Merge branch 'master' of github.com:eevee/lexys-labyrinth
This commit is contained in:
commit
83a1dd23ff
@ -121,6 +121,7 @@
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|||||||
<button class="control-restart" type="button">Restart</button>
|
<button class="control-restart" type="button">Restart</button>
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||||||
<button class="control-undo" type="button">Undo</button>
|
<button class="control-undo" type="button">Undo</button>
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||||||
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
|
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
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||||||
|
<input class="turn-based" type="checkbox">Turn-Based</input>
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||||||
</div>
|
</div>
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||||||
<div class="demo-controls">
|
<div class="demo-controls">
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<button class="demo-play" type="button">View replay</button>
|
<button class="demo-play" type="button">View replay</button>
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||||||
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|||||||
240
js/game.js
240
js/game.js
@ -199,7 +199,7 @@ export class Level {
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else {
|
else {
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this.time_remaining = this.stored_level.time_limit * 20;
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this.time_remaining = this.stored_level.time_limit * 20;
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}
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}
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this.timer_paused = false;
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this.timer_paused = false
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// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
|
// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
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// clock alteration shenanigans
|
// clock alteration shenanigans
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this.tic_counter = 0;
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this.tic_counter = 0;
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@ -364,6 +364,11 @@ export class Level {
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}
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}
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}
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}
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|
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|
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player_awaiting_input() {
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|
return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force))
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|
}
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|
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// Lynx PRNG, used unchanged in CC2
|
// Lynx PRNG, used unchanged in CC2
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prng() {
|
prng() {
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// TODO what if we just saved this stuff, as well as the RFF direction, at the beginning of
|
// TODO what if we just saved this stuff, as well as the RFF direction, at the beginning of
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@ -408,14 +413,26 @@ export class Level {
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}
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}
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|
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// Move the game state forwards by one tic
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// Move the game state forwards by one tic
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advance_tic(p1_primary_direction, p1_secondary_direction) {
|
// split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
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|
advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
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if (this.state !== 'playing') {
|
if (this.state !== 'playing') {
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console.warn(`Level.advance_tic() called when state is ${this.state}`);
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console.warn(`Level.advance_tic() called when state is ${this.state}`);
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return;
|
return;
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}
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}
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|
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try {
|
try {
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this._advance_tic(p1_primary_direction, p1_secondary_direction);
|
if (pass == 1)
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|
{
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|
this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
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|
}
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|
else if (pass == 2)
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|
{
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|
this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
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|
}
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|
else
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|
{
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|
console.warn(`What pass is this?`);
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||||||
|
}
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}
|
}
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catch (e) {
|
catch (e) {
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if (e instanceof GameEnded) {
|
if (e instanceof GameEnded) {
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@ -426,11 +443,13 @@ export class Level {
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}
|
}
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}
|
}
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|
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// Commit the undo state at the end of each tic
|
// Commit the undo state at the end of each tic (pass 2)
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|
if (pass == 2) {
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this.commit();
|
this.commit();
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}
|
}
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|
}
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|
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_advance_tic(p1_primary_direction, p1_secondary_direction) {
|
_advance_tic_part1(p1_primary_direction, p1_secondary_direction) {
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// Player's secondary direction is set immediately; it applies on arrival to cells even if
|
// Player's secondary direction is set immediately; it applies on arrival to cells even if
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// it wasn't held the last time the player started moving
|
// it wasn't held the last time the player started moving
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this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
|
this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
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@ -505,21 +524,123 @@ export class Level {
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|||||||
}
|
}
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|
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// Second pass: actors decide their upcoming movement simultaneously
|
// Second pass: actors decide their upcoming movement simultaneously
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|
// (we'll do the player's decision in part 2!)
