Noah Petherbridge
3892087932
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a collision event doing so. * Warp Doors are now functional: the player opens a door, disappears, the door closes; player is teleported to the linked door which opens, appears the player and closes. * If the player exits thru a Blue or Orange door which is disabled (dotted outline), the door still opens and drops the player off but returns to a Disabled state, acting as a one-way door. * Clean up several debug log lines from Doodle and doodad scripts.
39 lines
1.0 KiB
JavaScript
39 lines
1.0 KiB
JavaScript
function main() {
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var playerSpeed = 4;
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var gravity = 4;
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var Vx = Vy = 0;
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var direction = "right";
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
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Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);
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// Sample our X position every few frames and detect if we've hit a solid wall.
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var sampleTick = 0;
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var sampleRate = 5;
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var lastSampledX = 0;
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setInterval(function() {
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if (sampleTick % sampleRate === 0) {
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var curX = Self.Position().X;
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var delta = Math.abs(curX - lastSampledX);
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if (delta < 5) {
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direction = direction === "right" ? "left" : "right";
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}
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lastSampledX = curX;
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}
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sampleTick++;
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// TODO: Vector() requires floats, pain in the butt for JS,
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// the JS API should be friendlier and custom...
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var Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, 0.0));
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-"+direction, null);
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}
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}, 100);
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}
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