Doodads: Crumbly Floor, Start Flag & State Blocks

Add new doodads:

* Start Flag: place this in a level to set the spawn point of the player
  character. If no flag is found, the player spawns at 0,0 in the top
  corner of the map. Only use one Start Flag per level, otherwise the
  player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
  after a moment when a mobile character steps on it. The floor respawns
  after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
  pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
  and forth when touched. Only activates if touched on the side or bottom;
  acts as a solid floor when walked on from the top.

New features for doodad scripts:

* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
  (i.e. player character or enemy). Other doodads can check if the actor
  colliding with them IsMobile so they don't activate if placed too close
  to other (non-mobile) doodads in a level. The Blue and Red Azulians
  are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
  in the level, instead of only to linked doodads as Message.Publish does.
  This is used for the State Blocks to globally communicate on/off status
  without needing to link them all together manually.
This commit is contained in:
Noah 2019-12-30 18:13:28 -08:00
parent 1d099b83f5
commit ce72943163
23 changed files with 194 additions and 1 deletions

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@ -7,6 +7,7 @@ function main() {
var direction = "right";
Self.SetMobile(true);
Self.SetGravity(true);
Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);

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@ -7,6 +7,7 @@ function main() {
var animStart = animEnd = 0;
var animFrame = animStart;
Self.SetMobile(true);
Self.SetGravity(true);
Self.SetHitbox(7, 4, 17, 28);
Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);

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@ -115,6 +115,33 @@ objects() {
doodad convert -t "Exit Flag" exit-flag.png exit-flag.doodad
doodad install-script exit-flag.js exit-flag.doodad
doodad convert -t "Start Flag" start-flag.png start-flag.doodad
cp *.doodad ../../../assets/doodads/
cd ../crumbly-floor
doodad convert -t "Crumbly Floor" floor.png shake1.png shake2.png \
fall1.png fall2.png fall3.png fall4.png fallen.png \
crumbly-floor.doodad
doodad install-script crumbly-floor.js crumbly-floor.doodad
cp *.doodad ../../../assets/doodads/
cd ..
}
onoff() {
cd on-off/
doodad convert -t "State Button" blue-button.png orange-button.png state-button.doodad
doodad install-script state-button.js state-button.doodad
doodad convert -t "State Block (Blue)" blue-on.png blue-off.png state-block-blue.doodad
doodad install-script state-block-blue.js state-block-blue.doodad
doodad convert -t "State Block (Orange)" orange-off.png orange-on.png state-block-orange.doodad
doodad install-script state-block-orange.js state-block-orange.doodad
cp *.doodad ../../../assets/doodads/
cd ..
@ -126,5 +153,6 @@ doors
trapdoors
azulians
objects
onoff
doodad edit-doodad -quiet -lock -author "Noah" ../../assets/doodads/*.doodad
doodad edit-doodad -hide ../../assets/doodads/azu-blu.doodad

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@ -0,0 +1,60 @@
// Crumbly Floor.
function main() {
Self.SetHitbox(0, 0, 65, 7);
Self.AddAnimation("shake", 100, ["shake1", "shake2", "floor", "shake1", "shake2", "floor"]);
Self.AddAnimation("fall", 100, ["fall1", "fall2", "fall3", "fall4"]);
// Recover time for the floor to respawn.
var recover = 5000;
// States of the floor.
var stateSolid = 0;
var stateShaking = 1;
var stateFalling = 2;
var stateFallen = 3;
var state = stateSolid;
// Started the animation?
var startedAnimation = false;
Events.OnCollide(function(e) {
// Only trigger for mobile characters.
if (!e.Actor.IsMobile()) {
return;
}
// If the floor is falling, the player passes right thru.
if (state === stateFalling || state === stateFallen) {
return;
}
// Floor is solid until it begins to fall.
if (e.InHitbox && (state === stateSolid || state === stateShaking)) {
// Only activate when touched from the top.
if (e.Overlap.Y > 0) {
return false;
}
// Begin the animation sequence if we're in the solid state.
if (state === stateSolid) {
state = stateShaking;
Self.PlayAnimation("shake", function() {
state = stateFalling;
Self.PlayAnimation("fall", function() {
state = stateFallen;
Self.ShowLayerNamed("fallen");
// Recover after a while.
setTimeout(function() {
Self.ShowLayer(0);
state = stateSolid;
}, recover);
});
})
}
return false;
}
});
}

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@ -23,8 +23,8 @@ function main() {
});
} else {
animating = true;
opened = false;
Self.PlayAnimation("close", function() {
opened = false;
animating = false;
})
}

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@ -0,0 +1,28 @@
// Blue State Block
function main() {
Self.SetHitbox(0, 0, 33, 33);
// Blue block is ON by default.
var state = true;
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);
}
});
Events.OnCollide(function(e) {
if (e.Actor.IsMobile() && e.InHitbox) {
if (state) {
return false;
}
}
});
}

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@ -0,0 +1,28 @@
// Orange State Block
function main() {
Self.SetHitbox(0, 0, 33, 33);
// Orange block is OFF by default.
var state = false;
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);
}
});
Events.OnCollide(function(e) {
if (e.Actor.IsMobile() && e.InHitbox) {
if (state) {
return false;
}
}
});
}

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@ -0,0 +1,47 @@
// State Block Control Button
function main() {
console.log("%s initialized!", Self.Doodad.Title);
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;
Events.OnCollide(function(e) {
if (colliding) {
return false;
}
// 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);
}
}
// Always a solid button.
return false;
});
Events.OnLeave(function(e) {
colliding = false;
})
}