Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a collision event doing so. * Warp Doors are now functional: the player opens a door, disappears, the door closes; player is teleported to the linked door which opens, appears the player and closes. * If the player exits thru a Blue or Orange door which is disabled (dotted outline), the door still opens and drops the player off but returns to a Disabled state, acting as a one-way door. * Clean up several debug log lines from Doodle and doodad scripts.
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@ -1,6 +1,4 @@
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function main() {
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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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var Vx = Vy = 0;
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@ -4,8 +4,6 @@ function main() {
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var Vx = Vy = 0;
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var altitude = Self.Position().Y; // original height in the level
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console.log("Bird altitude is %d", altitude);
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var direction = "left";
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var states = {
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flying: 0,
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@ -1,6 +1,4 @@
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function main() {
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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var pressed = false;
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@ -1,6 +1,4 @@
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function main() {
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console.log("%s initialized!", Self.Title);
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var pressed = false;
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// When a sticky button receives power, it pops back up.
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@ -1,6 +1,4 @@
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function main() {
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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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var animating = false;
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@ -9,8 +7,6 @@ function main() {
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Self.SetHitbox(0, 0, 34, 76);
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Message.Subscribe("power", function(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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return;
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@ -1,6 +1,5 @@
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// Exit Flag.
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function main() {
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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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@ -4,7 +4,6 @@
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var state = false;
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function main() {
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console.log("%s ID '%s' initialized!", Self.Title, Self.ID());
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Self.SetHitbox(0, 0, 42, 42);
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// When the button is activated, don't keep toggling state until we're not
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@ -1,5 +1,4 @@
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function main() {
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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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@ -1,6 +1,4 @@
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function main() {
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console.log("%s initialized!", Self.Title);
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var timer = 0;
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Self.SetHitbox(0, 0, 72, 6);
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@ -1,7 +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.GetTag("direction");
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console.log("Trapdoor(%s) initialized", direction);
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var timer = 0;
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@ -1,7 +1,5 @@
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// Warp Doors
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function main() {
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console.log("Warp Door %s Initialized", Self.Title);
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Self.SetHitbox(0, 0, 34, 76);
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// Are we a blue or orange door? Regular warp door will be 'none'
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@ -31,12 +29,18 @@ function main() {
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spriteDefault = "door-1";
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}
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console.log("Warp %s: default=%s disabled=%+v color=%s isState=%+v state=%+v", Self.Title, spriteDefault, spriteDisabled, color, isStateDoor, state);
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// Find our linked Warp Door.
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var links = Self.GetLinks()
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var linkedDoor = null;
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for (var i = 0; i < links.length; i++) {
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if (links[i].Title.indexOf("Warp Door") > -1) {
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linkedDoor = links[i];
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}
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}
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// Subscribe to the global state-change if we are a state door.
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if (isStateDoor) {
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Message.Subscribe("broadcast:state-change", function(newState) {
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console.log("Warp %s: received state to %+v", Self.Title, newState);
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state = color === 'blue' ? !newState : newState;
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// Activate or deactivate the door.
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@ -44,38 +48,69 @@ function main() {
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});
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}
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// TODO: respond to a "Use" button instead of a Collide to open the door.
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Events.OnCollide(function(e) {
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if (!e.Settled) {
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// The player Uses the door.
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var flashedCooldown = false; // "Locked Door" flashed message.
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Events.OnUse(function(e) {
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if (animating) {
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return;
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}
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if (animating || collide) {
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// Doors without linked exits are not usable.
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if (linkedDoor === null) {
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if (!flashedCooldown) {
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Flash("This door is locked.");
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flashedCooldown = true;
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setTimeout(function() {
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flashedCooldown = false;
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}, 1000);
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}
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return;
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}
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// Only players can use doors for now.
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if (e.Actor.IsPlayer() && e.InHitbox) {
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if (e.Actor.IsPlayer()) {
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if (isStateDoor && !state) {
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// The state door is inactive (dotted outline).
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return;
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}
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// Freeze the player.
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e.Actor.Freeze()
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// Play the open and close animation.
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animating = true;
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collide = true;
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Self.PlayAnimation("open", function() {
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e.Actor.Hide()
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Self.PlayAnimation("close", function() {
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Self.ShowLayerNamed(isStateDoor && !state ? spriteDisabled : spriteDefault);
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e.Actor.Show()
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animating = false;
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// Teleport the player to the linked door. Inform the target
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// door of the arrival of the player so it doesn't trigger
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// to send the player back here again on a loop.
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if (linkedDoor !== null) {
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Message.Publish("warp-door:incoming", e.Actor);
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e.Actor.MoveTo(linkedDoor.Position());
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}
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});
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});
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}
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});
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Events.OnLeave(function(e) {
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collide = false;
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// Respond to incoming warp events.
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Message.Subscribe("warp-door:incoming", function(player) {
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animating = true;
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player.Unfreeze();
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Self.PlayAnimation("open", function() {
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player.Show();
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Self.PlayAnimation("close", function() {
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animating = false;
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// If the receiving door was a State Door, fix its state.
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if (isStateDoor) {
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Self.ShowLayerNamed(state ? spriteDefault : spriteDisabled);
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}
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});
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});
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});
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}
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