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>
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||||
<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>
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<input class="turn-based" type="checkbox">Turn-Based</input>
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</div>
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||||
<div class="demo-controls">
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<button class="demo-play" type="button">View replay</button>
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||||
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||||
426
js/game.js
426
js/game.js
@ -199,7 +199,7 @@ export class Level {
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||||
else {
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||||
this.time_remaining = this.stored_level.time_limit * 20;
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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
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// clock alteration shenanigans
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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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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
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prng() {
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// 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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// Move the game state forwards by one tic
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advance_tic(p1_primary_direction, p1_secondary_direction) {
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// 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') {
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||||
console.warn(`Level.advance_tic() called when state is ${this.state}`);
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return;
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}
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try {
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this._advance_tic(p1_primary_direction, p1_secondary_direction);
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||||
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) {
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||||
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
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||||
this.commit();
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||||
// 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();
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||||
}
|
||||
}
|
||||
|
||||
_advance_tic(p1_primary_direction, p1_secondary_direction) {
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||||
_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
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||||
// 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);
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||||
@ -505,198 +524,20 @@ export class Level {
|
||||
}
|
||||
|
||||
// Second pass: actors decide their upcoming movement simultaneously
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// (we'll do the player's decision in part 2!)
|
||||
for (let i = this.actors.length - 1; i >= 0; i--) {
|
||||
let actor = this.actors[i];
|
||||
if (! actor.cell)
|
||||
continue;
|
||||
|
||||
if (actor.movement_cooldown > 0)
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continue;
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||||
|
||||
// Teeth can only move the first 4 of every 8 tics, though "first"
|
||||
// can be adjusted
|
||||
if (actor.slide_mode === null &&
|
||||
actor.type.uses_teeth_hesitation &&
|
||||
(this.tic_counter + this.step_parity) % 8 >= 4)
|
||||
if (actor != this.player)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let direction_preference;
|
||||
if (this.compat.sliding_tanks_ignore_button &&
|
||||
actor.slide_mode && actor.pending_reverse)
|
||||
{
|
||||
this._set_prop(actor, 'pending_reverse', false);
|
||||
}
|
||||
// Blocks that were pushed while sliding will move in the push direction as soon as they
|
||||
// stop sliding, regardless of what they landed on
|
||||
if (actor.pending_push) {
|
||||
actor.decision = actor.pending_push;
|
||||
this._set_prop(actor, 'pending_push', null);
|
||||
continue;
|
||||
}
|
||||
else if (actor.slide_mode === 'ice') {
|
||||
// Actors can't make voluntary moves on ice; they just slide
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||||
actor.decision = actor.direction;
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||||
continue;
|
||||
}
|
||||
else if (actor.slide_mode === 'force') {
|
||||
// Only the player can make voluntary moves on a force floor,
|
||||
// and only if their previous move was an /involuntary/ move on
|
||||
// a force floor. If they do, it overrides the forced move
|
||||
// XXX this in particular has some subtleties in lynx (e.g. you
|
||||
// can override forwards??) and DEFINITELY all kinds of stuff
|
||||
// in ms
|
||||
if (actor === this.player &&
|
||||
p1_primary_direction &&
|
||||
actor.last_move_was_force)
|
||||
{
|
||||
actor.decision = p1_primary_direction;
|
||||
this._set_prop(actor, 'last_move_was_force', false);
|
||||
}
|
||||
else {
|
||||
actor.decision = actor.direction;
|
||||
if (actor === this.player) {
|
||||
this._set_prop(actor, 'last_move_was_force', true);
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
else if (actor === this.player) {
|
||||
if (p1_primary_direction) {
|
||||
