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Enemies are hostile entities that the player must avoid or interact with. They are placed on block sides and configured with specific behaviors and interactions.

Placing Enemies

  1. Left-click a block side to select it
  2. Press O to open the Enemies Pool
  3. Select an enemy template from the grid — it is placed on the selected side
  4. The enemy appears with a direction arrow indicating its initial orientation
If an enemy already exists on the selected side, pressing O opens the Element Properties menu for that enemy.

Removing Enemies

  1. Select the side with the enemy
  2. Press O to open the Enemies Pool
  3. Select the None option

Enemy Properties

Direction

Set the enemy’s initial facing direction:
  • North, East, South, West
The direction affects the enemy’s movement pattern and visual orientation.

Enemy Interactions

Press the Enemy Interactions button in the Element Properties menu to configure which hazards this enemy interacts with:
  • Opens a grid showing all available interaction types
  • Toggle each interaction on/off
  • Interactions define how the enemy responds to level hazards (lava, spikes, etc.)
  • Initial interactions are set automatically when the enemy is placed

Variables (Local Properties)

Enemies have template-defined variables accessible through the Local Properties menu:
  • Open with the Variables button in Element Properties
  • Properties are defined by the enemy’s template (e.g., speed, health, behavior flags)
  • Supports Integer, Float, String, Boolean, and Enum types

Script Attachment

Enemies can have Lua scripts attached with tags and local variables for custom behavior.

Global Enemy Management

The editor maintains a global EnemiesManager that tracks all enemies across all sections. When an enemy is placed or removed, the global manager is updated and the score info is recalculated.

Multi-Section Enemies

Like balls, enemies are associated with specific sections. Each section maintains its own enemy list, while the global manager tracks all enemies for score calculation and cross-section queries.