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--- Auto-Generated Description --- This diagram simulates a level progression and scoring mechanism similar to that found in a traditional platformer video game, specifically integrating aspects reminiscent of classic Mario-style gameplay. In this system, players interact with various game elements like enemies (Goomba, Koopa Troopa, and Koopa Paratroopa), collectibles (coins), and obstacles (bricks), each represented by pools that accumulate resources. These interactions are governed by sources generating resources at different intervals, which then flow through gates and converters simulating game actions such as killing enemies, collecting coins, and breaking bricks. Resources from these interactions can be converted into score points through registers that calculate points based on the number of enemies defeated, bricks broken, and coins collected, as well as the time remaining at level completion. The diagram includes a dynamic component for level progression, represented by a pool labeled "Level Progress" that receives resources over time, influencing the player's progress through the level. Additionally, a special "Time" pool is decremented to simulate the passage of time within a level, with resources from this pool being transferred to another pool at the end of the level to calculate bonus points based on time left. The total score is computed by aggregating points from all activities within the level, including defeating enemies, collecting coins, breaking bricks, and any remaining time. This comprehensive score is then potentially used to trigger a level completion condition, suggesting that the diagram not only tracks moment-to-moment gameplay elements but also governs the conditions for level advancement.