From e53f00a432781ffc2e3ce3e059ea1de21616cdc7 Mon Sep 17 00:00:00 2001 From: Timothy Stiles Date: Wed, 14 Oct 2020 21:54:13 +1100 Subject: [PATCH] I broke force arrows, in fact! so much for tooting my own horn --- js/game.js | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/js/game.js b/js/game.js index 5276b7b..b30c149 100644 --- a/js/game.js +++ b/js/game.js @@ -332,7 +332,7 @@ export class Level { player_awaiting_input() { //todo: the tic_counter part feels kludgey. maybe there's some other way a wait/wall nudge can wait a certain amount of time per tap? - return this.player.movement_cooldown === 0 && this.player.slide_mode === null && this.tic_counter % 2 == 0 + return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force)) && this.tic_counter % 2 == 0 } // Move the game state forwards by one tic @@ -438,8 +438,12 @@ export class Level { } // Second pass: actors decide their upcoming movement simultaneously + // (we'll do the player's decision in part 2!) for (let actor of this.actors) { - this.actor_decision(actor, p1_primary_direction); + if (actor != this.player) + { + this.actor_decision(actor, p1_primary_direction); + } } }