bestowal_bow => gift_bow, directional_block => frame_block
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bd4cc10b16
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823fe4de37
@ -85,7 +85,7 @@ class HintTileEditor extends TileEditorOverlay {
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}
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}
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class DirectionalBlockTileEditor extends TileEditorOverlay {
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class FrameBlockTileEditor extends TileEditorOverlay {
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constructor(conductor) {
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super(conductor);
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@ -244,7 +244,7 @@ class RailroadTileEditor extends TileEditorOverlay {
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export const TILES_WITH_PROPS = {
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floor_letter: LetterTileEditor,
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hint: HintTileEditor,
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directional_block: DirectionalBlockTileEditor,
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frame_block: FrameBlockTileEditor,
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railroad: RailroadTileEditor,
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// TODO various wireable tiles (hmm not sure how that ui works)
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// TODO initial value of counter
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@ -624,7 +624,7 @@ const TILE_ENCODING = {
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has_next: true,
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},
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0x81: {
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name: 'directional_block',
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name: 'frame_block',
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extra_args: [
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arg_direction,
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{
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@ -1169,7 +1169,7 @@ const EDITOR_PALETTE = [{
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'flippers', 'fire_boots', 'cleats', 'suction_boots',
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'bribe', 'railroad_sign', 'hiking_boots', 'speed_boots',
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'xray_eye', 'helmet', 'foil', 'lightning_bolt',
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'bowling_ball', 'dynamite', 'no_sign', 'bestowal_bow',
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'bowling_ball', 'dynamite', 'no_sign', 'gift_bow',
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'score_10', 'score_100', 'score_1000', 'score_2x',
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],
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}, {
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@ -1198,12 +1198,12 @@ const EDITOR_PALETTE = [{
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tiles: [
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'dirt_block',
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'ice_block',
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'directional_block/0',
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'directional_block/1',
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'directional_block/2a',
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'directional_block/2o',
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'directional_block/3',
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'directional_block/4',
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'frame_block/0',
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'frame_block/1',
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'frame_block/2a',
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'frame_block/2o',
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'frame_block/3',
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'frame_block/4',
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'green_floor',
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'green_wall',
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@ -1256,12 +1256,12 @@ const EDITOR_PALETTE = [{
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}];
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const SPECIAL_PALETTE_ENTRIES = {
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'directional_block/0': { name: 'directional_block', arrows: new Set },
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'directional_block/1': { name: 'directional_block', arrows: new Set(['north']) },
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'directional_block/2a': { name: 'directional_block', arrows: new Set(['north', 'east']) },
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'directional_block/2o': { name: 'directional_block', arrows: new Set(['north', 'south']) },
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'directional_block/3': { name: 'directional_block', arrows: new Set(['north', 'east', 'south']) },
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'directional_block/4': { name: 'directional_block', arrows: new Set(['north', 'east', 'south', 'west']) },
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'frame_block/0': { name: 'frame_block', direction: 'south', arrows: new Set },
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'frame_block/1': { name: 'frame_block', direction: 'north', arrows: new Set(['north']) },
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'frame_block/2a': { name: 'frame_block', direction: 'north', arrows: new Set(['north', 'east']) },
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'frame_block/2o': { name: 'frame_block', direction: 'south', arrows: new Set(['north', 'south']) },
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'frame_block/3': { name: 'frame_block', direction: 'south', arrows: new Set(['north', 'east', 'south']) },
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'frame_block/4': { name: 'frame_block', direction: 'south', arrows: new Set(['north', 'east', 'south', 'west']) },
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// FIXME these should be additive/subtractive, but a track picked up from the level should replace
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'railroad/straight': { name: 'railroad', tracks: 1 << 5, track_switch: null, entered_direction: 'north' },
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'railroad/curve': { name: 'railroad', tracks: 1 << 0, track_switch: null, entered_direction: 'north' },
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@ -1279,19 +1279,19 @@ const SPECIAL_PALETTE_ENTRIES = {
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const _RAILROAD_ROTATED_LEFT = [3, 0, 1, 2, 5, 4];
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const _RAILROAD_ROTATED_RIGHT = [1, 2, 3, 0, 5, 4];
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const SPECIAL_PALETTE_BEHAVIOR = {
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directional_block: {
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frame_block: {
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pick_palette_entry(tile) {
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if (tile.arrows.size === 2) {
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let [a, b] = tile.arrows.keys();
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if (a === DIRECTIONS[b].opposite) {
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return 'directional_block/2o';
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return 'frame_block/2o';
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}
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else {
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return 'directional_block/2a';
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return 'frame_block/2a';
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}
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}
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else {
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return `directional_block/${tile.arrows.size}`;
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return `frame_block/${tile.arrows.size}`;
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}