actor.decision = p1_primary_direction;
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||||
this._set_prop(actor, 'last_move_was_force', false);
|
||||
}
|
||||
continue;
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||||
}
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else if (actor.type.movement_mode === 'forward') {
|
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// blue tank behavior: keep moving forward, reverse if the flag is set
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||||
let direction = actor.direction;
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||||
if (actor.pending_reverse) {
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direction = DIRECTIONS[actor.direction].opposite;
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||||
this._set_prop(actor, 'pending_reverse', false);
|
||||
}
|
||||
// Tanks are controlled explicitly so they don't check if they're blocked
|
||||
// TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
|
||||
// prop for both
|
||||
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
|
||||
actor.decision = direction;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
else if (actor.type.movement_mode === 'follow-left') {
|
||||
// bug behavior: always try turning as left as possible, and
|
||||
// fall back to less-left turns when that fails
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [d.left, actor.direction, d.right, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'follow-right') {
|
||||
// paramecium behavior: always try turning as right as
|
||||
// possible, and fall back to less-right turns when that fails
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [d.right, actor.direction, d.left, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'turn-left') {
|
||||
// glider behavior: preserve current direction; if that doesn't
|
||||
// work, turn left, then right, then back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
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||||
direction_preference = [actor.direction, d.left, d.right, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'turn-right') {
|
||||
// fireball behavior: preserve current direction; if that doesn't
|
||||
// work, turn right, then left, then back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [actor.direction, d.right, d.left, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'bounce') {
|
||||
// bouncy ball behavior: preserve current direction; if that
|
||||
// doesn't work, bounce back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [actor.direction, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'bounce-random') {
|
||||
// walker behavior: preserve current direction; if that doesn't work, pick a random
|
||||
// direction, even the one we failed to move in (but ONLY then)
|
||||
direction_preference = [actor.direction, 'WALKER'];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'pursue') {
|
||||
// teeth behavior: always move towards the player
|
||||
let target_cell = this.player.cell;
|
||||
// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
|
||||
// they're still mostly in it
|
||||
if (this.player.previous_cell && this.player.animation_speed &&
|
||||
this.player.animation_progress <= this.player.animation_speed / 2)
|
||||
{
|
||||
target_cell = this.player.previous_cell;
|
||||
}
|
||||
let dx = actor.cell.x - target_cell.x;
|
||||
let dy = actor.cell.y - target_cell.y;
|
||||
let preferred_horizontal, preferred_vertical;
|
||||
if (dx > 0) {
|
||||
preferred_horizontal = 'west';
|
||||
}
|
||||
else if (dx < 0) {
|
||||
preferred_horizontal = 'east';
|
||||
}
|
||||
if (dy > 0) {
|
||||
preferred_vertical = 'north';
|
||||
}
|
||||
else if (dy < 0) {
|
||||
preferred_vertical = 'south';
|
||||
}
|
||||
// Chooses the furthest direction, vertical wins ties
|
||||
if (Math.abs(dx) > Math.abs(dy)) {
|
||||
// Horizontal first
|
||||
direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
|
||||
}
|
||||
else {
|
||||
// Vertical first
|
||||
direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
|
||||
}
|
||||
}
|
||||
else if (actor.type.movement_mode === 'random') {
|
||||
// blob behavior: move completely at random
|
||||
let modifier = this.get_blob_modifier();
|
||||
direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
|
||||
}
|
||||
|
||||
// Check which of those directions we *can*, probably, move in
|
||||
// TODO i think player on force floor will still have some issues here
|
||||
// FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
|
||||
// lynx behavior? also i hear something about blobs on cloners??
|
||||
if (direction_preference && ! actor.stuck) {
|
||||
let fallback_direction;
|
||||
for (let direction of direction_preference) {
|
||||
if (direction === 'WALKER') {
|
||||
// Walkers roll a random direction ONLY if their first attempt was blocked
|
||||
direction = actor.direction;
|
||||
let num_turns = this.prng() % 4;
|
||||
for (let i = 0; i < num_turns; i++) {
|
||||
direction = DIRECTIONS[direction].right;
|
||||
}
|
||||
}
|
||||
fallback_direction = direction;
|
||||
|
||||
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
||||
if (! dest_cell)
|
||||
continue;
|
||||
|
||||
if (! actor.cell.blocks_leaving(actor, direction) &&
|
||||
! dest_cell.blocks_entering(actor, direction, this, true))
|
||||
{
|
||||
// We found a good direction! Stop here
|
||||
actor.decision = direction;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If all the decisions are blocked, actors still try the last one (and might even
|
||||
// be able to move that way by the time their turn comes around!)
