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Update fizzler docs, and consistent spacing
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@ -6,5 +6,15 @@ objects and any player-placed portals.
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## Name structure
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## Name structure
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```
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```
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@fizzler
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@fizzler [CUBE_SIGNAL_NAME]
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```
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```
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## Arguments
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| Name | Description |
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| ----------------------------- | ---------------------------------------------------------------------------------------------- |
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| `CUBE_SIGNAL_NAME` (optional) | The name of the signal to emit when a cube is fizzled. Use `-1` or omit to indicate no signal. |
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## Notes
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The cube signal is only set for the frame that fizzling starts.
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@ -1,6 +1,6 @@
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# Level Signals
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# Level Signals
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Signals are a way to indicate that something has happened in a level. They can
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Signals are a way to indicate that something is happening in a level. They can
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be emitted by:
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be emitted by:
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* Level objects
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* Level objects
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* Triggers
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* Triggers
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@ -239,7 +239,7 @@ struct FizzlerDefinition {
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float width;
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float width;
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float height;
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float height;
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short roomIndex;
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short roomIndex;
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short cubeSignalIndex;
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short cubeSignalIndex;
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};
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};
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struct ElevatorDefinition {
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struct ElevatorDefinition {
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@ -19,7 +19,7 @@
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#define GFX_PER_PARTICLE(particleCount) ((particleCount) + (((particleCount) + 7) >> 3) + 1)
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#define GFX_PER_PARTICLE(particleCount) ((particleCount) + (((particleCount) + 7) >> 3) + 1)
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void fizzlerTrigger(void* data, struct CollisionObject* objectEnteringTrigger) {
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void fizzlerTrigger(void* data, struct CollisionObject* objectEnteringTrigger) {
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struct Fizzler* fizzler = (struct Fizzler*)data;
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struct Fizzler* fizzler = (struct Fizzler*)data;
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if (objectEnteringTrigger->body) {
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if (objectEnteringTrigger->body) {
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objectEnteringTrigger->body->flags |= RigidBodyFizzled;
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objectEnteringTrigger->body->flags |= RigidBodyFizzled;
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@ -151,7 +151,7 @@ void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float wid
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fizzler->rigidBody.transform = *transform;
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fizzler->rigidBody.transform = *transform;
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fizzler->rigidBody.currentRoom = room;
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fizzler->rigidBody.currentRoom = room;
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fizzler->cubeSignalIndex = cubeSignalIndex;
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fizzler->cubeSignalIndex = cubeSignalIndex;
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collisionObjectUpdateBB(&fizzler->collisionObject);
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collisionObjectUpdateBB(&fizzler->collisionObject);
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collisionSceneAddDynamicObject(&fizzler->collisionObject);
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collisionSceneAddDynamicObject(&fizzler->collisionObject);
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@ -28,7 +28,7 @@ struct Fizzler {
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short maxVerticalExtent;
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short maxVerticalExtent;
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short oldestParticleIndex;
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short oldestParticleIndex;
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short dynamicId;
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short dynamicId;
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short cubeSignalIndex;
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short cubeSignalIndex;
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};
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};
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void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float width, float height, int room, short cubeSignalIndex);
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void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float width, float height, int room, short cubeSignalIndex);
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