code refactor part 1: advance_tic is now two parts
seems to work so far
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156
js/game.js
156
js/game.js
@ -187,7 +187,6 @@ export class Level {
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this.time_remaining = this.stored_level.time_limit * 20;
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}
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this.timer_paused = false
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this.waiting_for_input = false
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// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
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// clock alteration shenanigans
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this.tic_counter = 0;
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@ -331,15 +330,32 @@ export class Level {
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}
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}
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player_awaiting_input() {
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//todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap?
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return this.player.movement_cooldown === 0 && this.player.slide_mode === null && this.tic_counter % 2 == 0
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}
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// Move the game state forwards by one tic
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advance_tic(p1_primary_direction, p1_secondary_direction, force_wait) {
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// split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
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advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
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if (this.state !== 'playing') {
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console.warn(`Level.advance_tic() called when state is ${this.state}`);
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return;
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}
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try {
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this._advance_tic(p1_primary_direction, p1_secondary_direction, force_wait);
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if (pass == 1)
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{
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this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
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}
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else if (pass == 2)
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{
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this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
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}
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else
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{
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console.warn(`What pass is this?`);
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}
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}
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catch (e) {
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if (e instanceof GameEnded) {
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@ -350,26 +366,13 @@ export class Level {
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}
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}
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// Commit the undo state at the end of each tic
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if (!this.waiting_for_input) {
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// Commit the undo state at the end of each tic (pass 2)
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if (pass == 2) {
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this.commit();
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}
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}
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_advance_tic(p1_primary_direction, p1_secondary_direction, force_wait) {
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var skip_to_third_pass = false;
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//if we're waiting for input, then we want to skip straight to phase 3 with a player decision filled out when they have one ready
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if (this.waiting_for_input) {
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this.actor_decision(this.player, p1_primary_direction);
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if (this.player.decision != null || force_wait) {
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skip_to_third_pass = true;
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}
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else {
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return;
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}
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}
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_advance_tic_part1(p1_primary_direction, p1_secondary_direction) {
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// Player's secondary direction is set immediately; it applies on arrival to cells even if
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// it wasn't held the last time the player started moving
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this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
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@ -387,71 +390,64 @@ export class Level {
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// arrival as its own mini pass, for one reason: if the player dies (which will end the game
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// immediately), we still want every time's animation to finish, or it'll look like some
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// objects move backwards when the death screen appears!
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if (!skip_to_third_pass) {
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let cell_steppers = [];
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for (let actor of this.actors) {
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// Actors with no cell were destroyed
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if (! actor.cell)
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continue;
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let cell_steppers = [];
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for (let actor of this.actors) {
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// Actors with no cell were destroyed
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if (! actor.cell)
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continue;
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// Clear any old decisions ASAP. Note that this prop is only used internally within a
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// single tic, so it doesn't need to be undoable
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actor.decision = null;
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// Clear any old decisions ASAP. Note that this prop is only used internally within a
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// single tic, so it doesn't need to be undoable
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actor.decision = null;
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// Decrement the cooldown here, but don't check it quite yet,
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// because stepping on cells in the next block might reset it
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if (actor.movement_cooldown > 0) {
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this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
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}
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// Decrement the cooldown here, but don't check it quite yet,
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// because stepping on cells in the next block might reset it
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if (actor.movement_cooldown > 0) {
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this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
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}
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if (actor.animation_speed) {
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// Deal with movement animation
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this._set_prop(actor, 'animation_progress', actor.animation_progress + 1);
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if (actor.animation_progress >= actor.animation_speed) {
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if (actor.type.ttl) {
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// This is purely an animation so it disappears once it's played
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this.remove_tile(actor);
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continue;
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}
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this._set_prop(actor, 'previous_cell', null);
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this._set_prop(actor, 'animation_progress', null);
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this._set_prop(actor, 'animation_speed', null);
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if (! this.compat.tiles_react_instantly) {
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// We need to track the actor AND the cell explicitly, because it's possible
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// that one actor's step will cause another actor to start another move, and
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// then they'd end up stepping on the new cell they're moving to instead of
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// the one they just landed on!
