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@phoboslab
Last active November 5, 2015 19:33
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ig.module(
'game.entities.door'
)
.requires(
'plugins.twopointfive.entity'
)
.defines(function(){
EntityDoor = tpf.Entity.extend({
type: ig.Entity.TYPE.NONE,
checkAgainst: ig.Entity.TYPE.A,
collides: ig.Entity.COLLIDES.NEVER,
size: {x: 64, y: 64},
checkBorder: 64,
scale: 1,
rotateToView: false,
openIn: 0.55,
stayOpenFor: 2,
state: 0, // closed
needsKey: null,
_wmBoxColor: '#90f',
animSheet: new ig.AnimationSheet( 'media/tiles/basic-tiles-64.png', 64, 64 ),
init: function( x, y, settings ) {
this.parent( x, y, settings );
this.addAnim( 'grey', 1, [0] );
this.addAnim( 'red', 1, [1] );
this.addAnim( 'green', 1, [2] );
this.addAnim( 'blue', 1, [3] );
if( !ig.global.wm ) {
// Modify size and pos, so that the door checks a larger area
this.initPos = this.pos;
this.initSize = this.size;
this.size = {x: this.size.x+this.checkBorder, y: this.size.y+this.checkBorder};
this.pos = {x: this.pos.x-this.checkBorder/2, y: this.pos.y-this.checkBorder/2, z: 0};
this.state = EntityDoor.STATE.CLOSED;
this.setCollision( true );
this.timer = new ig.Timer( this.stayOpenFor );
if( this.needsKey ) {
this.currentAnim = this.anims[this.needsKey];
}
// Call the original update method once, so this door gets
// positioned and lit correctly
tpf.Entity.prototype.update.apply(this);
}
},
ready: function() {
// Check if the tile beneath this door occupied. If so, this is
// an East<>West door and we need to rotate it 90deg. Otherwise it's
// an North<>South door and the tile is already in the right
// orientation
var tx = this.initPos.x+this.initSize.x * 0.5,
ty = this.initPos.y+this.initSize.y * 1.5;
if( ig.game.collisionMap && ig.game.collisionMap.getTile(tx, ty) ) {
this.tile.quad.setRotation(0, Math.PI/2, 0);
}
},
update: function() {
var ts = ig.game.collisionMap.tilesize;
if( this.state == EntityDoor.STATE.OPENING ) {
var speed = ts / this.openIn;
this.tile.quad.position[1] += speed * ig.system.tick;
if( this.tile.quad.position[1] >= ts ) {
this.tile.quad.position[1] = ts;
this.state = EntityDoor.STATE.OPEN;
this.timer.reset();
}
this.tile.quad._dirty = true;
}
else if( this.state == EntityDoor.STATE.CLOSING ) {
var speed = ts / this.openIn;
this.tile.quad.position[1] -= speed * ig.system.tick;
if( this.tile.quad.position[1] <= 0 ) {
this.tile.quad.position[1] = 0;
this.state = EntityDoor.STATE.CLOSED;
this.setCollision( true );
}
this.tile.quad._dirty = true;
}
else if( this.state == EntityDoor.STATE.OPEN && this.timer.delta() > 0 ) {
this.state = EntityDoor.STATE.CLOSING;
}
},
receiveDamage: function( amount, from ) {},
setCollision: function( closed ) {
ig.game.collisionMap.setTile(
this.pos.x + this.size.x/2,
this.pos.y + this.size.y/2,
closed ? 1 : 0
);
},
open: function() {
if( this.state & (EntityDoor.STATE.CLOSED | EntityDoor.STATE.CLOSING) ) {
this.state = EntityDoor.STATE.OPENING;
this.setCollision( false );
}
else if( this.state == EntityDoor.STATE.OPEN ) {
this.timer.reset();
}
},
check: function( other ) {
// Only the player can open this door. If this door needs a key, make sure the player has it
if( other instanceof EntityPlayer ) {
if( this.needsKey ) {
if( other.keys[this.needsKey] ) {
this.open();
}
else {
ig.game.hud.showMessage( 'You need the '+this.needsKey+' key!' );
}
}
else {
this.open();
}
}
}
});
EntityDoor.STATE = {
CLOSED: 1,
OPENING: 2,
OPEN: 4,
CLOSING: 8
};
});
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