Allow swapping and cycling even while sliding
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parent
077a809168
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38
js/game.js
38
js/game.js
@ -971,28 +971,24 @@ export class Level extends LevelInterface {
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// as an override.
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// as an override.
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let may_move = (! actor.slide_mode || (actor.slide_mode === 'force' && actor.last_move_was_force));
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let may_move = (! actor.slide_mode || (actor.slide_mode === 'force' && actor.last_move_was_force));
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// Check for special player actions, which can only happen when allowed to move
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// Check for special player actions, which can only happen at decision time. Dropping can
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// FIXME if you press a key while moving it should happen as soon as you stop (assuming
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// only be done when the player is allowed to make a move (i.e. override), but the other two
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// the key is still held down)
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// can be done freely while sliding.
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// FIXME cc2 seems to rely on key repeat for this; the above is true, but also, if you
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// FIXME cc2 seems to rely on key repeat for this; if you have four bowling balls and hold
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// have four bowling balls and hold Q, you'll throw the first, wait a second or so, then
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// Q, you'll throw the first, wait a second or so, then release the rest rapid-fire. absurd
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// release the rest rapid-fire. absurd
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let new_input = input & this.p1_released;
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// FIXME i am not actually sure this goes here
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if (new_input & INPUT_BITS.cycle) {
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if (may_move) {
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this.cycle_inventory(this.player);
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let new_input = input & this.p1_released;
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if (new_input & INPUT_BITS.cycle) {
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this.cycle_inventory(this.player);
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}
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if (new_input & INPUT_BITS.drop) {
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this.drop_item(this.player);
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}
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if ((new_input & INPUT_BITS.swap) && this.remaining_players > 1) {
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// This is delayed until the end of the tic to avoid screwing up anything
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// checking this.player
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this.swap_player1 = true;
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}
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this.p1_released = ~input;
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}
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}
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if ((new_input & INPUT_BITS.drop) && may_move) {
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this.drop_item(this.player);
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}
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if ((new_input & INPUT_BITS.swap) && this.remaining_players > 1) {
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// This is delayed until the end of the tic to avoid screwing up anything
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// checking this.player
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this.swap_player1 = true;
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}
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this.p1_released = ~input;
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if (actor.slide_mode && ! (may_move && dir1)) {
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if (actor.slide_mode && ! (may_move && dir1)) {
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// This is a forced move, in which case we don't even check it
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// This is a forced move, in which case we don't even check it
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