Return False: Solid Collision Between Actors

* Implement the handler code for `return false` when actors are
  colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
  colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
  an actor value "key:%TITLE%" on the one who touched the key before
  destroying itself. The colored doors check that key when touched to
  decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
  overlap box Y value is 0), but if you touch it from below and the door
  is closed, it acts like a solid object.
This commit is contained in:
Noah 2019-05-28 21:43:30 -07:00
parent 13d40423cc
commit 8ecd448b00
4 changed files with 43 additions and 24 deletions

View File

@ -10,6 +10,7 @@ function main() {
var animFrame = animStart;
Self.SetGravity(true);
Self.SetHitbox(7, 4, 17, 28);
Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);
Self.AddAnimation("walk-right", 100, ["blu-wr1", "blu-wr2", "blu-wr3", "blu-wr4"]);

View File

@ -1,5 +1,7 @@
function main() {
Events.OnCollide(function(e) {
console.log("%s picked up by %s", Self.Doodad.Title, e.Actor.Title);
e.Actor.SetData("key:" + Self.Doodad.Title, "true");
Self.Destroy();
})
}

View File

@ -2,25 +2,33 @@ function main() {
Self.AddAnimation("open", 0, [1]);
var unlocked = false;
// Map our door names to key names.
var KeyMap = {
"Blue Door": "Blue Key",
"Red Door": "Red Key",
"Green Door": "Green Key",
"Yellow Door": "Yellow Key"
}
log.Warn("%s loaded!", Self.Doodad.Title);
console.log("%s Setting hitbox", Self.Doodad.Title);
Self.SetHitbox(16, 0, 32, 64);
Events.OnCollide(function(e) {
console.log("%s was touched by %s!", Self.Doodad.Title, e.Actor.ID());
console.log("my box: %+v and theirs: %+v", Self.GetBoundingRect(), e.Actor.GetBoundingRect());
console.warn("But the overlap is: %+v", e.Overlap);
console.log(Object.keys(e));
if (e.Overlap.X + e.Overlap.W >= 16 && e.Overlap.X < 48) {
Self.Canvas.SetBackground(RGBA(255, 0, 0, 153));
} else {
Self.Canvas.SetBackground(RGBA(0, 255, 0, 153));
return;
}
if (unlocked) {
return;
}
unlocked = true;
Self.PlayAnimation("open", null);
if (e.InHitbox) {
var data = e.Actor.GetData("key:" + KeyMap[Self.Doodad.Title]);
if (data === "") {
// Door is locked.
return false;
}
unlocked = true;
Self.PlayAnimation("open", null);
}
});
Events.OnLeave(function(e) {
console.log("%s has stopped touching %s", e, Self.Doodad.Title)

View File

@ -3,6 +3,8 @@ function main() {
var timer = 0;
Self.SetHitbox(0, 0, 72, 9);
var animationSpeed = 100;
var opened = false;
Self.AddAnimation("open", animationSpeed, ["down1", "down2", "down3", "down4"]);
@ -13,18 +15,24 @@ function main() {
return;
}
// Not touching the top of the door means door doesn't open.
if (e.Overlap.Y > 9) {
return;
// Is the actor colliding our solid part?
if (e.InHitbox) {
// Touching the top or the bottom?
if (e.Overlap.Y > 0) {
return false; // solid wall when touched from below
} else {
opened = true;
Self.PlayAnimation("open", function() {
});
}
}
opened = true;
Self.PlayAnimation("open", function() {
});
});
Events.OnLeave(function() {
Self.PlayAnimation("close", function() {
opened = false;
});
if (opened) {
Self.PlayAnimation("close", function() {
opened = false;
});
}
})
}