53 lines
1.4 KiB
JavaScript
53 lines
1.4 KiB
JavaScript
// Anvil
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var falling = false;
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function main() {
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// Note: doodad is not "solid" but hurts if it falls on you.
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Self.SetHitbox(0, 0, 48, 25);
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.SetInvulnerable(true);
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// Monitor our Y position to tell if we've been falling.
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let lastPoint = Self.Position();
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setInterval(() => {
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let nowAt = Self.Position();
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if (nowAt.Y > lastPoint.Y) {
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falling = true;
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} else {
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falling = false;
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}
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lastPoint = nowAt;
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}, 100);
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Events.OnCollide((e) => {
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if (!e.Settled) {
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return;
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}
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// Were we falling?
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if (falling) {
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if (e.InHitbox) {
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if (e.Actor.IsPlayer()) {
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// Fatal to the player.
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Sound.Play("crumbly-break.wav");
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FailLevel("Watch out for anvils!");
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return;
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}
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else if (e.Actor.IsMobile() && !e.Actor.Invulnerable()) {
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// Destroy mobile doodads.
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Sound.Play("crumbly-break.wav");
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e.Actor.Destroy();
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}
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}
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}
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});
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// When we receive power, we reset to our original position.
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let origPoint = Self.Position();
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Message.Subscribe("power", (powered) => {
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Self.MoveTo(origPoint);
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Self.SetVelocity(Vector(0, 0));
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});
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}
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