diff --git a/index.html b/index.html index c4daf38..f9604da 100644 --- a/index.html +++ b/index.html @@ -121,6 +121,7 @@ + Turn-Based
diff --git a/js/game.js b/js/game.js index 640e4e3..40448fa 100644 --- a/js/game.js +++ b/js/game.js @@ -197,7 +197,7 @@ export class Level { else { this.time_remaining = this.stored_level.time_limit * 20; } - this.timer_paused = false; + this.timer_paused = false // Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's // clock alteration shenanigans this.tic_counter = 0; @@ -360,6 +360,11 @@ 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)) + } + // Lynx PRNG, used unchanged in CC2 prng() { // TODO what if we just saved this stuff, as well as the RFF direction, at the beginning of @@ -404,14 +409,26 @@ export class Level { } // Move the game state forwards by one tic - advance_tic(p1_primary_direction, p1_secondary_direction) { + // 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}`); return; } try { - this._advance_tic(p1_primary_direction, p1_secondary_direction); + 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) { @@ -422,11 +439,13 @@ export class Level { } } - // Commit the undo state at the end of each tic - this.commit(); + // Commit the undo state at the end of each tic (pass 2) + if (pass == 2) { + this.commit(); + } } - _advance_tic(p1_primary_direction, p1_secondary_direction) { + _advance_tic_part1(p1_primary_direction, p1_secondary_direction) { // Player's secondary direction is set immediately; it applies on arrival to cells even if // it wasn't held the last time the player started moving this._set_prop(this.player, 'secondary_direction', p1_secondary_direction); @@ -501,199 +520,21 @@ export class Level { } // Second pass: actors decide their upcoming movement simultaneously + // (we'll do the player's decision in part 2!) for (let i = this.actors.length - 1; i >= 0; i--) { let actor = this.actors[i]; - if (! actor.cell) - continue; - - if (actor.movement_cooldown > 0) - continue; - - // Teeth can only move the first 4 of every 8 tics, though "first" - // can be adjusted - if (actor.slide_mode === null && - actor.type.uses_teeth_hesitation && - (this.tic_counter + this.step_parity) % 8 >= 4) + if (actor != this.player) { - continue; - } - - let direction_preference; - if (this.compat.sliding_tanks_ignore_button && - actor.slide_mode && actor.pending_reverse) - { - this._set_prop(actor, 'pending_reverse', false); - } - // Blocks that were pushed while sliding will move in the push direction as soon as they - // stop sliding, regardless of what they landed on - if (actor.pending_push) { - actor.decision = actor.pending_push; - this._set_prop(actor, 'pending_push', null); - continue; - } - else if (actor.slide_mode === 'ice') { - // Actors can't make voluntary moves on ice; they just slide - actor.decision = actor.direction; - continue; - } - else if (actor.slide_mode === 'force') { - // Only the player can make voluntary moves on a force floor, - // and only if their previous move was an /involuntary/ move on - // a force floor. If they do, it overrides the forced move - // XXX this in particular has some subtleties in lynx (e.g. you - // can override forwards??) and DEFINITELY all kinds of stuff - // in ms - if (actor === this.player && - p1_primary_direction && - actor.last_move_was_force) - { - actor.decision = p1_primary_direction; - this._set_prop(actor, 'last_move_was_force', false); - } - else { - actor.decision = actor.direction; - if (actor === this.player) { - this._set_prop(actor, 'last_move_was_force', true); - } - } - continue; - } - else if (actor === this.player) { - if (p1_primary_direction) { - actor.decision = p1_primary_direction; - this._set_prop(actor, 'last_move_was_force', false); - } - continue; - } - else if (actor.type.movement_mode === 'forward') { - // blue tank behavior: keep moving forward, reverse if the flag is set - let direction = actor.direction; - if (actor.pending_reverse) { - direction = DIRECTIONS[actor.direction].opposite; - this._set_prop(actor, 'pending_reverse', false); - } - // Tanks are controlled explicitly so they