doodle/dev-assets/doodads/gems/totem.js

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// Gem stone totem socket.
/*
The Totem is a type of key-door that holds onto its corresponding
Gemstone. When a doodad holding the right Gemstone touches the
totem, the totem takes the gemstone and activates.
If the Totem is not linked to any other Totems, it immediately
sends a power(true) signal upon activation.
If the Totem is linked to other Totems, it waits until all totems
have been activated before it will emit a power signal. Only one
such totem needs to be linked to e.g. an Electric Door - no matter
which totem is solved last, they'll all emit a power signal when
all of their linked totems are activated.
*/
let color = Self.GetTag("color"),
keyname = "gem-"+color+".doodad",
activated = false,
linkedReceiver = false, // is linked to a non-totem which might want power
totems = {}, // linked totems
shimmerFreq = 1000;
function main() {
// Show the hollow socket on level load (last layer)
Self.ShowLayer(4);
// Find any linked totems.
for (let link of Self.GetLinks()) {
if (link.Filename.indexOf("gem-totem") > -1) {
totems[link.ID()] = false;
} else {
linkedReceiver = true;
}
}
console.log("Totem %s is linked to %d neighbors", Self.ID(), Object.keys(totems).length);
// Shimmer animation is just like the gemstones: first 4 frames
// are the filled socket sprites.
Self.AddAnimation("shimmer", 100, [0, 1, 2, 3, 0]);
Events.OnCollide((e) => {
if (activated) return;
if (e.Actor.IsMobile() && e.Settled) {
// Do they have our gemstone?
let hasKey = e.Actor.HasItem(keyname) >= 0;
if (!hasKey) {
return;
}
// Take the gemstone.
e.Actor.RemoveItem(keyname, 1);
Self.ShowLayer(0);
// Emit to our linked totem neighbors.
activated = true;
Message.Publish("gem-totem:activated", Self.ID());
tryPower();
}
});
Message.Subscribe("gem-totem:activated", (totemId) => {
totems[totemId] = true;
tryPower();
})
setInterval(() => {
if (activated) {
Self.PlayAnimation("shimmer", null);
}
}, shimmerFreq);
}
// Try to send a power signal for an activated totem.
function tryPower() {
// Only emit power if we are linked to something other than a totem.
if (!linkedReceiver) {
return;
}
console.log("Totem %s (%s) tries power", Self.ID(), Self.Filename);
// Can't if any of our linked totems aren't activated.
try {
for (let totemId of Object.keys(totems)) {
console.log("Totem %s (%s) sees linked totem %s", Self.ID(), Self.Filename, totemId);
if (totems[totemId] === false) {
console.log("Can't, a linked totem not active!");
return;
}
}
} catch(e) {
console.error("Caught: %s", e);
}
// Can't if we aren't powered.
if (activated === false) {
console.log("Can't, we are not active!");
return;
}
// Emit power!
console.log("POWER!");
Message.Publish("power", true);
}