SPACE to cycle between the levels. ARROW KEYS / WASD to move around. more on how to use it in the notes section. press " i " to toggle a debug view of the navmesh
all by me. - stuff for entity radius to work isn't implemented (would need to check additional faces for collisions etc, but this works) unpacks polygons from an .obj file , - note I'm using a 1:100th scale so 1unit in blender = 100px, allows size of the background sprite to directly correlate with the objects. - workflow 1) create level image, 2) create face in blender, scale x and y to 1:100 of the image x and y (this will be the reference image) and position it at 0,0,0 3) new face place where you want the player to start at, then extrude etc the rest of the level (snap to face of the image face is helpful to keep everything on z = 0, and keep in mind that polygons need to be convex) 4) export just the level as .obj (make sure blender is exporting as x,y,z where z = 0) 5) copy the text content of the .obj file into the "level" list as a new entry. 6) use HD sprite upload addon for larger images, to import the level sprite at its true scale. call it level+[level#] (where level# is the index of the level in the list). 7) hit play and toggle to the new level and you should see it in game. intending to build on this to make a hades style roguelite on scratch.