> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/layers/game-mechanics/platformer.md).

# Platformer

A side-scrolling jumper. The player taps to jump over obstacles, land on platforms, and grab collectibles.

Platformer scrolls obstacles, platforms, and collectibles toward the player's character from the right. The player taps to jump. Holding longer makes a higher jump. Score climbs every second the player survives.

Platforms are one-way. The character can jump up through them from below and land on top of them.

### Layers

* **Player Character (Image)** and **Player Character (Sequence)** are the player's character. The game uses one or the other, depending on **Character Type**.
* **Ground Obstacle 1** to **6** and **Floating Obstacle 1** to **6** are the obstacle designs. The game uses as many of each as the matching setting asks for.
* **Platform 1** to **3** are the platform designs.
* **Collectible** is the pickup that adds bonus points. Hidden when **Collectible Item** is off.

### Game Settings

**Layout**

* **Character Type** sets whether the character is a static **Image** or an animated **Sequence**. Default is **Image**.
* **Floating Obstacles** sets how many floating obstacle designs are used, from **0** to **6**. Default is **1**.
* **Ground Obstacles** sets how many ground obstacle designs are used, from **0** to **6**. Default is **1**.
* **Platforms** sets how many platform designs are used, from **0** to **3**. Default is **1**.

**Mechanics**

* **On Collision** plays on the character when it hits an obstacle. Default is **Shake**. Also offers **Blink**, **Bounce**, **Bubble**, **Pulse**, **Rotate**, **Slide**, or **None**.
* **Game Speed** sets how fast obstacles move toward the player, from **1** to **20**. Default is **3**.
* **Progressive Speed** speeds the game up over time. The speed resets when the character hits an obstacle. Default is **off**.
* **Collectible Item** adds collectibles to the run. Default is **on**.
* **Collectible Density** sets how many collectibles appear: **Low**, **Medium**, or **High**. Default is **Medium**. Only shown when Collectible Item is on.
* **Spawn Interval** sets the time between obstacles, from **0.5** to **10** seconds. Default is **2**.

### Progression

| Variable              | Default | What it does                                 |
| --------------------- | ------- | -------------------------------------------- |
| **Starting Score**    | 0       | The Score the game begins at.                |
| **Score Per Second**  | 1       | Points added for each second of play.        |
| **Collectible Score** | 5       | Points added for each collectible picked up. |
| **Starting Health**   | 10      | The health the player begins with.           |

Triggers can watch **Score** and **Health**.

* **Score** rises every second, and jumps by Collectible Score on each pickup.
* **Health** drops by one each time the character hits an obstacle.

**Example triggers:**

* Score **Reaches** 100, action starts your end card scene.
* Health **Drops to** 0, action starts your try-again scene.

{% hint style="info" %}
Score Per Second keeps adding points even if the player never jumps. Set it to **0** if you want Score to come only from collectibles.
{% endhint %}


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