Clean up turn-based code
Mostly style nits, but also: - Renamed some stuff in anticipation of removing GameEnded. - Actor decisions are independent, so there's no need to do most of them in the first part of a tic and the player in the second part; they can all happen together in the second part. - waiting_for_input was merged into turn_based, which I think makes it easier to follow what's going on between tics. Although I just realized it introduces a bug, so, better fix that next. - The canvas didn't need to know if we were waiting or not if we just force the tic offset to 1 while waiting. This also fixed some slight jitter with force floors.
This commit is contained in:
parent
83a1dd23ff
commit
e7e02281a2
@ -121,7 +121,7 @@
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<button class="control-restart" type="button">Restart</button>
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<button class="control-undo" type="button">Undo</button>
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<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
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<input class="turn-based" type="checkbox">Turn-Based</input>
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<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
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</div>
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<div class="demo-controls">
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<button class="demo-play" type="button">View replay</button>
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245
js/game.js
245
js/game.js
@ -199,7 +199,7 @@ export class Level {
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else {
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this.time_remaining = this.stored_level.time_limit * 20;
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}
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this.timer_paused = false
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this.timer_paused = false;
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// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
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// clock alteration shenanigans
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this.tic_counter = 0;
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@ -364,9 +364,14 @@ export class Level {
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}
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}
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player_awaiting_input() {
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return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force))
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can_accept_input() {
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// We can accept input anytime the player can move, i.e. when they're not already moving and
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// not in an un-overrideable slide.
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// Note that this only makes sense in the middle of a tic; at the beginning of one, the
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// player's movement cooldown may very well be 1, but it'll be decremented before they
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// attempt to move
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return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (
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this.player.slide_mode === 'force' && this.player.last_move_was_force));
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}
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// Lynx PRNG, used unchanged in CC2
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@ -412,25 +417,25 @@ export class Level {
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return mod;
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}
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// Move the game state forwards by one tic
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// 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
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// Move the game state forwards by one tic.
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// For turn-based mode, this is split into two parts: advance_tic_finish_movement completes any
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// ongoing movement started in the previous tic, and advance_tic_act allows actors to make new
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// decisions. The player makes decisions between these two parts.
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advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
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if (this.state !== 'playing') {
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console.warn(`Level.advance_tic() called when state is ${this.state}`);
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return;
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}
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// TODO rip out this try/catch, it's not how the game actually works
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try {
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if (pass == 1)
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{
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this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
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if (pass == 1) {
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this.advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction);
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}
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else if (pass == 2)
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{
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this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
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else if (pass == 2) {
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this.advance_tic_act(p1_primary_direction, p1_secondary_direction);
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}
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else
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{
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else {
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console.warn(`What pass is this?`);
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}
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}
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@ -449,7 +454,7 @@ export class Level {
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}
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}
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_advance_tic_part1(p1_primary_direction, p1_secondary_direction) {
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advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction) {
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// Player's secondary direction is set immediately; it applies on arrival to cells even if
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// it wasn't held the last time the player started moving
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this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
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@ -522,125 +527,25 @@ export class Level {
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if (this.player.movement_cooldown <= 0) {
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this.player.is_pushing = false;
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}
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}
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advance_tic_act(p1_primary_direction, p1_secondary_direction) {
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// Second pass: actors decide their upcoming movement simultaneously
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// (we'll do the player's decision in part 2!)
