- Hide the key hints in portrait mode
- Make auto-scaling more robust; it now handles when the player root is
wider than the actual play area, it better understands the inventory
behavior in portrait mode, and it recognizes when it needs to shrink;
with these changes, the game actually fills the screen on both Firefox
and Chrome on my phone!
- Replace the text buttons with SVG icons
- Add a little more contrast to button edges
- Fix alignment of the heart/time/score counters in portrait mode
- Detect movement based on where the touch is relative to the level
viewport, not the entire play area (oof)
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.
Seems to work mechanically though I haven't extensively stress tested it yet. Force floors work the way you'd want them to though (you're given control whenever you can make an input and not otherwise).
There are some graphical bugs with rewinding, but there were some without turn based mode anyway...