A new property is added to the Doodad struct: Hitbox (Rect).
The uix.Actor for Play Mode will defer to the Doodad.Hitbox until the
JavaScript has manually set its own via Self.SetHitbox(). So in effect,
scripts no longer need to worry about their hitbox! The one assigned to
the Doodad will be the default.
Scripts can check if their hitbox is zero before setting a default:
if (Self.Hitbox().IsZero()) {
var size = Self.Size() // get doodad canvas size
Self.SetHitbox(0, 0, size, size) // the full square
}
The built-in generic doodad scripts have made this change, so that your
simple doodad can have a custom hitbox defined easily using in-game
tools.
Other changes:
* New script: Generic Collectible Item. Selecting it will add a
"quantity" tag to your doodad, to easily configure the script.
* JavaScript API: "Self.Hitbox()" returns your doodad's current hitbox.
You can check "Self.Hitbox.IsZero()" to check if it's empty.
In the Doodad Properties window, instead of browsing to select a .js
file to install your script, a SelectBox of built-in generic scripts are
available. These scripts implement simple behaviors and adapt to the
full canvas size of the doodad.
Built-in scripts so far include:
* generic-anvil.js: behaves just like the Anvil.
* generic-fire.js: the entire canvas hitbox acts like fire pixels,
"burning" mobile doodads and failing the level for the player.
* generic-solid.js: the entire canvas hitbox acts solid
The Doodad Properties window brings many features that used to be
available only in the `doodad` CLI tool into the Doodad Editor.
* In the Doodad Editor there is a new menubar item: "Doodad" which
corresponds to the "Level" menu when you're editing a level.
* The "Doodad" menu has two items:
- "Doodad Properties" (NEW)
- "Layers" (moved here from the Tools menu)
* The Doodad Properties window lets you edit the Title and Author values
of the doodad, as well as modify its Tags and manage its Script.
* Its script can be attached (browse for .js file on disk), its existing
script saved back to disk (dev shell prompt) or deleted altogether
from the doodad.
* You can create, modify, and delete Tags on the doodad.
Other changes:
* In the Level Editor, the "Level->Page Settings" menu is renamed to
"Level->Level Properties" to match with "Doodad->Doodad Properties"
and the pop-up window is retitled accordingly.
* The Exit Flag only exits if the Player touches it - not just any
mobile doodad!