Allow player to be pushed off moving blocks
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@@ -166,6 +166,7 @@ position (so a moving trap's sensors follow it):
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| `{ dir: left\|right\|above\|below }` | player is on that side |
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| `{ dir: …, range: N }` | …and within N tiles that way |
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| `{ dir: …, aligned: true }` | …and overlapping on the perpendicular axis (i.e. *directly* left / *directly* above) |
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| `{ dir: …, inclusive: true }` | …also count the trap's own tile as being on that side (default `false`: the player must be strictly past the near edge) |
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| `{ timer: { interval: A, up_time: B } }` | cyclic: off A seconds, on B seconds |
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| `{ all: [ … ] }` | every listed condition (AND) |
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| `{ any: [ … ] }` | any listed condition (OR) |
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@@ -186,8 +187,11 @@ countdown. Handy for "linger and it strikes" spikes.
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You also die if a moving (non-deadly) `block` **pinches** you: presses you
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against a solid surface — squished into the ground from above, carried up into a
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ceiling, or ridden sideways into a wall. During the death pause the whole scene
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freezes, so the offending block stops on the spot until you respawn.
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ceiling, or driven sideways into a wall by a block hitting you from the side.
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Riding a platform horizontally into a wall is *not* a crush, though: you simply
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stop at the wall while the platform slides on under your feet. During the death
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pause the whole scene freezes, so the offending block stops on the spot until
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you respawn.
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### Mounting traps on other traps
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