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.
This commit is contained in:
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@ -43,8 +43,23 @@ doodad edit-doodad -q --tag color=small small-key.doodad
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doodad install-script keys.js small-key.doodad
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doodad install-script keys.js small-key.doodad
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doodad convert -t "Electric Door" electric{1,2,3,4}.png door-electric.doodad
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doodad convert -t "Electric Door" electric{1,2,3,4}.png door-electric.doodad
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doodad edit-doodad -q --option "opened=bool" door-electric.doodad
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doodad install-script electric-door.js door-electric.doodad
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doodad install-script electric-door.js door-electric.doodad
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# All locked doors have an option to unlock.
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doodad edit-doodad -q --option "unlocked=bool" door-green.doodad
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doodad edit-doodad -q --option "unlocked=bool" door-blue.doodad
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doodad edit-doodad -q --option "unlocked=bool" door-yellow.doodad
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doodad edit-doodad -q --option "unlocked=bool" door-red.doodad
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doodad edit-doodad -q --option "unlocked=bool" small-key-door.doodad
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# All keys may be subject to gravity.
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doodad edit-doodad -q --option "has gravity=bool" key-green.doodad
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doodad edit-doodad -q --option "has gravity=bool" key-blue.doodad
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doodad edit-doodad -q --option "has gravity=bool" key-yellow.doodad
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doodad edit-doodad -q --option "has gravity=bool" key-red.doodad
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doodad edit-doodad -q --option "has gravity=bool" small-key.doodad
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# Tag the category for these doodads
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# Tag the category for these doodads
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for i in *.doodad; do doodad edit-doodad --tag "category=doors" $i; done
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for i in *.doodad; do doodad edit-doodad --tag "category=doors" $i; done
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doodad edit-doodad --tag "category=doors,gizmos" door-electric.doodad
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doodad edit-doodad --tag "category=doors,gizmos" door-electric.doodad
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@ -1,7 +1,17 @@
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// Colored Locked Doors.
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/*
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Colored Locked Doors
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This script handles the blue, green, red, yellow and small-key doors.
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Each door has a corresponding key that will unlock it. Small Key doors consume a
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small key when unlocked for the first time.
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Options: "unlocked" can make the door unlocked by default when the level begins.
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*/
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const color = Self.GetTag("color"),
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const color = Self.GetTag("color"),
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keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad";
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keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad",
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isUnlocked = Self.GetOption("unlocked");
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function main() {
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function main() {
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// Layers in the doodad image.
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// Layers in the doodad image.
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@ -19,6 +29,12 @@ function main() {
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Self.SetHitbox(34, 0, 13, 76);
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Self.SetHitbox(34, 0, 13, 76);
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// Options: door is unlocked at level start?
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if (isUnlocked) {
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unlocked = true;
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Self.ShowLayer(layer.unlocked);
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}
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Events.OnCollide((e) => {
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Events.OnCollide((e) => {
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// Record the side that this actor has touched us, in case the door
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// Record the side that this actor has touched us, in case the door
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// needs to open.
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// needs to open.
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// Electric Door
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/*
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Electric Door
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let animating = false;
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Opens when it receives power. Closes when power is removed.
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let opened = false;
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let powerState = false;
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Always toggles when activated by a switch.
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Options: opened (bool) to make it opened by default on level start.
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*/
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let animating = false,
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opened = Self.GetOption("opened") === true,
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powerState = false;
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// Function to handle the door opening or closing.
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// Function to handle the door opening or closing.
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function setPoweredState(powered) {
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function setPoweredState(powered) {
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@ -35,6 +43,12 @@ function main() {
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Self.SetHitbox(0, 0, 34, 76);
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Self.SetHitbox(0, 0, 34, 76);
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// If the player has configured the door to be opened by default, make it so.
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if (opened) {
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powerState = true;
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Self.ShowLayer(3);
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}
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// A linked Switch that activates the door will send the Toggle signal
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// A linked Switch that activates the door will send the Toggle signal
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// immediately before the Power signal. The door can just invert its
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// immediately before the Power signal. The door can just invert its
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// state on this signal, and ignore the very next Power signal. Ordinary
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// state on this signal, and ignore the very next Power signal. Ordinary
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@ -1,9 +1,19 @@
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// Colored Keys and Small Key
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/*
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Colored Keys and Small Key
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Options: "has gravity" will make the key subject to gravity.
