commit
bf74530aa2
@ -121,6 +121,7 @@
|
||||
<button class="control-restart" type="button">Restart</button>
|
||||
<button class="control-undo" type="button">Undo</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 class="demo-controls">
|
||||
<button class="demo-play" type="button">View replay</button>
|
||||
|
||||
240
js/game.js
240
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
|
||||
// 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);
|
||||
@ -501,21 +520,123 @@ 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 != 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);
|
||||
|
||||
// Third pass: everyone actually moves
|
||||
for (let i = this.actors.length - 1; i >= 0; i--) {
|
||||
let actor = this.actors[i];
|
||||
if (! actor.cell)
|
||||
continue;
|
||||
|
||||
// Check this again, because one actor's movement might caused a later actor to move
|
||||
// (e.g. by pressing a red or brown button)
|
||||
if (actor.movement_cooldown > 0)
|
||||
continue;
|
||||
|
||||
if (! actor.decision)
|
||||
continue;
|
||||
|
||||
let old_cell = actor.cell;
|
||||
let success = this.attempt_step(actor, actor.decision);
|
||||
|
||||
// Track whether the player is blocked, for visual effect
|
||||
if (actor === this.player && p1_primary_direction && ! success) {
|
||||
this.sfx.play_once('blocked');
|
||||
actor.is_blocked = true;
|
||||
}
|
||||
|
||||
// Players can also bump the tiles in the cell next to the one they're leaving
|
||||
let dir2 = actor.secondary_direction;
|
||||
if (actor.type.is_player && dir2 &&
|
||||
! old_cell.blocks_leaving(actor, dir2))
|
||||
{
|
||||
let neighbor = this.get_neighboring_cell(old_cell, dir2);
|
||||
if (neighbor) {
|
||||
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
|
||||
for (let tile of Array.from(neighbor)) {
|
||||
if (tile.type.on_bump) {
|
||||
tile.type.on_bump(tile, this, actor);
|
||||
}
|
||||
if (could_push && actor.can_push(tile)) {
|
||||
// Block slapping: you can shove a block by walking past it sideways
|
||||
// TODO i think cc2 uses the push pose and possibly even turns you here?
|
||||
this.attempt_step(tile, dir2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Strip out any destroyed actors from the acting order
|
||||
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
|
||||
let p = 0;
|
||||
for (let i = 0, l = this.actors.length; i < l; i++) {
|
||||
let actor = this.actors[i];
|
||||
if (actor.cell) {
|
||||
if (p !== i) {
|
||||
this.actors[p] = actor;
|
||||
}
|
||||
p++;
|
||||
}
|
||||
else {
|
||||
let local_p = p;
|
||||
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
|
||||
}
|
||||
}
|
||||
this.actors.length = p;
|
||||
|
||||
// Advance the clock
|
||||
let tic_counter = this.tic_counter;
|
||||
this.tic_counter += 1;
|
||||
if (this.time_remaining !== null && ! this.timer_paused) {
|
||||
let time_remaining = this.time_remaining;
|
||||
this.pending_undo.push(() => {
|
||||
this.tic_counter = tic_counter;
|
||||
this.time_remaining = time_remaining;
|
||||
});
|
||||
|
||||
this.time_remaining -= 1;
|
||||
if (this.time_remaining <= 0) {
|
||||
this.fail('time');
|
||||
}
|
||||
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
|
||||
this.sfx.play_once('tick');
|
||||
}
|
||||
}
|
||||
else {
|
||||
this.pending_undo.push(() => {
|
||||
this.tic_counter = tic_counter;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
let direction_preference;
|
||||
@ -529,12 +650,12 @@ export class Level {
|
||||
if (actor.pending_push) {
|
||||
actor.decision = actor.pending_push;
|
||||
this._set_prop(actor, 'pending_push', null);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
else if (actor.slide_mode === 'ice') {
|
||||
if (actor.slide_mode === 'ice') {
|
||||
// Actors can't make voluntary moves on ice; they just slide
|
||||
actor.decision = actor.direction;
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
else if (actor.slide_mode === 'force') {
|
||||
// Only the player can make voluntary moves on a force floor,
|
||||
@ -556,14 +677,14 @@ export class Level {
|
||||
this._set_prop(actor, 'last_move_was_force', true);
|
||||
}
|
||||
}
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
else if (actor === this.player) {
|
||||
if (p1_primary_direction) {
|
||||
actor.decision = p1_primary_direction;
|
||||
this._set_prop(actor, 'last_move_was_force', false);
|
||||
}
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
else if (actor.type.movement_mode === 'forward') {
|
||||
// blue tank behavior: keep moving forward, reverse if the flag is set
|
||||
@ -578,7 +699,7 @@ export class Level {
|
||||
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
|
||||
actor.decision = direction;
|
||||
}
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
else if (actor.type.movement_mode === 'follow-left') {
|
||||
// bug behavior: always try turning as left as possible, and
|
||||
@ -694,94 +815,6 @@ export class Level {
|
||||
}
|
||||
}
|
||||
|
||||
// Third pass: everyone actually moves
|
||||
for (let i = this.actors.length - 1; i >= 0; i--) {
