Merge pull request #3 from Patashu/master

Implement Turn-Based Mode
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Eevee 2020-11-02 15:39:06 -07:00 committed by GitHub
commit bf74530aa2
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4 changed files with 322 additions and 206 deletions

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@ -121,6 +121,7 @@
<button class="control-restart" type="button">Restart</button> <button class="control-restart" type="button">Restart</button>
<button class="control-undo" type="button">Undo</button> <button class="control-undo" type="button">Undo</button>
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button> <button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
<input class="turn-based" type="checkbox">Turn-Based</input>
</div> </div>
<div class="demo-controls"> <div class="demo-controls">
<button class="demo-play" type="button">View replay</button> <button class="demo-play" type="button">View replay</button>

View File

@ -197,7 +197,7 @@ export class Level {
else { else {
this.time_remaining = this.stored_level.time_limit * 20; 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 // Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
// clock alteration shenanigans // clock alteration shenanigans
this.tic_counter = 0; 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 // Lynx PRNG, used unchanged in CC2
prng() { prng() {
// TODO what if we just saved this stuff, as well as the RFF direction, at the beginning of // 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 // 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') { if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`); console.warn(`Level.advance_tic() called when state is ${this.state}`);
return; return;
} }
try { 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) { catch (e) {
if (e instanceof GameEnded) { if (e instanceof GameEnded) {
@ -422,11 +439,13 @@ export class Level {
} }
} }
// Commit the undo state at the end of each tic // Commit the undo state at the end of each tic (pass 2)
this.commit(); 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 // 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 // it wasn't held the last time the player started moving
this._set_prop(this.player, 'secondary_direction', p1_secondary_direction); this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
@ -501,198 +520,20 @@ export class Level {
} }
// Second pass: actors decide their upcoming movement simultaneously // 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--) { for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i]; let actor = this.actors[i];
if (! actor.cell) if (actor != this.player)
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)
{ {
continue; this.actor_decision(actor, p1_primary_direction);
}
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;
}
} }
} }
}
_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 // Third pass: everyone actually moves
for (let i = this.actors.length - 1; i >= 0; i--) { for (let i = this.actors.length - 1; i >= 0; i--) {
@ -782,6 +623,198 @@ 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 // Try to move the given actor one tile in the given direction and update
// their cooldown. Return true if successful. // their cooldown. Return true if successful.
attempt_step(actor, direction) { attempt_step(actor, direction) {
@ -1256,6 +1289,13 @@ export class Level {
} }
undo() { 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); this.aid = Math.max(1, this.aid);
let entry = this.undo_stack.pop(); let entry = this.undo_stack.pop();

