Slow animations down by half
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@ -161,7 +161,11 @@ export const CC2_TILESET_LAYOUT = {
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open: [10, 9],
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},
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button_gray: [11, 9],
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fireball: [[12, 9], [13, 9], [14, 9], [15, 9]],
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// Fireball animation is REALLY FAST, runs roughly twice per move
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fireball: [
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[12, 9], [13, 9], [14, 9], [15, 9],
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[12, 9], [13, 9], [14, 9], [15, 9],
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],
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fake_wall: [0, 10],
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fake_floor: [0, 10],
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@ -197,6 +201,7 @@ export const CC2_TILESET_LAYOUT = {
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ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
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steel: [15, 10],
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// TODO only animates while moving
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teeth: {
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// NOTE: CC2 inexplicably dropped north teeth and just uses the south
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// sprites instead
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@ -524,6 +529,7 @@ export class Tileset {
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this.layout = layout;
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this.size_x = size_x;
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this.size_y = size_y;
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this.animation_slowdown = 2;
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}
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draw(tile, tic, blit) {
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@ -629,11 +635,33 @@ export class Tileset {
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if (coords[0] instanceof Array) {
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if (tic !== null) {
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if (tile && tile.animation_speed) {
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coords = coords[Math.floor((tile.animation_progress + tic % 1) / tile.animation_speed * coords.length)];
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// This tile reports its own animation timing (in tics), so trust that, and just
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// use the current tic's fraction.
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// That said: adjusting animation speed complicates this slightly. Consider the
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// player's walk animation, which takes 4 tics to complete, during which time we
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// cycle through 8 frames. Playing that at half speed means only half the
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// animation actually plays, but if the player continues walking, then on the
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// NEXT four tics, we should play the other half. To make this work, use the
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// tic as a global timer as well: if the animation started on tics 0-4, play the
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// first half; if it started on tics 5-8, play the second half. They could get
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// out of sync if the player hesitates, but no one will notice that, and this
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// approach minimizes storing extra state.
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let i = (tile.animation_progress + tic % 1) / tile.animation_speed;
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// But do NOT do this for explosions or splashes, which have a fixed duration
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// and only play once
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if (this.animation_slowdown > 1 && ! tile.type.ttl) {
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// i ranges from [0, 1), but a slowdown of N means we'll only play the first
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// 1/N of it before the game ends (or loops) the animation.
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// So increase by [0..N-1] to get it in some other range, then divide by N
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// to scale back down to [0, 1)
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i += Math.floor(tic / tile.animation_speed % this.animation_slowdown);
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i /= this.animation_slowdown;
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}
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coords = coords[Math.floor(i * coords.length)];
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}
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else {
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// FIXME tic_counter doesn't exist on stored levels...
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coords = coords[Math.floor(tic % 5 / 5 * coords.length)];
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// This tile animates on a global timer, one cycle every quarter of a second
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coords = coords[Math.floor(tic / this.animation_slowdown % 5 / 5 * coords.length)];
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}
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}
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else {
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