CH state transitions

Fixtures

Single-Press Button: <event n

  • State “Open”
  • State “Closed”
  • Transition “Open->Closed”: when activated; emit <event n>

Two-state Lever: <event n>, <event m>

  • State “Up”
  • State “Down”
  • Transition “Up->Down”: when activated; emit <event n>
  • Transition “Down->Up”: when activated; emit <event m>

Weight-sensitive Plate: <event n>, <event m>

  • State “Up”
  • State “Down”
  • Transition “Up->Down”: when object enters; emit <event n>
  • Transition “Down->Up”: when object exits; emit <event m>

Double-Action Door: <event n>

  • Quality “blocks movement”
  • State “Closed”
  • State “Opening”
  • State “Open”
  • Transition “Closed->Opening”: when receives <event n>
  • Transition “Opening->Open”: when receives <event n>; remove “blocks movement”
  • Transition “Opening->Closed”: when receives <event m>

Unlockable Door: <event n>

  • Quality “blocks movement”
  • State “Closed”
  • State “Open”
  • Transition “Closed->Open”: when receives <event n>; remove “blocks movement”

Props

Key: <event n>

  • Quality: emits <event n> on collision, when held

State And Transition Attributes

By default: every state has an image, every transition has an animation

Transition Triggers

  • object enters: something entered the fixture’s bounding box (and nothing was there before)
  • object leaves: something entered the fixture’s bounding box (and nothing else is there)
  • activated: the player activates (clicks on) the fixture
  • receives <event n>: event n was emitted globally, or it was emitted locally and reached this point

Transition Actions

  • emits <event n> (globally)
  • emits <event n> (locally, within m blocks)
  • add “quality”
  • remove “quality”

Qualities

  • blocks movement
  • emits <event n> on collision (when held)