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157 lines
4.4 KiB
157 lines
4.4 KiB
// Warp Doors
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const color = Self.GetTag("color"),
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isStateDoor = color === 'blue' || color === 'orange';
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// State in case we're a blue warp door.
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let state = color === 'blue',
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animating = false,
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collide = false;
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function main() {
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// Declare animations and sprite names.
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let animSpeed = 100;
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let spriteDefault, spriteDisabled; // the latter for state doors.
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if (color === 'blue') {
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Self.AddAnimation("open", animSpeed, ["blue-2", "blue-3", "blue-4"]);
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Self.AddAnimation("close", animSpeed, ["blue-4", "blue-3", "blue-2", "blue-1"]);
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spriteDefault = "blue-1";
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spriteDisabled = "blue-off";
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} else if (color === 'orange') {
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Self.AddAnimation("open", animSpeed, ["orange-2", "orange-3", "orange-4"]);
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Self.AddAnimation("close", animSpeed, ["orange-4", "orange-3", "orange-2", "orange-1"]);
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spriteDefault = "orange-1";
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spriteDisabled = "orange-off";
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} else if (color === 'invisible') {
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// Invisible Warp Door region.
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Self.Hide();
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Self.AddAnimation("open", animSpeed, [0, 0]);
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Self.AddAnimation("close", animSpeed, [0, 0]);
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} else {
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Self.AddAnimation("open", animSpeed, ["door-2", "door-3", "door-4"]);
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Self.AddAnimation("close", animSpeed, ["door-4", "door-3", "door-2", "door-1"]);
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spriteDefault = "door-1";
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}
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// Find our linked Warp Door.
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let linkedDoor = null;
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for (let link of Self.GetLinks()) {
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if (link.Title.indexOf("Warp Door") > -1) {
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linkedDoor = link;
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break;
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}
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}
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// Subscribe to the global state-change if we are a state door.
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if (isStateDoor) {
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Message.Subscribe("broadcast:state-change", (newState) => {
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state = color === 'blue' ? !newState : newState;
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// Activate or deactivate the door.
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Self.ShowLayerNamed(state ? spriteDefault : spriteDisabled);
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});
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}
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// For player groundedness work-around
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let playerLastY = []; // last sampling of Y values
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// The player Uses the door.
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let flashedCooldown = false; // "Locked Door" flashed message.
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Events.OnUse((e) => {
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if (animating) {
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return;
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}
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// Doors without linked exits are not usable.
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if (linkedDoor === null) {
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if (!flashedCooldown) {
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Flash("This door is locked.");
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flashedCooldown = true;
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setTimeout(function() {
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flashedCooldown = false;
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}, 1000);
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}
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return;
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}
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// Only players can use doors for now.
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if (e.Actor.IsPlayer()) {
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if (isStateDoor && !state) {
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// The state door is inactive (dotted outline).
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return;
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}
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// The player must be grounded or have no gravity to open the door.
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if (!e.Actor.Grounded() && e.Actor.HasGravity()) {
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// Work-around: if two Boxes are stacked atop each other the player can
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// get stuck if he jumps on top. He may not be Grounded but isn't changing
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// effective Y position and a warp door may work as a good way out.
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let yValue = e.Actor.Position().Y;
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// Collect a sampling of last few Y values. If the player Y position
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// is constant the last handful of frames, treat them as if they're
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// grounded (or else they can't activate the warp door).
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playerLastY.unshift(yValue);
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if (playerLastY.length < 6) {
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return;
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}
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// We have enough history.
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playerLastY.pop();
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// Hasn't moved?
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let isGrounded = true;
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for (let i = 0; i < playerLastY.length; i++) {
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if (yValue !== playerLastY[i]) {
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isGrounded = false;
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break;
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}
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}
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if (!isGrounded) {
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return;
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}
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// Player was effectively grounded! No change in Y position.
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}
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// Freeze the player.
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e.Actor.Freeze()
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// Play the open and close animation.
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animating = true;
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Self.PlayAnimation("open", () => {
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e.Actor.Hide()
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Self.PlayAnimation("close", () => {
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Self.ShowLayerNamed(isStateDoor && !state ? spriteDisabled : spriteDefault);
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animating = false;
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// Teleport the player to the linked door. Inform the target
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// door of the arrival of the player so it doesn't trigger
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// to send the player back here again on a loop.
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if (linkedDoor !== null) {
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Message.Publish("warp-door:incoming", e.Actor);
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e.Actor.MoveTo(linkedDoor.Position());
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}
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});
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});
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}
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});
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// Respond to incoming warp events.
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Message.Subscribe("warp-door:incoming", (player) => {
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animating = true;
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player.Unfreeze();
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Self.PlayAnimation("open", () => {
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player.Show();
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Self.PlayAnimation("close", () => {
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animating = false;
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// If the receiving door was a State Door, fix its state.
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if (isStateDoor) {
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Self.ShowLayerNamed(state ? spriteDefault : spriteDisabled);
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}
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});
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});
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});
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}
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