chroma_solstice/door.lua
2026-08-07 00:40:45 -04:00

68 lines
No EOL
1.4 KiB
Lua

require "entity"
Door = class("Door", Entity)
function Door:initialize(x, y)
Entity.initialize(self, {
x = x,
y = y,
color = "white",
collision = "unmoveable",
sprites = {
red = sprites.door.red,
green = sprites.door.green,
blue = sprites.door.blue,
},
})
self.locked = true
self.colors = {}
for _, color in pairs({"red", "green", "blue"}) do
self.colors[color] = true --these are currently loc_ed
end
self:refreshSprites()
end
-- keep the per-channel sprite map in sync with lock state so the shared
-- Entity:draw(channel) renders the door with no door-specific draw code
function Door:refreshSprites()
self.sprites = {}
for _, c in ipairs({"red", "green", "blue"}) do
if self.locked then
if self.colors[c] then self.sprites[c] = sprites.door[c] end
else
self.sprites[c] = sprites.door.unlocked
end
end
end
function Door:setColors(colors)
local offColors = {}
for color, off in pairs(colors) do
if off then
if self.colors[color] then self.colors[color] = false end
table.insert(offColors, color)
else
if not self.colors[color] then self.colors[color] = true end
end
end
if #offColors == 3 then
if self.locked then self:unlock() end
else
if not self.locked then self:lock() end
end
self:refreshSprites()
end
function Door:unlock()
self.locked = false
self.collision = "none"
end
function Door:lock()
self.locked = true
self.collision = "unmoveable"
end