Fix room3 logic issues

This commit is contained in:
Balloonpopper
2022-03-02 14:05:52 +11:00
committed by Julian Murgia
parent 78b0ea5182
commit 3fd481df32
4 changed files with 63 additions and 36 deletions

View File

@@ -1,19 +1,21 @@
:ready
set_state r3_button button_broken
:look
say player "That button must activate the bridge, but it is broken." [button_broken]
say player "It should work now." [!button_broken]
say player "That button must activate the bridge, but it is broken." [r3_button_broken]
say player "It should work now." [!r3_button_broken]
:push
say player "I must USE this."
:use
> [!button_broken, !r3_bridge_closed]
# Button is fixed, bridge is open - close the bridge
> [!r3_button_broken, !r3_bridge_closed]
# Set the bridge state to closed. This will trigger the bridge animation.
set_state r3_bridge bridge_close
# Make it so the player can cross the whole room
enable_terrain bridge_closed
set_global r3_bridge_closed true
# Make it so the right hand side of the screen is no longer an "item" you can
# look at to be told you can't reach it.
set_interactive r3_right_platform false
set_interactive r3_r_exit true
# We start with the collision polygon on the right door disabled
@@ -25,30 +27,29 @@ say player "I must USE this."
custom r3_r_exit door_enabler enable_door
stop
> [!button_broken, r3_bridge_closed]
set_state r3_bridge bridge_open
enable_terrain bridge_open
set_global r3_bridge_closed false
set_interactive r3_right_platform true
# Disable the door collision so it acts like part of the right
# platform again.
custom r3_r_exit door_enabler disable_door
stop
# Button is fixed, bridge is open.
> [!r3_button_broken, r3_bridge_closed]
say player "I don't want to close the bridge."
> [button_broken]
> [r3_button_broken]
say player "The button is broken!"
stop
:talk
> [button_broken]
> [r3_button_broken]
# Disable input so that the player can't interrupt this sequence of events
accept_input SKIP
say player "Please, will you repair yourself?"
wait 1
# Turn off the button's smoke animation
set_state r3_button button_repaired
set_global button_broken false
set_global r3_button_broken false
wait 1
say player "Oh, it worked!"
# Reenable input
accept_input ALL
stop
> [!button_broken]
> [!r3_button_broken]
say player "I better not talk to it any more, it might break again."