Go back to toggling green objects instantly
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4d23acb27e
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@ -502,7 +502,6 @@ export class Level {
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// Used for various tic-local effects; don't need to be undoable
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// Used for various tic-local effects; don't need to be undoable
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// Used to check for a monster chomping the player's tail
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// Used to check for a monster chomping the player's tail
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this.player_leaving_cell = this.player.cell;
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this.player_leaving_cell = this.player.cell;
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this.toggle_green_objects = false;
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// TODO maybe this should be undone anyway so rewind looks better?
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// TODO maybe this should be undone anyway so rewind looks better?
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this.player.is_blocked = false;
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this.player.is_blocked = false;
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@ -748,11 +747,6 @@ export class Level {
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}
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}
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}
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}
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if (this.toggle_green_objects) {
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TILE_TYPES['button_green'].do_button(this);
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this.toggle_green_objects = false;
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}
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// In the event that the player is sliding (and thus not deliberately moving) or has
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// In the event that the player is sliding (and thus not deliberately moving) or has
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// stopped, remember their current movement direction here, too.
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// stopped, remember their current movement direction here, too.
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// This is hokey, and doing it here is even hokier, but it seems to match CC2 behavior.
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// This is hokey, and doing it here is even hokier, but it seems to match CC2 behavior.
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@ -1371,7 +1371,7 @@ const TILE_TYPES = {
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},
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},
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on_arrive(me, level, other) {
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on_arrive(me, level, other) {
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level.sfx.play_once('button-press', me.cell);
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level.sfx.play_once('button-press', me.cell);
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level.toggle_green_objects = ! level.toggle_green_objects;
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this.do_button(level);
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},
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},
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on_depart(me, level, other) {
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on_depart(me, level, other) {
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level.sfx.play_once('button-release', me.cell);
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level.sfx.play_once('button-release', me.cell);
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