doodle/dev-assets/doodads/regions/checkpoint.js

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// Checkpoint Region
// Acts like an invisible checkpoint flag.
var isCurrentCheckpoint = false;
function main() {
Self.Hide();
setActive(false);
// 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);
});
Events.OnCollide((e) => {
if (isCurrentCheckpoint || !e.Settled) {
return;
}
// Only care about the player character.
if (!e.Actor.IsPlayer()) {
return;
}
// Set the player checkpoint.
SetCheckpoint(Self.Position());
setActive(true);
Message.Broadcast("broadcast:checkpoint", Self.ID())
});
}
function setActive(v) {
if (v && !isCurrentCheckpoint) {
Flash("Checkpoint!");
}
isCurrentCheckpoint = v;
}