Noah Petherbridge
0e3a30e633
* Recent collision update caused a regression where the player would get "stuck" while standing on top of a solid doodad, unable to walk left or right. * When deciding if the actor is on top of a doodad, use the doodad's Hitbox (if available) instead of the bounding box. This fixes the upside-down trapdoor acting solid when landed on from the top, since its Hitbox Y coordinate is not the same as the top of its sprite. * Cheats: when using the noclip cheat in Play Mode, you can hold down the Shift key while moving to only move one pixel at a time.
62 lines
1.4 KiB
JavaScript
62 lines
1.4 KiB
JavaScript
// Crumbly Floor.
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function main() {
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Self.SetHitbox(0, 0, 65, 7);
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Self.AddAnimation("shake", 100, ["shake1", "shake2", "floor", "shake1", "shake2", "floor"]);
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Self.AddAnimation("fall", 100, ["fall1", "fall2", "fall3", "fall4"]);
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// Recover time for the floor to respawn.
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var recover = 5000;
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// States of the floor.
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var stateSolid = 0;
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var stateShaking = 1;
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var stateFalling = 2;
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var stateFallen = 3;
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var state = stateSolid;
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// Started the animation?
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var startedAnimation = false;
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Events.OnCollide(function(e) {
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// If the floor is falling, the player passes right thru.
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if (state === stateFalling || state === stateFallen) {
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return;
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}
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// Floor is solid until it begins to fall.
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if (e.InHitbox && (state === stateSolid || state === stateShaking)) {
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// Only activate when touched from the top.
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if (e.Overlap.Y > 0) {
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return false;
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}
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// If movement is not settled, be solid.
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if (!e.Settled) {
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return false;
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}
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// Begin the animation sequence if we're in the solid state.
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if (state === stateSolid) {
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state = stateShaking;
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Self.PlayAnimation("shake", function() {
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state = stateFalling;
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Self.PlayAnimation("fall", function() {
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state = stateFallen;
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Self.ShowLayerNamed("fallen");
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// Recover after a while.
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setTimeout(function() {
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Self.ShowLayer(0);
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state = stateSolid;
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}, recover);
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});
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})
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}
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return false;
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}
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});
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}
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