In this screenshot, the orange squares are identifying 'objects', the red square is identifying the player and the purple outlines are identifying scenery. All of these elements have sprites, which is how they're visible in the world. The player character is the most active object in the game, and as a result will have plenty of triggers and actions.
if player collides with scenery{
set speed to 0 to stop the player moving through scenery
play sound
}
if player collides with floor or platform {
set speed to 0 and set gravity to 0 to stop the player moving through floor
play sound
}
if player collides with ladder and hits ladder climb button {
change the player state so that they can climb up the ladder.
change the sprite to the ladder climb animation.
play ladder climbing sound.
}
if player collides with lever and hits interact button {
character pulls the lever, play lever sound.
}
if lever is pulled {
trigger event that is linked to the lever pull
}
if player collides with spikes {
trigger death animation, play death sound
}
Other objects will have actions too, such as the platform and the cannons.
if platform trigger has been activated {
move from left to right at a set speed
}
if cannon trigger has been activated, then every 5 seconds {
shoot projectile from cannon, play shooting sound
}
In this screenshot, there are moving platforms being fired from the cannon, and there is also a collectable, in the green square.
every two seconds {
Shoot a moving platform from the cannon
play shooting sound
}
if player collides with the puzzle piece {
Make the puzzle piece disappear
play collectable sound
add puzzle piece to the players inventory.
In this screenshot there are enemies that need to be eliminated before the door will unlock to the next level. The enemies are in red squares, and in the green square towards the top there is a HUD element, that will show you how many enemies are left to be killed. When you kill one by jumping on them, it will tick one of the HUD. The level exit door in yellow will unlock once all enemies are dead.
if player jumps on the enemies' head {
kill enemy
remove one enemy from HUD element.
play enemy death sound and animation
}
if all enemies are gone and the HUD element is empty {
unlock level end door and play sound
}
if player collides with unlocked level end door {
end level and move to next room
}
In this screenshot there is a HUD element on the left, which displays the controls. There are also puzzle piece objects, in red, which the player must move around to complete the puzzle.
if player hits a key {
carry out the respective command eg. move piece
}
if all puzzle pieces are in correct position {
complete puzzle
}
This screenshot is a level select menu. The orange square is identifying a HUD element, which is showing a level overview that corresponds to the level that the player has selected. The green squares are showing the different levels that the player can interact with to go to the respective level. The yellow square at the right is where the player goes once they have chosen a level, to move onto said level.
if player collides with book plinth and hits interact key {
change HUD element to display respective level overview
}
if player collides with exit door, and hits interact key {
move onto next level, dependant on which level the player has selected with the plinths.
}





















