diff --git a/js/game.js b/js/game.js index 4a7acdf..27d67f1 100644 --- a/js/game.js +++ b/js/game.js @@ -336,6 +336,10 @@ export class Level { return; } + // Player's secondary direction is set immediately; it applies on arrival to cells even if + // it wasn't held the last time the player started moving + this._set_prop(this.player, 'secondary_direction', p1_secondary_direction); + // XXX this entire turn order is rather different in ms rules // FIXME OK, do a pass to make everyone decide their movement, and then actually do it. the question iiis, where does that fit in with animation // First pass: tick cooldowns and animations; have actors arrive in their cells @@ -391,10 +395,6 @@ export class Level { if (actor.type.uses_teeth_hesitation && (this.tic_counter + this.step_parity) % 8 >= 4) continue; - if (actor.type.is_player) { - this._set_prop(actor, 'secondary_direction', p1_secondary_direction); - } - let direction_preference; // Actors can't make voluntary moves on ice, so they're stuck with // whatever they've got