Tighten Doodad JavaScript API, User Documentation
* Tightens up the surface area of API methods available to the JavaScript VMs for doodads. Variables and functions are carefully passed in one-by-one so the doodad script can only access intended functions and not snoop on undocumented APIs. * Wrote tons of user documentation for Doodad Scripts: documented the full surface area of the exposed JavaScript API now that the surface area is known and limited. * Early WIP code for the Campaign JSON
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@ -1,5 +1,5 @@
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function main() {
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log.Info("Azulian '%s' initialized!", Self.Doodad().Title);
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console.log("Azulian '%s' initialized!", Self.Title);
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var playerSpeed = 4;
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var gravity = 4;
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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@ -26,9 +26,4 @@ function main() {
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timer = 0;
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}, 200);
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});
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// Events.OnLeave(function(e) {
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// console.log("%s has stopped touching %s", e, Self.Doodad().Title)
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// Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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// })
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}
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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var pressed = false;
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@ -1,6 +1,6 @@
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function main() {
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var color = Self.Doodad().Tag("color");
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var color = Self.GetTag("color");
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var keyname = "key-" + color + ".doodad";
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// Layers in the doodad image.
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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Self.AddAnimation("open", 100, [0, 1, 2, 3]);
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Self.AddAnimation("close", 100, [3, 2, 1, 0]);
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@ -9,7 +9,7 @@ function main() {
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Self.SetHitbox(16, 0, 32, 64);
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Message.Subscribe("power", function(powered) {
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console.log("%s got power=%+v", Self.Doodad().Title, powered);
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console.log("%s got power=%+v", Self.Title, powered);
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if (powered) {
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if (animating || opened) {
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function main() {
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var color = Self.Doodad().Tag("color");
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var color = Self.GetTag("color");
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Events.OnCollide(function(e) {
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if (e.Settled) {
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e.Actor.AddItem(Self.Doodad().Filename, 0);
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e.Actor.AddItem(Self.Filename, 0);
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Self.Destroy();
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}
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})
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@ -2,7 +2,7 @@
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function main() {
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Self.AddAnimation("open", 0, [1]);
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var unlocked = false;
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var color = Self.Doodad().Tag("color");
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var color = Self.GetTag("color");
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Self.SetHitbox(16, 0, 32, 64);
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// Exit Flag.
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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Self.SetHitbox(22+16, 16, 75-16, 86);
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Events.OnCollide(function(e) {
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var state = false;
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function main() {
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console.log("%s ID '%s' initialized!", Self.Doodad().Title, Self.ID());
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console.log("%s ID '%s' initialized!", Self.Title, Self.ID());
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Self.SetHitbox(0, 0, 33, 33);
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// When the button is activated, don't keep toggling state until we're not
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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// Switch has two frames:
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// 0: Off
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function main() {
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console.log("%s initialized!", Self.Doodad().Title);
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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@ -1,6 +1,6 @@
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function main() {
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// What direction is the trapdoor facing?
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var direction = Self.Doodad().Tag("direction");
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var direction = Self.GetTag("direction");
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console.log("Trapdoor(%s) initialized", direction);
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var timer = 0;
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