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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439
js/game.js
439
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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@ -522,22 +527,202 @@ 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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// 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_act(p1_primary_direction, p1_secondary_direction) {
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// Second pass: actors decide their upcoming movement simultaneously
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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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_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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if (actor.movement_cooldown > 0)
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continue;
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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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continue;
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}
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let direction_preference;
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if (this.compat.sliding_tanks_ignore_button &&
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actor.slide_mode && actor.pending_reverse)
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{
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this._set_prop(actor, 'pending_reverse', false);
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}
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// Blocks that were pushed while sliding will move in the push direction as soon as they
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// stop sliding, regardless of what they landed on
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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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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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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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// and only if their previous move was an /involuntary/ move on
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// a force floor. If they do, it overrides the forced move
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// XXX this in particular has some subtleties in lynx (e.g. you
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// can override forwards??) and DEFINITELY all kinds of stuff
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// in ms
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if (actor === this.player &&
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p1_primary_direction &&
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actor.last_move_was_force)
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{
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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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else {
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actor.decision = actor.direction;
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if (actor === this.player) {
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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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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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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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let direction = actor.direction;
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if (actor.pending_reverse) {
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direction = DIRECTIONS[actor.direction].opposite;
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this._set_prop(actor, 'pending_reverse', false);
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}
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// Tanks are controlled explicitly so they don't check if they're blocked
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// TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
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// prop for both
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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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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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// fall back to less-left turns when that fails
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let d = DIRECTIONS[actor.direction];
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direction_preference = [d.left, actor.direction, d.right, d.opposite];
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}
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else if (actor.type.movement_mode === 'follow-right') {
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// paramecium behavior: always try turning as right as
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// possible, and fall back to less-right turns when that fails
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let d = DIRECTIONS[actor.direction];
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direction_preference = [d.right, actor.direction, d.left, d.opposite];
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}
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else if (actor.type.movement_mode === 'turn-left') {
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// glider behavior: preserve current direction; if that doesn't
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// work, turn left, then right, then back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.left, d.right, d.opposite];
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}
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else if (actor.type.movement_mode === 'turn-right') {
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// fireball behavior: preserve current direction; if that doesn't
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// work, turn right, then left, then back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.right, d.left, d.opposite];
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}
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else if (actor.type.movement_mode === 'bounce') {
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// bouncy ball behavior: preserve current direction; if that
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// doesn't work, bounce back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.opposite];
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}
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else if (actor.type.movement_mode === 'bounce-random') {
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// walker behavior: preserve current direction; if that doesn't work, pick a random
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// direction, even the one we failed to move in (but ONLY then)
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direction_preference = [actor.direction, 'WALKER'];
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}
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else if (actor.type.movement_mode === 'pursue') {
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// teeth behavior: always move towards the player
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let target_cell = this.player.cell;
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// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
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// they're still mostly in it
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if (this.player.previous_cell && this.player.animation_speed &&
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this.player.animation_progress <= this.player.animation_speed / 2)
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{
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target_cell = this.player.previous_cell;
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}
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let dx = actor.cell.x - target_cell.x;
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let dy = actor.cell.y - target_cell.y;
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let preferred_horizontal, preferred_vertical;
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if (dx > 0) {
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preferred_horizontal = 'west';
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}
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else if (dx < 0) {
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preferred_horizontal = 'east';
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}
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if (dy > 0) {
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preferred_vertical = 'north';
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}
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else if (dy < 0) {
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preferred_vertical = 'south';
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}
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// Chooses the furthest direction, vertical wins ties
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if (Math.abs(dx) > Math.abs(dy)) {
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// Horizontal first
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direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
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}
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else {
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// Vertical first
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direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
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}
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}
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else if (actor.type.movement_mode === 'random') {
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// blob behavior: move completely at random
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let modifier = this.get_blob_modifier();
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direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
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}
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// Check which of those directions we *can*, probably, move in
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// TODO i think player on force floor will still have some issues here
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// FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
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// lynx behavior? also i hear something about blobs on cloners??
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if (direction_preference && ! actor.stuck) {
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let fallback_direction;
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for (let direction of direction_preference) {
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if (direction === 'WALKER') {
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// Walkers roll a random direction ONLY if their first attempt was blocked
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direction = actor.direction;
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let num_turns = this.prng() % 4;
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for (let i = 0; i < num_turns; i++) {
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direction = DIRECTIONS[direction].right;
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}
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}
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fallback_direction = direction;
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let dest_cell = this.get_neighboring_cell(actor.cell, direction);
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if (! dest_cell)
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continue;
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if (! actor.cell.blocks_leaving(actor, direction) &&
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! dest_cell.blocks_entering(actor, direction, this, true))
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{
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// We found a good direction! Stop here
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actor.decision = direction;
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break;
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}
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}
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// If all the decisions are blocked, actors still try the last one (and might even
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// be able to move that way by the time their turn comes around!)
