doodle/dev-assets/doodads/doors/locked-door.js
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00

28 lines
519 B
JavaScript

// DEPRECATED: old locked door script. Superceded by colored-door.js.
function main() {
Self.AddAnimation("open", 0, [1]);
var unlocked = false;
var color = Self.Doodad().Tag("color");
Self.SetHitbox(16, 0, 32, 64);
Events.OnCollide(function(e) {
if (unlocked) {
return;
}
if (e.InHitbox) {
var data = e.Actor.GetData("key:" + color);
if (data === "") {
// Door is locked.
return false;
}
if (e.Settled) {
unlocked = true;
Self.PlayAnimation("open", null);
}
}
});
}