Platforms

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Browse the full series here: Series Editor

### **Basic Definition**

*Platforms* are the primary part of the Editor; they can be used to add game-play and/or visuals onto a Map, to make it playable for players.

## **How to Use** *(HTML5-based Bonk.io)*

The following will give a complete list of the options/features for platforms within the HTML5-based Bonk.io's Editor. Note that some features may be subject to change. The information will be broken up into the categories: *Basic Properties*, *Movement Properties*, *Joint Properties*, and *Shape Properties*.

Note that some settings features, such as "Break Force" may be repeated throughout this list, solely for accessibility purposes. For Delete/Add options, such as "Add Joint", they will mentioned at the bottom of that properties section.

### **Basic Properties**

An image of a handful of Kinematic platforms passing through a Static Platform.An image of some of the Basic Properties.
These are the general settings for a platform, that set the grounds for how the platform behaves and functions.

**Move Type -** The option to decide how the platform will move or not as a whole.

Stationary - The platform never moves, and is not affected by other platforms.

Free Moving - The platform does move, by falling with gravity within a map. It can also interact with other platforms that are physical.

Kinematic - The platform does move, but does not follow the gravity of a map, and doesn't interact with other platforms, and only passes through them. To make them move, refer to the *Movement Properties*.

**X/Y -** The central position of the platform as a whole, based on the X/Y coordinate plane of the map.

**Angle -** The angle of a platform as a whole, with one full rotation being 360°.

**Bounciness -** The rebound the platform gives after a collision either by a player or by another platform. The default bounciness is 0.8. To make the platform more bouncy, make it a value above 0.8. To make it less bouncy, make it a value between 0 and -1. When a shape within a platform differs from the platform bounciness, the higher value is taken if they are both positive. If one is negative, then the values would be combined.

**Density -** Only having a difference on platforms that are moving in some way, it is how dense the platform is. For example, if two platforms were the same size, and one had a higher density value, the one with a higher density value would be heavier. This can be fully overridden by adding a value within the shape's density value that differs from it.

**Friction** **-** The amount of friction a platform has, the more friction, the more the platform would slow down when sliding against other platforms. This can be fully overridden by adding a value within the shape's friction value that differs from it.

**Fric Players** **-** The option to also make the platform be able to apply friction upon players.

**Anti Tunnel -** The option to prevent moving platforms to glitch through each other. However, this may increase lag within a map when enabled.

**Collide Group -** The option to decide which collide group a platform belongs within, out of the groups of A, B, C, D. *(Applies To Free Moving Platforms Only)*

**Collide With -** The option to decide which group(s) the platform can collide with, or would just pass through.*(Applies To Free Moving Platforms Only)*

### **Movement Properties**

*(Entire Section Applies To Free Moving/Kinematic Platforms Only)*

An image of multiple moving small yellow balls all rebounding off a narrow green platform.An image of some of the Movement Properties in the HTML5-based Bonk.io.
In the case that the platform has been set to be Free Moving or Kinematic above, these are options for how the platform will move around the map, building on some of the features from the Basic Properties.

**X/Y Start Speed -** The X/Y velocity the platform starts with.

**Start Spin -** The rotational velocity the platform starts with.

**Linear Drag -** The option to decide how much the platform will slow down movements over time, without interference by other platforms.

**Rotational Drag -** The option to decide how much the platform will slow spinning over time, without interference by other platforms.

**Fixed Rotation -** The option to force a platform to remain in the same angle. Note that this does not work with a rotational joint.

**Apply X/Y Force -** The amount the platform will be constantly pushed in a certain direction. The Y Force can be changed to -20, to go against the gravity of a map, which is 20, to make it float.

**Force Direction -** The option to choose how a platform would move with the X/Y Force.

Absolute - The X/Y Force amounts are always fixed, so X Force affects left/right, and Y Force affects up/down.

Relative - The X/Y Force amounts can shift direction, based on how the platform is tilted. This can make it move off in a certain direction, like a rocket.

**Torque -** The amount of force to apply to constantly make a platform spin.

### **Joint Properties**

*(Entire Section Applies To Free Moving Platforms Only)*

An image of a platform with a soft rod joint moving around in the HTML5-based Bonk.io.This is an image of the Joint Properties for a Soft Rod within the Editor.
In the case that the platform has been set to be Free Moving above, these are more advanced options for how the platform will move around. The section is based on fixing platforms to move in certain controlled ways, rather than simply moving around solely by gravity, and collisions by other platforms and players.

This section includes information about the joint types: *Rotating, Soft Rod, Follows Path, and Springy*.