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for (let i = this.actors.length - 1; i >= 0; i--) {
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let actor = this.actors[i];
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if (actor != this.player)
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{
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this.actor_decision(actor, p1_primary_direction);
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}
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}
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}
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_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
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//player now makes a decision based on input
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this.actor_decision(this.player, p1_primary_direction);
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// Third pass: everyone actually moves
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for (let i = this.actors.length - 1; i >= 0; i--) {
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let actor = this.actors[i];
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if (! actor.cell)
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continue;
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// Check this again, because one actor's movement might caused a later actor to move
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// (e.g. by pressing a red or brown button)
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if (actor.movement_cooldown > 0)
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continue;
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if (! actor.decision)
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continue;
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let old_cell = actor.cell;
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let success = this.attempt_step(actor, actor.decision);
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// Track whether the player is blocked, for visual effect
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if (actor === this.player && p1_primary_direction && ! success) {
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this.sfx.play_once('blocked');
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actor.is_blocked = true;
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}
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// Players can also bump the tiles in the cell next to the one they're leaving
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let dir2 = actor.secondary_direction;
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if (actor.type.is_player && dir2 &&
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! old_cell.blocks_leaving(actor, dir2))
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{
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let neighbor = this.get_neighboring_cell(old_cell, dir2);
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if (neighbor) {
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let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
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for (let tile of Array.from(neighbor)) {
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if (tile.type.on_bump) {
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tile.type.on_bump(tile, this, actor);
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}
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if (could_push && actor.can_push(tile, dir2)) {
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// Block slapping: you can shove a block by walking past it sideways
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// TODO i think cc2 uses the push pose and possibly even turns you here?
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this.attempt_step(tile, dir2);
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}
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}
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}
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}
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}
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// Strip out any destroyed actors from the acting order
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// FIXME this is O(n), where n is /usually/ small, but i still don't love it
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let p = 0;
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for (let i = 0, l = this.actors.length; i < l; i++) {
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let actor = this.actors[i];
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if (actor.cell) {
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if (p !== i) {
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this.actors[p] = actor;
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}
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p++;
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}
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else {
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let local_p = p;
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this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
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}
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}
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this.actors.length = p;
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// Advance the clock
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let tic_counter = this.tic_counter;
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this.tic_counter += 1;
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if (this.time_remaining !== null && ! this.timer_paused) {
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let time_remaining = this.time_remaining;
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this.pending_undo.push(() => {
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this.tic_counter = tic_counter;
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this.time_remaining = time_remaining;
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});
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this.time_remaining -= 1;
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if (this.time_remaining <= 0) {
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this.fail('time');
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}
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else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
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this.sfx.play_once('tick');
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}
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}
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else {
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this.pending_undo.push(() => {
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this.tic_counter = tic_counter;
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});
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}
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}
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actor_decision(actor, p1_primary_direction) {
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if (! actor.cell)
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return;
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if (actor.movement_cooldown > 0)
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return;
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// Teeth can only move the first 4 of every 8 tics, though "first"
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// can be adjusted
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if (actor.slide_mode === null &&
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actor.type.uses_teeth_hesitation &&
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(this.tic_counter + this.step_parity) % 8 >= 4)
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{
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return;
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continue;
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}
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let direction_preference;
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@ -654,12 +559,12 @@ export class Level {
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if (actor.pending_push) {
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actor.decision = actor.pending_push;
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this._set_prop(actor, 'pending_push', null);
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return;
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continue;
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}
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if (actor.slide_mode === 'ice') {
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// Actors can't make voluntary moves on ice; they just slide
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actor.decision = actor.direction;
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return;
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continue;
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}
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else if (actor.slide_mode === 'force') {
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// Only the player can make voluntary moves on a force floor,
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@ -681,14 +586,14 @@ export class Level {
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this._set_prop(actor, 'last_move_was_force', true);
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}
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}
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return;
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continue;
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}
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else if (actor === this.player) {
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if (p1_primary_direction) {
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actor.decision = p1_primary_direction;
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this._set_prop(actor, 'last_move_was_force', false);
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}
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return;
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continue;
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}
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else if (actor.type.movement_mode === 'forward') {
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// blue tank behavior: keep moving forward, reverse if the flag is set
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@ -703,7 +608,7 @@ export class Level {
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if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
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actor.decision = direction;
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}
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return;
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continue;
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}
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else if (actor.type.movement_mode === 'follow-left') {
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// bug behavior: always try turning as left as possible, and
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@ -819,6 +724,94 @@ export class Level {
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}
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}
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// Third pass: everyone actually moves
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for (let i = this.actors.length - 1; i >= 0; i--) {
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let actor = this.actors[i];
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if (! actor.cell)
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continue;
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// Check this again, because one actor's movement might caused a later actor to move
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// (e.g. by pressing a red or brown button)
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if (actor.movement_cooldown > 0)
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continue;
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if (! actor.decision)
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continue;
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let old_cell = actor.cell;
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let success = this.attempt_step(actor, actor.decision);
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// Track whether the player is blocked, for visual effect
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if (actor === this.player && p1_primary_direction && ! success) {
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this.sfx.play_once('blocked');
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actor.is_blocked = true;
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}
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// Players can also bump the tiles in the cell next to the one they're leaving
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let dir2 = actor.secondary_direction;
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if (actor.type.is_player && dir2 &&
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! old_cell.blocks_leaving(actor, dir2))
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{
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let neighbor = this.get_neighboring_cell(old_cell, dir2);
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if (neighbor) {
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let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
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for (let tile of Array.from(neighbor)) {
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if (tile.type.on_bump) {
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tile.type.on_bump(tile, this, actor);
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}
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if (could_push && actor.can_push(tile, dir2)) {
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// Block slapping: you can shove a block by walking past it sideways
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// TODO i think cc2 uses the push pose and possibly even turns you here?
