Noah Petherbridge
cb02feff1d
* New doodads: Switches. * They come in four varieties: wall switch (background element, with "ON/OFF" text) and three side-profile switches for the floor, left or right walls. * On collision with the player, they flip their state from "OFF" to "ON" or vice versa. If the player walks away and then collides again, the switch flips again. * Can be used to open/close Electric Doors when turned on/off. Their default state is "off" * If a switch receives a power signal from another linked switch, it sets its own state to match. So, two "on/off" switches that are connected to a door AND to each other will both flip on/off when one of them flips. * Update the Level Collision logic to support Decoration, Fire and Water pixel collisions. * Previously, ALL pixels in the level were acting as though solid. * Non-solid pixels don't count for collision detection, but their attributes (fire and water) are collected and returned. * Updated the MenuScene to support loading a map file in Play Mode instead of Edit Mode. Updated the title screen menu to add a button for playing levels instead of editing them. * Wrote some documentation.
48 lines
912 B
JavaScript
48 lines
912 B
JavaScript
function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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Self.AddAnimation("open", 100, [0, 1, 2, 3]);
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Self.AddAnimation("close", 100, [3, 2, 1, 0]);
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var animating = false;
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var opened = false;
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Self.SetHitbox(16, 0, 32, 64);
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Message.Subscribe("power", function(powered) {
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console.log("%s got power=%+v", Self.Doodad.Title, powered);
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if (powered) {
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if (animating || opened) {
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return;
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}
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animating = true;
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Self.PlayAnimation("open", function() {
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opened = true;
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animating = false;
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});
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} else {
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animating = true;
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opened = false;
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Self.PlayAnimation("close", function() {
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animating = false;
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})
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}
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});
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Events.OnCollide(function(e) {
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if (e.InHitbox) {
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if (!opened) {
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return false;
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}
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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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