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if (actor.decision === null) {
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actor.decision = fallback_direction;
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}
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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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@ -627,198 +812,6 @@ export class Level {
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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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}
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let direction_preference;
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if (this.compat.sliding_tanks_ignore_button &&
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actor.slide_mode && actor.pending_reverse)
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{
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this._set_prop(actor, 'pending_reverse', false);
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}
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// Blocks that were pushed while sliding will move in the push direction as soon as they
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// stop sliding, regardless of what they landed on
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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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}
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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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}
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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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// and only if their previous move was an /involuntary/ move on
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// a force floor. If they do, it overrides the forced move
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// XXX this in particular has some subtleties in lynx (e.g. you
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// can override forwards??) and DEFINITELY all kinds of stuff
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// in ms
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if (actor === this.player &&
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p1_primary_direction &&
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actor.last_move_was_force)
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{
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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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else {
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actor.decision = actor.direction;
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if (actor === this.player) {
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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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}
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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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}
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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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let direction = actor.direction;
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if (actor.pending_reverse) {
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direction = DIRECTIONS[actor.direction].opposite;
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this._set_prop(actor, 'pending_reverse', false);
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}
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// Tanks are controlled explicitly so they don't check if they're blocked
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// TODO tanks in traps turn around, but tanks on cloners do not, and i use the same
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// prop for both
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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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}
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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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// fall back to less-left turns when that fails
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let d = DIRECTIONS[actor.direction];
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direction_preference = [d.left, actor.direction, d.right, d.opposite];
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}
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else if (actor.type.movement_mode === 'follow-right') {
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// paramecium behavior: always try turning as right as
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// possible, and fall back to less-right turns when that fails
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let d = DIRECTIONS[actor.direction];
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direction_preference = [d.right, actor.direction, d.left, d.opposite];
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}
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else if (actor.type.movement_mode === 'turn-left') {
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// glider behavior: preserve current direction; if that doesn't
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// work, turn left, then right, then back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.left, d.right, d.opposite];
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}
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else if (actor.type.movement_mode === 'turn-right') {
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// fireball behavior: preserve current direction; if that doesn't
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// work, turn right, then left, then back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.right, d.left, d.opposite];
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}
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else if (actor.type.movement_mode === 'bounce') {
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// bouncy ball behavior: preserve current direction; if that
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// doesn't work, bounce back the way we came
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let d = DIRECTIONS[actor.direction];
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direction_preference = [actor.direction, d.opposite];
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}
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else if (actor.type.movement_mode === 'bounce-random') {
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// walker behavior: preserve current direction; if that doesn't work, pick a random
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// direction, even the one we failed to move in (but ONLY then)
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direction_preference = [actor.direction, 'WALKER'];
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}
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else if (actor.type.movement_mode === 'pursue') {
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// teeth behavior: always move towards the player
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let target_cell = this.player.cell;
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// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
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// they're still mostly in it
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if (this.player.previous_cell && this.player.animation_speed &&
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this.player.animation_progress <= this.player.animation_speed / 2)
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{
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target_cell = this.player.previous_cell;
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}
|
||||
let dx = actor.cell.x - target_cell.x;
|
||||
let dy = actor.cell.y - target_cell.y;
|
||||
let preferred_horizontal, preferred_vertical;
|
||||
if (dx > 0) {
|
||||
preferred_horizontal = 'west';
|
||||
}
|
||||
else if (dx < 0) {
|
||||
preferred_horizontal = 'east';
|
||||
}
|
||||
if (dy > 0) {
|
||||
preferred_vertical = 'north';
|
||||
}
|
||||
else if (dy < 0) {
|
||||
preferred_vertical = 'south';
|
||||
}
|
||||
// Chooses the furthest direction, vertical wins ties
|
||||
if (Math.abs(dx) > Math.abs(dy)) {
|
||||
// Horizontal first
|
||||
direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
|
||||
}
|
||||
else {
|
||||
// Vertical first
|
||||
direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
|
||||
}
|
||||
}
|
||||
else if (actor.type.movement_mode === 'random') {
|
||||
// blob behavior: move completely at random
|
||||
let modifier = this.get_blob_modifier();
|
||||
direction_preference = [['north', 'east', 'south', 'west'][(this.prng() + modifier) % 4]];
|
||||
}
|
||||
|
||||
// Check which of those directions we *can*, probably, move in
|
||||
// TODO i think player on force floor will still have some issues here
|
||||
// FIXME probably bail earlier for stuck actors so the prng isn't advanced? what is the
|
||||
// lynx behavior? also i hear something about blobs on cloners??
