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added collision info
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Jenna1337 committed Mar 31, 2024
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4 changes: 4 additions & 0 deletions docs/content/formats/fezao.md
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Expand Up @@ -31,6 +31,10 @@ An example JSON file looks like this:
}
```

```note
ArtObjects have no collision themselves, but instead have invisible collision triles placed into the level at the same location
```

## OBJ geometry

Apart from properties explained in the Trixel Art conversion specification, Art Objects ignore all of the additional objects contained within the OBJ file, and only use the first one.
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12 changes: 12 additions & 0 deletions docs/content/formats/fezts.md
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Expand Up @@ -66,6 +66,18 @@ All enums are stored as PascalCamelCase string parameters.

[Enum](#enum) specifiying a type of a collision for a trile. Must be one of **"None"**, **"AllSides"**, **"Immaterial"**, **"TopOnly"**, or **"TopNoStraightLedge"**.

[Click here for Renaud Bédard's explaination of collision and physics in FEZ](https://theinstructionlimit.com/behind-fez-collision-and-physics)

![collision_types.png](/wiki/assets/images/collision_types.png)

|CollisionType|Description|
|-|-|
| AllSides | for blocking level boundaries or obstacles. Also used for triles that can be picked up. Gomez cannot go in front of these triles. |
| TopOnly | for fall-through/climbable platforms |
| None | no-collide triles that make Gomez go in front of them|
| Immaterial| no-collide triles that DON’T make Gomez go in front of them|
|TopNoStraightLedge| for fall-through platforms that Gomez cannot grab onto the ledge|

### ActorType

[Enum](#enum) specifying a type of actor used by a Trile. Depending on a type of actor, specified object can be treated differently. A list of all actor types along with their behaviours will be provided in the future.
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