Implement Hole and Cracked Floor
Hole: A bottomless pit. Destroys everything (except ghosts). Cracked Floor: Turns into a hole when something steps off of it (except ghosts).
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@ -791,6 +791,14 @@ const TILE_ENCODING = {
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name: 'electrified_floor',
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is_extension: true,
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},
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0xd1: {
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name: 'hole',
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is_extension: true,
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},
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0xd2: {
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name: 'cracked_floor',
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is_extension: true,
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},
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0xe0: {
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name: 'gift_bow',
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has_next: true,
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@ -1605,6 +1605,8 @@ const EDITOR_PALETTE = [{
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'turntable_cw',
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'turntable_ccw',
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'electrified_floor',
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'hole',
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'cracked_floor',
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],
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}];
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@ -2207,6 +2209,14 @@ const EDITOR_TILE_DESCRIPTIONS = {
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name: "Electrified Floor",
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desc: "Conducts power (like a blue teleporter). While powered, destroys anything not wearing lightning boots (except dirt blocks).",
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},
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hole: {
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name: "Hole",
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desc: "A bottomless pit. Destroys everything (except ghosts).",
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},
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cracked_floor: {
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name: "Cracked Floor",
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desc: "Turns into a hole when something steps off of it (except ghosts).",
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},
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};
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const SPECIAL_PALETTE_ENTRIES = {
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@ -97,6 +97,12 @@ const OBITUARIES = {
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"inadequate insulation",
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"rode the lightning",
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],
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fell: [
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"some say she's still falling",
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"look before you leap",
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"where's my ladder",
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"it's dark down here",
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],
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generic: [
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"you had a bad time",
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],
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@ -496,6 +496,7 @@ export const CC2_TILESET_LAYOUT = {
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burned: [1, 5],
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exploded: [1, 5],
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failed: [1, 5],
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fell: [5, 39],
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},
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// Do a quick spin I guess??
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player1_exit: [[0, 22], [8, 22], [0, 23], [8, 23]],
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@ -627,6 +628,7 @@ export const CC2_TILESET_LAYOUT = {
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burned: [1, 5],
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exploded: [1, 5],
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failed: [1, 5],
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fell: [5, 39],
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},
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player2_exit: [[0, 27], [8, 27], [0, 28], [8, 28]],
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fire: [
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@ -1053,6 +1055,12 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
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active: [[5, 41], [6, 41], [7, 41]],
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inactive: [4, 41],
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},
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hole: {
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__special__: 'visual-state',
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north: [8, 41],
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open: [9, 41],
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},
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cracked_floor: [11, 43],
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});
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export const TILESET_LAYOUTS = {
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@ -172,6 +172,9 @@ function player_visual_state(me) {
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else if (me.fail_reason === 'electrocuted') {
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return 'burned'; //same gfx for now
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}
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else if (me.fail_reason === 'fell') {
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return 'fell';
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}
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else if (me.fail_reason) {
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return 'failed';
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}
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@ -1044,6 +1047,45 @@ const TILE_TYPES = {
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}
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},
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},
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hole: {
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layer: LAYERS.terrain,
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on_begin(me, level) {
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var one_north = level.cell(me.cell.x, me.cell.y - 1);
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if (one_north === null || one_north.get_terrain().type.name != 'hole') {
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level._set_tile_prop(me, 'visual_state', 'north');
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}
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else {
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level._set_tile_prop(me, 'visual_state', 'open');
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}
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},
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on_arrive(me, level, other) {
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if (other.type.is_real_player) {
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level.fail('fell', me, other);
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}
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else {
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level.transmute_tile(other, 'puff');
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}
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},
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visual_state(me) {
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return (me && me.visual_state) ?? 'open';
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},
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},
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cracked_floor: {
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layer: LAYERS.terrain,
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on_depart(me, level, other) {
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level.spawn_animation(me.cell, 'puff');
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level.transmute_tile(me, 'hole');
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if (other === level.player) {
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level.sfx.play_once('popwall', me.cell);
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}
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//update hole visual state
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me.type.on_begin(me, level);
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var one_south = level.cell(me.cell.x, me.cell.y + 1);
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if (one_south !== null && one_south.get_terrain().type.name == 'hole') {
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me.type.on_begin(one_south.get_terrain(), level);
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}
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},
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},
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thief_tools: {
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layer: LAYERS.terrain,
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
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@ -2541,6 +2583,7 @@ const TILE_TYPES = {
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'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all',
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// Ghosts don't activate swivels or popwalls
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'popwall', 'swivel_nw', 'swivel_ne', 'swivel_se', 'swivel_sw',
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'hole', 'cracked_floor',
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]),
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movement_speed: 4,
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// TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief
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BIN
tileset-lexy.png
BIN
tileset-lexy.png
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Before Width: | Height: | Size: 94 KiB After Width: | Height: | Size: 94 KiB |
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