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|
for (let i = this.actors.length - 1; i >= 0; i--) {
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|
let actor = this.actors[i];
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|
if (actor != this.player)
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|
{
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|
this.actor_decision(actor, p1_primary_direction);
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|
}
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|
}
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||||||
|
}
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|
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|
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|
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
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|
//player now makes a decision based on input
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|
this.actor_decision(this.player, p1_primary_direction);
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|
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|
// Third pass: everyone actually moves
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for (let i = this.actors.length - 1; i >= 0; i--) {
|
for (let i = this.actors.length - 1; i >= 0; i--) {
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let actor = this.actors[i];
|
let actor = this.actors[i];
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if (! actor.cell)
|
if (! actor.cell)
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continue;
|
continue;
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|
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|
// Check this again, because one actor's movement might caused a later actor to move
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|
// (e.g. by pressing a red or brown button)
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if (actor.movement_cooldown > 0)
|
if (actor.movement_cooldown > 0)
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continue;
|
continue;
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|
|
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|
if (! actor.decision)
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|
continue;
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|
|
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|
let old_cell = actor.cell;
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|
let success = this.attempt_step(actor, actor.decision);
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|
|
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|
// Track whether the player is blocked, for visual effect
|
||||||
|
if (actor === this.player && p1_primary_direction && ! success) {
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|
this.sfx.play_once('blocked');
|
||||||
|
actor.is_blocked = true;
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||||||
|
}
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||||||
|
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||||||
|
// Players can also bump the tiles in the cell next to the one they're leaving
|
||||||
|
let dir2 = actor.secondary_direction;
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|
if (actor.type.is_player && dir2 &&
|
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|
! old_cell.blocks_leaving(actor, dir2))
|
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|
{
|
||||||
|
let neighbor = this.get_neighboring_cell(old_cell, dir2);
|
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|
if (neighbor) {
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|
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
|
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|
for (let tile of Array.from(neighbor)) {
|
||||||
|
if (tile.type.on_bump) {
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|
tile.type.on_bump(tile, this, actor);
|
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|
}
|
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|
if (could_push && actor.can_push(tile, dir2)) {
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||||||
|
// Block slapping: you can shove a block by walking past it sideways
|
||||||
|
// TODO i think cc2 uses the push pose and possibly even turns you here?
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||||||
|
this.attempt_step(tile, dir2);
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||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Strip out any destroyed actors from the acting order
|
||||||
|
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
|
||||||
|
let p = 0;
|
||||||
|
for (let i = 0, l = this.actors.length; i < l; i++) {
|
||||||
|
let actor = this.actors[i];
|
||||||
|
if (actor.cell) {
|
||||||
|
if (p !== i) {
|
||||||
|
this.actors[p] = actor;
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|
}
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||||||
|
p++;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
let local_p = p;
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||||||
|
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
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|
}
|
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|
}
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|
this.actors.length = p;
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|
|
||||||
|
// Advance the clock
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|
let tic_counter = this.tic_counter;
|
||||||
|
this.tic_counter += 1;
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||||||
|
