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Tile Effects and Interactable Objects are modular systems that provide a convenient way to add new mechanics and interactive features to the game.
- Tile Effects are implemented by inheriting from the TileEffectBehavior class. These effects can be attached to tiles to modify their behavior, appearance, or interactions. Examples include changing how a tile can be clicked, how it moves, or triggering custom logic when it’s collected. The system supports lifecycle hooks (such as OnCreated, OnDisabled, OnTileCollected) and allows effects to override default tile logic in a clean, extensible way.
- Interactable Objects use the InteractableObjectBehavior class. These are objects placed on the level grid that can respond to tile interactions, such as being picked up, released, or triggering events. They can be extended to create a wide variety of interactive elements, from obstacles to power-ups.
Both systems are designed for extensibility and code reuse. By creating new classes that inherit from these base behaviors, you can quickly implement and integrate new gameplay mechanics without modifying core game logic. This approach keeps the codebase organized and makes it easy to maintain and expand the game’s feature set over time.
You can find links to the behaviors in the Level Database:

How to add a new Tile Effect
How to add a new Interactable Object
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