Various updates

New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
  a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
  Button is pressed, the normal Button presses in as well, and stays
  pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
  from another doodad), any linked buttons which were sticky:down
  release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
  the "power" event. Sensitive Doodads can listen for switches in
  particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
  the Electric Door always flips its current state (open to close, or
  vice versa) and ignores the immediately following power event. This
  allows doors to toggle on/off regardless of sync with a Switch.

Other changes:
* When the player character dies by fire, instead of the message saying
  "Watch out for fire!" it will use the name of the fire swatch that
  hurt the player. This way levels could make it say "Watch out for
  spikes!" or "lava" or whatever they want. The "Fire" attribute now
  just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
  in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
  Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
  bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
This commit is contained in:
Noah 2021-03-30 23:33:25 -07:00
parent b878e52e49
commit 8b47e6c4cb
22 changed files with 69 additions and 23 deletions

View File

@ -2,17 +2,30 @@ function main() {
var timer = 0; var timer = 0;
var pressed = false; var pressed = false;
// Has a linked Sticky Button been pressed permanently down?
var stickyDown = false;
Message.Subscribe("sticky:down", function(down) {
stickyDown = down;
Self.ShowLayer(stickyDown ? 1 : 0);
});
Events.OnCollide(function(e) { Events.OnCollide(function(e) {
if (!e.Settled) { if (!e.Settled) {
return; return;
} }
// If a linked Sticky Button is pressed, button stays down too and
// doesn't interact.
if (stickyDown) {
return;
}
// Verify they've touched the button. // Verify they've touched the button.
if (e.Overlap.Y + e.Overlap.H < 24) { if (e.Overlap.Y + e.Overlap.H < 24) {
return; return;
} }
if (!pressed) { if (!pressed && !stickyDown) {
Sound.Play("button-down.wav") Sound.Play("button-down.wav")
Message.Publish("power", true); Message.Publish("power", true);
pressed = true; pressed = true;

View File

@ -8,6 +8,7 @@ function main() {
pressed = false; pressed = false;
Sound.Play("button-up.wav") Sound.Play("button-up.wav")
Message.Publish("power", false); Message.Publish("power", false);
Message.Publish("sticky:down", false);
} }
}) })
@ -29,5 +30,6 @@ function main() {
Self.ShowLayer(1); Self.ShowLayer(1);
pressed = true; pressed = true;
Message.Publish("power", true); Message.Publish("power", true);
Message.Publish("sticky:down", true);
}); });
} }

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@ -1,12 +1,12 @@
function main() {
Self.AddAnimation("open", 100, [0, 1, 2, 3]);
Self.AddAnimation("close", 100, [3, 2, 1, 0]);
var animating = false; var animating = false;
var opened = false; var opened = false;
var powerState = false;
Self.SetHitbox(0, 0, 34, 76); // Function to handle the door opening or closing.
function setPoweredState(powered) {
powerState = powered;
Message.Subscribe("power", function(powered) { console.log("setPoweredState: %+v", powered)
if (powered) { if (powered) {
if (animating || opened) { if (animating || opened) {
return; return;
@ -26,6 +26,34 @@ function main() {
animating = false; animating = false;
}) })
} }
}
function main() {
Self.AddAnimation("open", 100, [0, 1, 2, 3]);
Self.AddAnimation("close", 100, [3, 2, 1, 0]);
Self.SetHitbox(0, 0, 34, 76);
// 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
// power sources like Buttons will work as normal, as they emit only a power
// signal.
var ignoreNextPower = false;
Message.Subscribe("switch:toggle", function(powered) {
console.log("A switch powered %+v, setPoweredState(%+v) to opposite", powered, powerState);
ignoreNextPower = true;
setPoweredState(!powerState);
})
Message.Subscribe("power", function(powered) {
if (ignoreNextPower) {
ignoreNextPower = false;
return;
}
setPoweredState(powered);
}); });
Events.OnCollide(function(e) { Events.OnCollide(function(e) {

View File

@ -20,6 +20,9 @@ function main() {
if (collide === false) { if (collide === false) {
Sound.Play("button-down.wav") Sound.Play("button-down.wav")
state = !state; state = !state;
var nonce = Math.random() * 2147483647;
Message.Publish("switch:toggle", state);
Message.Publish("power", state); Message.Publish("power", state);
showState(state); showState(state);

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@ -5,8 +5,8 @@ function main() {
var timer = 0; var timer = 0;
// Set our hitbox based on our orientation. // Set our hitbox based on our orientation.
var thickness = 6; var thickness = 10;
var doodadSize = 72; var doodadSize = 86;
if (direction === "left") { if (direction === "left") {
Self.SetHitbox(48, 0, doodadSize, doodadSize); Self.SetHitbox(48, 0, doodadSize, doodadSize);
} else if (direction === "right") { } else if (direction === "right") {

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