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this.attempt_step(tile, dir2);
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}
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}
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}
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}
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}
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// Strip out any destroyed actors from the acting order
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// FIXME this is O(n), where n is /usually/ small, but i still don't love it
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let p = 0;
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for (let i = 0, l = this.actors.length; i < l; i++) {
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let actor = this.actors[i];
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if (actor.cell) {
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if (p !== i) {
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this.actors[p] = actor;
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}
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p++;
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}
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else {
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let local_p = p;
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this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
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}
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}
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this.actors.length = p;
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// Advance the clock
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let tic_counter = this.tic_counter;
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this.tic_counter += 1;
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if (this.time_remaining !== null && ! this.timer_paused) {
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let time_remaining = this.time_remaining;
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this.pending_undo.push(() => {
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this.tic_counter = tic_counter;
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this.time_remaining = time_remaining;
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});
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this.time_remaining -= 1;
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if (this.time_remaining <= 0) {
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this.fail('time');
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}
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else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
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this.sfx.play_once('tick');
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}
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}
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else {
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this.pending_undo.push(() => {
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this.tic_counter = tic_counter;
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});
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}
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}
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// Try to move the given actor one tile in the given direction and update
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// their cooldown. Return true if successful.
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attempt_step(actor, direction) {
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@ -1339,15 +1332,15 @@ export class Level {
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}
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undo() {
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//reverse the pending_undo too
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this.aid = Math.max(1, this.aid);
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// In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
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this.pending_undo.reverse();
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for (let undo of this.pending_undo) {
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undo();
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}
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this.pending_undo = [];
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this.aid = Math.max(1, this.aid);
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let entry = this.undo_stack.pop();
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// Undo in reverse order! There's no redo, so it's okay to destroy this
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entry.reverse();
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100
js/main.js
100
js/main.js
@ -307,10 +307,24 @@ class Player extends PrimaryView {
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}
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});
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this.turn_based = false;
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this.turn_based_checkbox = this.root.querySelector('.controls .turn-based');
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// 0: normal realtime mode
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// 1: turn-based mode, and the next tic starts at the beginning
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// 2: turn-based mode, and we're in mid-tic waiting for input
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this.turn_based = 0;
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this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
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this.turn_based_checkbox.checked = false;
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this.turn_based_checkbox.addEventListener('change', ev => {
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this.turn_based = !this.turn_based;
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if (this.turn_based_checkbox.checked) {
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// If we're leaving real-time mode then we're between tics
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this.turn_based = 1;
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}
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else {
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if (this.turn_based === 2) {
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// Finish up the tic
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this.advance_by(1);
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}
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this.turn_based = 0;
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}
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});
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// Bind buttons
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@ -329,8 +343,9 @@ class Player extends PrimaryView {
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this.undo_button = this.root.querySelector('.controls .control-undo');
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this.undo_button.addEventListener('click', ev => {
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let player_cell = this.level.player.cell;
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// Keep undoing until (a) we're on another cell and (b) we're not
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// sliding, i.e. we're about to make a conscious move
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// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
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// about to make a conscious move. Note that this means undoing all the way through
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// force floors, even if you could override them!
