Allow doppelgangers to also erase animations

This commit is contained in:
Eevee (Evelyn Woods) committed 2020-12-24 07:03:26 -07:00
1 parent d567a2553e
commit 0e1e577281
1 file changed
+10 -3
+10 -3
View File
@@ -2580,7 +2580,10 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
// FIXME feel like blocks_collision should be able to handle this and yet
blocks(me, level, other, direction) {
return other.type.is_real_player;
},
ttl: 16,
// If anything else even begins to step on an animation, it's erased
// FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here?
@@ -2592,7 +2595,9 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
blocks(me, level, other, direction) {
return other.type.is_real_player;
},
ttl: 16,
on_approach(me, level, other) {
level.remove_tile(me);
@@ -2612,7 +2617,9 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.overlay,
is_actor: true,
collision_mask: 0,
blocks_collision: COLLISION.player,
blocks(me, level, other, direction) {
return other.type.is_real_player;
},
ttl: 16,
on_approach(me, level, other) {
level.remove_tile(me);