diff --git a/js/game.js b/js/game.js index b30c149..ce68a15 100644 --- a/js/game.js +++ b/js/game.js @@ -158,7 +158,6 @@ export class Level { this.height = stored_level.size_y; this.size_x = stored_level.size_x; this.size_y = stored_level.size_y; - this.turn_based = false; this.restart(compat); } @@ -331,8 +330,7 @@ export class Level { } player_awaiting_input() { - //todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap? - return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force)) && this.tic_counter % 2 == 0 + return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force)) } // Move the game state forwards by one tic @@ -573,7 +571,7 @@ export class Level { // can override forwards??) and DEFINITELY all kinds of stuff // in ms if (actor === this.player && - (p1_primary_direction || this.turn_based) && + p1_primary_direction && actor.last_move_was_force) { if (p1_primary_direction != null) diff --git a/js/main.js b/js/main.js index 77651e9..076498f 100644 --- a/js/main.js +++ b/js/main.js @@ -404,7 +404,6 @@ class Player extends PrimaryView { this.turn_based_checkbox = this.root.querySelector('.controls .turn-based'); this.turn_based_checkbox.addEventListener('change', ev => { this.turn_based = !this.turn_based; - this.level.turn_based = this.turn_based; }); // Bind buttons