doodads/doors/colored-door.js

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// Colored Locked Doors.
const color = Self.GetTag("color"),
keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad";
function main() {
// Layers in the doodad image.
let layer = {
closed: 0,
unlocked: 1,
right: 2,
left: 3,
};
// Variables that change in event handler.
let unlocked = false; // Key has been used to unlock the door (one time).
let opened = false; // If door is currently showing its opened state.
let enterSide = 0; // Side of player entering the door, -1 or 1, left or right.
Self.SetHitbox(34, 0, 13, 76);
Events.OnCollide((e) => {
// Record the side that this actor has touched us, in case the door
// needs to open.
if (enterSide === 0) {
enterSide = e.Overlap.X > 0 ? 1 : -1;
}
if (opened) {
return;
}
if (e.InHitbox) {
if (unlocked) {
Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
opened = true;
Sound.Play("door-open.wav")
return;
}
// Do they have our key?
let hasKey = e.Actor.HasItem(keyname) >= 0;
if (!hasKey) {
// Door is locked.
return false;
}
if (e.Settled) {
unlocked = true;
Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
Sound.Play("unlock.wav");
// If a Small Key door, consume a small key.
if (color === "small") {
e.Actor.RemoveItem(keyname, 1)
}
}
}
});
Events.OnLeave((e) => {
Self.ShowLayer(unlocked ? layer.unlocked : layer.closed);
// Sound.Play("door-close.wav")
// Reset collision state.
opened = false;
enterSide = 0;
});
}