Noah Petherbridge
97e179716c
New category for the Doodad Dropper: "Technical" Technical doodads have a dashed outline and label for now, and they turn invisible on level start, and are for hidden technical effects on your level. The doodads include: * Goal Region: acts like an invisible Exit Flag (128x128), the level is won when the player character touches this region. * Fire Region: acts like a death barrier (128x128), kills the player when a generic "You have died!" message. * Power Source: on level start, acts like a switch and emits a power(true) signal to all linked doodads. Link it to your Electric Door for it to be open by default in your level! * Stall Player (250ms): The player is paused for a moment the first time it touches this region. Useful to work around timing issues, e.g. help prevent the player from winning a race against another character. There are some UI improvements to the Doodad Dropper window: * If the first page of doodads is short, extra spacers are added so the alignment and size shows correctly. * Added a 'background pattern' to the window: any unoccupied icon space has an inset rectangle slot. * "Last pages" which are short still render weirdly without reserving the correct height in the TabFrame. Doodad scripting engine updates: * Self.Hide() and Self.Show() available. * Subscribe to "broadcast:ready" to know when the level is ready, so you can safely Publish messages without deadlocks!
41 lines
857 B
JavaScript
41 lines
857 B
JavaScript
// Stall Player.
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// Tags: ms (int)
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// Grabs the player one time. Resets if it receives power.
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function main() {
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Self.Hide();
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var active = true,
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timeout = 250,
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ms = Self.GetTag("ms");
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if (ms.length > 0) {
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timeout = parseInt(ms);
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}
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Events.OnCollide(function (e) {
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if (!active || !e.Settled) {
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return;
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}
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// Only care if it's the player.
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if (!e.Actor.IsPlayer()) {
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return;
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}
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if (e.InHitbox) {
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// Grab hold of the player.
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e.Actor.Freeze();
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setTimeout(function () {
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e.Actor.Unfreeze();
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}, timeout);
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active = false;
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}
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});
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// Reset the trap if powered by a button.
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Message.Subscribe("power", function (powered) {
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active = true;
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});
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}
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