BallJumpMode
TheBallJumpMode 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.
| Value | Number | Description |
|---|---|---|
BallJumpMode.Banned | 0 | Jumping is completely disabled; the ball cannot leave the surface by jumping. |
BallJumpMode.Normal | 1 | Standard jumping behavior — the ball jumps once per input. |
BallJumpMode.Bouncing | 2 | The ball bounces continuously without requiring player input. |
CameraLookPosition
TheCameraLookPosition 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.
| Value | Number | Description |
|---|---|---|
CameraLookPosition.Center | 0 | Camera looks straight ahead at the default horizon level. |
CameraLookPosition.Up | 1 | Camera tilts upward to reveal overhead scenery or obstacles. |
CameraLookPosition.Down | -1 | Camera tilts downward to show the surface below the ball. |
CampaignResourceType
TheCampaignResourceType 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.
| Value | Number | Description |
|---|---|---|
CampaignResourceType.Unknown | 0 | The resource format is unrecognized or unspecified. |
CampaignResourceType.Binary | 1 | Raw binary data (e.g., compiled assets or custom data blobs). |
CampaignResourceType.Text | 2 | Plain text data (e.g., dialogue files or configuration). |
CampaignResourceType.Json | 3 | JSON-formatted structured data. |
CampaignResourceType.Image | 4 | An image file (e.g., a texture or UI graphic). |
EnemyInteraction
TheEnemyInteraction 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.
| Value | Number | Description |
|---|---|---|
EnemyInteraction.Spikes | 0 | Enemy can interact with spike hazards. |
EnemyInteraction.Lasers | 1 | Enemy can interact with laser beams. |
EnemyInteraction.Teleports | 2 | Enemy can use or be affected by teleporters. |
EnemyInteraction.Buttons | 3 | Enemy can activate buttons. |
EnemyInteraction.LightSensors | 4 | Enemy can trigger light sensors. |
EnemyInteraction.DirectionRestrictions | 5 | Enemy is affected by directional restriction blocks. |
EnemyInteraction.Ice | 6 | Enemy slides or behaves differently on ice surfaces. |
EnemyInteraction.Fire | 7 | Enemy interacts with fire hazards. |
EnemyInteraction.BreakingBlocks | 8 | Enemy can walk on or destroy breaking blocks. |
EnemyInteraction.TrampsAndVents | 9 | Enemy is affected by trampolines and vents. |
EnemyInteraction.Magnets | 10 | Enemy is attracted or repelled by magnetic blocks. |
EnemyInteraction.Rotators | 11 | Enemy is affected by rotator elements. |
EnemyInteraction.BallShield | 12 | Enemy interacts with the ball shield mechanic. |
EnemyInteraction.InvisibleBlocks | 13 | Enemy can detect or collide with invisible blocks. |
EntityMoveType
TheEntityMoveType 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.
| Value | Number | Description |
|---|---|---|
EntityMoveType.None | 0 | The entity is not moving. |
EntityMoveType.Ahead | 1 | The entity is moving forward horizontally. |
EntityMoveType.Up | 2 | The entity is moving upward. |
EntityMoveType.Down | 3 | The entity is moving downward. |
EntityMoveType.RotateLeft | 4 | The entity is rotating to the left. |
EntityMoveType.RotateRight | 5 | The entity is rotating to the right. |
EntityMoveType.JumpUp | 6 | The entity is jumping upward. |
EntityMoveType.JumpAhead | 7 | The entity is jumping forward. |
EntityMoveType.Falling | 8 | The entity is in free fall. |
EntityMoveType.SideDown | 9 | The entity is moving diagonally downward along a side. |
Orientation
TheOrientation 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.
| Value | Number | Description |
|---|---|---|
Orientation.North | 0 | Facing north (positive Z axis by convention). |
Orientation.East | 1 | Facing east (positive X axis by convention). |
Orientation.South | 2 | Facing south (negative Z axis by convention). |
Orientation.West | 3 | Facing west (negative X axis by convention). |
PoolMode
ThePoolMode 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.
| Value | Number | Description |
|---|---|---|
PoolMode.Disabled | 0 | The pool is inactive; no liquid is rendered or simulated. |
PoolMode.Static | 1 | The liquid level is fixed at a set height and does not change. |
PoolMode.AutoAdjust | 2 | The engine automatically adjusts the liquid level based on gameplay events. |
PoolMode.Tide | 3 | The liquid level rises and falls in a periodic tide pattern. |
ThemeMode
TheThemeMode 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.
| Value | Number | Description |
|---|---|---|
ThemeMode.Normal | 0 | The standard default theme for the level. |
ThemeMode.Secret | 1 | The secret variant of the default theme. |
ThemeMode.KulaWorld | 2 | The KulaWorld-inspired theme variant. |
ThemeMode.KulaWorldSecret | 3 | The secret version of the KulaWorld theme. |
ThemeMode.Variant1 | 4 | The first alternate theme variant. |
ThemeMode.Variant1Secret | 5 | The secret version of Variant 1. |
ThemeMode.Variant2 | 6 | The second alternate theme variant. |
ThemeMode.Variant2Secret | 7 | The secret version of Variant 2. |
ThemeMode.Variant3 | 8 | The third alternate theme variant. |
ThemeMode.Variant3Secret | 9 | The secret version of Variant 3. |