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},
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rotate_left(tile) {
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@ -159,7 +159,7 @@ export const CC2_TILESET_LAYOUT = {
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},
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popdown_floor_visible: [13, 5],
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no_sign: [14, 5],
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directional_block: {
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frame_block: {
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base: [15, 5],
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arrows: [3, 10],
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},
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@ -850,7 +850,7 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
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// Custom tiles
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popwall2: [9, 32],
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bestowal_bow: [10, 32],
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gift_bow: [10, 32],
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circuit_block: {
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base: [13, 32],
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wired: [11, 32],
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@ -466,7 +466,7 @@ const TILE_TYPES = {
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level._set_tile_prop(me, 'entered_direction', other.direction);
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},
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on_depart(me, level, other) {
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if (other.type.name === 'directional_block') {
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if (other.type.name === 'frame_block') {
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// Directional blocks are rotated when they leave
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// FIXME this isn't right, they rotate by the difference between their attempted
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// move and their redirected move
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@ -627,7 +627,7 @@ const TILE_TYPES = {
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level.transmute_tile(other, 'splash');
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level.transmute_tile(me, 'dirt');
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}
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else if (other.type.name === 'directional_block') {
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else if (other.type.name === 'frame_block') {
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level.transmute_tile(other, 'splash');
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level.transmute_tile(me, 'floor');
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}
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@ -868,7 +868,7 @@ const TILE_TYPES = {
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return false;
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},
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},
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bestowal_bow: {
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gift_bow: {
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draw_layer: DRAW_LAYERS.item_mod,
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item_modifier: 'pickup',
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},
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@ -895,10 +895,10 @@ const TILE_TYPES = {
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movement_speed: 4,
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pushes: {
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ice_block: true,
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directional_block: true,
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frame_block: true,
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},
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},
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directional_block: {
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frame_block: {
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// TODO directional, obviously
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// TODO floor in water
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// TODO destroyed in slime
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@ -917,7 +917,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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},
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},
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green_floor: {
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@ -1027,7 +1027,7 @@ const TILE_TYPES = {
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// FIXME add this underneath, just above the cloner, so the new actor is on top
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let new_template = new actor.constructor(type, direction);
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// TODO maybe make a type method for this
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if (type.name === 'directional_block') {
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if (type.name === 'frame_block') {
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new_template.arrows = new Set(actor.arrows);
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}
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level.add_tile(new_template, me.cell);
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@ -1793,7 +1793,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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circuit_block: true,
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},
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movement_speed: 4,
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@ -1963,7 +1963,7 @@ const TILE_TYPES = {
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// actors who aren't supposed to have an inventory
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// TODO make this a... flag? i don't know?
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// TODO major difference from lynx...
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if (other.type.name !== 'ice_block' && other.type.name !== 'directional_block') {
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if (other.type.name !== 'ice_block' && other.type.name !== 'frame_block') {
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level.attempt_take(other, me);
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}
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},
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@ -2108,7 +2108,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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circuit_block: true,
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},
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infinite_items: {
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@ -2130,7 +2130,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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circuit_block: true,
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},
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infinite_items: {
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@ -2151,7 +2151,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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circuit_block: true,
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},
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infinite_items: {
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@ -2181,7 +2181,7 @@ const TILE_TYPES = {
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pushes: {
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dirt_block: true,
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ice_block: true,
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directional_block: true,
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frame_block: true,
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circuit_block: true,
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},
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infinite_items: {
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