Well things improved quite steadily once I got the collision detection working, but before I do too much more work here is the current rundown of features.
The player can’t walk and must rely on the Graviblocks for thrust. If enabled the Graviblocks will pull or push the player in the direction they are pointing if the player is in line with the arrow. Space resets the player back to the starting point for the level. Stones can be thrown with WASD and can go through light colored tiles while the player cant. The player can however go through the light colored graviblocks as well as the stones. The other graviblocks do not let the player or stones pass but when they are hit with a stone they toggle their enabled state. Later some will rotate when hit, and maybe if time permits there will be button blocks which activate doors and whatnot. The map has gravity on by default but any level can override that, as well as the size of the grid. The borders are forced to be solid walls (for simplicity of collision detection) and the exit (when added) will be somewhere inside the grid to take you to the next map on touch.
Now, before I continue, as is the tradition here, I shal describe the food I will eat for the remainder of the competition (because I dont feel like owning a camera). I will prepare separately, both halves of a toasted everything bagel by layering on a paste of tomato based pasta sauce, followed by a ring of sliced orange cheddar cheese on top. Then it is nuked on high for 55 seconds while I crack open a celebratory Corona beer. Its probably best described as pizza bagels and of course it was invented long ago by perhaps the wise monks of bagledash.
And now eat my screenshot with your brain. (wipe your eyes when you are done)
