diff --git a/js/tiletypes.js b/js/tiletypes.js index 6764797..d394a26 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -1884,11 +1884,10 @@ const TILE_TYPES = { movement_speed: 4, // TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief decide_movement(me, level) { - // turn right: preserve current direction; if that doesn't work, turn right, then left, - // then back the way we came - // (same as fireball) + // turn left: preserve current direction; if that doesn't work, turn left, then right, + // then back the way we came (same as glider) let d = DIRECTIONS[me.direction]; - return [me.direction, d.right, d.left, d.opposite]; + return [me.direction, d.left, d.right, d.opposite]; }, }, floor_mimic: {