if (this.time_remaining !== null && ! this.timer_paused) {
|
||||||
|
let time_remaining = this.time_remaining;
|
||||||
|
this.pending_undo.push(() => {
|
||||||
|
this.tic_counter = tic_counter;
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|
this.time_remaining = time_remaining;
|
||||||
|
});
|
||||||
|
|
||||||
|
this.time_remaining -= 1;
|
||||||
|
if (this.time_remaining <= 0) {
|
||||||
|
this.fail('time');
|
||||||
|
}
|
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|
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
|
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|
this.sfx.play_once('tick');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
this.pending_undo.push(() => {
|
||||||
|
this.tic_counter = tic_counter;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
actor_decision(actor, p1_primary_direction) {
|
||||||
|
if (! actor.cell)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (actor.movement_cooldown > 0)
|
||||||
|
return;
|
||||||
|
|
||||||
// Teeth can only move the first 4 of every 8 tics, though "first"
|
// Teeth can only move the first 4 of every 8 tics, though "first"
|
||||||
// can be adjusted
|
// can be adjusted
|
||||||
if (actor.slide_mode === null &&
|
if (actor.slide_mode === null &&
|
||||||
actor.type.uses_teeth_hesitation &&
|
actor.type.uses_teeth_hesitation &&
|
||||||
(this.tic_counter + this.step_parity) % 8 >= 4)
|
(this.tic_counter + this.step_parity) % 8 >= 4)
|
||||||
{
|
{
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let direction_preference;
|
let direction_preference;
|
||||||
@ -533,12 +654,12 @@ export class Level {
|
|||||||
if (actor.pending_push) {
|
if (actor.pending_push) {
|
||||||
actor.decision = actor.pending_push;
|
actor.decision = actor.pending_push;
|
||||||
this._set_prop(actor, 'pending_push', null);
|
this._set_prop(actor, 'pending_push', null);
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
else if (actor.slide_mode === 'ice') {
|
if (actor.slide_mode === 'ice') {
|
||||||
// Actors can't make voluntary moves on ice; they just slide
|
// Actors can't make voluntary moves on ice; they just slide
|
||||||
actor.decision = actor.direction;
|
actor.decision = actor.direction;
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
else if (actor.slide_mode === 'force') {
|
else if (actor.slide_mode === 'force') {
|
||||||
// Only the player can make voluntary moves on a force floor,
|
// Only the player can make voluntary moves on a force floor,
|
||||||
@ -560,14 +681,14 @@ export class Level {
|
|||||||
this._set_prop(actor, 'last_move_was_force', true);
|
this._set_prop(actor, 'last_move_was_force', true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
else if (actor === this.player) {
|
else if (actor === this.player) {
|
||||||
if (p1_primary_direction) {
|
if (p1_primary_direction) {
|
||||||
actor.decision = p1_primary_direction;
|
actor.decision = p1_primary_direction;
|
||||||
this._set_prop(actor, 'last_move_was_force', false);
|
this._set_prop(actor, 'last_move_was_force', false);
|
||||||
}
|
}
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
else if (actor.type.movement_mode === 'forward') {
|
else if (actor.type.movement_mode === 'forward') {
|
||||||
// blue tank behavior: keep moving forward, reverse if the flag is set
|
// blue tank behavior: keep moving forward, reverse if the flag is set
|
||||||
@ -582,7 +703,7 @@ export class Level {
|
|||||||
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
|
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
|
||||||
actor.decision = direction;
|
actor.decision = direction;
|
||||||
}
|
}
|
||||||
continue;
|
return;
|
||||||
}
|
}
|
||||||
else if (actor.type.movement_mode === 'follow-left') {
|
else if (actor.type.movement_mode === 'follow-left') {
|
||||||
// bug behavior: always try turning as left as possible, and
|
// bug behavior: always try turning as left as possible, and
|
||||||
@ -698,94 +819,6 @@ export class Level {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Third pass: everyone actually moves
|
|
||||||
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
||||||
let actor = this.actors[i];
|
|
||||||
if (! actor.cell)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// Check this again, because one actor's movement might caused a later actor to move
|
|
||||||
// (e.g. by pressing a red or brown button)
|
|
||||||
if (actor.movement_cooldown > 0)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (! actor.decision)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
let old_cell = actor.cell;
|
|
||||||
let success = this.attempt_step(actor, actor.decision);
|
|
||||||
|
|
||||||
// Track whether the player is blocked, for visual effect
|
|
||||||
if (actor === this.player && p1_primary_direction && ! success) {
|
|
||||||
this.sfx.play_once('blocked');
|
|
||||||
actor.is_blocked = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Players can also bump the tiles in the cell next to the one they're leaving
|
|
||||||
let dir2 = actor.secondary_direction;
|
|
||||||
if (actor.type.is_player && dir2 &&
|
|
||||||
! old_cell.blocks_leaving(actor, dir2))
|
|
||||||
{
|
|
||||||
let neighbor = this.get_neighboring_cell(old_cell, dir2);
|
|
||||||
if (neighbor) {
|
|
||||||
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
|
|
||||||
for (let tile of Array.from(neighbor)) {
|
|
||||||
if (tile.type.on_bump) {
|
|
||||||
tile.type.on_bump(tile, this, actor);
|
|
||||||
}
|
|
||||||
if (could_push && actor.can_push(tile, dir2)) {
|
|
||||||
// Block slapping: you can shove a block by walking past it sideways
|
|
||||||
// TODO i think cc2 uses the push pose and possibly even turns you here?
