diff --git a/js/tiletypes.js b/js/tiletypes.js index 303bcf6..a3c7d76 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -2357,8 +2357,14 @@ const TILE_TYPES = { is_player: true, is_monster: true, collision_mask: COLLISION.player1, - // FIXME these fuckers should block each OTHER though blocks_collision: COLLISION.all_but_player, + // FIXME i think if i make monsters and players block each other than this is + // unnecessary (but double check cc2 #144 the village) + blocks(me, level, other) { + if (other.type.is_player) { + return true; + } + }, has_inventory: true, can_reveal_walls: true, // XXX i think? movement_speed: 4, @@ -2388,6 +2394,11 @@ const TILE_TYPES = { is_monster: true, collision_mask: COLLISION.player2, blocks_collision: COLLISION.all_but_player, + blocks(me, level, other) { + if (other.type.is_player) { + return true; + } + }, has_inventory: true, can_reveal_walls: true, // XXX i think? movement_speed: 4, @@ -2509,7 +2520,8 @@ const TILE_TYPES = { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid & ~COLLISION.rover, on_arrive(me, level, other) { - if (other.type.is_player) { + // FIXME multiple players + if (other.type.is_real_player) { level.win(); } },