don't check if they're blocked - // TODO tanks in traps turn around, but tanks on cloners do not, and i use the same - // prop for both - if (! actor.cell.some(tile => tile.type.name === 'cloner')) { - actor.decision = direction; - } - continue; - } - else if (actor.type.movement_mode === 'follow-left') { - // bug behavior: always try turning as left as possible, and - // fall back to less-left turns when that fails - let d = DIRECTIONS[actor.direction]; - direction_preference = [d.left, actor.direction, d.right, d.opposite]; - } - else if (actor.type.movement_mode === 'follow-right') { - // paramecium behavior: always try turning as right as - // possible, and fall back to less-right turns when that fails - let d = DIRECTIONS[actor.direction]; - direction_preference = [d.right, actor.direction, d.left, d.opposite]; - } - else if (actor.type.movement_mode === 'turn-left') { - // glider behavior: preserve current direction; if that doesn't - // work, turn left, then right, then back the way we came - let d = DIRECTIONS[actor.direction]; - direction_preference = [actor.direction, d.left, d.right, d.opposite]; - } - else if (actor.type.movement_mode === 'turn-right') { - // fireball behavior: preserve current direction; if that doesn't - // work, turn right, then left, then back the way we came - let d = DIRECTIONS[actor.direction]; - direction_preference = [actor.direction, d.right, d.left, d.opposite]; - } - else if (actor.type.movement_mode === 'bounce') { - // bouncy ball behavior: preserve current direction; if that - // doesn't work, bounce back the way we came - let d = DIRECTIONS[actor.direction]; - direction_preference = [actor.direction, d.opposite]; - } - else if (actor.type.movement_mode === 'bounce-random') { - // walker behavior: preserve current direction; if that doesn't work, pick a random - // direction, even the one we failed to move in (but ONLY then) - direction_preference = [actor.direction, 'WALKER']; - } - else if (actor.type.movement_mode === 'pursue') { - // teeth behavior: always move towards the player - let target_cell = this.player.cell; - // CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if - // they're still mostly in it - if (this.player.previous_cell && this.player.animation_speed && - this.player.animation_progress <= this.player.animation_speed / 2) - { - target_cell = this.player.previous_cell; - } - let dx = actor.cell.x - target_cell.x; - let dy = actor.cell.y - target_cell.y; - let preferred_horizontal, preferred_vertical; - if (dx > 0) { - preferred_horizontal = 'west'; - } - else if (dx < 0) { - preferred_horizontal = 'east'; - } - if (dy > 0) { - preferred_vertical = 'north'; - } - else if (dy < 0) { - preferred_vertical = 'south'; - } - // Chooses the furthest direction, vertical wins ties - if (Math.abs(dx) > Math.abs(dy)) { - // Horizontal first - direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x); - } - else { - // Vertical first - direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x); - } - } - else if (actor.type.movement_mode === 'random') { - // blob behavior: move completely at random - let modifier = this.get_blob_modifier(); - direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]]; - } - - // Check which of those directions we *can*, probably, move in - // TODO i think player on force floor will still have some issues here - // FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the - // lynx behavior? also i hear something about blobs on cloners?? - if (direction_preference && ! actor.stuck) { - let fallback_direction; - for (let direction of direction_preference) { - if (direction === 'WALKER') { - // Walkers roll a random direction ONLY if their first attempt was blocked - direction = actor.direction; - let num_turns = this.prng() % 4; - for (let i = 0; i < num_turns; i++) { - direction = DIRECTIONS[direction].right; - } - } - fallback_direction = direction; - - let dest_cell = this.get_neighboring_cell(actor.cell, direction); - if (! dest_cell) - continue; - - if (! actor.cell.blocks_leaving(actor, direction) && - ! dest_cell.blocks_entering(actor, direction, this, true)) - { - // We