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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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 gravity = 4;
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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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// Verify they've touched the button.
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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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}
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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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clearTimeout(timer);
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@ -19,12 +18,13 @@ function main() {
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Self.ShowLayer(1);
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timer = setTimeout(function() {
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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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}, 200);
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});
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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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Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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})
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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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// Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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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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// 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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if (pressed) {
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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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pressed = true;
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Message.Publish("power", true);
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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 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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return;
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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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Self.PlayAnimation("open", function() {
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opened = true;
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animating = false;
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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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Events.OnLeave(function() {
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if (opened) {
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Self.PlayAnimation("close", function() {
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opened = false;
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});
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}
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// if (opened) {
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// Self.PlayAnimation("close", function() {
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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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@ -2,7 +2,7 @@ function main() {
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Self.AddAnimation("open", 0, [1]);
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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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var KeyMap = {
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@ -12,8 +12,8 @@ function main() {
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"Yellow Door": "Yellow Key"
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}
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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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// log.Warn("%s loaded!", 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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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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}
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});
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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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})
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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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// })
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}
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