Script Timers, Multiple Doodad Frames

* CLI: fix the `doodad convert` command to share the same Palette when
  converting each frame (layer) of a doodad so subsequent layers find
  the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
  animate themselves or add delayed callbacks. The timers have the same
  API as a web browser: setTimeout(), setInterval(), clearTimeout(),
  clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
  the level. For example a Button Doodad can set its image to Layer 1
  (pressed) when touched by the player, and Trapdoors can cycle through
  their layers to animate opening and closing.
  * Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
  Trapdoor to run their various animations when touched (in the case of
  Keys, destroy themselves when touched, because there is no player
  inventory yet)
This commit is contained in:
Noah 2019-04-18 18:15:05 -07:00
parent 29ad3b3dda
commit 03f36be63e
6 changed files with 114 additions and 6 deletions

View File

@ -1,8 +1,17 @@
function main() {
console.log("Sticky Button initialized!");
console.log("%s initialized!", Self.Doodad.Title);
var timer = 0;
Events.OnCollide( function() {
console.log("Touched!");
Self.Canvas.SetBackground(RGBA(255, 153, 0, 153))
if (timer > 0) {
clearTimeout(timer);
}
Self.ShowLayer(1);
timer = setTimeout(function() {
Self.ShowLayer(0);
timer = 0;
}, 200);
})
}

View File

@ -1,8 +1,7 @@
function main() {
console.log("Sticky Button initialized!");
console.log("%s initialized!", Self.Doodad.Title);
Events.OnCollide( function() {
console.log("Touched!");
Self.Canvas.SetBackground(RGBA(255, 153, 0, 153))
Self.ShowLayer(1);
})
}

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@ -0,0 +1,35 @@
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 animating = false; // true if animation is actively happening
console.warn("Electric Door has %d frames", frames);
// Animation interval function.
setInterval(function() {
if (!animating) {
return;
}
// Advance the frame forwards or backwards.
frame += animationDirection;
if (frame >= frames) {
// Reached the last frame, start the pause and reverse direction.
animating = false;
frame = frames - 1;
}
Self.ShowLayer(frame);
}, animationSpeed);
Events.OnCollide( function() {
animating = true; // start the animation
})
}

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@ -0,0 +1,5 @@
function main() {
Events.OnCollide(function(e) {
Self.Destroy();
})
}

View File

@ -0,0 +1,5 @@
function main() {
Events.OnCollide(function(e) {
Self.ShowLayer(1);
});
}

View File

@ -0,0 +1,55 @@
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
})
}