doodle/dev-assets/doodads/switches/switch.js
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* 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.
2020-04-04 21:00:32 -07:00

43 lines
687 B
JavaScript

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