|
|
||||||
this.attempt_step(tile, dir2);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Strip out any destroyed actors from the acting order
|
|
||||||
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
|
|
||||||
let p = 0;
|
|
||||||
for (let i = 0, l = this.actors.length; i < l; i++) {
|
|
||||||
let actor = this.actors[i];
|
|
||||||
if (actor.cell) {
|
|
||||||
if (p !== i) {
|
|
||||||
this.actors[p] = actor;
|
|
||||||
}
|
|
||||||
p++;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
let local_p = p;
|
|
||||||
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
this.actors.length = p;
|
|
||||||
|
|
||||||
// Advance the clock
|
|
||||||
let tic_counter = this.tic_counter;
|
|
||||||
this.tic_counter += 1;
|
|
||||||
if (this.time_remaining !== null && ! this.timer_paused) {
|
|
||||||
let time_remaining = this.time_remaining;
|
|
||||||
this.pending_undo.push(() => {
|
|
||||||
this.tic_counter = tic_counter;
|
|
||||||
this.time_remaining = time_remaining;
|
|
||||||
});
|
|
||||||
|
|
||||||
this.time_remaining -= 1;
|
|
||||||
if (this.time_remaining <= 0) {
|
|
||||||
this.fail('time');
|
|
||||||
}
|
|
||||||
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
|
|
||||||
this.sfx.play_once('tick');
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
this.pending_undo.push(() => {
|
|
||||||
this.tic_counter = tic_counter;
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Try to move the given actor one tile in the given direction and update
|
// Try to move the given actor one tile in the given direction and update
|
||||||
// their cooldown. Return true if successful.
|
// their cooldown. Return true if successful.
|
||||||
attempt_step(actor, direction) {
|
attempt_step(actor, direction) {
|
||||||
@ -1306,6 +1339,13 @@ export class Level {
|
|||||||
}
|
}
|
||||||
|
|
||||||
undo() {
|
undo() {
|
||||||
|
//reverse the pending_undo too
|
||||||
|
this.pending_undo.reverse();
|
||||||
|
for (let undo of this.pending_undo) {
|
||||||
|
undo();
|
||||||
|
}
|
||||||
|
this.pending_undo = [];
|
||||||
|
|
||||||
this.aid = Math.max(1, this.aid);
|
this.aid = Math.max(1, this.aid);
|
||||||
|
|
||||||
let entry = this.undo_stack.pop();
|
let entry = this.undo_stack.pop();
|
||||||
|
|||||||
83
js/main.js
83
js/main.js
@ -243,6 +243,8 @@ class Player extends PrimaryView {
|
|||||||
ArrowRight: 'right',
|
ArrowRight: 'right',
|
||||||
ArrowUp: 'up',
|
ArrowUp: 'up',
|
||||||
ArrowDown: 'down',
|
ArrowDown: 'down',
|
||||||
|
Spacebar: 'wait',
|
||||||
|
" ": 'wait',
|
||||||
w: 'up',
|
w: 'up',
|
||||||
a: 'left',
|
a: 'left',
|
||||||
s: 'down',
|
s: 'down',
|
||||||
@ -305,6 +307,12 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
this.turn_based = false;
|
||||||
|
this.turn_based_checkbox = this.root.querySelector('.controls .turn-based');
|
||||||
|
this.turn_based_checkbox.addEventListener('change', ev => {
|
||||||
|
this.turn_based = !this.turn_based;
|
||||||
|
});
|
||||||
|
|
||||||
// Bind buttons
|
// Bind buttons
|
||||||
this.pause_button = this.root.querySelector('.controls .control-pause');
|
this.pause_button = this.root.querySelector('.controls .control-pause');
|
||||||
this.pause_button.addEventListener('click', ev => {
|
this.pause_button.addEventListener('click', ev => {
|
||||||
@ -327,7 +335,7 @@ class Player extends PrimaryView {
|
|||||||
while (this.level.undo_stack.length > 0 &&
|
while (this.level.undo_stack.length > 0 &&
|
||||||
! (moved && this.level.player.slide_mode === null))
|
! (moved && this.level.player.slide_mode === null))
|
||||||
{
|
{
|
||||||
this.level.undo();
|
this.undo();
|
||||||
if (player_cell !== this.level.player.cell) {
|
if (player_cell !== this.level.player.cell) {
|
||||||
moved = true;
|
moved = true;
|
||||||
}
|
}
|
||||||
@ -409,6 +417,7 @@ class Player extends PrimaryView {
|
|||||||
this.previous_action = null; // last direction we were moving, if any
|
this.previous_action = null; // last direction we were moving, if any
|
||||||
this.using_touch = false; // true if using touch controls
|
this.using_touch = false; // true if using touch controls
