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Decentraland_ParkourKit

This module provides users an easy to use interface for creating and managing parkour stages. Using this module, you can:

-create platforms, 4 types (static, pathed, rotating, and blinking)
-create collectibles, 2 types (collision, interaction)
-create checkpoints, act as respawn/default locations around your scene
-create traps, 3 types (static, toggling, and projectile)
-parent parkour objects with one another to create complex layouts
-dynamically dis/enable individual objects that are part of sets during run-time

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This module has been heavily documented and will work as-is/out of the box. You can get a quick overview of all the module's current features in-game here.

Or you can download the scene and run it locally (ensure you have the DCL SDK installed).

File Overview:

game.ts: demo of on-start code

utilities: bundled library for secondary/support features
   collections.ts: lists and dicts
   menu-group-2D.ts: easy management system for creating 2D HUD/menu
   
parkour-core: contains all primary module features
   /config: contains data that defines placement for objects around the scene (if new, start here!)
   /data: contains data that defines styles and object defaults that will be used by the system
   parkour-manager: manages all parkour objects within the scene and handles set enable/disable requests
   parkour-<object>: each object contains their own functionality file (ie: platform/trap), where you can view their functions/systems

You can find more information regarding mechanics inside each of these files.

TODO LIST:

pending... (but more testing is always good ^_^)

IDEAS LIST:

implement an addition that allows the user to create set-changing triggers easily, each with their own bound set and objects.

BUG LIST:

systems in-scene can stall-out if certain conditions are met when interacting with browser (grabbing/resizing window when out of focus, but not 100% reproducable); this appears to be a framework-sided issue and not something that can currently be fixed through the module.

If you run into any issues, send me an e-mail at: [email protected]

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