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:
Noah 2022-10-09 17:44:27 -07:00
parent 4d960f4d2d
commit 220a87d9d1
14 changed files with 132 additions and 21 deletions

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@ -43,8 +43,23 @@ 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 edit-doodad -q --option "opened=bool" door-electric.doodad
doodad install-script electric-door.js door-electric.doodad
# 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

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@ -1,7 +1,17 @@
// Colored Locked Doors.
/*
Colored Locked Doors
This script handles the blue, green, red, yellow and small-key doors.
Each door has a corresponding key that will unlock it. Small Key doors consume a
small key when unlocked for the first time.
Options: "unlocked" can make the door unlocked by default when the level begins.
*/
const color = Self.GetTag("color"),
keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad";
keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad",
isUnlocked = Self.GetOption("unlocked");
function main() {
// Layers in the doodad image.
@ -19,6 +29,12 @@ function main() {
Self.SetHitbox(34, 0, 13, 76);
// Options: door is unlocked at level start?
if (isUnlocked) {
unlocked = true;
Self.ShowLayer(layer.unlocked);
}
Events.OnCollide((e) => {
// Record the side that this actor has touched us, in case the door
// needs to open.

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@ -1,8 +1,16 @@
// Electric Door
/*
Electric Door
let animating = false;
let opened = false;
let powerState = false;
Opens when it receives power. Closes when power is removed.
Always toggles when activated by a switch.
Options: opened (bool) to make it opened by default on level start.
*/
let animating = false,
opened = Self.GetOption("opened") === true,
powerState = false;
// Function to handle the door opening or closing.
function setPoweredState(powered) {
@ -35,6 +43,12 @@ function main() {
Self.SetHitbox(0, 0, 34, 76);
// If the player has configured the door to be opened by default, make it so.
if (opened) {
powerState = true;
Self.ShowLayer(3);
}
// A linked Switch that activates the door will send the Toggle signal
// immediately before the Power signal. The door can just invert its
// state on this signal, and ignore the very next Power signal. Ordinary

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@ -1,9 +1,19 @@
// Colored Keys and Small Key
/*
Colored Keys and Small Key
Options: "has gravity" will make the key subject to gravity.
*/
const color = Self.GetTag("color"),
quantity = color === "small" ? 1 : 0;
quantity = color === "small" ? 1 : 0,
hasGravity = Self.GetOption("has gravity") === true;
function main() {
if (hasGravity) {
Self.SetGravity(hasGravity);
Self.SetMobile(true);
}
Events.OnCollide((e) => {
if (e.Settled) {
if (e.Actor.HasInventory()) {

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@ -55,4 +55,15 @@ build:
doodad edit-doodad --tag "category=doors" $${i};\
done
# Gemstones have gravity by default, but make it configurable.
doodad edit-doodad -q --option "has gravity=bool=true" gem-green.doodad
doodad edit-doodad -q --option "has gravity=bool=true" gem-yellow.doodad
doodad edit-doodad -q --option "has gravity=bool=true" gem-red.doodad
doodad edit-doodad -q --option "has gravity=bool=true" gem-blue.doodad
# Totems have an option to mark them unlocked by default.
for i in gem-totem-*.doodad; do\
doodad edit-doodad -q --option "has gemstone=bool" $${i};\
done
cp *.doodad ../../../assets/doodads/

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@ -1,11 +1,14 @@
// Gem stone collectibles/keys.
const color = Self.GetTag("color"),
shimmerFreq = 1000;
shimmerFreq = 1000,
hasGravity = Self.GetOption("has gravity") === true;
function main() {
if (hasGravity) {
Self.SetMobile(true);
Self.SetGravity(true);
}
Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
Events.OnCollide((e) => {

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@ -20,7 +20,8 @@ let color = Self.GetTag("color"),
activated = false,
linkedReceiver = false, // is linked to a non-totem which might want power
totems = {}, // linked totems
shimmerFreq = 1000;
shimmerFreq = 1000,
isUnlocked = Self.GetOption("has gemstone") === true;
function main() {
// Show the hollow socket on level load (last layer)
@ -39,6 +40,12 @@ function main() {
// are the filled socket sprites.
Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
// Options: if it already has its gemstone, set its state accordingly.
if (isUnlocked) {
activated = true;
Self.ShowLayer(0);
}
Events.OnCollide((e) => {
if (activated) return;

