Split up the Steam loop into begin/finish parts to match what turn-based mode expects
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parent
f0cd4d3c5a
commit
4454970564
10
js/game.js
10
js/game.js
@ -697,7 +697,7 @@ export class Level extends LevelInterface {
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}
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this.begin_tic(p1_input);
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this.finish_tic();
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this.finish_tic(p1_input);
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}
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// FIXME a whole bunch of these comments are gonna be wrong or confusing now
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@ -760,6 +760,9 @@ export class Level extends LevelInterface {
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this.p1_released |= ~p1_input; // Action keys released since we last checked them
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if (this.compat.use_lynx_loop) {
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if (this.compat.emulate_60fps) {
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this._finish_tic_lynx60();
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}
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return;
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}
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@ -851,7 +854,10 @@ export class Level extends LevelInterface {
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this._do_combined_action_phase(1, true);
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this._do_wire_phase();
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this._do_static_phase();
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}
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// This is in the "finish" part to preserve the property turn-based mode expects, where "finish"
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// picks up right when the player could provide input
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_finish_tic_lynx60() {
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this._do_decision_phase();
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this._do_combined_action_phase(1);
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this._do_wire_phase();
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@ -1105,7 +1105,6 @@ class Player extends PrimaryView {
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}
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let has_input = wait || input;
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let did_finish = false;
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// Turn-based mode complicates this slightly; it aligns us to the middle of a tic
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if (this.turn_mode === 2) {
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if (has_input) {
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@ -1114,7 +1113,6 @@ class Player extends PrimaryView {
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// did, the first time we tried it
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this.level.finish_tic(input);
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this.turn_mode = 1;
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did_finish = true;
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}
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else {
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continue;
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@ -1122,9 +1120,6 @@ class Player extends PrimaryView {
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}
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// We should now be at the start of a tic
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// but only start one if we didn't finish one
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if (!did_finish)
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{
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this.level.begin_tic(input);
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if (this.turn_mode > 0 && this.level.can_accept_input() && !input) {
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// If we're in turn-based mode and could provide input here, but don't have any,
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@ -1134,7 +1129,6 @@ class Player extends PrimaryView {
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else {
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this.level.finish_tic(input);
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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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@ -1210,7 +1204,7 @@ class Player extends PrimaryView {
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// TODO i'm not sure it'll be right when rewinding either
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// TODO or if the game's speed changes. wow!
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let tic_offset;
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if (this.turn_mode === 2 && this.level.can_accept_input()) {
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if (this.turn_mode === 2) {
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// We're dawdling between tics, so nothing is actually animating, but the clock hasn't
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// advanced yet; pretend whatever's currently animating has finished
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tic_offset = 0.999;
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