Pub/Sub Messages Between Linked Actors (JavaScript)
* Implement the pub/sub message passing system that lets the JavaScript VM of one actor (say, a Button) send messages to other linked actors in the level (say, an Electric Door) * Buttons now emit a "power(true)" message while pressed and "power(false)" when released. Sticky Buttons do not release and so do not send the power(false) message. * Electric Doors listen for the "power" event and open or close themselves based on the boolean value received. * If a Sticky Button receives power and is currently pressed down, it will pop back up (reset to "off" position) and notify its linked actors that they have lost power too. So if a Sticky Button held an Electric Door open, and another Button powers the Sticky Button, it would pop back up and also close the Electric Door.
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@ -1,9 +1,6 @@
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function main() {
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function main() {
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log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
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log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
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Self.Canvas.SetBackground(RGBA(0, 153, 255, 100));
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var playerSpeed = 12;
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var playerSpeed = 12;
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var gravity = 4;
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var gravity = 4;
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var Vx = Vy = 0;
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var Vx = Vy = 0;
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@ -6,11 +6,10 @@ function main() {
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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// Verify they've touched the button.
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// Verify they've touched the button.
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if (e.Overlap.Y + e.Overlap.H < 24) {
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if (e.Overlap.Y + e.Overlap.H < 24) {
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Self.Canvas.SetBackground(RGBA(0, 255, 0, 153));
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return;
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return;
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}
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}
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Self.Canvas.SetBackground(RGBA(255, 255, 0, 153));
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Message.Publish("power", true);
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if (timer > 0) {
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if (timer > 0) {
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clearTimeout(timer);
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clearTimeout(timer);
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@ -19,12 +18,13 @@ function main() {
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Self.ShowLayer(1);
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Self.ShowLayer(1);
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timer = setTimeout(function() {
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timer = setTimeout(function() {
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Self.ShowLayer(0);
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Self.ShowLayer(0);
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Message.Publish("power", false);
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timer = 0;
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timer = 0;
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}, 200);
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}, 200);
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});
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});
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Events.OnLeave(function(e) {
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// Events.OnLeave(function(e) {
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console.log("%s has stopped touching %s", e, Self.Doodad.Title)
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// console.log("%s has stopped touching %s", e, Self.Doodad.Title)
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Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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// Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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})
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// })
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}
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}
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@ -3,6 +3,15 @@ function main() {
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var pressed = false;
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var pressed = false;
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// When a sticky button receives power, it pops back up.
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Message.Subscribe("power", function(powered) {
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if (powered && pressed) {
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Self.ShowLayer(0);
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pressed = false;
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Message.Publish("power", false);
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}
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})
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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if (pressed) {
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if (pressed) {
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return;
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return;
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@ -15,5 +24,6 @@ function main() {
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Self.ShowLayer(1);
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Self.ShowLayer(1);
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pressed = true;
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pressed = true;
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Message.Publish("power", true);
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});
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});
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}
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}
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@ -6,24 +6,42 @@ function main() {
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var animating = false;
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var animating = false;
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var opened = false;
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var opened = false;
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Events.OnCollide(function(e) {
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Self.SetHitbox(16, 0, 32, 64);
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Message.Subscribe("power", function(powered) {
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console.log("%s got power=%+v", Self.Doodad.Title, powered);
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if (powered) {
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if (animating || opened) {
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if (animating || opened) {
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return;
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return;
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}
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}
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if (e.Overlap.X + e.Overlap.W >= 16 && e.Overlap.X < 48) {
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animating = true;
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animating = true;
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Self.PlayAnimation("open", function() {
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Self.PlayAnimation("open", function() {
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opened = true;
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opened = true;
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animating = false;
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animating = false;
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});
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});
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} else {
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animating = true;
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Self.PlayAnimation("close", function() {
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opened = false;
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animating = false;
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})
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}
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});
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Events.OnCollide(function(e) {
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if (e.InHitbox) {
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if (!opened) {
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return false;
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}
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}
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}
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});
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});
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Events.OnLeave(function() {
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Events.OnLeave(function() {
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if (opened) {
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// if (opened) {
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Self.PlayAnimation("close", function() {
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// Self.PlayAnimation("close", function() {
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opened = false;
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// opened = false;
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});
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// });
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}
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// }
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})
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})
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}
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}
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@ -2,7 +2,7 @@ function main() {
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Self.AddAnimation("open", 0, [1]);
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Self.AddAnimation("open", 0, [1]);
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var unlocked = false;
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var unlocked = false;
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Self.Canvas.SetBackground(RGBA(0, 255, 255, 100));
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// Self.Canvas.SetBackground(RGBA(0, 255, 255, 100));
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// Map our door names to key names.
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// Map our door names to key names.
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var KeyMap = {
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var KeyMap = {
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@ -12,8 +12,8 @@ function main() {
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"Yellow Door": "Yellow Key"
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"Yellow Door": "Yellow Key"
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}
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}
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log.Warn("%s loaded!", Self.Doodad.Title);
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// log.Warn("%s loaded!", Self.Doodad.Title);
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console.log("%s Setting hitbox", Self.Doodad.Title);
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// console.log("%s Setting hitbox", Self.Doodad.Title);
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Self.SetHitbox(16, 0, 32, 64);
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Self.SetHitbox(16, 0, 32, 64);
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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@ -32,7 +32,7 @@ function main() {
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Self.PlayAnimation("open", null);
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Self.PlayAnimation("open", null);
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}
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}
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});
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});
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Events.OnLeave(function(e) {
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// Events.OnLeave(function(e) {
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console.log("%s has stopped touching %s", e, Self.Doodad.Title)
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// console.log("%s has stopped touching %s", e, Self.Doodad.Title)
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})
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// })
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}
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}
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