Fix entering debug mode from the splash screen
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98c77ed798
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20
js/main.js
20
js/main.js
@ -1074,22 +1074,29 @@ class Player extends PrimaryView {
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// -- Inventory --
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// Add a button for every kind of inventory item
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let inventory_el = debug_el.querySelector('.-inventory');
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let tileset = this.conductor.tilesets['ll'];
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for (let name of [
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'key_blue', 'key_red', 'key_yellow', 'key_green',
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'xray_eye', 'foil', 'lightning_bolt', 'hook',
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'flippers', 'fire_boots', 'cleats', 'suction_boots',
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'hiking_boots', 'speed_boots', 'railroad_sign', 'helmet',
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// CC1
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'key_red', 'key_blue', 'key_yellow', 'key_green',
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'cleats', 'suction_boots', 'fire_boots', 'flippers',
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// CC2
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'hiking_boots', 'speed_boots', 'lightning_bolt', 'railroad_sign',
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'helmet', 'xray_eye', 'foil', 'hook',
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'bribe', 'bowling_ball', 'dynamite',
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// LL
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'skeleton_key', 'ankh',
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]) {
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inventory_el.append(make_button(
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mk('img', {src: this.render_inventory_tile(name)}),
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// Render these directly instead of using the inventory system, since there may
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// not even be tiles for these items in the current tileset
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CanvasRenderer.draw_single_tile(tileset, name),
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() => {
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this.level.give_actor(this.level.player, name);
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this.update_ui();
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}));
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}
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// Add a button to clear your inventory
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let clear_button = mk('button.-wide', {type: 'button'}, "clear inventory");
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let clear_button = mk('button.-wide', {type: 'button'}, "clear");
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clear_button.addEventListener('click', ev => {
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this.level.take_all_keys_from_actor(this.level.player);
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this.level.take_all_tools_from_actor(this.level.player);
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@ -1280,6 +1287,7 @@ class Player extends PrimaryView {
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for (let key of [
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'direction', 'movement_speed', 'movement_cooldown',
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'is_sliding', 'is_pending_slide', 'can_override_slide',
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'pending_push', 'is_blocked',
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]) {
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let dd = mk('dd');
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props[key] = dd;
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