In CC2 (and Lynx, for different reasons), clones are immediately nudged out of the cloner

This commit is contained in:
Eevee (Evelyn Woods) 2020-12-08 17:22:20 -07:00
parent f521bd6d2d
commit 90b583df44
2 changed files with 21 additions and 8 deletions

View File

@ -32,7 +32,7 @@ export class Tile {
visual_position(tic_offset = 0) { visual_position(tic_offset = 0) {
let x = this.cell.x; let x = this.cell.x;
let y = this.cell.y; let y = this.cell.y;
if (! this.previous_cell) { if (! this.previous_cell || this.animation_speed === 0) {
return [x, y]; return [x, y];
} }
else { else {
@ -555,7 +555,7 @@ export class Level {
// Decrement the cooldown here, but don't check it quite yet, // Decrement the cooldown here, but don't check it quite yet,
// because stepping on cells in the next block might reset it // because stepping on cells in the next block might reset it
if (actor.movement_cooldown > 0) { if (actor.movement_cooldown > 0) {
this._set_tile_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1); this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
} }
if (actor.animation_speed) { if (actor.animation_speed) {

View File

@ -785,6 +785,11 @@ const TILE_TYPES = {
}, },
bomb: { bomb: {
draw_layer: DRAW_LAYERS.item, draw_layer: DRAW_LAYERS.item,
on_ready(me, level) {
// FIXME in cc2 only, actors on a bomb immediately explode, but that's tricky for the
// player since we can't kill them before the game even starts. cc2 just murders them
// instantly. maybe we could do that then
},
on_arrive(me, level, other) { on_arrive(me, level, other) {
level.remove_tile(me); level.remove_tile(me);
if (other.type.is_player) { if (other.type.is_player) {
@ -843,14 +848,12 @@ const TILE_TYPES = {
item_modifier: 'ignore', item_modifier: 'ignore',
collision_allow: COLLISION.monster_solid, collision_allow: COLLISION.monster_solid,
blocks(me, level, other) { blocks(me, level, other) {
let item;
for (let tile of me.cell) { for (let tile of me.cell) {
if (tile.type.is_item) { if (tile.type.is_item && other.has_item(tile.type.name)) {
item = tile.type.name; return true;
break;
} }
} }
return item && other.has_item(item); return false;
}, },
}, },
bestowal_bow: { bestowal_bow: {
@ -996,7 +999,17 @@ const TILE_TYPES = {
// it doesn't persist for more than a tic // it doesn't persist for more than a tic
actor._clone_release = true; actor._clone_release = true;
if (level.attempt_step(actor, direction)) { if (level.attempt_step(actor, direction)) {
// FIXME add this underneath, just above the cloner // CC2 quirk: nudge the new actor out by exactly one tic
// TODO it appears that cc2 actually nudges the new actor out by ⅔ of a tic, or two
// frames, which is of course absolutely bonkers. also, that offset is preserved as
// it moves around!
level._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
// TODO this is annoying and took me a minute to figure out; maybe a Tile method
// then. but are these ever out of sync except for animation tiles? can i nuke
// one?
level._set_tile_prop(actor, 'animation_progress',
Math.min(actor.animation_speed, actor.animation_progress + 1));
// FIXME add this underneath, just above the cloner, so the new actor is on top
let new_template = new actor.constructor(type, direction); let new_template = new actor.constructor(type, direction);
level.add_tile(new_template, me.cell); level.add_tile(new_template, me.cell);
level.add_actor(new_template); level.add_actor(new_template);