|
||||
if (actor.decision === null) {
|
||||
actor.decision = fallback_direction;
|
||||
}
|
||||
this.actor_decision(actor, p1_primary_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
|
||||
//player now makes a decision based on input
|
||||
this.actor_decision(this.player, p1_primary_direction);
|
||||
|
||||
// Third pass: everyone actually moves
|
||||
for (let i = this.actors.length - 1; i >= 0; i--) {
|
||||
@ -786,6 +627,198 @@ export class Level {
|
||||
}
|
||||
}
|
||||
|
||||
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"
|
||||
// can be adjusted
|
||||
if (actor.slide_mode === null &&
|
||||
actor.type.uses_teeth_hesitation &&
|
||||
(this.tic_counter + this.step_parity) % 8 >= 4)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
let direction_preference;
|
||||
if (this.compat.sliding_tanks_ignore_button &&
|
||||
actor.slide_mode && actor.pending_reverse)
|
||||
{
|
||||
this._set_prop(actor, 'pending_reverse', false);
|
||||
}
|
||||
// Blocks that were pushed while sliding will move in the push direction as soon as they
|
||||
// stop sliding, regardless of what they landed on
|
||||
if (actor.pending_push) {
|
||||
actor.decision = actor.pending_push;
|
||||
this._set_prop(actor, 'pending_push', null);
|
||||
return;
|
||||
}
|
||||
if (actor.slide_mode === 'ice') {
|
||||
// Actors can't make voluntary moves on ice; they just slide
|
||||
actor.decision = actor.direction;
|
||||
return;
|
||||
}
|
||||
else if (actor.slide_mode === 'force') {
|
||||
// Only the player can make voluntary moves on a force floor,
|
||||
// and only if their previous move was an /involuntary/ move on
|
||||
// a force floor. If they do, it overrides the forced move
|
||||
// XXX this in particular has some subtleties in lynx (e.g. you
|
||||
// can override forwards??) and DEFINITELY all kinds of stuff
|
||||
// in ms
|
||||
if (actor === this.player &&
|
||||
p1_primary_direction &&
|
||||
actor.last_move_was_force)
|
||||
{
|
||||
actor.decision = p1_primary_direction;
|
||||
this._set_prop(actor, 'last_move_was_force', false);
|
||||
}
|
||||
else {
|
||||
actor.decision = actor.direction;
|
||||
if (actor === this.player) {
|
||||
this._set_prop(actor, 'last_move_was_force', true);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (actor === this.player) {
|
||||
if (p1_primary_direction) {
|
||||
actor.decision = p1_primary_direction;
|
||||
this._set_prop(actor, 'last_move_was_force', false);
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (actor.type.movement_mode === 'forward') {
|
||||
// blue tank behavior: keep moving forward, reverse if the flag is set
|
||||
let direction = actor.direction;
|
||||
if (actor.pending_reverse) {
|
||||
direction = DIRECTIONS[actor.direction].opposite;
|
||||
this._set_prop(actor, 'pending_reverse', false);
|
||||
}
|
||||
// Tanks are controlled explicitly so they don't check if they're blocked
|
||||
// TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
|
||||
// prop for both
|
||||
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
|
||||
actor.decision = direction;
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (actor.type.movement_mode === 'follow-left') {
|
||||
// bug behavior: always try turning as left as possible, and
|
||||
// fall back to less-left turns when that fails
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [d.left, actor.direction, d.right, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'follow-right') {
|
||||
// paramecium behavior: always try turning as right as
|
||||
// possible, and fall back to less-right turns when that fails
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [d.right, actor.direction, d.left, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'turn-left') {
|
||||
// glider behavior: preserve current direction; if that doesn't
|
||||
// work, turn left, then right, then back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [actor.direction, d.left, d.right, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'turn-right') {
|
||||
// fireball behavior: preserve current direction; if that doesn't
|
||||
// work, turn right, then left, then back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [actor.direction, d.right, d.left, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'bounce') {