|
||||||
this.current_keys = new Set; // keys that are currently held
|
this.current_keys = new Set; // keys that are currently held
|
||||||
|
this.current_keys_new = new Set; //for keys that have only been held a frame
|
||||||
// TODO this could all probably be more rigorous but it's fine for now
|
// TODO this could all probably be more rigorous but it's fine for now
|
||||||
key_target.addEventListener('keydown', ev => {
|
key_target.addEventListener('keydown', ev => {
|
||||||
if (ev.key === 'p' || ev.key === 'Pause') {
|
if (ev.key === 'p' || ev.key === 'Pause') {
|
||||||
@ -429,8 +438,10 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Restart
|
// Restart
|
||||||
|
if (!this.current_keys.has(ev.key)) {
|
||||||
this.restart_level();
|
this.restart_level();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// Don't scroll pls
|
// Don't scroll pls
|
||||||
@ -447,6 +458,7 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
if (this.key_mapping[ev.key]) {
|
if (this.key_mapping[ev.key]) {
|
||||||
this.current_keys.add(ev.key);
|
this.current_keys.add(ev.key);
|
||||||
|
this.current_keys_new.add(ev.key);
|
||||||
ev.stopPropagation();
|
ev.stopPropagation();
|
||||||
ev.preventDefault();
|
ev.preventDefault();
|
||||||
|
|
||||||
@ -647,6 +659,7 @@ class Player extends PrimaryView {
|
|||||||
_clear_state() {
|
_clear_state() {
|
||||||
this.set_state('waiting');
|
this.set_state('waiting');
|
||||||
|
|
||||||
|
this.waiting_for_input = false;
|
||||||
this.tic_offset = 0;
|
this.tic_offset = 0;
|
||||||
this.last_advance = 0;
|
this.last_advance = 0;
|
||||||
this.demo_faucet = null;
|
this.demo_faucet = null;
|
||||||
@ -693,6 +706,10 @@ class Player extends PrimaryView {
|
|||||||
for (let key of this.current_keys) {
|
for (let key of this.current_keys) {
|
||||||
input.add(this.key_mapping[key]);
|
input.add(this.key_mapping[key]);
|
||||||
}
|
}
|
||||||
|
for (let key of this.current_keys_new) {
|
||||||
|
input.add(this.key_mapping[key]);
|
||||||
|
}
|
||||||
|
this.current_keys_new = new Set;
|
||||||
for (let action of Object.values(this.current_touches)) {
|
for (let action of Object.values(this.current_touches)) {
|
||||||
input.add(action);
|
input.add(action);
|
||||||
}
|
}
|
||||||
@ -700,6 +717,8 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
waiting_for_input = false;
|
||||||
|
|
||||||
advance_by(tics) {
|
advance_by(tics) {
|
||||||
for (let i = 0; i < tics; i++) {
|
for (let i = 0; i < tics; i++) {
|
||||||
let input = this.get_input();
|
let input = this.get_input();
|
||||||
@ -762,10 +781,43 @@ class Player extends PrimaryView {
|
|||||||
this.previous_input = input;
|
this.previous_input = input;
|
||||||
|
|
||||||
this.sfx_player.advance_tic();
|
this.sfx_player.advance_tic();
|
||||||
|
|
||||||
|
var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
|
||||||
|
var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
|
||||||
|
|
||||||
|
//turn based logic
|
||||||
|
//first, handle a part 2 we just got input for
|
||||||
|
if (this.waiting_for_input)
|
||||||
|
{
|
||||||
|
if (!this.turn_based || primary_dir != null || input.has('wait'))
|
||||||
|
{
|
||||||
|
this.waiting_for_input = false;
|
||||||
this.level.advance_tic(
|
this.level.advance_tic(
|
||||||
this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
|
primary_dir,
|
||||||
this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
|
secondary_dir,
|
||||||
);
|
2);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this.level.advance_tic(
|
||||||
|
primary_dir,
|
||||||
|
secondary_dir,
|
||||||
|
1);
|
||||||
|
//then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
|
||||||
|
if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
|
||||||
|
{
|
||||||
|
this.waiting_for_input = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this.level.advance_tic(
|
||||||
|
primary_dir,
|
||||||
|
secondary_dir,
|
||||||
|
2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (this.level.state !== 'playing') {
|
if (this.level.state !== 'playing') {
|
||||||
// We either won or lost!
