Commit Graph

454 Commits

Author SHA1 Message Date
Eevee (Evelyn Woods)
fea93aa9ec Fix wire tool only working in the upper-left quadrant 2020-12-14 17:32:48 -07:00
Eevee (Evelyn Woods)
00ac94ac8c Add a further hack atop the cooldown delay hack to fix adjacent trap release 2020-12-14 17:25:15 -07:00
Eevee (Evelyn Woods)
c34aaadf06 Attempt, unsuccessfully, to implement ice block melting 2020-12-14 17:07:35 -07:00
Eevee (Evelyn Woods)
efd25294ac Restore the notion of an out-of-turn move
This fixes a lot of replay sync issues with cloners; in CC2, actors
advance only one frame (1/3 tic) at a time, so when a cloned object
happens to get a turn later in the same tic that it was cloned, it only
ends up 1 frame ahead of everything else.  Since actors can only begin
moves on tic-aligned frames, even though it does get where it was going
sooner, it has to wait for a frame before moving, so the advantage
doesn't change anything.

The problem is that LL counts movement in tics, not frames, so that kind
of bonus turn puts the clone an entire tic ahead which can gum things
up.

This is still not perfect, but it's much closer.
2020-12-14 17:05:01 -07:00
Eevee (Evelyn Woods)
beb5a5c743 Change the debug mode trigger to a regular click 2020-12-14 17:02:14 -07:00
Eevee (Evelyn Woods)
f3f73a5e41 Move input handling into Level and clean it up a ton; add a bulk test gizmo 2020-12-14 17:02:14 -07:00
Eevee (Evelyn Woods)
189ab96e3c C2G strings can be empty 2020-12-13 23:56:13 -07:00
Eevee (Evelyn Woods)
16f11f3a9b Exits block CC1 blocks 2020-12-13 22:22:22 -07:00
Eevee (Evelyn Woods)
c8ed4b9fba Fix the spelling of Chuck Sommerville's name lol whoops 2020-12-13 20:43:01 -07:00
Eevee (Evelyn Woods)
2fa231a6cd Oops; include HTML/CSS changes for replays too 2020-12-13 20:39:55 -07:00
Eevee (Evelyn Woods)
1c9dee1213 Add support for recording replays, with a bunch of refactoring along the way 2020-12-13 20:36:12 -07:00
Eevee (Evelyn Woods)
85a81878cc Add a button to download a level from the editor 2020-12-13 16:23:45 -07:00
Eevee (Evelyn Woods)
df14b62b94 Auto-grow the map save buffer when necessary; do less slicing 2020-12-13 16:09:04 -07:00
Eevee (Evelyn Woods)
5e6784c235 Fix encoding and decoding of swivels 2020-12-13 15:56:24 -07:00
Eevee (Evelyn Woods)
0f5b8098f6 Split teleporting into its own pass, like Lynx 2020-12-13 02:23:14 -07:00
Eevee (Evelyn Woods)
93954135d2 Set splash delay back to 6; is correct after all I guess 2020-12-13 01:54:52 -07:00
Eevee (Evelyn Woods)
90008c3a89 Make the player push blocks at decision time
It turns out the player explores all their decisions in a very physical
way, which is the real source of block slapping and also means the
player can push blocks before anything else can move, regardless of
actor order.

