Checkpoint Flag & Retry from Checkpoint
* New Doodad: Checkpoint Flag. They update the player's spawn point whenever the player passes one. The most recently activated checkpoint is rendered brighter than the others. * End Level Modal: the fake alert box window drawn by the Play Mode is replaced with a fancy modal widget (similar to Alert and Confirm). It handles level victory or failure conditions and can show or hide all the buttons as needed. * Gameplay: There is a "Retry from Checkpoint" option added, which appears in the level failure modal. It will teleport you back to the Start Flag or the last Checkpoint Flag you had touched, without resetting the level -- your keys, unlocked doors, etc. will be preserved so you can retry. * Set a maximum speed on the "Camera Follows Actor" logic of 64 pixels per tick. This results in a smoother scrolling transition when the player jumps to a new location on the map, such as by a Warp Door. * Update the default color palettes: * All: Add a "hint" magenta color. * Colored Pencil: Add a "darkstone" solid color. Updates to the Doodads JavaScript API: * SetCheckpoint(Point(x, y)): set the player character's spawn position. Giving it Self.Position() is an easy way to set the player spawn to your doodad's location.
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@ -10,6 +10,11 @@ build:
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doodad convert -t "Exit Flag" exit-flag.png exit-flag.doodad
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doodad install-script exit-flag.js exit-flag.doodad
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# Checkpoint Flag
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doodad convert -t "Checkpoint Flag" checkpoint-active.png \
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checkpoint-inactive.png checkpoint-flag.doodad
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doodad install-script checkpoint-flag.js checkpoint-flag.doodad
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# Anvil
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doodad convert -t "Anvil" anvil.png anvil.doodad
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doodad install-script anvil.js anvil.doodad
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BIN
dev-assets/doodads/objects/checkpoint-active.png
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dev-assets/doodads/objects/checkpoint-active.png
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38
dev-assets/doodads/objects/checkpoint-flag.js
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dev-assets/doodads/objects/checkpoint-flag.js
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// Checkpoint Flag.
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var isCurrentCheckpoint = false;
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function main() {
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Self.SetHitbox(22 + 16, 16, 75 - 16, 86);
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setActive(false);
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// Checkpoints broadcast to all of their peers so they all
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// know which one is the most recently activated.
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Message.Subscribe("broadcast:checkpoint", function (currentID) {
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setActive(false);
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});
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Events.OnCollide(function (e) {
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if (!e.Settled) {
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return;
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}
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// Only care about the player character.
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if (!e.Actor.IsPlayer()) {
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return;
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}
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// Set the player checkpoint.
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SetCheckpoint(Self.Position());
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setActive(true);
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Message.Broadcast("broadcast:checkpoint", Self.ID())
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});
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}
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function setActive(v) {
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if (v && !isCurrentCheckpoint) {
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Flash("Checkpoint!");
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}
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isCurrentCheckpoint = v;
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Self.ShowLayerNamed(v ? "checkpoint-active" : "checkpoint-inactive");
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}
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BIN
dev-assets/doodads/objects/checkpoint-inactive.png
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dev-assets/doodads/objects/checkpoint-inactive.png
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