Those are the same action tools and has the same settings: Speed and Direction
▼Description of Movable platforms (RAILS)
- Rails can hold every single singular item of the game (Blocks, Action tools, Decorative items)
- Rails can only move horizontally and vertically
- Rails can´t intersect each other, if they have different IDs the path will either break and generate a circular circuit (click to morph the piece to check if there is other path available, if nothing happens)
- Rails can´t be placed on top of other Blocks, Action tools or Decorative items
- Items stack into a rail chain, are considered as a single large block, so, these do not collapse with each other
- Rails are server side, all players sees them doing the same
- The rails path is visible for everyone
- Rails are automatically moved, can´t be activated manually (There could be a plate to activate/deactivate them manually)
- Rails has two setting: Moving Speed and Direction of movement (direction of movement is used for rail direction of placement AND direction of movement in case of circular rail)
- Only linear movement is possible, if you click on an already placed rail, it will be updated and/or morphed, click various times to see all possible available morphs
- Only one start point per rail path, if you try to morph one rail to be the start point, then the previous start point get morphed into a rail that is not the start point
- Only items placed on the extremity of the Rail will move, (and all items next to the extremity placed item will also move with it, creating a chain of items moving)
- When you place a Rail, the available slot is placed on that spot, and you should only place items starting from that spot to make rails work (unless you morph afterwards to change the initial spot place)
- If you place an item in the start spot, additional slots will be added next to the start point, this will allow to add more blocks in the same Rail (if circular circuit, the slots are added based on the direction preferred) creating a chain of items moving
- If you place an item in a spot that is not the start point of the Rail, the rail will break and remaining pieces will tile each other (in case tile option was checked for those rails)
- If an item is placed on the Start point of the rail, the big dot Start point becomes invisible, only the rail lines are visible now (and only for the builder, an additional big start point connected next to the original start point is added to able to place additional items on the same Rail)
- Only on circular circuits there can be more than one start point, but the player has to manually morph an additional start point, otherwise if trying to place a block in a non-start point of the rail, the circuit will get broken and remaining tiles will morph to re-tile automatically
Speedometer: Blocks per second (If moving, moves 1 block per second for example) (If rotating, rotates 1 time per second for example)
Additional feature: There could be an special rail that is placed at the end of the rail path, in which position the item placed on the rail will reset back to the starting point instead of returning in backward direction.
▼Description of Rotable platforms (ROTATORS)
- The holder place that moves the object is only visible for the builders (the player can only see the item placed)
- Items only rotates 90° each time (Graphics would completely break if rotated in 45° diagonally)
- The rotators every single singular item of the game (Blocks, Action tools, Decorative items)
- These are server side, all players sees them doing the same
- Rotators are automatically rotated, can´t be activated manually (There could be a plate to activate/deactivate them manually)
- Rotators has two settings: Rotation speed and direction of rotation
- Additional optional restriction: Could only rotate already able to rotate items
Speedometer: Blocks per second (If moving, moves 1 block per second for example) (If rotating, rotates 1 time per second for example)
Rotators: Rotates already able to rotate items automatically on a determined speed
Rails: Moves items from side to side automatically on a determined speed
While on GodMode, the builder won´t see the items moving, those will be on the same spot where those were originally placed
There is a setting checkbox "generate rail" check: tiles rail pieces, unchecked: only rotators will be placed.
Two adjustment settings for this action tool: Speed and Direction.
The smiley would move according to the movement of the platform (but if the movement is the rotator, the smiley would not rotate with the rotated item).
In case the smiley is under a block that is moving towards it, the smiley would die the moment one (or few more) line of pixels touches the smiley (if there is no space below to move the smiley).
And in case the smiley is under a platform that is moving towards it, the platform wouldn´t collide with the smiley, so the smiley would be alive afterwards.
Optionally there could be green border for every item placed on the rail start point, while on GodMode, so the builder can see which items are interacting with the Rail action tool (For building convenience)
Optionally there could be an on-off mechanic so these stop moving. (That would be more beneficial if the Rails are client-side)
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In order to create a Rotator: Adjust the settings then place a single rail dot, the item will rotate.
In order to create a Rail: Adjust the settings then Place two rails dots they will get tiled and the item placed on the start point(s) will move.
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▼Example of correct placement (for mechanics, player won´t have to worry about this)
Tiles: (Dot is the rotator, or startpoint of Rails)
Example: (On the left(←) is what is behind and you don´t see) (On the right(→) is what you actually would see in-game) (All blocks in this gif has the same settings, speed and rotation direction with exception of one spike on one rotator)
▼The buidler would see something like this while in GodMode:
PS: About the animation:
In-game could be handled like that, from full-block position to half-block position, having a laggy aspect.
Or objects could move smoothly from point to point, if EE! engine is good enough I think this second option shouldn´t be a problem