This fixes at least half a dozen CC1 replays, which is just
mindboggling.
2020-12-13 00:39:36 -07:00
Eevee (Evelyn Woods)
bd4c04c1d8 Fix wiring order; relax player/monster collision 2020-12-12 21:00:28 -07:00
Eevee (Evelyn Woods)
f95913b6d8 Teeth chase the player's apparent position 2020-12-12 20:24:28 -07:00
Eevee (Evelyn Woods)
3a04b6276c Go back to toggling green objects instantly 2020-12-12 19:22:04 -07:00
Eevee (Evelyn Woods)
4d23acb27e Add on_approach; use it to erase animations and fix popdown floors 2020-12-12 19:00:58 -07:00
Eevee (Evelyn Woods)
077ac65650 Restore turn-based mode 2020-12-12 18:16:52 -07:00
Eevee (Evelyn Woods)
299b1578a7 Mostly revert actor loop reorg
I was right the first time, and I've proven it to myself now.  I
originally made the change because I couldn't see any other way to fix
the ICEBERG replay from Steam CC1, but now, I do!
2020-12-12 17:57:47 -07:00
Eevee (Evelyn Woods)
413fdce590 Rejigger input parsing to be stateless and better match CC2; syncs SCAVENGER HUNT! 2020-12-12 01:08:08 -07:00
Eevee (Evelyn Woods)
cfdbe0705a Add even faster playback options; fix some demo decoding bugs 2020-12-12 00:22:51 -07:00
Eevee (Evelyn Woods)
769d424dde Fix rendering breakage caused by a couple more out-of-turn moves 2020-12-11 22:54:01 -07:00
Eevee (Evelyn Woods)
8671bee08b Run wiring thrice per tic; recognize some tiles have odd propagation rules 2020-12-11 22:49:23 -07:00
Eevee (Evelyn Woods)
c17169f49d Rearranged debug panel a bit; added progress bar for replay playback 2020-12-11 22:15:39 -07:00
Eevee (Evelyn Woods)
fde7d9a11c Remove some old stuff; stub out replay progress bar 2020-12-11 21:40:40 -07:00
Eevee (Evelyn Woods)
fec09c03ba Support running the game at ludicrous speed 2020-12-11 21:31:07 -07:00
Eevee (Evelyn Woods)
0f0c7437a6 Allow rewinding a replay without desyncing it 2020-12-11 21:14:19 -07:00
Eevee (Evelyn Woods)
410af788fc Fix teleporters, and more generally out-of-turn movement 2020-12-11 20:58:50 -07:00
Eevee (Evelyn Woods)
a96c089d7f Move the debug panel to a sidebar 2020-12-11 19:43:22 -07:00
Eevee (Evelyn Woods)
b8dd0ae41e Add a delay before restarting a failed level by tapping the viewport 2020-12-11 14:39:14 -07:00
Eevee (Evelyn Woods)
75e981335f Restore the input viewer 2020-12-11 14:25:02 -07:00
Eevee (Evelyn Woods)
6c2afd7e32 Fix flicker when pushing a block across multiple cells 2020-12-11 13:59:23 -07:00
Eevee (Evelyn Woods)
2f130861d6 Remove animation_{progress,speed} and fix interpolation 2020-12-11 13:56:41 -07:00
Eevee (Evelyn Woods)
5572b3e692 Implement viewport size override debug setting 2020-12-10 18:53:23 -07:00
Eevee (Evelyn Woods)
b75253a249 Rearrange actor loop to put movement advancement at the end
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2.  Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.

This does make the turn-based stuff //way// simpler, though.
2020-12-10 18:51:40 -07:00
Eevee (Evelyn Woods)
831a9392e3 Fix debug icon URL in prod 2020-12-10 13:54:59 -07:00
Eevee (Evelyn Woods)
81f7e7fd64 Add encodings for the gift bow and circuit block 2020-12-10 13:51:15 -07:00
Eevee (Evelyn Woods)
823fe4de37 bestowal_bow => gift_bow, directional_block => frame_block 2020-12-10 13:28:40 -07:00
Eevee (Evelyn Woods)
bd4cc10b16 Implement foil 2020-12-10 12:48:01 -07:00
Eevee (Evelyn Woods)
ef78085e40 Ghosts turn left, not right! 2020-12-10 12:45:15 -07:00
Eevee (Evelyn Woods)
422c702777 Allow blocks to reverse on railroads; partially implement teleporter wiring 2020-12-10 12:25:49 -07:00
Eevee (Evelyn Woods)
6063ea9fba Wired tracks only switch on pulse; wired red teleports only work when powered 2020-12-09 21:07:14 -07:00
Eevee (Evelyn Woods)
db2a24319d Fix lightning bolt; implement speed boots 2020-12-09 20:52:58 -07:00
Eevee (Evelyn Woods)
b01d50c7e8 Move replay support into the debug panel 2020-12-09 20:36:13 -07:00
Eevee (Evelyn Woods)
b2ff27f241 New LL tile: circuit block, which overrides any wiring below it 2020-12-09 20:23:27 -07:00
Eevee (Evelyn Woods)
235cc79e8b Add LL-specific exit poses for Lexy and Cerise 2020-12-09 20:22:35 -07:00