Erase animations at decision time, apparently

This commit is contained in:
Eevee (Evelyn Woods) 2024-04-23 02:52:47 -06:00
parent c5f2728ad0
commit 991704ee19

View File

@ -3237,10 +3237,12 @@ const TILE_TYPES = {
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.real_player, blocks_collision: COLLISION.real_player,
ttl: 16, ttl: 16,
// If anything else even begins to step on an animation, it's erased // If anything but a player even /considers/ stepping on an animation, it's erased, at
// FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here? // decision time!
on_approach(me, level, other) { on_bumped(me, level, other) {
level.remove_tile(me); if (! other.type.is_real_player) {
level.remove_tile(me);
}
}, },
}, },
explosion: { explosion: {
@ -3249,8 +3251,10 @@ const TILE_TYPES = {
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.real_player, blocks_collision: COLLISION.real_player,
ttl: 16, ttl: 16,
on_approach(me, level, other) { on_bumped(me, level, other) {
level.remove_tile(me); if (! other.type.is_real_player) {
level.remove_tile(me);
}
}, },
}, },
// Non-blocking explosion used for better handling edge cases with dynamite and bowling balls, // Non-blocking explosion used for better handling edge cases with dynamite and bowling balls,
@ -3277,8 +3281,10 @@ const TILE_TYPES = {
collision_mask: 0, collision_mask: 0,
blocks_collision: COLLISION.real_player, blocks_collision: COLLISION.real_player,
ttl: 16, ttl: 16,
on_approach(me, level, other) { on_bumped(me, level, other) {
level.remove_tile(me); if (! other.type.is_real_player) {
level.remove_tile(me);
}
}, },
}, },
// New VFX (not in CC2, so they don't block to avoid altering gameplay) // New VFX (not in CC2, so they don't block to avoid altering gameplay)