Eevee (Evelyn Woods)
b44da28020
Try fruitlessly to make c2g parsing more tolerant of mistakes
2024-04-20 01:44:32 -06:00
Eevee (Evelyn Woods)
06ceb827f3
Don't let the player get stuck in an inactive red teleporter
2024-04-19 21:51:34 -06:00
Eevee (Evelyn Woods)
17f4e77054
Fix force-proof players to still bonk on force floors
...
Fixes the replay of Chaos to Metastable, my white whale!
2024-04-19 21:41:57 -06:00
Eevee (Evelyn Woods)
939c71aab7
Don't die to a monster that was just hooked
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This interaction sounds ridiculous but it is real CC2 nonsense. Fixes
the Hoopla replay!
2024-04-19 00:24:58 -06:00
Eevee (Evelyn Woods)
af57e8a33e
Remove the raft from the editor
2024-04-18 02:08:55 -06:00
Eevee (Evelyn Woods)
e3d8a0f669
Fix the floodfill tool
2024-04-18 02:08:17 -06:00
Eevee (Evelyn Woods)
3cf81b53ad
Improve the connection tool somewhat; show implicit connections
...
For example, you can now make connections with the connection tool.
Remarkable.
Unfortunately, implicit connections aren't updated as you edit the level
yet.
Also came with some refactors for searching a level and whatnot.
2024-04-18 00:56:20 -06:00
Eevee (Evelyn Woods)
5e2dfdd926
Allow clicking green buttons in the editor; move cursor into MouseOperation
2024-04-17 20:30:23 -06:00
Eevee (Evelyn Woods)
c624964b76
Oops! Fix calls to blocks_leaving
2024-04-17 19:46:50 -06:00
Eevee (Evelyn Woods)
e9650db4d8
Hardcode green toggles a bit less, and shrink the undo size
2024-04-17 19:46:29 -06:00
Eevee (Evelyn Woods)
5aeeb8a974
Touch up some tile tooltips; rearrange experimental tiles
2024-04-17 03:52:39 -06:00
Eevee (Evelyn Woods)
e11a5956bd
Make hearts and mines transmogrify into each other
2024-04-17 03:51:47 -06:00
Eevee (Evelyn Woods)
618f292ec9
Add an xray view and a "matching button" sprite for the sokoban blocks
2024-04-17 03:51:11 -06:00
Eevee (Evelyn Woods)
849010fc75
Add some saturation to the palette
...
Opinions are mixed, but not mine. I like this.
2024-04-17 03:50:19 -06:00
Eevee (Evelyn Woods)
2439048f59
Fix transforming selection + add more transforms
2024-04-17 02:24:06 -06:00
Eevee (Evelyn Woods)
ed5f76221b
Add support for subtracting from the selection
2024-04-17 01:22:45 -06:00
Eevee (Evelyn Woods)
eaa3bf6965
Spruce up the editor toolbar
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Ditch the textured backgrounds (hard to read), add some icons for the
controls, and recolor the icons themselves to the new tentative palette.
2024-04-17 01:09:55 -06:00
Eevee (Evelyn Woods)
ba11e48c7d
Highlight the most interesting button in a dialog
2024-04-16 23:58:47 -06:00
Eevee (Evelyn Woods)
7e0c1b0337
Improve the editor's selection tool (slightly WIP)
...
It now supports arbitrary regions! The tool itself still makes
rectangles, but you can shift-drag to add to the selection.
It also distinguishes visually between a floating selection and not, is
more easily visible against certain tile backgrounds and at small zoom
levels, and, I don't know, probably some other stuff.
2024-04-16 23:55:35 -06:00
Eevee (Evelyn Woods)
e1e99e73e7
Fix circuit blocks; distinguish floor wiring from black button wiring
2024-04-16 21:09:46 -06:00
Eevee (Evelyn Woods)
3802b10956
Visually indicate when a floor is in an odd wiring state
...
