Checkpoint 2

**Checkpoint 2** is a Checkpoint following On a Roll, with five puzzles. It acts as explaining the basics of almost every game you may build.

## 1. Moving A Movable Object

This puzzle is associated with the "On the Move with the Moving-Object Nodon" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Puzzle Clear
* Object
* Fancy Object
* World
* Game Screen
* Person

Interactable Nodon

### Solution(s)

On the program screen, connect the Stick Nodon's 'Amount tilted' output port to the Moving-Object Nodon's 'X' input port. Once this is done, the Moving Object will be capable of moving left to push the Apple through the gap in the wall towards the Person, Then, the Person will destroy the Apple, clearing the puzzle.

## 2. The Calculator Decides

This puzzle is associated with the "Calculator Nodon's Advanced(?) Features" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Object Break
* Puzzle Clear
* Person
* Object
* Fancy Object
* Moving Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

Open the Calculator Nodon's settings. By default, the 'Calculation Method' setting is set to "+". With this setting, the two inputs from the two Constant Nodon (the top outputting 1.00 and the bottom outputting 2.00), the calculator outputs 3.00, making the Moving Object move to the right. Changing the 'Calculation Method' setting to "-" will make the calculation result in -1 (1 - 2), making the Moving Object move left, pushing the Apple into the Person, destroying it and clearing the puzzle.

## 3. Counting Counters

This puzzle is associated with the "Counting Breaking Objects" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Stick
* Object Break
* Comparison
* Puzzle Clear
* Person
* Object
* Fancy Object
* Moving Object
* Number Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

Currently, the Object-Break Nodon is connected to the Counter Nodon's 'Count down' input port. This means that when a box is broken, the counter goes down instead of up. Simply delete this connection and making a new connection between the Object-Break Nodon and the Counter Nodon's 'Count up' input port instead. After this, on the game screen, breaking the five boxes will now successfully cause the Moving Object to move and push the Apple into the Person, destroying it and clearing the puzzle.

## 4. Comparisons

This puzzle is associated with the "Judging Conditions with the Comparison Nodon" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Object Break
* Puzzle Clear
* Person
* Object
* Fancy Object
* Moving Object
* World
* Game Screen

Interactable Nodon

### Solution(s)

On the program screen, the two Constant Nodon are linked to the Comparison Nodon, which has its 'Comparison Method' set to "=". Since the Constant Nodon conencted to 'Input 1' is less than the one connected to 'Input 2', the comparison is false and the Comparison Nodon outputs 0.00. As such, changing the 'Comparison Method' to "<" (less than), or "≤" (less than or equal to), will make the comparison true, outputting a signal of 1.00 and causing the Moving Object to move into the Apple, rolling it towards the Person, who then destroys it and completes the puzzle.

## 5. Teleporting Etiquette

This puzzle is associated with the "Is It Magic? Teleporting Objects" segment of Alice's Guide.

### Nodon

Noninteractive Nodon
* Object Break
* Puzzle Clear
* Person
* Object
* Fancy Object
* Teleport Object Exit
* World
* Game Screen

Interactable Nodon

### Solution(s)

Opening the Teleport-Object-Entrance Nodon's settings, it is only possible to adjust the Teleport What?' setting. Currently, it is set to "None", meaning that even if the Person walks through it, they won't be teleported. As such, all we need to do is change this setting to include only "Person". Then, back on the game screen, the Person can walk through the Teleport Object Entrance, access the other side of the wall, destroy the Apple, and clear the puzzle.