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:
Noah 2020-01-02 17:58:22 -08:00
parent ce72943163
commit b6c516bd4f
3 changed files with 23 additions and 24 deletions

View File

@ -7,15 +7,10 @@ function main() {
Message.Subscribe("broadcast:state-change", function(newState) {
state = !newState;
console.warn("BLUE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: ON
// Layer 1: OFF
if (state) {
Self.ShowLayer(0);
} else {
Self.ShowLayer(1);
}
Self.ShowLayer(state ? 0 : 1);
});
Events.OnCollide(function(e) {

View File

@ -7,15 +7,10 @@ function main() {
Message.Subscribe("broadcast:state-change", function(newState) {
state = newState;
console.warn("ORANGE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: OFF
// Layer 1: ON
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
Self.ShowLayer(state ? 1 : 0);
});
Events.OnCollide(function(e) {

View File

@ -1,14 +1,22 @@
// State Block Control Button
// Button is "OFF" by default.
var state = false;
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);
// When the button is activated, don't keep toggling state until we're not
// being touched again.
var colliding = false;
// Button is "OFF" by default.
var state = false;
// If we receive a state change event from a DIFFERENT on/off button, update
// ourself to match the state received.
Message.Subscribe("broadcast:state-change", function(value) {
state = value;
showSprite();
});
Events.OnCollide(function(e) {
if (colliding) {
@ -17,24 +25,16 @@ function main() {
// Only trigger for mobile characters.
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.
if (e.Overlap.Y === 0) {
console.log("... but touched the top!");
return false;
}
colliding = true;
console.log(" -> emit state change");
state = !state;
Message.Broadcast("broadcast:state-change", state);
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
showSprite();
}
// Always a solid button.
@ -45,3 +45,12 @@ function main() {
colliding = false;
})
}
// Update the active layer based on the current button state.
function showSprite() {
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
}