doodle/dev-assets/doodads/doors/electric-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

41 lines
778 B
JavaScript

function main() {
console.log("%s initialized!", Self.Doodad().Title);
Self.AddAnimation("open", 100, [0, 1, 2, 3]);
Self.AddAnimation("close", 100, [3, 2, 1, 0]);
var animating = false;
var opened = false;
Self.SetHitbox(16, 0, 32, 64);
Message.Subscribe("power", function(powered) {
console.log("%s got power=%+v", Self.Doodad().Title, powered);
if (powered) {
if (animating || opened) {
return;
}
animating = true;
Self.PlayAnimation("open", function() {
opened = true;
animating = false;
});
} else {
animating = true;
Self.PlayAnimation("close", function() {
opened = false;
animating = false;
})
}
});
Events.OnCollide(function(e) {
if (e.InHitbox) {
if (!opened) {
return false;
}
}
});
}