Remove duplicate code in Tileset drawing

This commit is contained in:
Eevee (Evelyn Woods) 2021-01-01 12:47:54 -07:00
parent c8686f9d66
commit adac6774a4

View File

@ -941,6 +941,10 @@ export class Tileset {
}
coords = coords[Math.floor(i * coords.length)];
}
else if (tile && tile.type.movement_speed) {
// This is an actor that's not moving, so use the first frame
coords = coords[0];
}
else {
// This tile animates on a global timer, one cycle every quarter of a second
coords = coords[Math.floor(tic / this.animation_slowdown % 5 / 5 * coords.length)];
@ -1269,59 +1273,7 @@ export class Tileset {
}
}
// Generic sprite definitions from here on!
// If we still have an object, it must be a table of directions
if (!(coords instanceof Array)) {
coords = coords[(tile && tile.direction) ?? 'south'];
}
// Deal with animation
if (coords[0] instanceof Array) {
if (tic !== null) {
if (tile && tile.movement_speed) {
// This tile reports its own animation timing (in frames), so trust that, and
// just use the current tic's fraction.
// That said: adjusting animation speed complicates this slightly. Consider the
// player's walk animation, which takes 4 tics to complete, during which time we
// cycle through 8 frames. Playing that at half speed means only half the
// animation actually plays, but if the player continues walking, then on the
// NEXT four tics, we should play the other half. To make this work, use the
// tic as a global timer as well: if the animation started on tics 0-4, play the
// first half; if it started on tics 5-8, play the second half. They could get
// out of sync if the player hesitates, but no one will notice that, and this
// approach minimizes storing extra state.
let i = ((tile.movement_speed - tile.movement_cooldown) + tic % 1 * 3) / tile.movement_speed;
// FIXME hack for cc2 mode, the only place we can see a cooldown of 0 which
// makes i be 1
i = Math.min(0.999, i);
// But do NOT do this for explosions or splashes, which have a fixed duration
// and only play once
if (this.animation_slowdown > 1 && ! tile.type.ttl) {
// i ranges from [0, 1), but a slowdown of N means we'll only play the first
// 1/N of it before the game ends (or loops) the animation.
// So increase by [0..N-1] to get it in some other range, then divide by N
// to scale back down to [0, 1)
i += Math.floor(tic * 3 / tile.movement_speed % this.animation_slowdown);
i /= this.animation_slowdown;
}
coords = coords[Math.floor(i * coords.length)];
}
else if (tile && tile.type.movement_speed) {
// This is an actor that's not moving, so use the first frame
coords = coords[0];
}
else {
// This tile animates on a global timer, one cycle every quarter of a second
coords = coords[Math.floor(tic / this.animation_slowdown % 5 / 5 * coords.length)];
}
}
else {
coords = coords[0];
}
}
if (!coords) console.error(name, tile);
blit(coords[0], coords[1]);
this._draw_standard(coords, tile, tic, blit);
// Wired tiles may also have tunnels, drawn on top of everything else
if (drawspec.wired && tile && tile.wire_tunnel_directions) {