|
||||
// bouncy ball behavior: preserve current direction; if that
|
||||
// doesn't work, bounce back the way we came
|
||||
let d = DIRECTIONS[actor.direction];
|
||||
direction_preference = [actor.direction, d.opposite];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'bounce-random') {
|
||||
// walker behavior: preserve current direction; if that doesn't work, pick a random
|
||||
// direction, even the one we failed to move in (but ONLY then)
|
||||
direction_preference = [actor.direction, 'WALKER'];
|
||||
}
|
||||
else if (actor.type.movement_mode === 'pursue') {
|
||||
// teeth behavior: always move towards the player
|
||||
let target_cell = this.player.cell;
|
||||
// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
|
||||
// they're still mostly in it
|
||||
if (this.player.previous_cell && this.player.animation_speed &&
|
||||
this.player.animation_progress <= this.player.animation_speed / 2)
|
||||
{
|
||||
target_cell = this.player.previous_cell;
|
||||
}
|
||||
let dx = actor.cell.x - target_cell.x;
|
||||
let dy = actor.cell.y - target_cell.y;
|
||||
let preferred_horizontal, preferred_vertical;
|
||||
if (dx > 0) {
|
||||
preferred_horizontal = 'west';
|
||||
}
|
||||
else if (dx < 0) {
|
||||
preferred_horizontal = 'east';
|
||||
}
|
||||
if (dy > 0) {
|
||||
preferred_vertical = 'north';
|
||||
}
|
||||
else if (dy < 0) {
|
||||
preferred_vertical = 'south';
|
||||
}
|
||||
// Chooses the furthest direction, vertical wins ties
|
||||
if (Math.abs(dx) > Math.abs(dy)) {
|
||||
// Horizontal first
|
||||
direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
|
||||
}
|
||||
else {
|
||||
// Vertical first
|
||||
direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
|
||||
}
|
||||
}
|
||||
else if (actor.type.movement_mode === 'random') {
|
||||
// blob behavior: move completely at random
|
||||
let modifier = this.get_blob_modifier();
|
||||
direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
|
||||
}
|
||||
|
||||
// Check which of those directions we *can*, probably, move in
|
||||
// TODO i think player on force floor will still have some issues here
|
||||
// FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
|
||||
// lynx behavior? also i hear something about blobs on cloners??
|
||||
if (direction_preference && ! actor.stuck) {
|
||||
let fallback_direction;
|
||||
for (let direction of direction_preference) {
|
||||
if (direction === 'WALKER') {
|
||||
// Walkers roll a random direction ONLY if their first attempt was blocked
|
||||
direction = actor.direction;
|
||||
let num_turns = this.prng() % 4;
|
||||
for (let i = 0; i < num_turns; i++) {
|
||||
direction = DIRECTIONS[direction].right;
|
||||
}
|
||||
}
|
||||
fallback_direction = direction;
|
||||
|
||||
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
||||
if (! dest_cell)
|
||||
continue;
|
||||
|
||||
if (! actor.cell.blocks_leaving(actor, direction) &&
|
||||
! dest_cell.blocks_entering(actor, direction, this, true))
|
||||
{
|
||||
// We found a good direction! Stop here
|
||||
actor.decision = direction;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If all the decisions are blocked, actors still try the last one (and might even
|
||||
// be able to move that way by the time their turn comes around!)
|
||||
if (actor.decision === null) {
|
||||
actor.decision = fallback_direction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Try to move the given actor one tile in the given direction and update
|
||||
// their cooldown. Return true if successful.
|
||||
attempt_step(actor, direction) {
|
||||
@ -1306,6 +1339,13 @@ export class Level {
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
let entry = this.undo_stack.pop();
|
||||
|
||||
93
js/main.js
93
js/main.js
@ -243,6 +243,8 @@ class Player extends PrimaryView {
|
||||
ArrowRight: 'right',
|
||||
ArrowUp: 'up',
|
||||
ArrowDown: 'down',
|
||||
Spacebar: 'wait',
|
||||
" ": 'wait',
|
||||
w: 'up',
|
||||
a: 'left',
|
||||
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
|
||||
this.pause_button = this.root.querySelector('.controls .control-pause');
|
||||
this.pause_button.addEventListener('click', ev => {
|
||||
@ -327,7 +335,7 @@ class Player extends PrimaryView {
|
||||
while (this.level.undo_stack.length > 0 &&
|
