* New doodad: Electric Trapdoor. It is a horizontal version of the
Electric Door. Opens while powered by a button or a switch and closes
when it loses power.
* The Box doodad will reset to its original location if it receives a
power signal from a linked Button or Switch. So for box pushing
puzzles you can add a reset button in case the boxes get stuck.
* Refactored the Doodad build scripts into many Makefiles for easier
iteration (don't need to compile ALL doodads to test one).
Updates to the JavaScript API for doodads:
* Self.MoveTo(Point) is now available to set the actor's position in
world coordinates.
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
the door closes; player is teleported to the linked door which opens,
appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
(dotted outline), the door still opens and drops the player off but
returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
* The blue and orange ON/OFF state blocks have all been increased in
size to better match the player character (42x42 up from 33x33)
* Added a new mob: the Red Bird. It flies back and forth while
maintaining its altitude, similar to the Red Azulian. Planned AI
behavior is to divebomb the player when it gets close. Dive sprites
are included but not yet hooked up in JavaScript.
* Warp Doors! (WIP). They have a golden "W" on them and come in three
varieties: Brown, Blue and Orange. The blue and orange ones are
sensitive to the State Block and will become dotted outlines when
inactive (and can not be entered in this state). The door opens for
the player character, makes him disappear, then closes again. The plan
is it will then warp you to the location of a linked Warp Door
elsewhere on the level, but for now it will just make the player
re-appear after completing the Close Door animation.