2022-05-01 22:18:23 +00:00
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// Gem stone totem socket.
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/*
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The Totem is a type of key-door that holds onto its corresponding
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Gemstone. When a doodad holding the right Gemstone touches the
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totem, the totem takes the gemstone and activates.
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If the Totem is not linked to any other Totems, it immediately
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sends a power(true) signal upon activation.
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If the Totem is linked to other Totems, it waits until all totems
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have been activated before it will emit a power signal. Only one
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such totem needs to be linked to e.g. an Electric Door - no matter
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which totem is solved last, they'll all emit a power signal when
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all of their linked totems are activated.
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*/
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let color = Self.GetTag("color"),
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keyname = "gem-"+color+".doodad",
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activated = false,
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linkedReceiver = false, // is linked to a non-totem which might want power
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totems = {}, // linked totems
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:44:27 +00:00
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shimmerFreq = 1000,
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isUnlocked = Self.GetOption("has gemstone") === true;
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2022-05-01 22:18:23 +00:00
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function main() {
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// Show the hollow socket on level load (last layer)
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Self.ShowLayer(4);
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// Find any linked totems.
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for (let link of Self.GetLinks()) {
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if (link.Filename.indexOf("gem-totem") > -1) {
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totems[link.ID()] = false;
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} else {
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linkedReceiver = true;
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}
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}
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// Shimmer animation is just like the gemstones: first 4 frames
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// are the filled socket sprites.
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Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:44:27 +00:00
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// Options: if it already has its gemstone, set its state accordingly.
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if (isUnlocked) {
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activated = true;
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Self.ShowLayer(0);
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}
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2022-05-01 22:18:23 +00:00
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Events.OnCollide((e) => {
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if (activated) return;
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if (e.Actor.IsMobile() && e.Settled) {
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// Do they have our gemstone?
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let hasKey = e.Actor.HasItem(keyname) >= 0;
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if (!hasKey) {
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return;
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}
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// Take the gemstone.
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e.Actor.RemoveItem(keyname, 1);
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Self.ShowLayer(0);
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// Emit to our linked totem neighbors.
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activated = true;
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Message.Publish("gem-totem:activated", Self.ID());
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tryPower();
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}
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});
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Message.Subscribe("gem-totem:activated", (totemId) => {
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totems[totemId] = true;
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tryPower();
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})
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setInterval(() => {
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if (activated) {
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Self.PlayAnimation("shimmer", null);
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}
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}, shimmerFreq);
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}
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// Try to send a power signal for an activated totem.
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function tryPower() {
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// Only emit power if we are linked to something other than a totem.
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if (!linkedReceiver) {
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return;
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}
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// Can't if any of our linked totems aren't activated.
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try {
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for (let totemId of Object.keys(totems)) {
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if (totems[totemId] === false) {
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return;
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}
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}
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} catch(e) {
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console.error("Caught: %s", e);
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}
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// Can't if we aren't powered.
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if (activated === false) {
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return;
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}
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// Emit power!
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Message.Publish("power", true);
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}
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