**Rotating**

**Attach To -** The option to select which platform to attach the pivot to, or to thin air, "Nothing".

**Pivot X/Y -** Relative to the X/Y of the platform as a whole, it is where the platform will rotate around.

**Enable Motor -** The option to allow the joint to use a turn force to spin the platform.

Max Speed - If Enable Motor is enabled, this will set the max speed the platform can accelerate to.

Turn Force - If Enable Motor is enabled, this will set the turn force for the platform to spin.

**Angle Limit -** The option to set a maximum angle for the rotating platform to swing to.

From/To Angle - If the Angle Limit is enabled, these values will set the max/min values the rotating platform can swing to.

**Break Force -** How easily the platform can break off from the rotating joint. Setting it to 0 makes it unbreakable, while any other value puts it at risk. The platform can break off from its own weight, players on it, other platforms colliding with it, or a combination of these. The higher the value (past 0), the stronger it will be.

**Col Attached -** If the joint's been attached to another platform, this will dictate if it would collide with that platform.

**Draw Line -** The option whether or not to have the line for the joint visible in-game. Regardless of what was chosen, the draw line will always appear in the Editor.

**Soft Rod**

**Attach To -** The option to select which platform to attach the pivot to, or to thin air, "Nothing".

**Local X/Y** - The X/Y position of where the rod attaches to.

**Attach X/Y** - The X/Y position of where the far end of the rod attaches to.

**Softness** - The option to choose how much the rod can stretch and compress on itself in-game. However, by setting it to 0, it will make it rigid, which may lead to glitches.

**Damping** - The option increase how quickly the soft rod would stop bouncing when soft, it is by default set to 0, and only works when the softness value is a value other than 0.

**Break Force -** How easily the platform can break off from the rotating joint. Setting it to 0 makes it unbreakable, while any other value puts it at risk. The platform can break off from its own weight, players on it, other platforms colliding with it, or a combination of these. The higher a value past 0, the stronger it will be.

**Col Attached -** If the joint's been attached to another platform, this will dictate if it will collide with that platform.

**Draw Line -** The option whether or not to have the line for the joint visible in-game. Regardless of what was chosen, the draw line will always appear in the Editor.

**Follows Path**

**Path Angle** **-** The angle of the path that the platform will move along.

**Path Length** **-** The length of the path that the platform will move along.

**Move Speed -** The max speed that the platform can move along its path.

**Move Force -** The amount of force that will be applied to the platform to push it across its path.

**Break Force -** How easily the platform can break off from the rotating joint. Setting it to 0 makes it unbreakable, while any other value puts it at risk. The platform can break off from its own weight, players on it, other platforms colliding with it, or a combination of these. The higher a value past 0, the stronger it will be.

**Draw Line -** The option whether or not to have the line for the joint visible in-game. Regardless of what was chosen, the draw line will always appear in the Editor.

**Springy**

**Spring Force -** The strength of the spring against itself, player collisions, and other platforms, if the value is set too low, the spring's stance can collapse and free-fall.

**Spring Length -** The default length of the spring, however it can stretch beyond it, if the spring's force is too weak to support the platform.

**Break Force -** How easily the platform can break off from the rotating joint. Setting it to 0 makes it unbreakable, while any other value puts it at risk. The platform can break off from its own weight, players on it, other platforms colliding with it, or a combination of these. The higher the value (past 0), the stronger it will be.

**Draw Line\* -** The option whether or not to have the line for the joint visible in-game. Regardless of what was chosen, the draw line will always appear in the Editor.

*\*Doesn't do anything since springs do not have a line for them in the HTML5-based Bonk.io.*

### Other Options -

Add/ Delete Joint - The buttons allowing for players to either delete or add a joint within a map.

### **Shape Properties**

An image of shapes in varying sizes and colours in the HTML5-based Bonk.io.This is an image of the Shape Properties for a rectangle within the Editor.
This section includes all of the settings for shapes within a platform, including their location, shape, colour, among more.

**Type -** An unchangeable line stating which type of shape is it. This includes Circle, Rectangle, and Polygon.

Convex (Polygon Only) - An unchangeable line stating if the shape is convex or not.

**Shape Type Label -** A label that is present at the top of a shape's entry when collapsed which allows for players to know which kind of shape it is (**C** for Circle, **R for** Rectangle or **P** for polygon), on top of knowing if it is physical or not, (Grey if physical, light grey if not)

**X/Y -** The X/Y position of the shape relative to the platform.

Width / Height (Rectangle Only) - The size of the length and height of the rectangle.

Radius (Circle Only) - The size of the radius of the circle.

Scale (Polygon Only) - The size of the polygon relative to how it was drawn.

Angle (Rectangle / Polygon Only) - The angle of the shape relative to the platform.

Shrink (Rectangle / Circle Only) - The option to make the shape shrink in-game.

