diff --git a/docs/custom-doodads/scripts.md b/docs/custom-doodads/scripts.md index 5438cb6..5b5b6b2 100644 --- a/docs/custom-doodads/scripts.md +++ b/docs/custom-doodads/scripts.md @@ -203,6 +203,10 @@ var p = Self.Position() console.log("I am at %d,%d", p.X, p.Y) ``` +#### Self.Size() Rect + +Returns the dimensions of your doodad's canvas size. + #### Self.MoveTo(Point) Teleport the current doodad to an exact point on the level. @@ -237,7 +241,7 @@ function main() { // Suppose the doodad's sprite size is 64x64 pixels square. // The door is in side profile where the door itself ranges from pixels // (20, 0) to (24, 64) - Self.SetHitbox(20, 0, 24, 64) + Self.SetHitbox(20, 0, 4, 64) // OnCollide handlers. Events.OnCollide(function(e) { @@ -545,6 +549,10 @@ attributes: has special behavior when touched (i.e. a button that presses in), you should wait until Settled=true before running your handler for that. +To contest the collision (behave as a solid object), `return false` from +the OnCollide handler. You can do this while Settled=false to behave as a +solid obstacle and prevent a doodad from intersecting your hitbox. + #### Events.OnLeave( func(event) ) Called when an actor that _was_ colliding with your doodad is no longer @@ -553,11 +561,28 @@ colliding (or has left your doodad's sprite box). The event argument is the same as OnCollide, with the Actor available and Settled=true (others left as default zero values). -#### Events.RunKeypress( func(event) ) +#### Events.OnKeypress( func(event) ) -Handle a keypress. `event` is an `event.State` from the render engine. +Handle a keypress. `event` is an `event.State` from the render engine with +attributes like Up, Down, Left, Right (arrow keys being pressed), Enter, +Escape and some functions like KeyDown("F1"). -TODO: document that. +Player character doodads may monitor for keypresses to update their animation +and walk in the correct direction. The game engine **only** delivers Keypress +events to the player character. + +Don't get too creative with this function, in case the way player characters +handle their behaviors is updated in the future. Generally, only the Up, Down, +Left and Right attributes should be relied upon -- touch controls and joysticks +emulate these 'keys' for player movement. **All other keys** are not guaranteed +to function in future releases of the game! + +```javascript +Events.OnKeypress(ev => { + let walking = ev.Right || ev.Left, + jumping = ev.Up; +}); +``` ----- @@ -609,7 +634,9 @@ Publish a named message to all of your **linked** doodads. function main() { // When an actor collides with the button, emit a powered state. Events.OnCollide(function(e) { - Message.Publish("power", true); + if (e.Settled) { + Message.Publish("power", true); + } }); // When the actor leaves the button, turn off the power.