New tiles for platform building and first collectible sprites
These tiles let you build floating platforms at different heights so the player has somewhere to jump to. Mix grass, stone, and castle styles for visual variety.
| File | Location | Purpose |
|---|---|---|
| grassHalf.png | Base pack/Tiles/ | Thin floating platform (middle) |
| grassHalfLeft.png | Base pack/Tiles/ | Thin platform left edge |
| grassHalfMid.png | Base pack/Tiles/ | Thin platform middle section |
| grassHalfRight.png | Base pack/Tiles/ | Thin platform right edge |
| stoneMid.png | Base pack/Tiles/ | Stone platform (visual variety) |
| stoneLeft.png | Base pack/Tiles/ | Stone platform left edge |
| stoneRight.png | Base pack/Tiles/ | Stone platform right edge |
| stoneHalf.png | Base pack/Tiles/ | Thin stone platform |
| castleMid.png | Base pack/Tiles/ | Castle platform |
| castleLeft.png | Base pack/Tiles/ | Castle platform left |
| castleRight.png | Base pack/Tiles/ | Castle platform right |
Hazards give the platformer stakes. Spikes and lava punish missed jumps, while springboards add bounce mechanics.
| File | Location | Purpose |
|---|---|---|
| spikes.png | Base pack/Items/ | Visual danger indicator |
| springboardUp.png | Base pack/Items/ | Bounce pad (up position) |
| springboardDown.png | Base pack/Items/ | Bounce pad (pressed) |
| liquidLavaTop.png | Base pack/Tiles/ | Lava surface |
| liquidLava.png | Base pack/Tiles/ | Lava body |
OnTriggerEnter2D in your script so you can respond (e.g., respawn).
Collectibles reward exploration and give the player a reason to reach every platform. These become important when we build Prefabs in L10.
| File | Location | Purpose |
|---|---|---|
| coinGold.png | Base pack/Items/ | Standard collectible |
| gemBlue.png | Base pack/Items/ | Bonus collectible |
Here is a sample multi-platform layout showing how tiles, collectibles, and hazards work together. Use this as a starting reference for building your own level.
isGrounded) works. If you forget, the player can't jump! This includes grassHalf, stoneHalf, castleMid, and every other platform piece.
Tags are how your C# scripts identify what the player has collided with. Here is every tag you should have set up by the end of Lesson 8.
| Tag | Apply To | Created In |
|---|---|---|
| "Ground" | All grass tiles, stone tiles, castle tiles, platforms | L05 / L08 |
| "DeathZone" | Invisible trigger below level, spikes | L08 |
| "Coin" | coinGold.png, gemBlue.png | L08 extension |
"Ground" is not the same as "ground". Make sure the tag in the Inspector matches exactly what your script checks for.