Entry 157

Levels 9 and 10 walked: characters gone up to by stick

Filescrates/rugrats/tests/play.rs

The walking campaign (levels_walked) still fell back to putting the player in level 9 (twice) and level 10 (once). Both were the tests' own targets, not the walk: a place 500 past the character in z, at the character's own y (a body's y, 253 above the floor), on the far side of it, so the last straight stride ran into the character's body.

Level 9 is now played as Mr. Friend asks: he comes after Tommy, so the nearest is steered at with the stick and kicked (Triangle within 1100 of him, every fourth frame) once he is within 1000; one far off (46 waits at home after cine 18) is gone up to first. Level 10's babies are gone up to the same way, then tagged.

up_to(g, id, reach) goes up to a character as a player does: the plan walks to any place within reach of it on its floor (not a place picked beside it, which may sit behind a shelf: baby 608), then the stick steers at it while it moves; twice. beside gives the floor place a distance short of a thing on the player's side. Under WALKLOG, a last stride that falls short says where it stopped.

Left walked by putting: level 5's elevator and float (room 30, room 38 and the float's two places) and level 6's box 0 at (46657, -3313, -28502).

Still unknown
  1. Whether level 5's float can be planned like the ground (it moves the body by its own rules) or needs its own steering.
  2. Why the running jumps by level 6's guard fall short of box 0's shelf.