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