This commit is contained in:
Timothy Stiles 2020-10-14 22:23:13 +11:00
parent e9d542f438
commit be5cc7f97f
3 changed files with 127 additions and 127 deletions

View File

@ -329,12 +329,12 @@ export class Level {
}
}
player_awaiting_input() {
return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force))
}
player_awaiting_input() {
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
// split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
// split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
@ -342,18 +342,18 @@ export class Level {
}
try {
if (pass == 1)
{
this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
}
else if (pass == 2)
{
this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
}
else
{
console.warn(`What pass is this?`);
}
if (pass == 1)
{
this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
}
else if (pass == 2)
{
this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
}
else
{
console.warn(`What pass is this?`);
}
}
catch (e) {
if (e instanceof GameEnded) {
@ -388,67 +388,67 @@ export class Level {
// arrival as its own mini pass, for one reason: if the player dies (which will end the game
// immediately), we still want every time's animation to finish, or it'll look like some
// objects move backwards when the death screen appears!
let cell_steppers = [];
for (let actor of this.actors) {
// Actors with no cell were destroyed
if (! actor.cell)
continue;
let cell_steppers = [];
for (let actor of this.actors) {
// Actors with no cell were destroyed
if (! actor.cell)
continue;
// Clear any old decisions ASAP. Note that this prop is only used internally within a
// single tic, so it doesn't need to be undoable
actor.decision = null;
// Clear any old decisions ASAP. Note that this prop is only used internally within a
// single tic, so it doesn't need to be undoable
actor.decision = null;
// Decrement the cooldown here, but don't check it quite yet,
// because stepping on cells in the next block might reset it
if (actor.movement_cooldown > 0) {
this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
}
// Decrement the cooldown here, but don't check it quite yet,
// because stepping on cells in the next block might reset it
if (actor.movement_cooldown > 0) {
this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
}
if (actor.animation_speed) {
// Deal with movement animation
this._set_prop(actor, 'animation_progress', actor.animation_progress + 1);
if (actor.animation_progress >= actor.animation_speed) {
if (actor.type.ttl) {
// This is purely an animation so it disappears once it's played
this.remove_tile(actor);
continue;
}
this._set_prop(actor, 'previous_cell', null);
this._set_prop(actor, 'animation_progress', null);
this._set_prop(actor, 'animation_speed', null);
if (! this.compat.tiles_react_instantly) {
// We need to track the actor AND the cell explicitly, because it's possible
// that one actor's step will cause another actor to start another move, and
// then they'd end up stepping on the new cell they're moving to instead of
// the one they just landed on!
cell_steppers.push([actor, actor.cell]);
}
}
}
}
for (let [actor, cell] of cell_steppers) {
this.step_on_cell(actor, cell);
}
if (actor.animation_speed) {
// Deal with movement animation
this._set_prop(actor, 'animation_progress', actor.animation_progress + 1);
if (actor.animation_progress >= actor.animation_speed) {
if (actor.type.ttl) {
// This is purely an animation so it disappears once it's played
this.remove_tile(actor);
continue;
}
this._set_prop(actor, 'previous_cell', null);
this._set_prop(actor, 'animation_progress', null);
this._set_prop(actor, 'animation_speed', null);
if (! this.compat.tiles_react_instantly) {
// We need to track the actor AND the cell explicitly, because it's possible
// that one actor's step will cause another actor to start another move, and
// then they'd end up stepping on the new cell they're moving to instead of
// the one they just landed on!
cell_steppers.push([actor, actor.cell]);
}
}
}
}
for (let [actor, cell] of cell_steppers) {
this.step_on_cell(actor, cell);
}
// Only reset the player's is_pushing between movement, so it lasts for the whole push
if (this.player.movement_cooldown <= 0) {
this.player.is_pushing = false;
}
// Only reset the player's is_pushing between movement, so it lasts for the whole push
if (this.player.movement_cooldown <= 0) {
this.player.is_pushing = false;
}
// Second pass: actors decide their upcoming movement simultaneously
// (we'll do the player's decision in part 2!)
for (let actor of this.actors) {
if (actor != this.player)
{
this.actor_decision(actor, p1_primary_direction);
}
}
}
// Second pass: actors decide their upcoming movement simultaneously
// (we'll do the player's decision in part 2!)
for (let actor of this.actors) {
if (actor != this.player)
{
this.actor_decision(actor, p1_primary_direction);
}
}
}
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
//player now makes a decision based on input
this.actor_decision(this.player, p1_primary_direction);
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
//player now makes a decision based on input
this.actor_decision(this.player, p1_primary_direction);
// Third pass: everyone actually moves
for (let actor of this.actors) {

