aboutsummaryrefslogtreecommitdiff
path: root/docs/entities.org
diff options
context:
space:
mode:
Diffstat (limited to 'docs/entities.org')
-rw-r--r--docs/entities.org15
1 files changed, 15 insertions, 0 deletions
diff --git a/docs/entities.org b/docs/entities.org
index a29ebf6..3cdae6e 100644
--- a/docs/entities.org
+++ b/docs/entities.org
@@ -123,6 +123,21 @@ The engine recognizes these standard keys. Use them to integrate with the physic
| ~#:anim-name~ | symbol | Currently active animation name, e.g., ~'walk~, ~'jump~. Set with ~set-animation~; reset by ~animate-entity~. |
| ~#:anim-frame~ | integer | Current frame index within the animation (0-indexed). Updated automatically by ~animate-entity~. |
| ~#:anim-tick~ | integer | Tick counter for frame timing (0 to ~#:duration - 1~). Incremented by ~animate-entity~; resets when frame advances. |
+| ~#:group-id~ | symbol | Shared id for one rigid assembly (from ~instantiate-group-prefab~). All parts and the origin share the same symbol. |
+| ~#:group-origin?~ | boolean | When ~#t~, this entity is the assembly’s pose origin; world ~#:x~ / ~#:y~ drive the group. Members should not set this. |
+| ~#:group-local-x~, ~#:group-local-y~ | number | Offset from the origin’s top-left corner; members’ world position is origin + local (updated by ~scene-sync-groups!~). |
+| ~#:skip-render~ | boolean | When ~#t~, ~render-scene!~ skips drawing this entity (used for invisible origins). |
+
+* Entity groups (prefab assemblies)
+
+A **group prefab** describes one *origin* entity plus several *parts* with local offsets. Data lives in the optional ~group-prefabs~ section of the prefab file (alongside ~mixins~ and ~prefabs~). Each group entry has the shape ~(name #:type-members SYMBOL #:parts (part ...) ...)~ with two optional flags:
+
+- ~#:pose-only-origin?~ — when ~#t~ (typical for tweened platforms), the origin is invisible, does not run physics pipelines, and is driven by tweens or scripts. When ~#f~ (default), the origin uses a small *physics-driving* profile (~#:gravity? #t~, no ~#:skip-pipelines~): integrate the origin like a mover, then call ~scene-sync-groups!~ so parts stay glued as a rigid body. For that case, set ~#:origin-width~ and ~#:origin-height~ to the full assembly size (same box as the combined parts); otherwise the origin stays 0×0 and tile collision only sees a point at the reference corner, which can leave the raft overlapping solid floor tiles.
+- ~#:static-parts?~ — when ~#t~, each part gets static rigid-body defaults (no gravity on parts; pose comes from the origin). When ~#f~ (default), parts only have what you put in each part plist.
+
+Each ~part~ is a plist using ~#:local-x~ / ~#:local-y~ (or ~#:group-local-x~ / ~#:group-local-y~) and the usual ~#:width~, ~#:height~, ~#:tile-id~, physics keys, etc.
+
+Use ~(instantiate-group-prefab registry 'name origin-x origin-y)~ from ~downstroke-prefabs~ to obtain ~(origin member ...)~. Append all of them to the scene. After moving origins (tweens and/or physics), ensure updated origins are in ~scene-entities~, then call ~(scene-sync-groups! scene)~ so every part’s ~#:x~ / ~#:y~ matches the origin plus local offsets (see ~docs/api.org~ for ordering).
* Entities in Scenes