doodle/dev-assets/doodads/trapdoors/down.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

39 lines
808 B
JavaScript

function main() {
console.log("%s initialized!", Self.Doodad().Title);
var timer = 0;
Self.SetHitbox(0, 0, 72, 6);
var animationSpeed = 100;
var opened = false;
Self.AddAnimation("open", animationSpeed, ["down1", "down2", "down3", "down4"]);
Self.AddAnimation("close", animationSpeed, ["down4", "down3", "down2", "down1"]);
Events.OnCollide( function(e) {
if (opened) {
return;
}
// Is the actor colliding our solid part?
if (e.InHitbox) {
// Touching the top or the bottom?
if (e.Overlap.Y > 0) {
return false; // solid wall when touched from below
} else {
opened = true;
Self.PlayAnimation("open", function() {
});
}
}
});
Events.OnLeave(function() {
if (opened) {
Self.PlayAnimation("close", function() {
opened = false;
});
}
})
}