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let moved = false;
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while (this.level.undo_stack.length > 0 &&
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! (moved && this.level.player.slide_mode === null))
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@ -417,7 +432,7 @@ class Player extends PrimaryView {
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this.previous_action = null; // last direction we were moving, if any
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this.using_touch = false; // true if using touch controls
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this.current_keys = new Set; // keys that are currently held
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this.current_keys_new = new Set; //for keys that have only been held a frame
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this.current_keys_new = new Set; // keys that were pressed since input was last read
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// TODO this could all probably be more rigorous but it's fine for now
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key_target.addEventListener('keydown', ev => {
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if (ev.key === 'p' || ev.key === 'Pause') {
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@ -659,7 +674,7 @@ class Player extends PrimaryView {
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_clear_state() {
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this.set_state('waiting');
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this.waiting_for_input = false;
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this.turn_based = this.turn_based_checkbox.checked ? 1 : 0;
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this.tic_offset = 0;
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this.last_advance = 0;
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this.demo_faucet = null;
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@ -709,7 +724,7 @@ class Player extends PrimaryView {
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for (let key of this.current_keys_new) {
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input.add(this.key_mapping[key]);
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}
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this.current_keys_new = new Set;
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this.current_keys_new.clear();
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for (let action of Object.values(this.current_touches)) {
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input.add(action);
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}
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@ -717,8 +732,6 @@ class Player extends PrimaryView {
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}
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}
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waiting_for_input = false;
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advance_by(tics) {
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for (let i = 0; i < tics; i++) {
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let input = this.get_input();
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@ -785,37 +798,26 @@ class Player extends PrimaryView {
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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(
|
||||
primary_dir,
|
||||
secondary_dir,
|
||||
2);
|
||||
|
||||
let has_input = primary_dir !== null || input.has('wait');
|
||||
// Turn-based mode complicates this slightly
|
||||
// TODO advance_by(1) no longer advances by 1 tic necessarily...
|
||||
if (this.turn_based === 2) {
|
||||
if (has_input) {
|
||||
this.level.advance_tic(primary_dir, secondary_dir, 2);
|
||||
// TODO what if we just do the next tic part now? but then we can never realign to a tic boundary.
|
||||
this.turn_based = 1;
|
||||
}
|
||||
}
|
||||
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 {
|
||||
// Start from a tic boundary
|
||||
this.level.advance_tic(primary_dir, secondary_dir, 1);
|
||||
if (this.turn_based > 0 && this.level.can_accept_input() && ! has_input) {
|
||||
// If we're in turn-based mode and could provide input here, but don't have any,
|
||||
// then wait until we do
|
||||
this.turn_based = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.level.advance_tic(
|
||||
primary_dir,
|
||||
secondary_dir,
|
||||
2);
|
||||
else {
|
||||
this.level.advance_tic(primary_dir, secondary_dir, 2);
|
||||
}
|
||||
}
|
||||
|
||||
@ -856,11 +858,7 @@ class Player extends PrimaryView {
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
// XXX tic_offset = 0 was here, what does that change
|
||||
|
||||
let dt = 1000 / TICS_PER_SECOND;
|
||||
if (this.state === 'rewinding') {
|
||||
@ -871,9 +869,11 @@ class Player extends PrimaryView {
|
||||
}
|
||||
|
||||
undo() {
|
||||
//if we were waiting for input and undo, well, now we're not
|
||||
this.waiting_for_input = false;
|
||||
this.level.undo();
|
||||
// Undo always returns to the start of a tic
|
||||
if (this.turn_based === 2) {
|
||||
this.turn_based = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Redraws every frame, unless the game isn't running
|
||||
@ -883,11 +883,12 @@ 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
|
||||
if (this.turn_based === 2) {
|
||||
// We're frozen in mid-tic, so the clock hasn't advanced yet, but everything has already
|
||||
// finished moving; pretend we're already on the next tic
|
||||
this.tic_offset = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
@ -909,7 +910,6 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
@ -61,15 +61,13 @@ 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 + (this.waiting_for_input ? 1 : 0);
|
||||
let tic = (this.level.tic_counter ?? 0) + tic_offset;
|
||||
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