15
options_test.js Normal file
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@ -0,0 +1,15 @@
// Test doodad script for Options.
function main() {
console.error("OptionsTest Doodad: %s (%s)", Self.Title, Self.ID());
const options = Self.Options();
for (let item of options) {
let value = Self.GetOption(item);
console.log("Option %s = %+v", item, value);
if (value === true) {
console.log("It is a true boolean!");
} else if (value === false) {
console.log("It is a false boolean!");
}
}
}

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@ -13,6 +13,7 @@ build:
# Fire Region
doodad convert -t "Fire Region" fire-128.png reg-fire.doodad
doodad install-script fire.js reg-fire.doodad
doodad edit-doodad -q --option "name=str=fire" reg-fire.doodad
# Stall Region
doodad convert -t "Stall Player (250ms)" stall-128.png reg-stall-250.doodad
@ -29,7 +30,7 @@ build:
# Warp Door
doodad convert -t "Invisible Warp Door" warp-door-64.png reg-warp-door.doodad
doodad edit-doodad --tag "color=invisible" reg-warp-door.doodad
doodad edit-doodad --tag "color=invisible" --option "locked (exit only)=bool" reg-warp-door.doodad
doodad install-script ../warp-door/warp-door.js reg-warp-door.doodad
# Reset Level Timer

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@ -1,4 +1,6 @@
// Goal Region.
// Fire Region
const name = Self.GetOption("name");
function main() {
Self.Hide();
@ -13,7 +15,7 @@ function main() {
}
if (e.InHitbox) {
FailLevel("You have died!");
FailLevel(`Watch out for ${name}!`);
}
});
}

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@ -29,6 +29,6 @@ build:
# Build the Electric Trapdoor.
doodad convert -t "Electric Trapdoor" electric{1,2,3,4}.png electric-trapdoor.doodad
doodad install-script electric-trapdoor.js electric-trapdoor.doodad
doodad edit-doodad -q --tag "category=doors,gizmos" electric-trapdoor.doodad
doodad edit-doodad -q --tag "category=doors,gizmos" --option "opened=bool" electric-trapdoor.doodad
cp *.doodad ../../../assets/doodads/

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@ -3,7 +3,7 @@
var animationSpeed = 100,
spriteWidth = 114,
thickness = 7,
isOpen = false,
isOpen = Self.GetOption("opened") === true,
animating = false,
powerState = false;
@ -13,6 +13,12 @@ function main() {
Self.AddAnimation("open", animationSpeed, [0, 1, 2, 3]);
Self.AddAnimation("close", animationSpeed, [3, 2, 1, 0]);
// Options: if the player marked it "opened" make it open by default.
if (isOpen) {
Self.ShowLayer(3);
powerState = true;
}
// Subscribe to Switches and other power sources. Note: if a
// switch toggles us, we ignore the immediately following
// power signal which will be coming from the same switch.

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@ -17,7 +17,7 @@ build:
doodad install-script warp-door.js warp-door-orange.doodad
for i in *.doodad; do\
doodad edit-doodad --tag "category=doors" --hitbox=34,76 $${i};\
doodad edit-doodad --tag "category=doors" --option "locked (exit only)=bool" --hitbox=34,76 $${i};\
done
for i in warp-door-*.doodad; do\
doodad edit-doodad --tag "category=doors,gizmos" $${i};\

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@ -1,7 +1,18 @@
// Warp Doors
/*
Warp Doors
Link it to another Warp Door and the player can travel between them.
Doors without links will behave as 'locked' doors and cannot be opened.
Options: "locked (exit only)" bool will make the door behave as locked
even if linked - it can be an exit-only door that the player can come
out of but can not open.
*/
const color = Self.GetTag("color"),
isStateDoor = color === 'blue' || color === 'orange';
isStateDoor = color === 'blue' || color === 'orange',
isLocked = Self.GetOption("locked (exit only)") === true;
// State in case we're a blue warp door.
let state = color === 'blue',
@ -63,7 +74,7 @@ function main() {
}
// Doors without linked exits are not usable.
if (linkedDoor === null) {
if (linkedDoor === null || isLocked) {
if (!flashedCooldown) {
Flash("This door is locked.");
flashedCooldown = true;