doodads/dev-assets/doodads/trapdoors/down.js

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function main() {
console.log("%s initialized!", Self.Doodad.Title);
var timer = 0;
// Animation frames.
var frame = 0;
var frames = Self.LayerCount();
var animationDirection = 1; // forward or backward
var animationSpeed = 100; // interval between frames when animating
var animationDelay = 8; // delay ticks at the end before reversing, in
// multiples of animationSpeed
var delayCountdown = 0;
var animating = false; // true if animation is actively happening
console.warn("Trapdoor has %d frames", frames);
// Animation interval function.
setInterval(function() {
if (!animating) {
return;
}
// At the end of the animation (door is open), delay before resuming
// the close animation.
if (delayCountdown > 0) {
delayCountdown--;
return;
}
// Advance the frame forwards or backwards.
frame += animationDirection;
if (frame >= frames) {
// Reached the last frame, start the pause and reverse direction.
delayCountdown = animationDelay;
animationDirection = -1;
// also bounds check it
frame = frames - 1;
}
if (frame < 0) {
// reached the start again
frame = 0;
animationDirection = 1;
animating = false;
}
Self.ShowLayer(frame);
}, animationSpeed);
Events.OnCollide( function() {
animating = true; // start the animation
})
}