Noah Petherbridge
08e65c32b5
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
57 lines
1.2 KiB
JavaScript
57 lines
1.2 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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console.log("%s ID '%s' initialized!", Self.Doodad().Title, Self.ID());
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Self.SetHitbox(0, 0, 33, 33);
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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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