New sound effects
This commit is contained in:
parent
220a87d9d1
commit
79a6056834
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@ -17,6 +17,7 @@ build:
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# Tag the category for these doodads
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for i in *.doodad; do\
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doodad edit-doodad --tag "category=creatures" $${i};\
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doodad edit-doodad -q --option "No A.I.=bool" $${i};\
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done
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cp *.doodad ../../../assets/doodads/
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19
bird/bird.js
19
bird/bird.js
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@ -42,6 +42,11 @@ function main() {
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return player();
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}
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// No A.I.?
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if (Self.GetOption("No A.I.") === true) {
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return;
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}
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Events.OnCollide((e) => {
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// If we're diving and we hit the player, game over!
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if (e.Settled && state === states.diving && e.Actor.IsPlayer()) {
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@ -81,6 +86,11 @@ function main() {
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}
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sampleTick++;
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// Play the bird flap sound if we are on screen.
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if (Self.IsOnScreen()) {
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Sound.Play("bird-fly.mp3");
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}
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// Are we diving?
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if (state === states.diving) {
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Vy = speed
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@ -161,6 +171,7 @@ function AI_ScanForPlayer() {
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scanY += stepY;
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for (let actor of Actors.At(Point(scanX, scanY))) {
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if (actor.IsPlayer() && actor.HasGravity()) {
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Sound.Play("bird-dive.mp3");
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state = states.diving;
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return;
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}
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@ -233,10 +244,12 @@ function player() {
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if (ev.Down && ev.Right && falling) {
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Self.StopAnimation();
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Self.ShowLayerNamed("dive-right");
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Sound.Play("bird-dive.mp3");
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diving = falling;
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} else if (ev.Down && ev.Left && falling) {
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Self.StopAnimation();
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Self.ShowLayerNamed("dive-left");
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Sound.Play("bird-dive.mp3");
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diving = falling;
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} else if (ev.Right) {
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// Fly right.
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@ -260,6 +273,10 @@ function player() {
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diving = false;
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}
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if (!diving) {
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Sound.Play("bird-fly.mp3");
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}
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// Player is invulnerable while diving.
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Self.SetInvulnerable(diving);
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});
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@ -267,7 +284,7 @@ function player() {
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Events.OnCollide((e) => {
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// If the player is diving at an enemy mob, destroy it.
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if (diving && e.Settled && e.Actor.IsMobile() && !e.Actor.Invulnerable()) {
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Sound.Play("crumbly-break.wav");
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Sound.Play("crumbly-break.mp3");
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e.Actor.Destroy();
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}
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});
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@ -33,7 +33,7 @@ function main() {
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}
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if (!pressed && !stickyDown) {
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Sound.Play("button-down.wav")
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Sound.Play("button-down.mp3")
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Message.Publish("power", true);
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pressed = true;
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}
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@ -50,7 +50,7 @@ function main() {
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delete colliders[e.Actor.ID()];
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if (Object.keys(colliders).length === 0 && !stickyDown) {
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Sound.Play("button-up.wav")
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Sound.Play("button-up.mp3")
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Self.ShowLayer(0);
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Message.Publish("power", false);
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timer = 0;
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@ -6,7 +6,7 @@ function main() {
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if (powered && pressed) {
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Self.ShowLayer(0);
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pressed = false;
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Sound.Play("button-up.wav")
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Sound.Play("button-up.mp3")
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Message.Publish("power", false);
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Message.Publish("sticky:down", false);
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}
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@ -26,7 +26,7 @@ function main() {
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return;
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}
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Sound.Play("button-down.wav")
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Sound.Play("button-down.mp3")
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Self.ShowLayer(1);
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pressed = true;
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Message.Publish("power", true);
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@ -37,10 +37,11 @@ function main() {
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// Begin the animation sequence if we're in the solid state.
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if (state === stateSolid) {
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state = stateShaking;
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Sound.Play("crumbly-rumble.mp3");
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Self.PlayAnimation("shake", () => {
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state = stateFalling;
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Self.PlayAnimation("fall", () => {
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Sound.Play("crumbly-break.wav")
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Sound.Play("crumbly-break.mp3")
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state = stateFallen;
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Self.ShowLayerNamed("fallen");
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@ -156,7 +156,7 @@ function main() {
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// Landed?
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if (point.Y === lastAltitude) {
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Sound.Play("crumbly-break.wav")
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Sound.Play("crumbly-break.mp3")
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state = states.hit;
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Self.PlayAnimation("hit", () => {
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state = states.rising;
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@ -50,7 +50,9 @@ function main() {
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if (unlocked) {
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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opened = true;
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Sound.Play("door-open.wav")
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if (Self.IsOnScreen()) {
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Sound.Play("door-open.mp3");
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}
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return;
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}
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@ -64,7 +66,9 @@ function main() {
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if (e.Settled) {
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unlocked = true;
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Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
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Sound.Play("unlock.wav");
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if (Self.IsOnScreen()) {
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Sound.Play("unlock.mp3");
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}
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// If a Small Key door, consume a small key.
