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{
id: "gate",
zorder: -4,
has_feet: false,
always_active: true,
solid_dimensions: ["player","common","~thrown"],
collide_dimensions: ["key"],
adjust_feet_on_animation_change: false,
timer_frequency: 5,
properties: {
locks: "filter(level.chars, 'char', char.type = 'padlock' and abs(distance(context.me, char)) < 100)",
test_locks: "def(key) map(locks, 'lock',
if(lock.variations = key.variations,
[fire_event(lock, 'unlock'),
if(level.player.vars.swallowed = key,empty_belly(),remove_object(key))])) where empty_belly = def() [set(level.player.variations, []), set(level.player.vars.swallowed, null)]",
is_locked: "if(locks and level.cycle > 0, 1, if(level.player.vars.stored_events[vars.event] = 1, 0,1))",
},
# 1 = unlocked in the event. Also, we check the cycle to avoid contention with a lock that's about to kill itself.
#if we fail to change the animation like we desire, we revert to our
#previous animation, and then schedule another attempt to change the
#animation next cycle.
on_start_level: "[if(is_locked, animation('locked'), animation('unlocked')), spawn('gate.porticullis', img_mid_x, img_mid_y, facing, [set_var('is_locked', is_locked), set_var('desired_y',y-120), set_var('desired_y2',y), set_var('origin_y',y),set(clip_area, [me.x,me.y+18,me.img_w,me.img_h])]), spawn('gate.overlay',img_mid_x,img_mid_y,facing)]",
#on_end_anim="debug(level.player.vars.stored_events[vars.event])"
on_change_animation_failure: "[animation(previous_animation), schedule(1, animation(animation))]",
on_end_locked_anim: "if(is_locked,animation('locked'),[animation('opening'), fire_event( vars.porticullis,'unlock'),sound('gate-open.ogg')])",
on_end_unlocked_anim: "if(is_locked,[animation('closing'),fire_event( vars.porticullis,'lock'),schedule(10,sound('gate-close.ogg'))],animation('unlocked'))",
on_end_closing_anim: "animation('locked')",
on_end_opening_anim: "animation('unlocked')",
on_lock: "if(vars.event, level.player.store_event(vars.event,0))",
on_unlock: "if(vars.event, level.player.store_event(vars.event,1))",
on_button_pressed: "fire_event('unlock')",
on_button_released: "fire_event('lock')",
on_child_spawned: "switch(child.type,
'gate.porticullis', set(vars.porticullis, child) )",
#
#
# Key handling:
on_collide_object: "[
test_locks(collide_with),if(locks,schedule(1,fire_event('check_locks')))]",
on_check_locks: "if(not locks, fire_event('unlock'))",
editor_info: {
category: "props",
var: {
name: "event",
# use this even if we use a lock; it's necessary for the gate to default to open
type: "text",
value: "''",
},
},
animation: [
{
"@base": true,
image: "props/gate.png",
pad: 3,
gate_area: [0,0,39,120,"solid"],
palettes: "@include data/palettes.cfg:dungeon_palettes",
frames: 1,
rect: [2,2,39,120],
},
{
id: "locked",
solid_area: [8,20,21,85],
duration: 30,
},
{
id: "opening",
solid_area: [8,20,21,40],
duration: 28,
},
{
id: "closing",
solid_area: [8,20,21,40],
duration: 24,
play_backwards: true,
},
{
id: "unlocked",
solid_area: [8,20,21,30],
duration: 30,
},
],
object_type: [
{
id: "overlay",
zorder: 11,
has_feet: false,
always_active: true,
on_end_anim: "animation('normal')",
animation: {
image: "props/gate.png",
pad: 3,
id: "normal",
rect: [43,2,80,104],
frames: 1,
duration: 1000,
palettes: "@include data/palettes.cfg:dungeon_palettes",
},
},
{
id: "porticullis",
zorder: -3,
has_feet: false,
always_active: true,
adjust_feet_on_animation_change: false,
timer_frequency: 5,
properties: {
set_at_open_pos: "def() [animation('normal'),set(vars.gate_vel,2),set(y,origin_y-120)]",
set_at_closed_pos: "def() [animation('normal'),set(vars.gate_vel,2),set(y,origin_y)]",
},
vars: {
is_locked: 0,
desired_y: 9,
desired_y2: 67,
# 9 + 67, that is
gate_vel: 2,
},
on_create: "if(is_locked, set_at_closed_pos(),set_at_open_pos())",
on_lock: "[set(is_locked,1),animation('moving')]",
on_unlock: "[set(is_locked,0),animation('moving')]",
on_process_moving: "[
if(is_locked,
if(y < vars.desired_y2,
[set(y, y+(1+gate_vel)),set(vars.gate_vel, vars.gate_vel+1)],
set_at_closed_pos() ),
if(y > vars.desired_y,
[set(y, y-(1+gate_vel)),set(vars.gate_vel, vars.gate_vel+1)],
set_at_open_pos() ))]",
on_end_normal_anim: "animation('normal')",
animation: [
{
image: "props/gate.png",
pad: 3,
id: "normal",
rect: [84,2,121,104],
frames: 1,
duration: 200,
palettes: "@include data/palettes.cfg:dungeon_palettes",
},
{
image: "props/gate.png",
pad: 3,
id: "moving",
rect: [84,2,121,104],
frames: 1,
duration: 200,
palettes: "@include data/palettes.cfg:dungeon_palettes",
},
],
},
],
}
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