doodle/dev-assets/doodads/doors/colored-door.js
Noah Petherbridge 837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00

67 lines
1.5 KiB
JavaScript

function main() {
var color = Self.GetTag("color");
var keyname = color === "small" ? "small-key.doodad" : "key-" + color + ".doodad";
// Layers in the doodad image.
var layer = {
closed: 0,
unlocked: 1,
right: 2,
left: 3,
};
// Variables that change in event handler.
var unlocked = false; // Key has been used to unlock the door (one time).
var opened = false; // If door is currently showing its opened state.
var enterSide = 0; // Side of player entering the door, -1 or 1, left or right.
Self.SetHitbox(34, 0, 13, 76);
Events.OnCollide(function(e) {
// Record the side that this actor has touched us, in case the door
// needs to open.
if (enterSide === 0) {
enterSide = e.Overlap.X > 0 ? 1 : -1;
}
if (opened) {
return;
}
if (e.InHitbox) {
if (unlocked) {
Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
opened = true;
Sound.Play("door-open.wav")
return;
}
// Do they have our key?
var hasKey = e.Actor.HasItem(keyname) >= 0;
if (!hasKey) {
// Door is locked.
return false;
}
if (e.Settled) {
unlocked = true;
Self.ShowLayer(enterSide < 0 ? layer.right : layer.left);
Sound.Play("unlock.wav");
// If a Small Key door, consume a small key.
if (color === "small") {
e.Actor.RemoveItem(keyname, 1)
}
}
}
});
Events.OnLeave(function(e) {
Self.ShowLayer(unlocked ? layer.unlocked : layer.closed);
// Sound.Play("door-close.wav")
// Reset collision state.
opened = false;
enterSide = 0;
});
}