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[Platformer] Extract events into functions.
I won't do a changelog because I simplified and move event everywhere so the whole project must be reviewed anyway.
Unimplemented ideas
- The score could become a behavior on the text object, but maybe it would be going too far.
- Functions about the player could be moved in a behavior but it may cause 1-frame delay so I didn't do it.
- A button could be used for the game over (maybe we should wait to find a good one).
Preview the game(s) changed or added in this Pull Request
- https://editor.gdevelop.io?project=https://raw.githubusercontent.com/GDevelopApp/GDevelop-examples/platformer-extensions/examples/platformer/platformer.json
This is an automatic message displaying links to the games in this PR - double check the JSON in case of doubt.
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Thanks for taking the time to improve this :)
Typos:
- Ennemy => Enemy (everywhere, name of extensions, behaviors and descriptions)
- MonterEnemmy => MonsterEnemy
- charcter => character
Other things:
- "Animate the character according to the platformer state." => "platformer state" is frightening in the description.
- "BeKilled" is not a proper action name, because "Be" is not a proper verb here. It should be "SetKilled" or "SetDead" or "TriggerDeath". Prefer Trigger in this case.
- "PARAM1 fall into PARAM3" is not understandable. This is an action so there should be a verb, and fall is not understandable in this context. "Animate PARAM1 so that it's absorbed into PARAM3"
- Also rename the name and description ("Fall into the portal" => "Absorb into a portal")
- I don't like "Main" as the scene name, can it be "Level"? A bit more beginner friendly.
A button could be used for the game over (maybe we should wait to find a good one).
Yes please! :)
I haven't tested mobile and gamepad controls yet (I ran out of time), but everything seems to work so far (after adding the missing return value on a function).
I tested this on a game controller and it works great.
Mobile controls work well, except that the jump button doesn't work the first time it is pressed.
Other than that, I think we have time to sneak one of those new custom buttons in to replace the "Retry" text. :)
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