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*/
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const color = Self.GetTag("color"),
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const color = Self.GetTag("color"),
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quantity = color === "small" ? 1 : 0;
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quantity = color === "small" ? 1 : 0,
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hasGravity = Self.GetOption("has gravity") === true;
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function main() {
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function main() {
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if (hasGravity) {
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Self.SetGravity(hasGravity);
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Self.SetMobile(true);
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}
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Events.OnCollide((e) => {
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Events.OnCollide((e) => {
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if (e.Settled) {
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if (e.Settled) {
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if (e.Actor.HasInventory()) {
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if (e.Actor.HasInventory()) {
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@ -55,4 +55,15 @@ build:
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doodad edit-doodad --tag "category=doors" $${i};\
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doodad edit-doodad --tag "category=doors" $${i};\
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done
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done
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# Gemstones have gravity by default, but make it configurable.
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doodad edit-doodad -q --option "has gravity=bool=true" gem-green.doodad
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doodad edit-doodad -q --option "has gravity=bool=true" gem-yellow.doodad
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doodad edit-doodad -q --option "has gravity=bool=true" gem-red.doodad
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doodad edit-doodad -q --option "has gravity=bool=true" gem-blue.doodad
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# Totems have an option to mark them unlocked by default.
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for i in gem-totem-*.doodad; do\
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doodad edit-doodad -q --option "has gemstone=bool" $${i};\
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done
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cp *.doodad ../../../assets/doodads/
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cp *.doodad ../../../assets/doodads/
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// Gem stone collectibles/keys.
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// Gem stone collectibles/keys.
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const color = Self.GetTag("color"),
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const color = Self.GetTag("color"),
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shimmerFreq = 1000;
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shimmerFreq = 1000,
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hasGravity = Self.GetOption("has gravity") === true;
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function main() {
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function main() {
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if (hasGravity) {
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Self.SetMobile(true);
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.SetGravity(true);
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}
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Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
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Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
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Events.OnCollide((e) => {
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Events.OnCollide((e) => {
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@ -20,7 +20,8 @@ let color = Self.GetTag("color"),
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activated = false,
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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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linkedReceiver = false, // is linked to a non-totem which might want power
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totems = {}, // linked totems
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totems = {}, // linked totems
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shimmerFreq = 1000;
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shimmerFreq = 1000,
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isUnlocked = Self.GetOption("has gemstone") === true;
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function main() {
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function main() {
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// Show the hollow socket on level load (last layer)
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// Show the hollow socket on level load (last layer)
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// are the filled socket sprites.
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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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Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
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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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Events.OnCollide((e) => {
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Events.OnCollide((e) => {
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if (activated) return;
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if (activated) return;
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15
options_test.js
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15
options_test.js
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@ -0,0 +1,15 @@
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// Test doodad script for Options.
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function main() {
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console.error("OptionsTest Doodad: %s (%s)", Self.Title, Self.ID());
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const options = Self.Options();
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for (let item of options) {
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let value = Self.GetOption(item);
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console.log("Option %s = %+v", item, value);
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if (value === true) {
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console.log("It is a true boolean!");
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} else if (value === false) {
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console.log("It is a false boolean!");
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}
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}
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}
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# Fire Region
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# Fire Region
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doodad convert -t "Fire Region" fire-128.png reg-fire.doodad
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doodad convert -t "Fire Region" fire-128.png reg-fire.doodad
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doodad install-script fire.js reg-fire.doodad
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doodad install-script fire.js reg-fire.doodad
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doodad edit-doodad -q --option "name=str=fire" reg-fire.doodad
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# Stall Region
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# Stall Region
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doodad convert -t "Stall Player (250ms)" stall-128.png reg-stall-250.doodad
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doodad convert -t "Stall Player (250ms)" stall-128.png reg-stall-250.doodad
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# Warp Door
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# Warp Door
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doodad convert -t "Invisible Warp Door" warp-door-64.png reg-warp-door.doodad
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doodad convert -t "Invisible Warp Door" warp-door-64.png reg-warp-door.doodad
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doodad edit-doodad --tag "color=invisible" reg-warp-door.doodad
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doodad edit-doodad --tag "color=invisible" --option "locked (exit only)=bool" reg-warp-door.doodad
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doodad install-script ../warp-door/warp-door.js reg-warp-door.doodad
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doodad install-script ../warp-door/warp-door.js reg-warp-door.doodad
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# Reset Level Timer
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# Reset Level Timer
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// Goal Region.
