Update fizzler docs, and consistent spacing

This commit is contained in:
Matt Penny 2024-03-02 16:06:26 -05:00
parent 74ba106faf
commit 754273d955
6 changed files with 17 additions and 7 deletions

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@ -6,5 +6,15 @@ objects and any player-placed portals.
## Name structure
```
@fizzler
@fizzler [CUBE_SIGNAL_NAME]
```
## Arguments
| Name | Description |
| ----------------------------- | ---------------------------------------------------------------------------------------------- |
| `CUBE_SIGNAL_NAME` (optional) | The name of the signal to emit when a cube is fizzled. Use `-1` or omit to indicate no signal. |
## Notes
The cube signal is only set for the frame that fizzling starts.

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@ -23,4 +23,4 @@ A 3D box that can set [signals](../signals.md) and start
Triggers are only activated when objects are entirely contained within them.
Signals are set until the relevant object leaves the trigger. Each cutscene
(player or cube) is only activiated at most one time each.
(player or cube) is only activiated at most one time each.

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@ -1,6 +1,6 @@
# Level Signals
Signals are a way to indicate that something has happened in a level. They can
Signals are a way to indicate that something is happening in a level. They can
be emitted by:
* Level objects
* Triggers

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@ -239,7 +239,7 @@ struct FizzlerDefinition {
float width;
float height;
short roomIndex;
short cubeSignalIndex;
short cubeSignalIndex;
};
struct ElevatorDefinition {

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@ -19,7 +19,7 @@
#define GFX_PER_PARTICLE(particleCount) ((particleCount) + (((particleCount) + 7) >> 3) + 1)
void fizzlerTrigger(void* data, struct CollisionObject* objectEnteringTrigger) {
struct Fizzler* fizzler = (struct Fizzler*)data;
struct Fizzler* fizzler = (struct Fizzler*)data;
if (objectEnteringTrigger->body) {
objectEnteringTrigger->body->flags |= RigidBodyFizzled;
@ -151,7 +151,7 @@ void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float wid
fizzler->rigidBody.transform = *transform;
fizzler->rigidBody.currentRoom = room;
fizzler->cubeSignalIndex = cubeSignalIndex;
fizzler->cubeSignalIndex = cubeSignalIndex;
collisionObjectUpdateBB(&fizzler->collisionObject);
collisionSceneAddDynamicObject(&fizzler->collisionObject);

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@ -28,7 +28,7 @@ struct Fizzler {
short maxVerticalExtent;
short oldestParticleIndex;
short dynamicId;
short cubeSignalIndex;
short cubeSignalIndex;
};
void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float width, float height, int room, short cubeSignalIndex);