Replaced most platform sprites with simpler versions that are easier to color in code.
Implemented Flame as platform feature instead of separate platform type.
Extracted color interpolation from BackgroundColorInterpolator into separate class.
All platform in rise section now become active and stop being active at the same time. This will enable more predictable behavior of platforms and implementation of certain mechanics.
Implemented some parts of jump movement for platforms.
Refactored CollisionEffect (now called CollisionEffects) to allow multiple effects to be handled on collision.
Renamed JumpPlatformMovement to RepositionPlatformMovement.
Implemented reposition platforms.
Implemented visible on jump platforms.
Implemented rise section generation using rise section metadata.
Updated rise section generation.
Platform color is now different for different movement types.
Some other smaller changes.
Removed some obsolete rise section generation code.
Implemented "jumpboost" type section.
Implemented test jump sound.
Added jump boost test sound.
Reposition platforms now have constant reposition time instead of constant speed.
Jump boost sound volume now varies based on jump boost power.
Fixed a bug with color interpolation.
Tried out some other background color transitions.
Created background image and implemented part of background related logic.
Refactored and simplified BackgroundColorInterpolator.
Limited visible area position to a position slightly below rise height (so rise end will be visible even if character was propelled by jump boost just before reaching the end).
Added some skeleton Enemy classes.
Added new moving platform rise section metadata.
Modified basic rise section generator code: platforms not assigned initialy due to rounding of platform type counts will be assigned as normal.
Implemented "visible on jump" platform section.
Refactored platform type index generation code (it is now more generic).
Partially implemented reading of enemies data in rise section.
Implemented rise section with "saw" enemy and collision with that enemy.
Character image is now comprised of few tinted sprites (this will enable me to implement some color effect on character).