# 05 — Trap Room

Add trap spawn points to your room.

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## How traps work

A `Trap` marker is an empty object that tells the game to place a trap at that position. The game selects a trap type automatically (spikes, rotating blades, etc.) based on the current dungeon theme and difficulty. You do not choose the trap type — you only choose the **positions**.

Traps are armed when the room is loaded and remain active for the entire room encounter.

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## Adding trap markers

1. Right-click on the root object → **Create Empty**
2. Rename it `Trap`
3. Place it on the floor — avoid placing it directly on the player spawn or blocking the exit
4. Add **2 to 6** traps per room, depending on the room size

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## Design guidelines

**Do place traps:**
- Along natural paths between enemy spawns and the door
- Near walls where a player might be cornered
- Flanking the entrance area so the player must move carefully from the start

**Avoid:**
- Directly on `SpawnHere` — the player spawns inside a trap and dies immediately
- Blocking the only path to the exit
- All traps clustered in one corner (they become easy to avoid)

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## Trap + enemy combination

A trap room works best when traps and enemies work together:

- Enemies push the player toward traps
- Traps limit safe movement, making combat harder
- Example layout: enemy spawns at the edges, traps covering the centre paths

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## Hierarchy example

```
my-pack_TrapRoom
├── ... (geometry, lights)
├── SpawnHere
├── EnemySpawn  (×4)
├── Trap        (×4, placed along movement paths)
├── LootSpawner (×3)
└── WhatLockIsNeeded
    └── MonsterLock
```

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## Next

→ [06-puzzle-room.md](06-puzzle-room.md) — key-hunt rooms
