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Author Topic: 90 degree trap door  (Read 1069 times)
Lazyone
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90 degree trap door
« on: October 29, 2006, 05:58:13 PM »

Great Game!!

What about making a trap door that is 90 degrees out of phase instead of 180?

Also a gate that is 90 degrees out  or stay with the 180 degrees but make it so you can use the gate on its side as well?
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Hand-E-Food
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Re: 90 degree trap door
« Reply #1 on: November 06, 2006, 12:36:52 AM »

On top of this, how about an inverted gate.  The gate is closed unless you place an object next to it.
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Nic
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Re: 90 degree trap door
« Reply #2 on: November 06, 2006, 02:19:42 AM »

I had that inverted gate idea for a little while, but after thinking about it, it felt flawed Tongue

The gate would oscillate between closing and opening by itself, defeating its purpose...
The best way to do it (for me) is probably to make it directional either by input (if N/W/S/E is blocked, other directions are unblocked) or by output (if any one of WSE/NSE/NWE/NWS is blocked, N/W/S/E, respectively, is unblocked).  Other ways to do this are plenty and possible.
That'd be four new objects either way (unless you confine it to the horizontal or something), but it'd be very useful.  I wants my antikey.

For the 90-degree door...  A mini-animation to show.
Code:
|      W   W   W        W       W   W   W
| GK  GK  GKW GKW  -->  KW WKW WK  WKW  KW  etc, inaccurate due to parallel processing as opposed to serial processing of tiles
|              W        W   W   W       W
Where W is key-wall, G is a conveniently placed magical debug girder.
Note that if the key is activated at any moment, the activated wall would go round and round...

Using exceptions (not activated by own wall) would work well though, as long as you use a special key-wall just for this key.
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