fix turn-based mode
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1c5f63b61b
commit
f6a79456e9
@ -754,7 +754,10 @@ export class Level extends LevelInterface {
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// Only the Lexy-style loop has a notion of "finishing" a tic, since (unlike the Lynx loop) the
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// Only the Lexy-style loop has a notion of "finishing" a tic, since (unlike the Lynx loop) the
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// decision phase happens in the /middle/
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// decision phase happens in the /middle/
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finish_tic() {
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finish_tic(p1_input) {
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this.p1_input = p1_input;
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this.p1_released |= ~p1_input; // Action keys released since we last checked them
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if (this.compat.use_lynx_loop) {
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if (this.compat.use_lynx_loop) {
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return;
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return;
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}
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}
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10
js/main.js
10
js/main.js
@ -1105,6 +1105,7 @@ class Player extends PrimaryView {
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}
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}
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let has_input = wait || input;
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let has_input = wait || input;
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let did_finish = false;
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// Turn-based mode complicates this slightly; it aligns us to the middle of a tic
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// Turn-based mode complicates this slightly; it aligns us to the middle of a tic
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if (this.turn_mode === 2) {
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if (this.turn_mode === 2) {
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if (has_input) {
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if (has_input) {
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@ -1113,6 +1114,7 @@ class Player extends PrimaryView {
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// did, the first time we tried it
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// did, the first time we tried it
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this.level.finish_tic(input);
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this.level.finish_tic(input);
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this.turn_mode = 1;
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this.turn_mode = 1;
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did_finish = true;
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}
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}
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else {
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else {
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continue;
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continue;
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@ -1120,8 +1122,11 @@ class Player extends PrimaryView {
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}
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}
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// We should now be at the start of a tic
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// We should now be at the start of a tic
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// but only start one if we didn't finish one
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if (!did_finish)
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{
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this.level.begin_tic(input);
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this.level.begin_tic(input);
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if (this.turn_mode > 0 && this.level.can_accept_input() && ! has_input) {
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if (this.turn_mode > 0 && this.level.can_accept_input() && !input) {
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// If we're in turn-based mode and could provide input here, but don't have any,
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// If we're in turn-based mode and could provide input here, but don't have any,
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// then wait until we do
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// then wait until we do
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this.turn_mode = 2;
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this.turn_mode = 2;
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@ -1129,6 +1134,7 @@ class Player extends PrimaryView {
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else {
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else {
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this.level.finish_tic(input);
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this.level.finish_tic(input);
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}
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}
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}
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if (this.level.state !== 'playing') {
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if (this.level.state !== 'playing') {
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// We either won or lost!
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// We either won or lost!
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@ -1204,7 +1210,7 @@ class Player extends PrimaryView {
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// TODO i'm not sure it'll be right when rewinding either
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// TODO i'm not sure it'll be right when rewinding either
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// TODO or if the game's speed changes. wow!
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// TODO or if the game's speed changes. wow!
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let tic_offset;
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let tic_offset;
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if (this.turn_mode === 2) {
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if (this.turn_mode === 2 && this.level.can_accept_input()) {
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// We're dawdling between tics, so nothing is actually animating, but the clock hasn't
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// We're dawdling between tics, so nothing is actually animating, but the clock hasn't
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// advanced yet; pretend whatever's currently animating has finished
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// advanced yet; pretend whatever's currently animating has finished
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tic_offset = 0.999;
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tic_offset = 0.999;
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