doodle/dev-assets/doodads/on-off/state-button.js
Noah Petherbridge 3892087932 Doodads: Use Key and Working Warp Doors
* 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.
2021-01-03 15:19:21 -08:00

56 lines
1.1 KiB
JavaScript

// State Block Control Button
// Button is "OFF" by default.
var state = false;
function main() {
Self.SetHitbox(0, 0, 42, 42);
// When the button is activated, don't keep toggling state until we're not
// being touched again.
var colliding = false;
// If we receive a state change event from a DIFFERENT on/off button, update
// ourself to match the state received.
Message.Subscribe("broadcast:state-change", function(value) {
state = value;
showSprite();
});
Events.OnCollide(function(e) {
if (colliding) {
return false;
}
// Only trigger for mobile characters.
if (e.Actor.IsMobile()) {
// Only activate if touched from the bottom or sides.
if (e.Overlap.Y === 0) {
return false;
}
colliding = true;
state = !state;
Message.Broadcast("broadcast:state-change", state);
showSprite();
}
// Always a solid button.
return false;
});
Events.OnLeave(function(e) {
colliding = false;
})
}
// Update the active layer based on the current button state.
function showSprite() {
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
}