Fix Two-State Blocks & Collision Detection
* Two-state Buttons now also subscribe to the state change message, so other on/off buttons in the same level update to match the state of the button that was hit. * Add lock mutexes around the scripting engine to protect from concurrent event handlers.
This commit is contained in:
parent
ce72943163
commit
b6c516bd4f
|
@ -7,15 +7,10 @@ function main() {
|
||||||
|
|
||||||
Message.Subscribe("broadcast:state-change", function(newState) {
|
Message.Subscribe("broadcast:state-change", function(newState) {
|
||||||
state = !newState;
|
state = !newState;
|
||||||
console.warn("BLUE BLOCK Received state=%+v, set mine to %+v", newState, state);
|
|
||||||
|
|
||||||
// Layer 0: ON
|
// Layer 0: ON
|
||||||
// Layer 1: OFF
|
// Layer 1: OFF
|
||||||
if (state) {
|
Self.ShowLayer(state ? 0 : 1);
|
||||||
Self.ShowLayer(0);
|
|
||||||
} else {
|
|
||||||
Self.ShowLayer(1);
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Events.OnCollide(function(e) {
|
Events.OnCollide(function(e) {
|
||||||
|
|
|
@ -7,15 +7,10 @@ function main() {
|
||||||
|
|
||||||
Message.Subscribe("broadcast:state-change", function(newState) {
|
Message.Subscribe("broadcast:state-change", function(newState) {
|
||||||
state = newState;
|
state = newState;
|
||||||
console.warn("ORANGE BLOCK Received state=%+v, set mine to %+v", newState, state);
|
|
||||||
|
|
||||||
// Layer 0: OFF
|
// Layer 0: OFF
|
||||||
// Layer 1: ON
|
// Layer 1: ON
|
||||||
if (state) {
|
Self.ShowLayer(state ? 1 : 0);
|
||||||
Self.ShowLayer(1);
|
|
||||||
} else {
|
|
||||||
Self.ShowLayer(0);
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Events.OnCollide(function(e) {
|
Events.OnCollide(function(e) {
|
||||||
|
|
|
@ -1,14 +1,22 @@
|
||||||
// State Block Control Button
|
// State Block Control Button
|
||||||
|
|
||||||
|
// Button is "OFF" by default.
|
||||||
|
var state = false;
|
||||||
|
|
||||||
function main() {
|
function main() {
|
||||||
console.log("%s initialized!", Self.Doodad.Title);
|
console.log("%s ID '%s' initialized!", Self.Doodad.Title, Self.ID());
|
||||||
Self.SetHitbox(0, 0, 33, 33);
|
Self.SetHitbox(0, 0, 33, 33);
|
||||||
|
|
||||||
// When the button is activated, don't keep toggling state until we're not
|
// When the button is activated, don't keep toggling state until we're not
|
||||||
// being touched again.
|
// being touched again.
|
||||||
var colliding = false;
|
var colliding = false;
|
||||||
|
|
||||||
// Button is "OFF" by default.
|
// If we receive a state change event from a DIFFERENT on/off button, update
|
||||||
var state = false;
|
// ourself to match the state received.
|
||||||
|
Message.Subscribe("broadcast:state-change", function(value) {
|
||||||
|
state = value;
|
||||||
|
showSprite();
|
||||||
|
});
|
||||||
|
|
||||||
Events.OnCollide(function(e) {
|
Events.OnCollide(function(e) {
|
||||||
if (colliding) {
|
if (colliding) {
|
||||||
|
@ -17,24 +25,16 @@ function main() {
|
||||||
|
|
||||||
// Only trigger for mobile characters.
|
// Only trigger for mobile characters.
|
||||||
if (e.Actor.IsMobile()) {
|
if (e.Actor.IsMobile()) {
|
||||||
console.log("Mobile actor %s touched the on/off button!", e.Actor.Actor.Filename);
|
|
||||||
|
|
||||||
// Only activate if touched from the bottom or sides.
|
// Only activate if touched from the bottom or sides.
|
||||||
if (e.Overlap.Y === 0) {
|
if (e.Overlap.Y === 0) {
|
||||||
console.log("... but touched the top!");
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
colliding = true;
|
colliding = true;
|
||||||
console.log(" -> emit state change");
|
|
||||||
state = !state;
|
state = !state;
|
||||||
Message.Broadcast("broadcast:state-change", state);
|
Message.Broadcast("broadcast:state-change", state);
|
||||||
|
|
||||||
if (state) {
|
showSprite();
|
||||||
Self.ShowLayer(1);
|
|
||||||
} else {
|
|
||||||
Self.ShowLayer(0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Always a solid button.
|
// Always a solid button.
|
||||||
|
@ -45,3 +45,12 @@ function main() {
|
||||||
colliding = false;
|
colliding = false;
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update the active layer based on the current button state.
|
||||||
|
function showSprite() {
|
||||||
|
if (state) {
|
||||||
|
Self.ShowLayer(1);
|
||||||
|
} else {
|
||||||
|
Self.ShowLayer(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user