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.
39 lines
649 B
JavaScript
39 lines
649 B
JavaScript
function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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// Switch has two frames:
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// 0: Off
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// 1: On
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var state = false;
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var collide = false;
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Message.Subscribe("power", function(powered) {
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state = powered;
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showState(state);
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});
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Events.OnCollide(function(e) {
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if (collide === false) {
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state = !state;
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Message.Publish("power", state);
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showState(state);
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collide = true;
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}
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});
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Events.OnLeave(function(e) {
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collide = false;
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});
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}
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// showState shows the on/off frame based on the boolean powered state.
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function showState(state) {
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if (state) {
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Self.ShowLayer(1);
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} else {
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Self.ShowLayer(0);
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}
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}
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