Support separate poses for ice and force floors, and spin on ice
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@ -288,9 +288,9 @@ export const CC2_TILESET_LAYOUT = {
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},
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moving: {
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north: [[0, 22], [1, 22], [2, 22], [3, 22], [4, 22], [5, 22], [6, 22], [7, 22]],
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east: [[8, 22], [9, 22], [10, 22], [11, 22], [12, 22], [13, 22], [14, 22], [15, 22]],
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south: [[0, 23], [1, 23], [2, 23], [3, 23], [4, 23], [5, 23], [6, 23], [7, 23]],
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west: [[8, 23], [9, 23], [10, 23], [11, 23], [12, 23], [13, 23], [14, 23], [15, 23]],
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east: [[8, 22], [9, 22], [10, 22], [11, 22], [12, 22], [13, 22], [14, 22], [15, 22]],
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},
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pushing: {
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north: [8, 24],
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@ -304,6 +304,15 @@ export const CC2_TILESET_LAYOUT = {
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south: [[4, 24], [5, 24]],
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west: [[6, 24], [7, 24]],
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},
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// The classic CC2 behavior, spinning on ice
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skating: [[0, 22], [8, 22], [0, 23], [8, 23]],
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// TODO i don't know what CC2 does
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forced: {
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north: [2, 22],
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east: [10, 22],
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south: [2, 23],
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west: [10, 23],
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},
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// These are frames from the splash/explosion animations
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drowned: [5, 5],
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burned: [1, 5],
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@ -517,6 +526,8 @@ export const TILE_WORLD_TILESET_LAYOUT = {
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south: [3, 14],
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east: [3, 15],
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},
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skating: 'normal',
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forced: 'normal',
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burned: [3, 4], // TODO TW's lynx mode doesn't use this! it uses the generic failed
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exploded: [3, 6],
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failed: [3, 7],
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@ -24,11 +24,16 @@ function player_visual_state(me) {
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else if (me.fail_reason) {
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return 'failed';
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}
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else if (me.cell && me.cell.some(t => t.type.name === 'water') &&
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(! me.previous_cell || me.previous_cell.some(t => t.type.name === 'water')))
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{
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else if (me.cell && (me.previous_cell || me.cell).some(t => t.type.name === 'water')) {
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// CC2 shows a swimming pose while still in water, or moving away from water
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return 'swimming';
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}
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else if (me.slide_mode === 'ice') {
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return 'skating';
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}
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else if (me.slide_mode === 'force') {
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return 'forced';
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}
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else if (me.animation_speed) {
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return 'moving';
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}
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