|
// We either won or lost!
|
||||||
@ -785,6 +837,7 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
|
|
||||||
this.last_advance = performance.now();
|
this.last_advance = performance.now();
|
||||||
|
|
||||||
if (this.state === 'playing') {
|
if (this.state === 'playing') {
|
||||||
this.advance_by(1);
|
this.advance_by(1);
|
||||||
}
|
}
|
||||||
@ -798,10 +851,17 @@ class Player extends PrimaryView {
|
|||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
// Rewind by undoing one tic every tic
|
// Rewind by undoing one tic every tic
|
||||||
this.level.undo();
|
this.undo();
|
||||||
this.update_ui();
|
this.update_ui();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (this.waiting_for_input)
|
||||||
|
{
|
||||||
|
//freeze tic_offset in time so we don't try to interpolate to the next frame too soon
|
||||||
|
this.tic_offset = 0;
|
||||||
|
}
|
||||||
|
|
||||||
let dt = 1000 / TICS_PER_SECOND;
|
let dt = 1000 / TICS_PER_SECOND;
|
||||||
if (this.state === 'rewinding') {
|
if (this.state === 'rewinding') {
|
||||||
// Rewind faster than normal time
|
// Rewind faster than normal time
|
||||||
@ -810,6 +870,12 @@ class Player extends PrimaryView {
|
|||||||
this._advance_handle = window.setTimeout(this._advance_bound, dt);
|
this._advance_handle = window.setTimeout(this._advance_bound, dt);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
undo() {
|
||||||
|
//if we were waiting for input and undo, well, now we're not
|
||||||
|
this.waiting_for_input = false;
|
||||||
|
this.level.undo();
|
||||||
|
}
|
||||||
|
|
||||||
// Redraws every frame, unless the game isn't running
|
// Redraws every frame, unless the game isn't running
|
||||||
redraw() {
|
redraw() {
|
||||||
// Calculate this here, not in _redraw, because that's called at weird
|
// Calculate this here, not in _redraw, because that's called at weird
|
||||||
@ -817,10 +883,16 @@ class Player extends PrimaryView {
|
|||||||
// TODO this is not gonna be right while pausing lol
|
// TODO this is not gonna be right while pausing lol
|
||||||
// TODO i'm not sure it'll be right when rewinding either
|
// TODO i'm not sure it'll be right when rewinding either
|
||||||
// TODO or if the game's speed changes. wow!
|
// TODO or if the game's speed changes. wow!
|
||||||
|
if (this.waiting_for_input) {
|
||||||
|
//freeze tic_offset in time
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
|
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
|
||||||
if (this.state === 'rewinding') {
|
if (this.state === 'rewinding') {
|
||||||
this.tic_offset = 1 - this.tic_offset;
|
this.tic_offset = 1 - this.tic_offset;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
this._redraw();
|
this._redraw();
|
||||||
|
|
||||||
@ -837,6 +909,7 @@ class Player extends PrimaryView {
|
|||||||
|
|
||||||
// Actually redraw. Used to force drawing outside of normal play
|
// Actually redraw. Used to force drawing outside of normal play
|
||||||
_redraw() {
|
_redraw() {
|
||||||
|
this.renderer.waiting_for_input = this.waiting_for_input;
|
||||||
this.renderer.draw(this.tic_offset);
|
this.renderer.draw(this.tic_offset);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -61,13 +61,15 @@ export class CanvasRenderer {
|
|||||||
dx * tw, dy * th, w * tw, h * th);
|
dx * tw, dy * th, w * tw, h * th);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
waiting_for_input = false;
|
||||||
|
|
||||||
draw(tic_offset = 0) {
|
draw(tic_offset = 0) {
|
||||||
if (! this.level) {
|
if (! this.level) {
|
||||||
console.warn("CanvasRenderer.draw: No level to render");
|
console.warn("CanvasRenderer.draw: No level to render");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let tic = (this.level.tic_counter ?? 0) + tic_offset;
|
let tic = (this.level.tic_counter ?? 0) + tic_offset + (this.waiting_for_input ? 1 : 0);
|
||||||
let tw = this.tileset.size_x;
|
let tw = this.tileset.size_x;
|
||||||
let th = this.tileset.size_y;
|
let th = this.tileset.size_y;
|
||||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user