diff --git a/js/main.js b/js/main.js index 5fc1edb..abdbaf7 100644 --- a/js/main.js +++ b/js/main.js @@ -1407,6 +1407,11 @@ class Player extends PrimaryView { // at all in that case??) tic_offset = 0.999; } + else if (this.state === 'stopped') { + // Once the game is over, interpolating backwards makes less sense + // FIXME this /appears/ to skip a whole tic of movement though. hm. + tic_offset = 0.999; + } else if (this.use_interpolation) { tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 * TICS_PER_SECOND * this.play_speed); if (this.state === 'rewinding') { @@ -1435,9 +1440,8 @@ class Player extends PrimaryView { // interpolate (because we're probably paused) _redraw(tic_offset = null) { if (tic_offset === null) { - // Default to drawing the "end" state of the tic when we're paused; it matches - // turn-based mode's "waiting" behavior, and it makes tic-by-tic navigation make a lot - // more sense visually + // Default to drawing the "end" state of the tic when we're paused; the renderer + // interpolates backwards, so this will show the actual state of the game if (this.state === 'paused') { tic_offset = 0.999; }