diff --git a/js/game.js b/js/game.js index a00e7b6..b0d89cc 100644 --- a/js/game.js +++ b/js/game.js @@ -754,7 +754,10 @@ export class Level extends LevelInterface { // Only the Lexy-style loop has a notion of "finishing" a tic, since (unlike the Lynx loop) the // decision phase happens in the /middle/ - finish_tic() { + finish_tic(p1_input) { + this.p1_input = p1_input; + this.p1_released |= ~p1_input; // Action keys released since we last checked them + if (this.compat.use_lynx_loop) { return; } diff --git a/js/main.js b/js/main.js index 4c24b49..c6d89e8 100644 --- a/js/main.js +++ b/js/main.js @@ -1105,6 +1105,7 @@ class Player extends PrimaryView { } let has_input = wait || input; + let did_finish = false; // Turn-based mode complicates this slightly; it aligns us to the middle of a tic if (this.turn_mode === 2) { if (has_input) { @@ -1113,6 +1114,7 @@ class Player extends PrimaryView { // did, the first time we tried it this.level.finish_tic(input); this.turn_mode = 1; + did_finish = true; } else { continue; @@ -1120,14 +1122,18 @@ class Player extends PrimaryView { } // We should now be at the start of a tic - this.level.begin_tic(input); - if (this.turn_mode > 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_mode = 2; - } - else { - this.level.finish_tic(input); + // but only start one if we didn't finish one + if (!did_finish) + { + this.level.begin_tic(input); + if (this.turn_mode > 0 && this.level.can_accept_input() && !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_mode = 2; + } + else { + this.level.finish_tic(input); + } } if (this.level.state !== 'playing') { @@ -1142,7 +1148,7 @@ class Player extends PrimaryView { this.debug.replay_custom_label.textContent = format_replay_duration(this.debug.custom_replay.duration); } } - + // Main driver of the level; advances by one tic, then schedules itself to // be called again next tic advance() { @@ -1204,7 +1210,7 @@ class Player extends PrimaryView { // TODO i'm not sure it'll be right when rewinding either // TODO or if the game's speed changes. wow! let tic_offset; - if (this.turn_mode === 2) { + if (this.turn_mode === 2 && this.level.can_accept_input()) { // We're dawdling between tics, so nothing is actually animating, but the clock hasn't // advanced yet; pretend whatever's currently animating has finished tic_offset = 0.999;