doodle/dev-assets/doodads/azulian/azulian.js
Noah Petherbridge 1523deeb9c Return False: Solid Collision Between Actors
* Implement the handler code for `return false` when actors are
  colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
  colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
  an actor value "key:%TITLE%" on the one who touched the key before
  destroying itself. The colored doors check that key when touched to
  decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
  overlap box Y value is 0), but if you touch it from below and the door
  is closed, it acts like a solid object.
2019-05-28 21:43:30 -07:00

39 lines
858 B
JavaScript

function main() {
log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
var playerSpeed = 12;
var gravity = 4;
var Vx = Vy = 0;
var animating = false;
var animStart = animEnd = 0;
var animFrame = animStart;
Self.SetGravity(true);
Self.SetHitbox(7, 4, 17, 28);
Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);
Self.AddAnimation("walk-right", 100, ["blu-wr1", "blu-wr2", "blu-wr3", "blu-wr4"]);
Events.OnKeypress(function(ev) {
Vx = 0;
Vy = 0;
if (ev.Right.Now) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-right", null);
}
Vx = playerSpeed;
} else if (ev.Left.Now) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-left", null);
}
Vx = -playerSpeed;
} else {
Self.StopAnimation();
animating = false;
}
// Self.SetVelocity(Point(Vx, Vy));
})
}