||||
! (moved && this.level.player.slide_mode === null))
|
||||
{
|
||||
this.level.undo();
|
||||
this.undo();
|
||||
if (player_cell !== this.level.player.cell) {
|
||||
moved = true;
|
||||
}
|
||||
@ -409,6 +417,7 @@ class Player extends PrimaryView {
|
||||
this.previous_action = null; // last direction we were moving, if any
|
||||
this.using_touch = false; // true if using touch controls
|
||||
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
|
||||
key_target.addEventListener('keydown', ev => {
|
||||
if (ev.key === 'p' || ev.key === 'Pause') {
|
||||
@ -429,7 +438,9 @@ class Player extends PrimaryView {
|
||||
}
|
||||
else {
|
||||
// Restart
|
||||
this.restart_level();
|
||||
if (!this.current_keys.has(ev.key)) {
|
||||
this.restart_level();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -447,6 +458,7 @@ class Player extends PrimaryView {
|
||||
|
||||
if (this.key_mapping[ev.key]) {
|
||||
this.current_keys.add(ev.key);
|
||||
this.current_keys_new.add(ev.key);
|
||||
ev.stopPropagation();
|
||||
ev.preventDefault();
|
||||
|
||||
@ -647,6 +659,7 @@ class Player extends PrimaryView {
|
||||
_clear_state() {
|
||||
this.set_state('waiting');
|
||||
|
||||
this.waiting_for_input = false;
|
||||
this.tic_offset = 0;
|
||||
this.last_advance = 0;
|
||||
this.demo_faucet = null;
|
||||
@ -693,6 +706,10 @@ class Player extends PrimaryView {
|
||||
for (let key of this.current_keys) {
|
||||
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)) {
|
||||
input.add(action);
|
||||
}
|
||||
@ -700,6 +717,8 @@ class Player extends PrimaryView {
|
||||
}
|
||||
}
|
||||
|
||||
waiting_for_input = false;
|
||||
|
||||
advance_by(tics) {
|
||||
for (let i = 0; i < tics; i++) {
|
||||
let input = this.get_input();
|
||||
@ -762,10 +781,43 @@ class Player extends PrimaryView {
|
||||
this.previous_input = input;
|
||||
|
||||
this.sfx_player.advance_tic();
|
||||
this.level.advance_tic(
|
||||
this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
|
||||
this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
|
||||
);
|
||||
|
||||
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(
|
||||
primary_dir,
|
||||
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') {
|
||||
// We either won or lost!
|
||||
@ -785,6 +837,7 @@ class Player extends PrimaryView {
|
||||
}
|
||||
|
||||
this.last_advance = performance.now();
|
||||
|
||||
if (this.state === 'playing') {
|
||||
this.advance_by(1);
|
||||
}
|
||||
@ -798,10 +851,17 @@ class Player extends PrimaryView {
|
||||
}
|
||||
else {
|
||||
// Rewind by undoing one tic every tic
|
||||
this.level.undo();
|
||||
this.undo();
|
||||
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;
|
||||
if (this.state === 'rewinding') {
|
||||
// Rewind faster than normal time
|
||||
@ -810,6 +870,12 @@ class Player extends PrimaryView {
|
||||
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
|
||||
redraw() {
|
||||
// Calculate this here, not in _redraw, because that's called at weird
|
||||
@ -817,9 +883,15 @@ class Player extends PrimaryView {
|
||||
// TODO this is not gonna be right while pausing lol
|
||||
// TODO i'm not sure it'll be right when rewinding either
|
||||
// TODO or if the game's speed changes. wow!
|
||||
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
|
||||
if (this.state === 'rewinding') {
|
||||
this.tic_offset = 1 - this.tic_offset;
|
||||
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));
|
||||
if (this.state === 'rewinding') {
|
||||
this.tic_offset = 1 - this.tic_offset;
|
||||
}
|
||||
}
|
||||
|
||||
this._redraw();
|
||||
@ -837,6 +909,7 @@ class Player extends PrimaryView {
|
||||
|
||||
// Actually redraw. Used to force drawing outside of normal play
|
||||
_redraw() {
|
||||
this.renderer.waiting_for_input = this.waiting_for_input;
|
||||
this.renderer.draw(this.tic_offset);
|
||||
}
|
||||
|
||||
|
||||
@ -61,13 +61,15 @@ export class CanvasRenderer {
|
||||
dx * tw, dy * th, w * tw, h * th);
|
||||
}
|
||||
|
||||
waiting_for_input = false;
|
||||
|
||||
draw(tic_offset = 0) {
|
||||
if (! this.level) {
|
||||
console.warn("CanvasRenderer.draw: No level to render");
|
||||
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 th = this.tileset.size_y;
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user