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.
117 lines
3.3 KiB
JavaScript
117 lines
3.3 KiB
JavaScript
// Warp Doors
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function main() {
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Self.SetHitbox(0, 0, 34, 76);
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// Are we a blue or orange door? Regular warp door will be 'none'
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var color = Self.GetTag("color");
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var isStateDoor = color === 'blue' || color === 'orange';
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var state = color === 'blue'; // Blue door is ON by default.
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var animating = false;
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var collide = false;
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// Declare animations and sprite names.
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var animSpeed = 100;
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var spriteDefault, spriteDisabled; // the latter for state doors.
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if (color === 'blue') {
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Self.AddAnimation("open", animSpeed, ["blue-2", "blue-3", "blue-4"]);
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Self.AddAnimation("close", animSpeed, ["blue-4", "blue-3", "blue-2", "blue-1"]);
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spriteDefault = "blue-1";
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spriteDisabled = "blue-off";
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} else if (color === 'orange') {
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Self.AddAnimation("open", animSpeed, ["orange-2", "orange-3", "orange-4"]);
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Self.AddAnimation("close", animSpeed, ["orange-4", "orange-3", "orange-2", "orange-1"]);
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spriteDefault = "orange-1";
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spriteDisabled = "orange-off";
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} else {
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Self.AddAnimation("open", animSpeed, ["door-2", "door-3", "door-4"]);
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Self.AddAnimation("close", animSpeed, ["door-4", "door-3", "door-2", "door-1"]);
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spriteDefault = "door-1";
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}
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// Find our linked Warp Door.
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var links = Self.GetLinks()
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var linkedDoor = null;
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for (var i = 0; i < links.length; i++) {
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if (links[i].Title.indexOf("Warp Door") > -1) {
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linkedDoor = links[i];
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}
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}
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// Subscribe to the global state-change if we are a state door.
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if (isStateDoor) {
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Message.Subscribe("broadcast:state-change", function(newState) {
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state = color === 'blue' ? !newState : newState;
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// Activate or deactivate the door.
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Self.ShowLayerNamed(state ? spriteDefault : spriteDisabled);
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});
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}
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// The player Uses the door.
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var flashedCooldown = false; // "Locked Door" flashed message.
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Events.OnUse(function(e) {
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if (animating) {
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return;
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}
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// Doors without linked exits are not usable.
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if (linkedDoor === null) {
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if (!flashedCooldown) {
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Flash("This door is locked.");
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flashedCooldown = true;
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setTimeout(function() {
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flashedCooldown = false;
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}, 1000);
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}
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return;
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}
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// Only players can use doors for now.
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if (e.Actor.IsPlayer()) {
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if (isStateDoor && !state) {
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// The state door is inactive (dotted outline).
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return;
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}
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// Freeze the player.
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e.Actor.Freeze()
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// Play the open and close animation.
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animating = true;
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Self.PlayAnimation("open", function() {
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e.Actor.Hide()
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Self.PlayAnimation("close", function() {
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Self.ShowLayerNamed(isStateDoor && !state ? spriteDisabled : spriteDefault);
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animating = false;
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// Teleport the player to the linked door. Inform the target
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// door of the arrival of the player so it doesn't trigger
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// to send the player back here again on a loop.
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if (linkedDoor !== null) {
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Message.Publish("warp-door:incoming", e.Actor);
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e.Actor.MoveTo(linkedDoor.Position());
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}
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});
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});
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}
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});
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// Respond to incoming warp events.
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Message.Subscribe("warp-door:incoming", function(player) {
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animating = true;
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player.Unfreeze();
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Self.PlayAnimation("open", function() {
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player.Show();
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Self.PlayAnimation("close", function() {
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animating = false;
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// If the receiving door was a State Door, fix its state.
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if (isStateDoor) {
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Self.ShowLayerNamed(state ? spriteDefault : spriteDisabled);
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}
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});
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});
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});
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}
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