Boundries are what make up a level - they are the platforms, the colliders and the finishing lines. They are essentially just lines which make up the scene and allow many systems to work. As a matter of fact, all boundry functions use the term 'line' - mainly because its quicker to type and pluralises nicly.


There are 5 main types of boundry. There numerical references are used in scripts and load files.

Creating Boundries

There are a number of load functions for creating boundries, and they are explained below.

Only line can be used to create Planars. The Planar angle is set just after the 'type' attribute.


Two types of boundry triggers exist in Planar, inkoved and passive. Invoked triggers are invoked by a the player hitting the spacebar, and passive ones by any body moving over something. You can set boundry trigger executions (they call exec functions) with these exec functions:

Only one trigger can be set for any boundry, and calling either of the above exec functions referncing a boundry will overwrite the previous one. This can theoretically be worked around key mapping.

Moving Boundries

A number of exec functions exist to allow the movement of boundries:

All but the last of these functions will perform checks to see if a body is positioned on the boundry, and moves them accordingly if they are.