**No Physics -** The option to make the shape visual only, which can be used for decoration. When you make a shape no-physics, it decreases lag. For polygons that are concave, this option is fixed to be on.

**No Grapple -** Allows for players to disable a shape from being able to be grappled on in Grapple Mode. This does not do anything if the mode being played for the map isn't grapple, or if the shape is already no physics.

**Inner Grapple** - Allows for players to allow for a shape to be grappled from the inside of it. This only applies in Grapple Mode, the platform needs to have no collision with players, and the shape cannot be checked for No Physics and/or No Grapple.

**Death -** The option to make the shape kill players upon touching it. Note that if a shape has no physics enabled, this will not work.

**Bounciness -** The rebound the shape gives relative to the platform as a whole after a collision either by a player or by another platform. Keep it blank if you want it to be the same value as the platform.

**Density -** The density of the shape. Keep it blank if you want it to be the same value as the platform.

**Friction** **-** The amount of friction a certain shape has. Keep it blank, if you want it to be the same value as the platform.

**Fric Players** **-** The option to also make the platform be able to apply friction upon players. Keep it blank, if you want it to be the same value as the platform.

### Other Options -

Up/Down - The option to move a shape have priority over other shapes, so if there was a yellow platform with a pink platform in it, if the pink platform was under the yellow platform, the pink platform wouldn't appear. Relative to the other shapes.

Delete Shape - The option to delete a shape.

Duplicate Shape - The option to duplicate a shape. Upon pressing it, the options: Dup Identical, Dup Invert X, Dup Invert Y, and Dup Invert X/Y are available. Dup Identical doesn't change the X or Y, Dup Invert X inverts the X, so if a platform was at X -38, it would go to 38, Dup Invert Y inverts the Y in the same manner as Dup Invert X, and Dup Invert X/Y inverts both the X and the Y in the same manner as Dup Invert X.

Add Shape - The option to create a new shape.

Shape Name - The option to name the shape, it is called "Unnamed" by default.

### **Miscellaneous**

This is a feature within the Platform Editor, but rather feature(s) that don't belong into any of those listed above.

**Platform Name -** The option to name a certain platform, it is called "Unnamed" by default.

## **Differences from the former Flash-based Bonk.io**

### Unavailable Features/Options List:

Features: *Kinematic Platforms, Soft Rods, Custom Shapes (Polygons), Shape Type Labels*

Options\*: *Friction, Anti-Tunnel, Collide Group/With options, Start Spin, Rotational Drag, Fixed Rotation, Apply X/Y Force, Force Direction, Torque,* Att*ach To, Enable Motor, Angle Limit, Break Force, Col Attached, Draw Line, Local X/Y/Attaches X/Y, Softness, Damping, Custom Options for Shapes within Platforms (Grapple-Related, Bounciness, Density, Friction, Fric Players, Duplicate Shape, Shape Name), Drawing Functionality*

### Changed Features List:

Deadly Platforms- In the Flash-based Bonk.io, shapes were only able to be be made deadly if the shape is black. Compared to the the HTML5-based Bonk.io, that is not true as it is now an option for all shapes, regardless of their colour.

Radius- In the Flash-based Bonk.io, the radius of a circle was only able to be changed through the shape's "Length value". Compared to the HTML5-based Bonk.io, that is not true as circles now have an option to change their radius just for them.

Shrink- In the Flash-based Bonk.io, only shapes that were Shrinking Rectangles were able to shrink, now in the HTML5-based Bonk.io, this is an option for rectangles and circles too.

Color Picker- In the Flash-based Bonk.io, the colour slider within the Colour Select was based on the color's brightness. This has been changed in the HTML5-based Bonk.io, with it now being based on the color's saturation.

Default Platform Name- In the Flash-based Bonk.io, platforms were named numerically by default, through whole numbers, starting at "Platform 1". In the HTML5-based Bonk.io, all platforms are named by default, "Unnamed".

### Feature/Option Renames:

*(Flash-based Bonk.io Name ---> HTML5-based Bonk.io Name)*

**Features:**

 Dynamic ---> Free Moving

**Options:**

 X/Y Vel ---> X/Y Start Speed

Angular Drag ---> Rotational Drag

Shape X/Y ---> X/Y

Shape Angle ---> Angle

Move Strength ---> Move Strength

Max Speed ---> Move Speed

No-Physics ---> No Physics

Stiffness ---> Turn Force

Spring Strength ---> Spring Force

Color Picker ---> *(currently has no official name)*

### Exclusive Features/Options List:

Shapes- The Rnd Rectangle (Round Rectangle), Shrinking Rectangle, and Triangle were all removed as shape name options in the transition to the HTML5-based Bonk.io. However, players can still make these shapes, through the Drawing Functionality and New Shape Options in the HTML5-based Bonk.io.