doodads/doors/build.sh

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# doodad convert -t "Red Door" red1.png red2.png door-red.doodad
# doodad edit-doodad -q --tag color=red door-red.doodad
# doodad install-script locked-door.js door-red.doodad
doodad convert -t "Red Door" red-closed.png red-unlocked.png red-right.png red-left.png door-red.doodad
doodad edit-doodad -q --tag color=red door-red.doodad
doodad install-script colored-door.js door-red.doodad
doodad convert -t "Blue Door" blue-closed.png blue-unlocked.png blue-right.png blue-left.png door-blue.doodad
doodad edit-doodad -q --tag color=blue door-blue.doodad
doodad install-script colored-door.js door-blue.doodad
doodad convert -t "Green Door" green-closed.png green-unlocked.png green-right.png green-left.png door-green.doodad
doodad edit-doodad -q --tag color=green door-green.doodad
doodad install-script colored-door.js door-green.doodad
doodad convert -t "Yellow Door" yellow-closed.png yellow-unlocked.png yellow-right.png yellow-left.png door-yellow.doodad
doodad edit-doodad -q --tag color=yellow door-yellow.doodad
doodad install-script colored-door.js door-yellow.doodad
doodad convert -t "Small Key Door" small-closed.png small-unlocked.png small-right.png small-left.png small-key-door.doodad
doodad edit-doodad -q --tag color=small small-key-door.doodad
doodad install-script colored-door.js small-key-door.doodad
doodad convert -t "Red Key" red-key.png key-red.doodad
doodad edit-doodad -q --tag color=red key-red.doodad
doodad install-script keys.js key-red.doodad
doodad convert -t "Blue Key" blue-key.png key-blue.doodad
doodad edit-doodad -q --tag color=blue key-blue.doodad
doodad install-script keys.js key-blue.doodad
doodad convert -t "Green Key" green-key.png key-green.doodad
doodad edit-doodad -q --tag color=green key-green.doodad
doodad install-script keys.js key-green.doodad
doodad convert -t "Yellow Key" yellow-key.png key-yellow.doodad
doodad edit-doodad -q --tag color=yellow key-yellow.doodad
doodad install-script keys.js key-yellow.doodad
doodad convert -t "Small Key" small-key.png small-key.doodad
doodad edit-doodad -q --tag color=small small-key.doodad
doodad install-script keys.js small-key.doodad
doodad convert -t "Electric Door" electric{1,2,3,4}.png door-electric.doodad
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
doodad edit-doodad -q --option "opened=bool" door-electric.doodad
doodad install-script electric-door.js door-electric.doodad
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
# All locked doors have an option to unlock.
doodad edit-doodad -q --option "unlocked=bool" door-green.doodad
doodad edit-doodad -q --option "unlocked=bool" door-blue.doodad
doodad edit-doodad -q --option "unlocked=bool" door-yellow.doodad
doodad edit-doodad -q --option "unlocked=bool" door-red.doodad
doodad edit-doodad -q --option "unlocked=bool" small-key-door.doodad
# All keys may be subject to gravity.
doodad edit-doodad -q --option "has gravity=bool" key-green.doodad
doodad edit-doodad -q --option "has gravity=bool" key-blue.doodad
doodad edit-doodad -q --option "has gravity=bool" key-yellow.doodad
doodad edit-doodad -q --option "has gravity=bool" key-red.doodad
doodad edit-doodad -q --option "has gravity=bool" small-key.doodad
# Tag the category for these doodads
for i in *.doodad; do doodad edit-doodad --tag "category=doors" $i; done
doodad edit-doodad --tag "category=doors,gizmos" door-electric.doodad
cp *.doodad ../../../assets/doodads/