Noah Petherbridge
b4922edf5d
* The `doodad edit-doodad` command now allows setting custom key/value tags in doodad files, for extra data storage useful to their scripts. * Colored keys and doors now store a `color` tag with the appropriate color so that their scripts don't have to parse their Title to find that information. * Trapdoors now store a `direction` tag to hold the direction the door is facing.
90 lines
2.1 KiB
JavaScript
90 lines
2.1 KiB
JavaScript
function main() {
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// What direction is the trapdoor facing?
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var direction = Self.Doodad.Tag("direction");
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console.log("Trapdoor(%s) initialized", direction);
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var timer = 0;
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// Set our hitbox based on our orientation.
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var thickness = 6;
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var doodadSize = 72;
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if (direction === "left") {
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Self.SetHitbox(48, 0, doodadSize, doodadSize);
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} else if (direction === "right") {
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Self.SetHitbox(0, 0, thickness, doodadSize);
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} else if (direction === "up") {
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Self.SetHitbox(0, doodadSize - thickness, doodadSize, doodadSize);
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} else { // Down, default.
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Self.SetHitbox(0, 0, doodadSize, thickness);
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}
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var animationSpeed = 100;
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var opened = false;
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// Register our animations.
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var frames = [];
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for (var i = 1; i <= 4; i++) {
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frames.push(direction + i);
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}
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Self.AddAnimation("open", animationSpeed, frames);
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frames.reverse();
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Self.AddAnimation("close", animationSpeed, frames);
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Events.OnCollide( function(e) {
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if (opened) {
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return;
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}
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// Is the actor colliding our solid part?
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if (e.InHitbox) {
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// Are they touching our opening side?
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if (direction === "left") {
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if (doodadSize - e.Overlap.X < thickness) {
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// Touching the right edge, open the door.
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opened = true;
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Self.PlayAnimation("open", null);
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return;
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}
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if (e.Overlap.W === doodadSize - thickness) {
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return false;
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}
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} else if (direction === "right") {
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if (e.Overlap.X > 0) {
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return false;
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} else if (e.Settled) {
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opened = true;
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Self.PlayAnimation("open", null);
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}
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} else if (direction === "up") {
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if (doodadSize - e.Overlap.Y < thickness) {
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// Touching the bottom edge, open the door.
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opened = true;
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Self.PlayAnimation("open", null);
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return;
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}
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if (e.Overlap.H === doodadSize - thickness) {
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return false;
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}
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} else if (direction === "down") {
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if (e.Overlap.Y > 0) {
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return false;
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} else if (e.Settled) {
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opened = true;
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Self.PlayAnimation("open", null);
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}
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}
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return true;
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}
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});
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Events.OnLeave(function() {
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if (opened) {
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Self.PlayAnimation("close", function() {
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opened = false;
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});
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}
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})
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}
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