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// Fire Region
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const name = Self.GetOption("name");
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function main() {
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function main() {
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Self.Hide();
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Self.Hide();
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}
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}
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if (e.InHitbox) {
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if (e.InHitbox) {
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FailLevel("You have died!");
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FailLevel(`Watch out for ${name}!`);
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}
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}
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});
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});
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}
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}
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# Build the Electric Trapdoor.
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# Build the Electric Trapdoor.
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doodad convert -t "Electric Trapdoor" electric{1,2,3,4}.png electric-trapdoor.doodad
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doodad convert -t "Electric Trapdoor" electric{1,2,3,4}.png electric-trapdoor.doodad
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doodad install-script electric-trapdoor.js electric-trapdoor.doodad
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doodad install-script electric-trapdoor.js electric-trapdoor.doodad
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doodad edit-doodad -q --tag "category=doors,gizmos" electric-trapdoor.doodad
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doodad edit-doodad -q --tag "category=doors,gizmos" --option "opened=bool" electric-trapdoor.doodad
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cp *.doodad ../../../assets/doodads/
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cp *.doodad ../../../assets/doodads/
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var animationSpeed = 100,
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var animationSpeed = 100,
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spriteWidth = 114,
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spriteWidth = 114,
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thickness = 7,
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thickness = 7,
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isOpen = false,
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isOpen = Self.GetOption("opened") === true,
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animating = false,
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animating = false,
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powerState = false;
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powerState = false;
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Self.AddAnimation("open", animationSpeed, [0, 1, 2, 3]);
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Self.AddAnimation("open", animationSpeed, [0, 1, 2, 3]);
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Self.AddAnimation("close", animationSpeed, [3, 2, 1, 0]);
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Self.AddAnimation("close", animationSpeed, [3, 2, 1, 0]);
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// Options: if the player marked it "opened" make it open by default.
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if (isOpen) {
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Self.ShowLayer(3);
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powerState = true;
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}
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// Subscribe to Switches and other power sources. Note: if a
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// Subscribe to Switches and other power sources. Note: if a
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// switch toggles us, we ignore the immediately following
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// switch toggles us, we ignore the immediately following
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// power signal which will be coming from the same switch.
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// power signal which will be coming from the same switch.
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doodad install-script warp-door.js warp-door-orange.doodad
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doodad install-script warp-door.js warp-door-orange.doodad
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for i in *.doodad; do\
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for i in *.doodad; do\
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doodad edit-doodad --tag "category=doors" --hitbox=34,76 $${i};\
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doodad edit-doodad --tag "category=doors" --option "locked (exit only)=bool" --hitbox=34,76 $${i};\
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done
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done
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for i in warp-door-*.doodad; do\
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for i in warp-door-*.doodad; do\
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doodad edit-doodad --tag "category=doors,gizmos" $${i};\
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doodad edit-doodad --tag "category=doors,gizmos" $${i};\
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// Warp Doors
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/*
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Warp Doors
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Link it to another Warp Door and the player can travel between them.
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Doors without links will behave as 'locked' doors and cannot be opened.
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Options: "locked (exit only)" bool will make the door behave as locked
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even if linked - it can be an exit-only door that the player can come
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out of but can not open.
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*/
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const color = Self.GetTag("color"),
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const color = Self.GetTag("color"),
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isStateDoor = color === 'blue' || color === 'orange';
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isStateDoor = color === 'blue' || color === 'orange',
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isLocked = Self.GetOption("locked (exit only)") === true;
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// State in case we're a blue warp door.
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// State in case we're a blue warp door.
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let state = color === 'blue',
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let state = color === 'blue',
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}
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}
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// Doors without linked exits are not usable.
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// Doors without linked exits are not usable.
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if (linkedDoor === null) {
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if (linkedDoor === null || isLocked) {
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if (!flashedCooldown) {
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if (!flashedCooldown) {
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Flash("This door is locked.");
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Flash("This door is locked.");
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flashedCooldown = true;
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flashedCooldown = true;
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Reference in New Issue
Block a user