|
||||
let actor = this.actors[i];
|
||||
if (! actor.cell)
|
||||
continue;
|
||||
|
||||
// Check this again, because one actor's movement might caused a later actor to move
|
||||
// (e.g. by pressing a red or brown button)
|
||||
if (actor.movement_cooldown > 0)
|
||||
continue;
|
||||
|
||||
if (! actor.decision)
|
||||
continue;
|
||||
|
||||
let old_cell = actor.cell;
|
||||
let success = this.attempt_step(actor, actor.decision);
|
||||
|
||||
// Track whether the player is blocked, for visual effect
|
||||
if (actor === this.player && p1_primary_direction && ! success) {
|
||||
this.sfx.play_once('blocked');
|
||||
actor.is_blocked = true;
|
||||
}
|
||||
|
||||
// Players can also bump the tiles in the cell next to the one they're leaving
|
||||
let dir2 = actor.secondary_direction;
|
||||
if (actor.type.is_player && dir2 &&
|
||||
! old_cell.blocks_leaving(actor, dir2))
|
||||
{
|
||||
let neighbor = this.get_neighboring_cell(old_cell, dir2);
|
||||
if (neighbor) {
|
||||
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
|
||||
for (let tile of Array.from(neighbor)) {
|
||||
if (tile.type.on_bump) {
|
||||
tile.type.on_bump(tile, this, actor);
|
||||
}
|
||||
if (could_push && actor.can_push(tile)) {
|
||||
// Block slapping: you can shove a block by walking past it sideways
|
||||
// TODO i think cc2 uses the push pose and possibly even turns you here?
|
||||
this.attempt_step(tile, dir2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Strip out any destroyed actors from the acting order
|
||||
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
|
||||
let p = 0;
|
||||
for (let i = 0, l = this.actors.length; i < l; i++) {
|
||||
let actor = this.actors[i];
|
||||
if (actor.cell) {
|
||||
if (p !== i) {
|
||||
this.actors[p] = actor;
|
||||
}
|
||||
p++;
|
||||
}
|
||||
else {
|
||||
let local_p = p;
|
||||
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
|
||||
}
|
||||
}
|
||||
this.actors.length = p;
|
||||
|
||||
// Advance the clock
|
||||
let tic_counter = this.tic_counter;
|
||||
this.tic_counter += 1;
|
||||
if (this.time_remaining !== null && ! this.timer_paused) {
|
||||
let time_remaining = this.time_remaining;
|
||||
this.pending_undo.push(() => {
|
||||
this.tic_counter = tic_counter;
|
||||
this.time_remaining = time_remaining;
|
||||
});
|
||||
|
||||
this.time_remaining -= 1;
|
||||
if (this.time_remaining <= 0) {
|
||||
this.fail('time');
|
||||
}
|
||||
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
|
||||
this.sfx.play_once('tick');
|
||||
}
|
||||
}
|
||||
else {
|
||||
this.pending_undo.push(() => {
|
||||
this.tic_counter = tic_counter;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Try to move the given actor one tile in the given direction and update
|
||||
// their cooldown. Return true if successful.
|
||||
attempt_step(actor, direction) {
|
||||
@ -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();
|
||||
|
||||
83
js/main.js
83
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',
|
||||
@ -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
|
||||
this.pause_button = this.root.querySelector('.controls .control-pause');
|
||||
this.pause_button.addEventListener('click', ev => {
|
||||
@ -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') {
|
||||
@ -429,8 +438,10 @@ class Player extends PrimaryView {
|
||||
}
|
||||
else {
|
||||
// Restart
|
||||
if (!this.current_keys.has(ev.key)) {
|
||||
this.restart_level();
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Don't scroll pls
|
||||
@ -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;
|
||||
@ -693,6 +706,10 @@ 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);
|
||||
}
|
||||
@ -700,6 +717,8 @@ class Player extends PrimaryView {
|
||||
}
|
||||
}
|
||||
|
||||
waiting_for_input = false;
|
||||
|
||||
advance_by(tics) {
|
||||
for (let i = 0; i < tics; i++) {
|
||||
let input = this.get_input();
|
||||
@ -762,10 +781,43 @@ class Player extends PrimaryView {
|
||||
this.previous_input = input;
|
||||
|
||||
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;
|
||||
|
||||
//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(
|
||||
this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null,
|
||||
this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null,
|
||||
);
|
||||
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!
|
||||
@ -785,6 +837,7 @@ class Player extends PrimaryView {
|
||||
}
|
||||
|
||||
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
|
||||
@ -817,10 +883,16 @@ 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!
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
@ -61,13 +61,15 @@ export class CanvasRenderer {
|
||||
dx * tw, dy * th, w * tw, h * th);
|
||||
}
|
||||
|
||||
waiting_for_input = false;
|
||||
|
||||
draw(tic_offset = 0) {
|
||||
if (! this.level) {
|
||||
console.warn("CanvasRenderer.draw: No level to render");
|
||||
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);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user