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if (color === "small") {
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@ -75,7 +79,7 @@ function main() {
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});
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Events.OnLeave((e) => {
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Self.ShowLayer(unlocked ? layer.unlocked : layer.closed);
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// Sound.Play("door-close.wav")
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// Sound.Play("door-close.mp3")
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// Reset collision state.
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opened = false;
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@ -23,13 +23,13 @@ function setPoweredState(powered) {
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animating = true;
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opened = true;
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Sound.Play("electric-door.wav")
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Sound.Play("electric-door.mp3")
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Self.PlayAnimation("open", () => {
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animating = false;
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});
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} else {
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animating = true;
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Sound.Play("electric-door.wav")
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Sound.Play("electric-door.mp3")
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Self.PlayAnimation("close", () => {
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opened = false;
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animating = false;
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@ -23,7 +23,9 @@ function main() {
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return;
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}
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Sound.Play("item-get.wav")
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if (Self.IsOnScreen()) {
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Sound.Play("item-get.mp3")
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}
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e.Actor.AddItem(Self.Filename, quantity);
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Self.Destroy();
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}
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@ -14,7 +14,9 @@ function main() {
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Events.OnCollide((e) => {
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if (e.Settled) {
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if (e.Actor.HasInventory()) {
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Sound.Play("item-get.wav")
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if (Self.IsOnScreen()) {
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Sound.Play("coin-drop.mp3")
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}
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e.Actor.AddItem(Self.Filename, 1);
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Self.Destroy();
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}
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@ -31,13 +31,13 @@ function main() {
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if (e.InHitbox) {
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if (e.Actor.IsPlayer()) {
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// Fatal to the player.
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Sound.Play("crumbly-break.wav");
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Sound.Play("cling.mp3");
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FailLevel("Watch out for anvils!");
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return;
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}
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else if (e.Actor.IsMobile() && !e.Actor.Invulnerable()) {
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// Destroy mobile doodads.
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Sound.Play("crumbly-break.wav");
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Sound.Play("cling.mp3");
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e.Actor.Destroy();
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}
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}
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@ -31,6 +31,7 @@ function main() {
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colliding = true;
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state = !state;
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Sound.Play(state ? "activate.mp3" : "deactivate.mp3");
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Message.Broadcast("broadcast:state-change", state);
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showSprite();
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@ -20,6 +20,10 @@ build:
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doodad edit-doodad --tag "ms=250" reg-stall-250.doodad
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doodad install-script stall.js reg-stall-250.doodad
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# Solid Region
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doodad convert -t "Solid Barrier" solid-64.png reg-solid-64.doodad
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doodad install-script solid.js reg-solid-64.doodad
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# Power Source
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doodad convert -t "Power Source" power-64.png power-source.doodad
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doodad install-script power.js power-source.doodad
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BIN
regions/solid-64.png
Normal file
BIN
regions/solid-64.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 767 B |
9
regions/solid.js
Normal file
9
regions/solid.js
Normal file
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@ -0,0 +1,9 @@
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// Solid Region
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function main() {
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Self.Hide();
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Events.OnCollide((e) => {
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// Solid to everybody - the whole canvas hitbox.
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return false;
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});
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}
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@ -18,7 +18,7 @@ function main() {
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}
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if (collide === false) {
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Sound.Play("button-down.wav")
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Sound.Play("button.mp3")
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state = !state;
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Message.Publish("switch:toggle", state);
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@ -53,11 +53,13 @@ function stealable() {
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// If the player lost their items, notify them.
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if (victim.IsPlayer() && stolen > 0) {
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Sound.Play("laugh.mp3");
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Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
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}
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// If the Thief IS the player, notify your earnings.
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if (Self.IsPlayer() && stolen > 0) {
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Sound.Play("laugh.mp3");
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Flash("Awesome! Stole %d item%s from the %s!", parseInt(stolen), stolen === 1 ? '' : 's', e.Actor.Drawing.Doodad.Title);
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}
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}
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@ -52,6 +52,7 @@ function setPoweredState(powered) {
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}
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animating = true;
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Sound.Play("gears.mp3");
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Self.PlayAnimation("open", function () {
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isOpen = true;
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animating = false;
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@ -63,6 +64,7 @@ function setPoweredState(powered) {
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});
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} else {
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animating = true;
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Sound.Play("gears.mp3");
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Self.PlayAnimation("close", function () {
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isOpen = false;
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animating = false;
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@ -131,6 +131,7 @@ function main() {
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// Play the open and close animation.
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animating = true;
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Sound.Play("door-opening.mp3");
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Self.PlayAnimation("open", () => {
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e.Actor.Hide()
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Self.PlayAnimation("close", () => {
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