Fix blank circuit blocks? Although they seemed to work already?
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parent
39f0f20dc6
commit
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20
js/game.js
20
js/game.js
@ -537,10 +537,7 @@ export class Level extends LevelInterface {
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let actor = cell.get_actor();
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let wire_directions = terrain.wire_directions;
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// FIXME this doesn't allow a blank circuit block to erase wires,
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// but it can't anyway because Tile.wire_directions = 0; need some
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// other way to identify a tile as wired, or at least an actor
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if (actor && actor.wire_directions &&
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if (actor && actor.contains_wire &&
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(actor.movement_cooldown === 0 || this.compat.actors_move_instantly))
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{
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wire_directions = actor.wire_directions;
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@ -584,14 +581,6 @@ export class Level extends LevelInterface {
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);
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this.circuits.push(circuit);
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// All wires are explicitly off when the level starts
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// TODO what does this mean for recomputing due to circuit blocks? might we send a
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// pulse despite the wires never visibly turning off??
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// TODO wait what happens if you push a circuit block on a pink button...
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if (first_time) {
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circuit.is_powered = false;
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}
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// Search the circuit for tiles that act as outputs, so we can check whether to
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// update them during each wire phase
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for (let [tile, edges] of circuit.tiles) {
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@ -606,6 +595,13 @@ export class Level extends LevelInterface {
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// Make an index of cell indices to the circuits they belong to
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this.cells_to_circuits = new Map;
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for (let circuit of this.circuits) {
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// Also, all wires are explicitly off when the level starts
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// TODO what does this mean for recomputing due to circuit blocks? might we send a
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// pulse despite the wires never visibly turning off??
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if (first_time) {
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circuit.is_powered = false;
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}
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for (let tile of circuit.tiles.keys()) {
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let n = this.cell_to_scalar(tile.cell);
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let set = this.cells_to_circuits.get(n);
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