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RollingQuest scripts expose several additional enums beyond the core entity and direction types. This page documents eight of them — covering how the ball jumps, where the camera looks, what resource formats a campaign uses, how enemies interact with the world, how entities move, compass-point orientations, water-pool behavior, and level theme variants. Each section lists all values in a table and provides context for when you use the enum in your scripts.

BallJumpMode

The BallJumpMode enum controls how the ball handles jumping. You set this mode on the ball or a surface to allow normal jumps, force continuous bouncing, or disable jumping entirely.

CameraLookPosition

The CameraLookPosition enum adjusts the vertical tilt of the camera, letting you direct the player’s view upward, downward, or back to center. You pass it to camera control functions to shift focus without moving the camera’s world position.

CampaignResourceType

The CampaignResourceType enum classifies the format of a resource file bundled with a campaign. You use it when loading or querying campaign assets so the engine knows how to parse and handle the data.

EnemyInteraction

The EnemyInteraction enum identifies which types of level hazards and mechanics an enemy is capable of interacting with. You use it to query or configure how a specific enemy responds to environmental elements like spikes, lasers, ice, and magnets.

EntityMoveType

The EntityMoveType enum describes the kind of movement an entity is currently performing. You read this value from movement callbacks or query it on an entity to determine how to respond — for example, playing a specific animation or sound only when the entity is genuinely airborne versus rolling forward.

Orientation

The Orientation enum represents the four compass-point directions on the horizontal plane. You use it to set or read the facing direction of entities and level elements that are aligned to a cardinal axis — such as an enemy’s initial heading or the direction a one-way gate allows passage through.

PoolMode

The PoolMode enum controls the behavior of a liquid pool in the level. You apply it to a pool entity to choose whether the water level is fixed, dynamically adjusted by the engine, or animated as a rising-and-falling tide.

ThemeMode

The ThemeMode enum selects the visual theme variant applied to a level. Normal and secret variants exist for the base theme as well as three additional variant sets, letting you create alternate visual presentations of the same level geometry — for example, a secret hidden version with a different atmosphere.