48 lines
2.4 KiB
Markdown
48 lines
2.4 KiB
Markdown
# Room 099: Transitional Room
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This is a simple transitional room that automatically moves the player to room 25 after a brief delay. The player enters from the left side and walks across the screen while a timer counts down. This appears to be the game's opening sequence, transitioning from the Sierra logo/intro to the main starting area (room 25).
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## Look Description
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This room has no interactive elements or distinct look description. It serves purely as a transitional space where the player character automatically walks across the screen before the game advances to the starting room (25). The lack of a handleEvent method means no player interactions are possible in this room.
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## Interactions
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This room has no interactions defined. The player cannot look at, get, or interact with anything in this room.
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## Scripts
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| Status | Behavior Type | Name | Trigger | Behavior |
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|--------|--------------|------|---------|----------|
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| TODO | Background | AutoWalk | Room initialization | Player enters at position (20, 99) and automatically walks to (300, 100) using MoveTo motion and Fwd cycle |
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| TODO | Background | TimerTransition | After global222 > local0 | Tracks frames elapsed (global222), adjusts game speed (global223), and transitions to room 25 when timer expires |
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## Technical Notes
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- **Room Number**: 99
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- **Picture**: 991
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- **Style**: $0006 (fade effect)
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- **Exits**: Automatic transition to room 25 after timer expires
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### State Variables
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| Variable | Values | Description |
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|----------|--------|-------------|
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| `global222` | incrementing counter | Tracks number of frames since entering the room |
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| `local0` | computed value (60 + initial time) | Threshold value for timer; set on first frame |
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| `global223` | 0, 1, 2 | Controls game speed during transition: 0 (fast) for first 30 frames, 1 (medium) for frames 30-60, 2 (normal) after 60 frames |
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### Timing Logic
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The transition timing works as follows:
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1. On first frame (global222 = 1): local0 is set to current time + 60
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2. Each subsequent frame: global222 increments
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3. When current time exceeds local0: transition to room 25
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4. During transition: game speed changes based on how much time has passed (affects animation smoothness)
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### Room Differences
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This room is nearly identical to room 98, differing only in the destination room:
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- Room 98 transitions to room 698 after the intro animation
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- Room 99 transitions to room 25 (the starting area with the brook/beach)
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