found a good direction! Stop here - actor.decision = direction; - break; - } - } - - // If all the decisions are blocked, actors still try the last one (and might even - // be able to move that way by the time their turn comes around!) - if (actor.decision === null) { - actor.decision = fallback_direction; - } + 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); + // Third pass: everyone actually moves for (let i = this.actors.length - 1; i >= 0; i--) { let actor = this.actors[i]; @@ -781,6 +622,198 @@ export class Level { }); } } + + actor_decision(actor, p1_primary_direction) { + if (! actor.cell) + return; + + if (actor.movement_cooldown > 0) + return; + + // Teeth can only move the first 4 of every 8 tics, though "first" + // can be adjusted + if (actor.slide_mode === null && + actor.type.uses_teeth_hesitation && + (this.tic_counter + this.step_parity) % 8 >= 4) + { + return; + } + + let direction_preference; + if (this.compat.sliding_tanks_ignore_button && + actor.slide_mode && actor.pending_reverse) + { + this._set_prop(actor, 'pending_reverse', false); + } + // Blocks that were pushed while sliding will move in the push direction as soon as they + // stop sliding, regardless of what they landed on + if (actor.pending_push) { + actor.decision = actor.pending_push; + this._set_prop(actor, 'pending_push', null); + return; + } + if (actor.slide_mode === 'ice') { + // Actors can't make voluntary moves on ice; they just slide + actor.decision = actor.direction; + return; + } + else if (actor.slide_mode === 'force') { + // Only the player can make voluntary moves on a force floor, + // and only if their previous move was an /involuntary/ move on + // a force floor. If they do, it overrides the forced move + // XXX this in particular has some subtleties in lynx (e.g. you + // can override forwards??) and DEFINITELY all kinds of stuff + // in ms + if (actor === this.player && + p1_primary_direction && + actor.last_move_was_force) + { + actor.decision = p1_primary_direction; + this._set_prop(actor, 'last_move_was_force', false); + } + else { + actor.decision = actor.direction; + if (actor === this.player) { + this._set_prop(actor, 'last_move_was_force', true); + } + } + return; + } + else if (actor === this.player) { + if (p1_primary_direction) { + actor.decision = p1_primary_direction; + this._set_prop(actor, 'last_move_was_force', false); + } + return; + } + else if (actor.type.movement_mode === 'forward') { + // blue tank behavior: keep moving forward, reverse if the flag is set + let direction = actor.direction; + if (actor.pending_reverse) { + direction = DIRECTIONS[actor.direction].opposite; + this._set_prop(actor, 'pending_reverse', false); + } + // Tanks are controlled explicitly so they don't check if they're blocked + // TODO tanks in traps turn around, but tanks on cloners do not, and i use the same + // prop for both + if (! actor.cell.some(tile => tile.type.name === 'cloner')) { + actor.decision = direction; + } + return; + } + else if (actor.type.movement_mode === 'follow-left') { + // bug behavior: always try turning as left as possible, and + // fall back to less-left turns when that fails + let d = DIRECTIONS[actor.direction]; + direction_preference = [d.left, actor.direction, d.right, d.opposite]; + } + else if (actor.type.movement_mode === 'follow-right') { + // paramecium behavior: always try turning as right as + // possible, and fall back to less-right turns when that fails + let d = DIRECTIONS[actor.direction]; + direction_preference = [d.right, actor.direction, d.left, d.opposite]; + } + else if (actor.type.movement_mode === 'turn-left') { + // glider behavior: preserve current direction; if that doesn't + // work, turn left, then right, then back the way we came + let d = DIRECTIONS[actor.direction]; + direction_preference = [actor.direction, d.left, d.right, d.opposite]; + } + else if (actor.type.movement_mode === 'turn-right') { + // fireball behavior: preserve current direction; if that doesn't + // work, turn right, then left, then back the way we came + let d = DIRECTIONS[actor.direction]; + direction_preference = [actor.direction, d.right, d.left, d.opposite]; + } + else if (actor.type.movement_mode === 'bounce') { + // bouncy ball behavior: preserve current direction; if that + // doesn't work, bounce back the way we came + let d = DIRECTIONS[actor.direction]; + direction_preference = [actor.direction, d.opposite]; + } + else if (actor.type.movement_mode === 'bounce-random') { + // walker behavior: preserve current direction; if that doesn't work, pick a random + // direction, even the one we failed to move in (but ONLY then) + direction_preference = [actor.direction, 'WALKER']; + } + else if (actor.type.movement_mode === 'pursue') { + // teeth behavior: always move towards the player + let target_cell = this.player.cell; + // CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if + // they're still mostly in it + if (this.player.previous_cell && this.player.animation_speed && + this.player.animation_progress <= this.player.animation_speed / 2) + { + target_cell = this.player.previous_cell; + } + let dx = actor.cell.x - target_cell.x; + let dy = actor.cell.y - target_cell.y; + let preferred_horizontal, preferred_vertical; + if (dx > 0) { + preferred_horizontal = 'west'; + } + else if (dx < 0) { + preferred_horizontal = 'east'; + } + if (dy > 0) { + preferred_vertical = 'north'; + } + else if (dy < 0) { + preferred_vertical = 'south'; + } + // Chooses the furthest direction, vertical wins ties + if (Math.abs(dx) > Math.abs(dy)) { + // Horizontal first + direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x); + } + else { + // Vertical first + direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x); + } + } + else if (actor.type.movement_mode === 'random') { + // blob behavior: move completely at random + let modifier = this.get_blob_modifier(); + direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]]; + } + + // Check which of those directions we *can*, probably, move in + // TODO i think player on force floor will still have some issues here + // FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the + // lynx behavior? also i hear something about blobs on cloners?? + if (direction_preference && ! actor.stuck) { + let fallback_direction; + for (let direction of direction_preference) { + if (direction === 'WALKER') { + // Walkers roll a random direction ONLY if their first attempt was blocked + direction = actor.direction; + let num_turns = this.prng() % 4; + for (let i = 0; i < num_turns; i++) { + direction = DIRECTIONS[direction].right; + } + } + fallback_direction = direction; + + let dest_cell = this.get_neighboring_cell(actor.cell, direction); + if (! dest_cell) + continue; + + if (! actor.cell.blocks_leaving(actor, direction) && + ! dest_cell.blocks_entering(actor, direction, this, true)) + { + // We found a good direction! Stop here + actor.decision = direction; + break; + } + } + + // If all the decisions are blocked, actors still try the last one (and might even + // be able to move that way by the time their turn comes around!) + if (actor.decision === null) { + actor.decision = fallback_direction; + } + } + } // Try to move the given actor one tile in the given direction and update // their cooldown. Return true if successful. @@ -1256,6 +1289,13 @@ export class Level { } undo() { + //reverse the pending_undo too + this.pending_undo.reverse(); + for (let undo of this.pending_undo) { + undo(); + } + this.pending_undo = []; + this.aid = Math.max(1, this.aid); let entry = this.undo_stack.pop(); diff --git a/js/main.js b/js/main.js index a4642ff..2e9a560 100644 --- a/js/main.js +++ b/js/main.js @@ -243,6 +243,8 @@ class Player extends PrimaryView { ArrowRight: 'right', ArrowUp: 'up', ArrowDown: 'down', + Spacebar: 'wait', + " ": 'wait', w: 'up', a: 'left', s: 'down', @@ -304,6 +306,12 @@ class Player extends PrimaryView { this.music_audio_el.pause(); } }); + + this.turn_based = false; + this.turn_based_checkbox = this.root.querySelector('.controls .turn-based'); + this.turn_based_checkbox.addEventListener('change', ev => { + this.turn_based = !this.turn_based; + }); // Bind buttons this.pause_button = this.root.querySelector('.controls .control-pause'); @@ -327,7 +335,7 @@ class Player extends PrimaryView { while (this.level.undo_stack.length > 0 && ! (moved && this.level.player.slide_mode === null)) { - this.level.undo(); + this.undo(); if (player_cell !