doodle/dev-assets/doodads/crumbly-floor/crumbly-floor.js
Noah Petherbridge 837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00

63 lines
1.5 KiB
JavaScript

// Crumbly Floor.
function main() {
Self.SetHitbox(0, 0, 98, 11);
Self.AddAnimation("shake", 100, ["shake1", "shake2", "floor", "shake1", "shake2", "floor"]);
Self.AddAnimation("fall", 100, ["fall1", "fall2", "fall3", "fall4"]);
// Recover time for the floor to respawn.
var recover = 5000;
// States of the floor.
var stateSolid = 0;
var stateShaking = 1;
var stateFalling = 2;
var stateFallen = 3;
var state = stateSolid;
// Started the animation?
var startedAnimation = false;
Events.OnCollide(function(e) {
// If the floor is falling, the player passes right thru.
if (state === stateFalling || state === stateFallen) {
return;
}
// Floor is solid until it begins to fall.
if (e.InHitbox && (state === stateSolid || state === stateShaking)) {
// Only activate when touched from the top.
if (e.Overlap.Y > 0) {
return false;
}
// If movement is not settled, be solid.
if (!e.Settled) {
return false;
}
// Begin the animation sequence if we're in the solid state.
if (state === stateSolid) {
state = stateShaking;
Self.PlayAnimation("shake", function() {
state = stateFalling;
Self.PlayAnimation("fall", function() {
Sound.Play("crumbly-break.wav")
state = stateFallen;
Self.ShowLayerNamed("fallen");
// Recover after a while.
setTimeout(function() {
Self.ShowLayer(0);
state = stateSolid;
}, recover);
});
})
}
return false;
}
});
}