePiece
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;; crosses into them, Damage should be dealt to the piece.
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;; When the player touches a goal, sends LevelCompleted one layer out and
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;; then kills the world. When the player vanishes from the board, kills
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;; the world.
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;; - role: GamePiece
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;; Maintains private state. Asserts Impulse to move around,
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;; and GamePieceConfiguration to get things started. May issue
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;;
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;; An Attribute is either
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;; - 'player - the named piece is a player avatar
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;; - 'enemy - the named piece is an enemy
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;; - 'touchable - the named piece reacts to the player's touch
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;; - 'solid - the named piece can be stood on / jumped from
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;; - 'goal - the named piece, if touched, causes the level to
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;; End The Game In Victory
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;; - 'mobile - the named piece is not fixed in place
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;; - 'massive - the named piece is subject to effects of gravity
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;; (it is an error to be 'massive but not 'mobile)
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;; Maintains a LevelSize assertion.
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;; Observes the Position of the player, and computes and maintains a
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;; ScrollOffset two layers out, to match.
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;; Also kills the player if they wander below the bottom of the level.
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;;
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;; A LevelSize is a (level-size Vec), an assertion describing the right-hand and
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;; bottom edges of the level canvas (in World coordinates).
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