== this.level.player.cell) { moved = true; } @@ -409,6 +417,7 @@ class Player extends PrimaryView { this.previous_action = null; // last direction we were moving, if any this.using_touch = false; // true if using touch controls 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 // 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') { @@ -429,7 +438,9 @@ class Player extends PrimaryView { } else { // Restart - this.restart_level(); + if (!this.current_keys.has(ev.key)) { + this.restart_level(); + } } return; } @@ -447,6 +458,7 @@ class Player extends PrimaryView { if (this.key_mapping[ev.key]) { this.current_keys.add(ev.key); + this.current_keys_new.add(ev.key); ev.stopPropagation(); ev.preventDefault(); @@ -647,6 +659,7 @@ class Player extends PrimaryView { _clear_state() { this.set_state('waiting'); + this.waiting_for_input = false; this.tic_offset = 0; this.last_advance = 0; this.demo_faucet = null; @@ -693,12 +706,18 @@ 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) { + input.add(this.key_mapping[key]); + } + this.current_keys_new = new Set; for (let action of Object.values(this.current_touches)) { input.add(action); } return input; } } + + waiting_for_input = false; advance_by(tics) { for (let i = 0; i < tics; i++) { @@ -762,10 +781,43 @@ class Player extends PrimaryView { this.previous_input = input; this.sfx_player.advance_tic(); - this.level.advance_tic( - this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null, - 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); + + } + } + else + { + 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! @@ -783,8 +835,9 @@ class Player extends PrimaryView { this._advance_handle = null; return; } - + this.last_advance = performance.now(); + if (this.state === 'playing') { this.advance_by(1); } @@ -798,10 +851,17 @@ class Player extends PrimaryView { } else { // Rewind by undoing one tic every tic - this.level.undo(); + this.undo(); this.update_ui(); } } + + if (this.waiting_for_input) + { + //freeze tic_offset in time so we don't try to interpolate to the next frame too soon + this.tic_offset = 0; + } + let dt = 1000 / TICS_PER_SECOND; if (this.state === 'rewinding') { // Rewind faster than normal time @@ -810,6 +870,12 @@ 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(); + } + // Redraws every frame, unless the game isn't running redraw() { // Calculate this here, not in _redraw, because that's called at weird @@ -817,9 +883,15 @@ class Player extends PrimaryView { // TODO this is not gonna be right while pausing lol // TODO i'm not sure it'll be right when rewinding either // TODO or if the game's speed changes. wow! - this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND)); - if (this.state === 'rewinding') { - this.tic_offset = 1 - this.tic_offset; + if (this.waiting_for_input) { + //freeze tic_offset in time + } + else + { + this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND)); + if (this.state === 'rewinding') { + this.tic_offset = 1 - this.tic_offset; + } } this._redraw(); @@ -837,6 +909,7 @@ 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.draw(this.tic_offset); } diff --git a/js/renderer-canvas.js b/js/renderer-canvas.js index 1ee1b4b..a854a65 100644 --- a/js/renderer-canvas.js +++ b/js/renderer-canvas.js @@ -60,6 +60,8 @@ export class CanvasRenderer { sx * tw, sy * th, w * tw, h * th, dx * tw, dy * th, w * tw, h * th); } + + waiting_for_input = false; draw(tic_offset = 0) { if (! this.level) { @@ -67,7 +69,7 @@ export class CanvasRenderer { return; } - let tic = (this.level.tic_counter ?? 0) + tic_offset; + let tic = (this.level.tic_counter ?? 0) + tic_offset + (this.waiting_for_input ? 1 : 0); let tw = this.tileset.size_x; let th = this.tileset.size_y; this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);