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.
43 lines
687 B
JavaScript
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);
|
|
}
|
|
}
|