View File

@ -428,7 +428,7 @@ class Player extends PrimaryView {
while (this.level.undo_stack.length > 0 &&
! (moved && this.level.player.slide_mode === null))
{
this.undo();
this.undo();
if (player_cell !== this.level.player.cell) {
moved = true;
}
@ -509,7 +509,7 @@ class Player extends PrimaryView {
this.previous_input = new Set; // actions that were held last tic
this.previous_action = null; // last direction we were moving, if any
this.current_keys = new Set; // keys that are currently held
this.current_keys_new = new Set; //for keys that have only been held a frame
this.current_keys_new = new Set; //for keys that have only been held a frame
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
if (ev.key === 'p' || ev.key === 'Pause') {
@ -550,7 +550,7 @@ class Player extends PrimaryView {
if (this.key_mapping[ev.key]) {
this.current_keys.add(ev.key);
this.current_keys_new.add(ev.key);
this.current_keys_new.add(ev.key);
ev.stopPropagation();
ev.preventDefault();
@ -656,7 +656,7 @@ class Player extends PrimaryView {
_clear_state() {
this.set_state('waiting');
this.waiting_for_input = false;
this.waiting_for_input = false;
this.tic_offset = 0;
this.last_advance = 0;
this.demo_faucet = null;
@ -701,15 +701,15 @@ class Player extends PrimaryView {
for (let key of this.current_keys) {
input.add(this.key_mapping[key]);
}
for (let key of this.current_keys_new) {
for (let key of this.current_keys_new) {
input.add(this.key_mapping[key]);
}
this.current_keys_new = new Set;
this.current_keys_new = new Set;
return input;
}
}
waiting_for_input = false;
waiting_for_input = false;
advance_by(tics) {
for (let i = 0; i < tics; i++) {
@ -774,42 +774,42 @@ class Player extends PrimaryView {
this.sfx_player.advance_tic();
var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
//turn based logic
//first, handle a part 2 we just got input for
if (this.waiting_for_input)
{
if (!this.turn_based || primary_dir != null || input.has('wait'))
{
this.waiting_for_input = false;
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
//turn based logic
//first, handle a part 2 we just got input for
if (this.waiting_for_input)
{
if (!this.turn_based || primary_dir != null || input.has('wait'))
{
this.waiting_for_input = false;
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
}
}
else //TODO: or `if (!this.waiting_for_input)` to be snappier
{
this.level.advance_tic(
primary_dir,
secondary_dir,
1);
//then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
{
this.waiting_for_input = true;
}
else
{
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
}
}
}
}
else //TODO: or `if (!this.waiting_for_input)` to be snappier
{
this.level.advance_tic(
primary_dir,
secondary_dir,
1);
//then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
{
this.waiting_for_input = true;
}
else
{
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
}
}
if (this.level.state !== 'playing') {
// We either won or lost!
@ -843,7 +843,7 @@ class Player extends PrimaryView {
}
else {
// Rewind by undoing one tic every tic
this.undo();
this.undo();
this.update_ui();
}
}
@ -862,11 +862,11 @@ class Player extends PrimaryView {
this._advance_handle = window.setTimeout(this._advance_bound, dt);
}
undo() {
//if we were waiting for input and undo, well, now we're not
this.waiting_for_input = false;
this.level.undo();
}
undo() {
//if we were waiting for input and undo, well, now we're not
this.waiting_for_input = false;
this.level.undo();
}
// Redraws every frame, unless the game isn't running
redraw() {
@ -901,7 +901,7 @@ class Player extends PrimaryView {
// Actually redraw. Used to force drawing outside of normal play
_redraw() {
this.renderer.waiting_for_input = this.waiting_for_input;
this.renderer.waiting_for_input = this.waiting_for_input;
this.renderer.draw(this.tic_offset);
}

View File

@ -52,7 +52,7 @@ export class CanvasRenderer {
dx * tw, dy * th, w * tw, h * th);
}
waiting_for_input = false;
waiting_for_input = false;
draw(tic_offset = 0) {
if (! this.level) {