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Moving Platform Objects
Chopp edited this page Jul 14, 2026
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- range_x: How strong (in pixels) the sine wave osculates on the x-axis. The length is symmetrical.
- range_y: How strong (in pixels) the cosine wave osculates on the y-axis. The length is symmetrical.
- angle_x: the offset to the angle on the x-axis sine wave (in degrees).
- angle_y: the offset to the angle on the y-axis cosine wave (in degrees).
- x_speed: How much the x-axis sine wave angle gets incremented each frame (in degrees).
- y_speed: How much the y-axis cosine wave angle gets incremented each frame (in degrees).
- object_radius_w: Symmetrical horizontal radius around the platform (in pixels) where compatible objects are attached to the moving platforms movement.
- object_radius_h: Symmetrical vertical radius around the platform (in pixels) where compatible objects are attached to the moving platforms movement.
- sink: Enables behavior from the classic trilogy where the platform sinks a little bit when the player is sitting on top.
By default, compatible objects that can be attached are obj_ring,obj_spring_vertical, obj_spring_horizontal, obj_spring_diagonal, and obj_monitor. More objects can be added to this list by editing the move_objects array within the par_moving_platform create event.
Note: The way the attachment system works is that it check for every compatible object within the radius on the platforms creation. Afterward, in the step event, it will always alter that particular objects position as long as the platform is currently active and not culled, regardless of the attached objects own movement. This may cause undesirable effects to more advanced objects (i.e. things that have gravity and collision).
TODO