|
||||
if (direction_preference && ! actor.stuck) {
|
||||
let fallback_direction;
|
||||
for (let direction of direction_preference) {
|
||||
if (direction === 'WALKER') {
|
||||
// Walkers roll a random direction ONLY if their first attempt was blocked
|
||||
direction = actor.direction;
|
||||
let num_turns = this.prng() % 4;
|
||||
for (let i = 0; i < num_turns; i++) {
|
||||
direction = DIRECTIONS[direction].right;
|
||||
}
|
||||
}
|
||||
fallback_direction = direction;
|
||||
|
||||
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
||||
if (! dest_cell)
|
||||
continue;
|
||||
|
||||
if (! actor.cell.blocks_leaving(actor, direction) &&
|
||||
! dest_cell.blocks_entering(actor, direction, this, true))
|
||||
{
|
||||
// We found a good direction! Stop here
|
||||
actor.decision = direction;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If all the decisions are blocked, actors still try the last one (and might even
|
||||
// be able to move that way by the time their turn comes around!)
|
||||
if (actor.decision === null) {
|
||||
actor.decision = fallback_direction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Try to move the given actor one tile in the given direction and update
|
||||
// their cooldown. Return true if successful.
|
||||
attempt_step(actor, direction) {
|
||||
@ -1339,15 +1332,15 @@ export class Level {
|
||||
}
|
||||
|
||||
undo() {
|
||||
//reverse the pending_undo too
|
||||
this.aid = Math.max(1, this.aid);
|
||||
|
||||
// In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
|
||||
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();
|
||||
// Undo in reverse order! There's no redo, so it's okay to destroy this
|
||||
entry.reverse();
|
||||
|
||||
100
js/main.js
100
js/main.js
@ -307,10 +307,24 @@ class Player extends PrimaryView {
|
||||
}
|
||||
});
|
||||
|
||||
this.turn_based = false;
|
||||
this.turn_based_checkbox = this.root.querySelector('.controls .turn-based');
|
||||
// 0: normal realtime mode
|
||||
// 1: turn-based mode, and the next tic starts at the beginning
|
||||
// 2: turn-based mode, and we're in mid-tic waiting for input
|
||||
this.turn_based = 0;
|
||||
this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
|
||||
this.turn_based_checkbox.checked = false;
|
||||
this.turn_based_checkbox.addEventListener('change', ev => {
|
||||
this.turn_based = !this.turn_based;
|
||||
if (this.turn_based_checkbox.checked) {
|
||||
// If we're leaving real-time mode then we're between tics
|
||||
this.turn_based = 1;
|
||||
}
|
||||
else {
|
||||
if (this.turn_based === 2) {
|
||||
// Finish up the tic
|
||||
this.advance_by(1);
|
||||
}
|
||||
this.turn_based = 0;
|
||||
}
|
||||
});
|
||||
|
||||
// Bind buttons
|
||||
@ -329,8 +343,9 @@ class Player extends PrimaryView {
|
||||
this.undo_button = this.root.querySelector('.controls .control-undo');
|
||||
this.undo_button.addEventListener('click', ev => {
|
||||
let player_cell = this.level.player.cell;
|
||||
// Keep undoing until (a) we're on another cell and (b) we're not
|
||||
// sliding, i.e. we're about to make a conscious move
|
||||
// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
|
||||
// about to make a conscious move. Note that this means undoing all the way through
|
||||
// force floors, even if you could override them!
|
||||
let moved = false;
|
||||
while (this.level.undo_stack.length > 0 &&
|
||||
! (moved && this.level.player.slide_mode === null))
|
||||
@ -417,7 +432,7 @@ 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
|
||||
this.current_keys_new = new Set; // keys that were pressed since input was last read
|
||||
// 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') {
|
||||
@ -659,7 +674,7 @@ class Player extends PrimaryView {
|
||||
_clear_state() {
|
||||
this.set_state('waiting');
|
||||
|
||||
this.waiting_for_input = false;
|
||||
this.turn_based = this.turn_based_checkbox.checked ? 1 : 0;
|
||||
this.tic_offset = 0;
|
||||
this.last_advance = 0;
|
||||
this.demo_faucet = null;
|
||||
@ -709,7 +724,7 @@ class Player extends PrimaryView {
|
||||
for (let key of this.current_keys_new) {
|
||||
input.add(this.key_mapping[key]);
|
||||
}
|
||||
this.current_keys_new = new Set;
|
||||
this.current_keys_new.clear();
|
||||
for (let action of Object.values(this.current_touches)) {
|
||||
input.add(action);
|
||||
}
|
||||
@ -717,8 +732,6 @@ class Player extends PrimaryView {
|
||||
}
|
||||
}
|
||||
|
||||
waiting_for_input = false;
|
||||
|
||||
advance_by(tics) {
|
||||
for (let i = 0; i < tics; i++) {
|
||||
let input = this.get_input();
|
||||
@ -785,37 +798,26 @@ class Player extends PrimaryView {
|
||||
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