Convert several uses of on_begin to on_ready
This commit is contained in:
parent
65664bba7b
commit
9bf418258f
@ -446,7 +446,6 @@ export class Level extends LevelInterface {
|
||||
this.player2_move = null;
|
||||
|
||||
// Connect buttons and teleporters
|
||||
let num_cells = this.width * this.height;
|
||||
for (let connectable of connectables) {
|
||||
this.connect_button(connectable);
|
||||
}
|
||||
@ -856,6 +855,8 @@ export class Level extends LevelInterface {
|
||||
_do_init_phase() {
|
||||
// At the beginning of the very first tic, some tiles want to do initialization that's not
|
||||
// appropriate to do before the game begins
|
||||
// FIXME this was originally added for bomb, which no longer uses it, so, god i would like
|
||||
// to get rid of this
|
||||
if (! this.done_on_begin) {
|
||||
// Run backwards, to match actor order
|
||||
for (let i = this.linear_cells.length - 1; i >= 0; i--) {
|
||||
|
||||
@ -1025,9 +1025,9 @@ const TILE_TYPES = {
|
||||
},
|
||||
hole: {
|
||||
layer: LAYERS.terrain,
|
||||
on_begin(me, level) {
|
||||
var one_north = level.cell(me.cell.x, me.cell.y - 1);
|
||||
if (one_north === null || one_north.get_terrain().type.name != 'hole') {
|
||||
on_ready(me, level) {
|
||||
let one_north = level.cell(me.cell.x, me.cell.y - 1);
|
||||
if (one_north === null || one_north.get_terrain().type.name !== 'hole') {
|
||||
level._set_tile_prop(me, 'visual_state', 'north');
|
||||
}
|
||||
else {
|
||||
@ -1051,10 +1051,10 @@ const TILE_TYPES = {
|
||||
|
||||
level.transmute_tile(me, 'hole');
|
||||
// Update hole visual state (note that me.type is hole now)
|
||||
me.type.on_begin(me, level);
|
||||
var one_south = level.cell(me.cell.x, me.cell.y + 1);
|
||||
me.type.on_ready(me, level);
|
||||
let one_south = level.cell(me.cell.x, me.cell.y + 1);
|
||||
if (one_south && one_south.get_terrain().type.name === 'hole') {
|
||||
me.type.on_begin(one_south.get_terrain(), level);
|
||||
me.type.on_ready(one_south.get_terrain(), level);
|
||||
}
|
||||
},
|
||||
},
|
||||
@ -1535,7 +1535,8 @@ const TILE_TYPES = {
|
||||
},
|
||||
trap: {
|
||||
layer: LAYERS.terrain,
|
||||
on_begin(me, level) {
|
||||
on_ready(me, level) {
|
||||
// This may run before or after any pressed buttons, but, that's fine
|
||||
if (me.presses === undefined) {
|
||||
level._set_tile_prop(me, 'presses', 0);
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user