Convert several uses of on_begin to on_ready

This commit is contained in:
Eevee (Evelyn Woods) 2024-04-11 02:03:02 -06:00
parent 65664bba7b
commit 9bf418258f
2 changed files with 10 additions and 8 deletions

View File

@ -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--) {

View File

@ -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);
}