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WalkArea

Where an adventure’s characters can walk (see Walker): a shape drawn round the floor of a room, its points dragged, added and taken off in the Scene view. A click on it walks there, round its corners; a click off it walks as close as it can. Tick Blocks for a hole in the floor where nobody walks (a table, a pond, a sleeping dog: inside a character, it moves with them), which walkers go round. Walk areas that overlap join up. With FarScale and NearScale, walkers are drawn smaller towards its top, as if further away, and walk slower there to match. The Scene view draws its outline; the game doesn’t, unless it’s Shown.

Part of the Adventures module: Point-and-click adventures: walk areas a character finds its way round (WalkArea), the character that walks where the player clicks (Walker), things to look at and use (Hotspot), and items to pick up, use on things (UseWith) and put together (InventoryBar), with Create Walk Area, Create Hotspot, Create Walker and Create Item in the Entity menu.

Draws itself over the whole world, under what’s pinned to the screen.

Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.

  • points: text = “-4 -1.5; 4 -1.5; 4 1.5; -4 1.5”. Its corners in order round it, as “x y” pairs separated by semicolons, in world units before the transform’s scale, round the entity: “-4 -1.5; 4 -1.5; 4 1.5; -4 1.5” is a floor 8 wide and 3 deep. They can go round either way, and the shape can be any shape with straight sides (an L, a ring of a room round a pillar is two areas or a hole). (Points: “x y” pairs separated by semicolons, e.g. “4 0; 4 3”; at least 3. The Inspector lists them a row each to set, add, remove and reorder.) (Field: its own editor: Points.)
  • blocks: true or false = false. A hole where nobody walks, cut out of the walk areas it’s on: a table, a pond, a character standing in the way. (Field: on or off.)
  • farScale: a number = 1. How big walkers are drawn at its top edge (1 as they are, 0.6 for 60%), as if further away; they walk slower there to match. Between its bottom and top they shrink evenly. (Field: a number.)
  • nearScale: a number = 1. How big walkers are drawn at its bottom edge, nearest the player (1 as they are). (Field: a number.)
  • shown: true or false = false. Draws its outline while the game runs too, to see where walkers can go (the Scene view always does). (Field: on or off.)

Not saved with the scene; scripts read them, and entity_get shows them as live while the game plays.

  • scalesDepth: true or false. True if it scales the walkers on it: its FarScale or NearScale isn’t 1.

Scripts use it as WalkArea: its methods, events and values that aren’t saved with the scene.