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cell_steppers.push([actor, actor.cell]);
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}
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}
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}
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}
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for (let [actor, cell] of cell_steppers) {
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this.step_on_cell(actor, cell);
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}
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if (actor.animation_speed) {
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// Deal with movement animation
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this._set_prop(actor, 'animation_progress', actor.animation_progress + 1);
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if (actor.animation_progress >= actor.animation_speed) {
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if (actor.type.ttl) {
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// This is purely an animation so it disappears once it's played
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this.remove_tile(actor);
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continue;
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}
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this._set_prop(actor, 'previous_cell', null);
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this._set_prop(actor, 'animation_progress', null);
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this._set_prop(actor, 'animation_speed', null);
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if (! this.compat.tiles_react_instantly) {
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// We need to track the actor AND the cell explicitly, because it's possible
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// that one actor's step will cause another actor to start another move, and
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// then they'd end up stepping on the new cell they're moving to instead of
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// the one they just landed on!
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cell_steppers.push([actor, actor.cell]);
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}
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}
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}
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}
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for (let [actor, cell] of cell_steppers) {
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this.step_on_cell(actor, cell);
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}
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// Only reset the player's is_pushing between movement, so it lasts for the whole push
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if (this.player.movement_cooldown <= 0) {
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this.player.is_pushing = false;
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}
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// Second pass: actors decide their upcoming movement simultaneously
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for (let actor of this.actors) {
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this.actor_decision(actor, p1_primary_direction);
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}
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}
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//in Turn-Based mode, wait for input if the player can voluntarily move on tic_counter % 4 == 0 and isn't
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if (this.turn_based && this.player.movement_cooldown == 0 && this.player.decision == null && (this.tic_counter % 4 == 0) && !force_wait)
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{
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this.waiting_for_input = true;
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return;
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}
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else
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{
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this.waiting_for_input = false;
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}
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// Only reset the player's is_pushing between movement, so it lasts for the whole push
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if (this.player.movement_cooldown <= 0) {
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this.player.is_pushing = false;
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}
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// Second pass: actors decide their upcoming movement simultaneously
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for (let actor of this.actors) {
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this.actor_decision(actor, p1_primary_direction);
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}
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}
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_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
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//player now makes a decision based on input
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this.actor_decision(this.player, p1_primary_direction);
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// Third pass: everyone actually moves
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for (let actor of this.actors) {
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if (! actor.cell)
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@ -981,8 +977,6 @@ export class Level {
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}
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undo() {
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//ok, actually we're not doing an in-progress move after all.
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this.waiting_for_input = false;
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this.pending_undo = [];
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this.aid = Math.max(1, this.aid);
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42
js/main.js
42
js/main.js
@ -702,6 +702,8 @@ class Player extends PrimaryView {
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return input;
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}
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}
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waiting_for_input = false;
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advance_by(tics) {
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for (let i = 0; i < tics; i++) {
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@ -765,11 +767,41 @@ class Player extends PrimaryView {
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this.previous_input = input;
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this.sfx_player.advance_tic();
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this.level.advance_tic(
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this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
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this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
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input.has('wait')
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);
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var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
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var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
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//turn based logic
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//first, handle a part 2 we just got input for
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if (this.waiting_for_input)
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{
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if (!this.turn_based || primary_dir != null || input.has('wait'))
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{
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this.level.advance_tic(
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primary_dir,
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secondary_dir,
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2);
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}
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}
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else //TODO: or `if (!this.waiting_for_input)` to be snappier
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{
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this.level.advance_tic(
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primary_dir,
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secondary_dir,
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1);
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//then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
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if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
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{
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this.waiting_for_input = true;
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}
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else
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{
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this.level.advance_tic(
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primary_dir,
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secondary_dir,
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2);
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}
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}
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if (this.level.state !== 'playing') {
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// We either won or lost!
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