View File

@ -243,6 +243,8 @@ class Player extends PrimaryView {
ArrowRight: 'right', ArrowRight: 'right',
ArrowUp: 'up', ArrowUp: 'up',
ArrowDown: 'down', ArrowDown: 'down',
Spacebar: 'wait',
" ": 'wait',
w: 'up', w: 'up',
a: 'left', a: 'left',
s: 'down', s: 'down',
@ -305,6 +307,12 @@ class Player extends PrimaryView {
} }
}); });
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 // Bind buttons
this.pause_button = this.root.querySelector('.controls .control-pause'); this.pause_button = this.root.querySelector('.controls .control-pause');
this.pause_button.addEventListener('click', ev => { this.pause_button.addEventListener('click', ev => {
@ -327,7 +335,7 @@ class Player extends PrimaryView {
while (this.level.undo_stack.length > 0 && while (this.level.undo_stack.length > 0 &&
! (moved && this.level.player.slide_mode === null)) ! (moved && this.level.player.slide_mode === null))
{ {
this.level.undo(); this.undo();
if (player_cell !== this.level.player.cell) { if (player_cell !== this.level.player.cell) {
moved = true; moved = true;
} }
@ -409,6 +417,7 @@ class Player extends PrimaryView {
this.previous_action = null; // last direction we were moving, if any this.previous_action = null; // last direction we were moving, if any
this.using_touch = false; // true if using touch controls this.using_touch = false; // true if using touch controls
this.current_keys = new Set; // keys that are currently held 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 // TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => { key_target.addEventListener('keydown', ev => {
if (ev.key === 'p' || ev.key === 'Pause') { if (ev.key === 'p' || ev.key === 'Pause') {
@ -429,7 +438,9 @@ class Player extends PrimaryView {
} }
else { else {
// Restart // Restart
this.restart_level(); if (!this.current_keys.has(ev.key)) {
this.restart_level();
}
} }
return; return;
} }
@ -447,6 +458,7 @@ class Player extends PrimaryView {
if (this.key_mapping[ev.key]) { if (this.key_mapping[ev.key]) {
this.current_keys.add(ev.key); this.current_keys.add(ev.key);
this.current_keys_new.add(ev.key);
ev.stopPropagation(); ev.stopPropagation();
ev.preventDefault(); ev.preventDefault();
@ -647,6 +659,7 @@ class Player extends PrimaryView {
_clear_state() { _clear_state() {
this.set_state('waiting'); this.set_state('waiting');
this.waiting_for_input = false;
this.tic_offset = 0; this.tic_offset = 0;
this.last_advance = 0; this.last_advance = 0;
this.demo_faucet = null; this.demo_faucet = null;
@ -693,6 +706,10 @@ class Player extends PrimaryView {
for (let key of this.current_keys) { for (let key of this.current_keys) {
input.add(this.key_mapping[key]); 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)) { for (let action of Object.values(this.current_touches)) {
input.add(action); input.add(action);
} }
@ -700,6 +717,8 @@ class Player extends PrimaryView {
} }
} }
waiting_for_input = false;
advance_by(tics) { advance_by(tics) {
for (let i = 0; i < tics; i++) { for (let i = 0; i < tics; i++) {
let input = this.get_input(); let input = this.get_input();
@ -762,10 +781,43 @@ class Player extends PrimaryView {
this.previous_input = input; this.previous_input = input;
this.sfx_player.advance_tic(); this.sfx_player.advance_tic();
this.level.advance_tic(
this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null, var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
this.secondary_action ? ACTION_DIRECTIONS[this.secondary_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') { if (this.level.state !== 'playing') {
// We either won or lost! // We either won or lost!
@ -785,6 +837,7 @@ class Player extends PrimaryView {
} }
this.last_advance = performance.now(); this.last_advance = performance.now();
if (this.state === 'playing') { if (this.state === 'playing') {
this.advance_by(1); this.advance_by(1);
} }
@ -798,10 +851,17 @@ class Player extends PrimaryView {
} }
else { else {
// Rewind by undoing one tic every tic // Rewind by undoing one tic every tic
this.level.undo(); this.undo();
this.update_ui(); 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; let dt = 1000 / TICS_PER_SECOND;
if (this.state === 'rewinding') { if (this.state === 'rewinding') {
// Rewind faster than normal time // Rewind faster than normal time
@ -810,6 +870,12 @@ class Player extends PrimaryView {
this._advance_handle = window.setTimeout(this._advance_bound, dt); 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 // Redraws every frame, unless the game isn't running
redraw() { redraw() {
// Calculate this here, not in _redraw, because that's called at weird // 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 this is not gonna be right while pausing lol
// TODO i'm not sure it'll be right when rewinding either // TODO i'm not sure it'll be right when rewinding either
// TODO or if the game's speed changes. wow! // 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.waiting_for_input) {
if (this.state === 'rewinding') { //freeze tic_offset in time
this.tic_offset = 1 - this.tic_offset; }
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(); this._redraw();
@ -837,6 +909,7 @@ class Player extends PrimaryView {
// Actually redraw. Used to force drawing outside of normal play // Actually redraw. Used to force drawing outside of normal play
_redraw() { _redraw() {
this.renderer.waiting_for_input = this.waiting_for_input;
this.renderer.draw(this.tic_offset); this.renderer.draw(this.tic_offset);
} }

View File

@ -61,13 +61,15 @@ export class CanvasRenderer {
dx * tw, dy * th, w * tw, h * th); dx * tw, dy * th, w * tw, h * th);
} }
waiting_for_input = false;
draw(tic_offset = 0) { draw(tic_offset = 0) {
if (! this.level) { if (! this.level) {
console.warn("CanvasRenderer.draw: No level to render"); console.warn("CanvasRenderer.draw: No level to render");
return; 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 tw = this.tileset.size_x;
let th = this.tileset.size_y; let th = this.tileset.size_y;
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);