{"action":"created","issue":{"url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/42","labels_url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/42/labels{/name}","comments_url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/42/comments","events_url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/42/events","html_url":"https://github.com/Tuxemon/Tuxemon/pull/42","id":111188793,"number":42,"title":"Add conditional collision zones","user":{"login":"treetrunk","id":3255366,"avatar_url":"https://avatars.githubusercontent.com/u/3255366?v=3","gravatar_id":"","url":"https://api.github.com/users/treetrunk","html_url":"https://github.com/treetrunk","followers_url":"https://api.github.com/users/treetrunk/followers","following_url":"https://api.github.com/users/treetrunk/following{/other_user}","gists_url":"https://api.github.com/users/treetrunk/gists{/gist_id}","starred_url":"https://api.github.com/users/treetrunk/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/treetrunk/subscriptions","organizations_url":"https://api.github.com/users/treetrunk/orgs","repos_url":"https://api.github.com/users/treetrunk/repos","events_url":"https://api.github.com/users/treetrunk/events{/privacy}","received_events_url":"https://api.github.com/users/treetrunk/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-10-13T14:13:10Z","updated_at":"2015-10-13T21:07:00Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/Tuxemon/Tuxemon/pulls/42","html_url":"https://github.com/Tuxemon/Tuxemon/pull/42","diff_url":"https://github.com/Tuxemon/Tuxemon/pull/42.diff","patch_url":"https://github.com/Tuxemon/Tuxemon/pull/42.patch"},"body":"## Description\r\nThis PR closes issue #41. Conditional collision zones work and look just like normal collision zones. The only difference is that you add properties to them. Currently they only take 2 properties: `enter`, and `exit`. Each property can have a value of multiple directions separated by a space. The code only looks for the keyword \"enter\" or \"exit\" meaning you can name them enter_from and exit_to to make it easier to understand. \r\n## Changes Made\r\n* Add logic for enter and exit properties on collision zones\r\n* Implement the feature to make one-way ledges on map1 (note: does not include the jump animation)\r\n* Implement the feature on the stairs in the healing center (can only enter and exit on the right)\r\n\r\n## Example\r\nIf for some reason I want to have a zone that can only be entered from the tile above and only exited to the left or right, the properties in Tiled would look like this:\r\n\r\n**Properties:**\r\n* enter_from: \r\n * up\r\n* exit_to: \r\n * left right\r\n\r\nNote that this is per tile in the zone. So once you are in a conditional collision zone, these rules apply for each tile within it. "},"comment":{"url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/comments/147854160","html_url":"https://github.com/Tuxemon/Tuxemon/pull/42#issuecomment-147854160","issue_url":"https://api.github.com/repos/Tuxemon/Tuxemon/issues/42","id":147854160,"user":{"login":"ShadowApex","id":376460,"avatar_url":"https://avatars.githubusercontent.com/u/376460?v=3","gravatar_id":"","url":"https://api.github.com/users/ShadowApex","html_url":"https://github.com/ShadowApex","followers_url":"https://api.github.com/users/ShadowApex/followers","following_url":"https://api.github.com/users/ShadowApex/following{/other_user}","gists_url":"https://api.github.com/users/ShadowApex/gists{/gist_id}","starred_url":"https://api.github.com/users/ShadowApex/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/ShadowApex/subscriptions","organizations_url":"https://api.github.com/users/ShadowApex/orgs","repos_url":"https://api.github.com/users/ShadowApex/repos","events_url":"https://api.github.com/users/ShadowApex/events{/privacy}","received_events_url":"https://api.github.com/users/ShadowApex/received_events","type":"User","site_admin":false},"created_at":"2015-10-13T21:07:00Z","updated_at":"2015-10-13T21:07:00Z","body":"This is great! I'm thinking that we can make a \"jump\" event action to compliment this that can be placed on the map that will animate the player jumping and move them *n* tiles in one direction. That way map designers have the option of having both jumping ledges and multi-directional walls."}}