From 7e262feeb66bfffeb290590a6f88c82240c1342c Mon Sep 17 00:00:00 2001 From: "Eevee (Evelyn Woods)" Date: Wed, 16 Dec 2020 21:24:03 -0700 Subject: [PATCH] Delete some old code --- js/game.js | 61 ------------------------------------------------------ 1 file changed, 61 deletions(-) diff --git a/js/game.js b/js/game.js index 212486f..f17fa9d 100644 --- a/js/game.js +++ b/js/game.js @@ -1079,67 +1079,6 @@ export class Level { double_speed = true; } - // FIXME this can probably reuse try_entering now - // Try to move into the cell. This is usually a simple check of whether we can - // enter it (similar to Cell.try_entering), but if the only thing blocking us is - // a pushable object, we have to do two more passes: one to push anything pushable, - // then one to check whether we're blocked again. - /* - let blocked_by_pushable = false; - for (let tile of goal_cell) { - if (tile.blocks(actor, direction, this)) { - if (actor.can_push(tile, direction)) { - blocked_by_pushable = true; - } - else { - blocked = true; - // Don't break here, because we might still want to bump other tiles - } - } - - if (actor.ignores(tile.type.name)) - continue; - - if (tile.type.slide_mode) { - double_speed = true; - } - - // Bump tiles that we're even attempting to move into; this mostly reveals - // invisible walls, blue floors, etc. - // XXX how to guarantee this only happens once... - if (actor.type.on_bump) { - if (actor.type.on_bump(actor, this, tile) === false) - return; - } - if (tile.type.on_bumped) { - tile.type.on_bumped(tile, this, actor); - } - } - - // If the only thing blocking us can be pushed, give that a shot - if (! blocked && blocked_by_pushable) { - // This time make a copy, since we're modifying the contents of the cell - for (let tile of Array.from(goal_cell)) { - if (! actor.can_push(tile, direction)) - continue; - - if (! this.attempt_out_of_turn_step(tile, direction) && - tile.slide_mode !== null && tile.movement_cooldown !== 0) - { - // If the push failed and the obstacle is in the middle of a slide, - // remember this as the next move it'll make - this._set_tile_prop(tile, 'pending_push', direction); - } - if (actor === this.player) { - this._set_tile_prop(actor, 'is_pushing', true); - } - } - - // Now check if we're still blocked - blocked = goal_cell.try_entering(actor, direction, this); - } - */ - // We're clear! if (double_speed || actor.has_item('speed_boots')) { speed /= 2;