doodle/dev-assets/doodads/objects/checkpoint-flag.js

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// Checkpoint Flag.
var isCurrentCheckpoint = false,
playerEntered = false
broadcastCooldown = time.Now();
function main() {
Self.SetHitbox(22 + 16, 16, 75 - 16, 86);
setActive(false);
// If the checkpoint is linked to any doodad, the player character will
// become that doodad when they cross this checkpoint.
let skin = null;
for (let actor of Self.GetLinks()) {
skin = actor.Filename;
actor.Destroy();
}
// Checkpoints broadcast to all of their peers so they all
// know which one is the most recently activated.
Message.Subscribe("broadcast:checkpoint", (currentID) => {
setActive(false);
return "a ok";
});
Events.OnCollide((e) => {
if (!e.Settled) {
return;
}
// Only care about the player character.
if (!e.Actor.IsPlayer()) {
return;
}
SetCheckpoint(Self.Position());
setActive(true);
// Don't spam the PubSub queue or we get races and deadlocks.
if (time.Now().After(broadcastCooldown)) {
Message.Broadcast("broadcast:checkpoint", Self.ID());
broadcastCooldown = time.Now().Add(5 * time.Second)
}
// Are we setting a new player skin?
if (skin && e.Actor.Doodad().Filename !== skin) {
Actors.SetPlayerCharacter(skin);
}
});
}
function setActive(v) {
if (v && !isCurrentCheckpoint) {
Flash("Checkpoint!");
}
isCurrentCheckpoint = v;
Self.ShowLayerNamed(v ? "checkpoint-active" : "checkpoint-inactive");
}