Slow animations down by half

This commit is contained in:
Eevee (Evelyn Woods) 2020-09-19 22:43:47 -06:00
parent 32be0d0d71
commit 2fc0648333

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