Noah Petherbridge
1205dc2cd3
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`) * The Anvil is invulnerable - when played as, it can crush other mobs by jumping on them but is not defeated by those mobs at the same time. * Anvils don't destroy invulnerable mobs, such as other Anvils. * Bugfix: the Electric Door is considered to be opened from the first frame of animation when the door begins opening, and remains opened until the final frame of animation when it is closing. * New cheat code: `megaton weight` to play as the Anvil by default.
66 lines
1.4 KiB
JavaScript
66 lines
1.4 KiB
JavaScript
// Electric Door
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let animating = false;
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let opened = false;
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let powerState = false;
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// Function to handle the door opening or closing.
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function setPoweredState(powered) {
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powerState = powered;
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if (powered) {
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if (animating || opened) {
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return;
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}
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animating = true;
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opened = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("open", () => {
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animating = false;
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});
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} else {
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animating = true;
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Sound.Play("electric-door.wav")
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Self.PlayAnimation("close", () => {
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opened = false;
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animating = false;
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})
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}
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}
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function main() {
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Self.AddAnimation("open", 100, [0, 1, 2, 3]);
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Self.AddAnimation("close", 100, [3, 2, 1, 0]);
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Self.SetHitbox(0, 0, 34, 76);
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// A linked Switch that activates the door will send the Toggle signal
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// immediately before the Power signal. The door can just invert its
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// state on this signal, and ignore the very next Power signal. Ordinary
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// power sources like Buttons will work as normal, as they emit only a power
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// signal.
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let ignoreNextPower = false;
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Message.Subscribe("switch:toggle", (powered) => {
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ignoreNextPower = true;
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setPoweredState(!powerState);
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})
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Message.Subscribe("power", (powered) => {
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if (ignoreNextPower) {
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ignoreNextPower = false;
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return;
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}
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setPoweredState(powered);
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});
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Events.OnCollide((e) => {
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if (e.InHitbox) {
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if (!opened) {
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return false;
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}
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}
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});
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}
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