List of movement types
This page is a list of movement types usable in Internal scripting and in Ved. Unless stated otherwise, these movement types always collide with solid tiles. Every type not listed here is still.
0 - Bouncing up and down
Starts down. For a version which starts up, see #1 - Bouncing up and down.
1 - Bouncing up and down
Starts up. For a version which starts down, see #0 - Bouncing up and down.
2 - Bouncing left and right
Starts left. For a version which starts right, see #3 - Bouncing left and right.
3 - Bouncing left and right
Starts right. For a version which starts left, see #2 - Bouncing left and right.
4 - Always move right
Commented as "Always move left", however it's programmed to always move right. Enter a negative speed to move left.
Despite always moving a specific direction, it does still interact with solid tiles.
5 - Move right with wall bounce
Commented as "Always move right". On collision with a solid tile, it will move backwards by its speed, and then wait 8 frames before attempting to move right again.
6 - Move down with wall bounce
Commented as "Always move up", despite moving down. On collision with a solid tile, it will move backwards by its speed, and then wait 8 frames before attempting to move down again.
7 - Always move right
Commented as "Always move down", despite being the same as #4 - Always move right, which is also mislabeled.
8 - Conveyor
Turns a platform into a conveyor, and does not affect enemies.
9 - Conveyor
The same case as #8 - Conveyor.
10 - Emitter
Spawns itself every 12 frames, offset to the right by 28 pixels. May cause massive slowdown if enough are allowed to spawn.
11 - Always move right until specific coordinate
This will always move right until its X position is greater or equal to `335`, or `242` if the room X coordinate is 17, 0-indexed. Once it passes the coordinate, it will be destroyed.
12 - Emitter
Spawns itself every 16 frames, with no offset (despite its comment saying it emits up).
13 - Always move up until specific coordinate
This will always move up until its Y position is less than or equal to `-60`, or `60` if in room (13, 8), 0-indexed. Once it passes the coordinate, it will be destroyed.
14 - Wait until left platform is gone
This movement type waits until a disappearing platform to the left is gone, then behaves like #2 - Bouncing left and right.
15 - Wait until right platform is gone
This movement type waits until a disappearing platform to the right is gone, then behaves like #3 - Bouncing left and right.
16 - Bus movement
If the player's Y position is greater than `112`, it will spawn at Y `162`, and use tile `120`. If the player's Y position is less than or equal to `112`, it will spawn at Y `24`, and use tile `96`. If the player's X position is greater than `160`, it will spawn at X `-64`, and will start moving right. If the player's X position is less than or equal to `160`, it will spawn at `X` `320`, and will start moving left.
To simplify:
If the player enters the room near the top, the bus is upside down, on the ceiling. If the player enters the room near the bottom, the bus is right-side up, on the floor. If the player enters the room near the left, the bus spawns to the right, and moves towards them. If the player enters the room near the right, the bus spawns to the left, and moves towards them.
17 - Left ASCII Snake
Moves left every 6 frames. Does not collide with walls.
18 - Right ASCII Snake
Moves right every 6 frames. Does not collide with walls.