This distinguished a regular crossed floor from what you get when
blowing up e.g. a blue or red teleporter.
Fixes #60 .
2024-04-16 20:48:50 -06:00
Eevee (Evelyn Woods)
bef5550a95
Make mouse operations always exist, not only while clicking
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This allows for multi-eyedrop (where right-clicking the same cell cycles
through everything in that cell) to finally work.
Also fixes #72 , I think.
2024-04-16 05:23:56 -06:00
Eevee (Evelyn Woods)
933d20d559
Factor out the list of pushable tiles
2024-04-13 22:06:00 -06:00
Eevee (Evelyn Woods)
cddc274701
Don't let key repeat interfere with the restart timer
2024-04-12 19:03:24 -06:00
Eevee (Evelyn Woods)
fe4c111fa9
Thread the bulk tester
...
Four threads makes it twice as fast. Go figure.
2024-04-12 18:29:49 -06:00
Eevee (Evelyn Woods)
a06f53af29
Emit wire pulses in reverse reading order
...
Fixes the replay for CC2LP1 #67 Before My Very Eyes.
2024-04-12 04:00:37 -06:00
Eevee (Evelyn Woods)
52bc2bdf8e
Show the entire blast radius of dynamite
2024-04-12 01:08:16 -06:00
Eevee (Evelyn Woods)
01dd4eb1a8
Show best score on the level overlay; touch up scorecard and mobile CSS a bit
2024-04-11 23:49:18 -06:00
Eevee (Evelyn Woods)
a3b283b51e
Allow holding R (for one second) to restart the level
2024-04-11 23:41:48 -06:00
Eevee (Evelyn Woods)
1df89884ed
Implement MS-style instant movement for some reason
2024-04-11 03:50:58 -06:00
Eevee (Evelyn Woods)
ebe848ec99
Fix trap timing on Lynx
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CC2's goofy `on_stand` on arrival behavior made them extra extra fast,
which is too fast.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
9bf418258f
Convert several uses of on_begin to on_ready
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
65664bba7b
Simplify dynamite spawn code
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
d7e1b969e8
Fix this errant comma and shame myself
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
fd590f8353
Slightly reduce memory usage (?) for undoing transmutation
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f417162f6f
Refactor bombs to use on_stand instead of on_begin
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
25cb6f2f05
Outdent the messy push-handling block in can_actor_enter_cell
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f422b4b395
Add a compat flag for pushing a sliding block
...
The default is now what I /think/ is the Lynx behavior: try to push the
block first, and only give it a pending direction if the push fails.
CC2 always uses the pending mechanism.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f896e1bdfd
Fix Lynx's no-backwards-overriding; remove the force-floor-on-arrive flag
...
Not sure the latter one is even correct at all; it completely breaks
ICEHOUSE, for one. I guess it made more sense with the previous hacky
implementation of force floors applying at the start of the game.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
80edfa1ae9
Clear the pending flags in more sensible places
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
64ca8f008c
Restore standing on arrival
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A few CC2LP1 replays desynced, so, I guess this is right actually.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
2ee86b50d2
Remove slide_automatically
...
Since sliding happens either on cell arrival or in the actor's idle
phase, the actor will always have a pending slide by the end of a tic,
so this code doesn't actually do anything.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
f140804713
Don't on_stand() on arrival; fix the CC1 force-floor compat flag
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
a1f357f317
Make sliding be the tiles' responsibility
...
This seems to simplify things and also explain the CC2 semantics: force
floors activate while being stood on (which happens, I guess, during
idle), so it applies to objects that start the level on force floors.
This was probably done to make force floor flipping work, too. On the
other hand, ice still only activates when being stepped on.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
7ba261c7d9
Fix some style nits; add some comments
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
7a9e3a6eb1
Check forced movement when stepping on a cell, not during movement
...
This does simplify things a bit, and it also fixes the replay for CC2LP1
level 160, Sneak Around. It breaks three Voting replays, unfortunately,
but doesn't break anything else, so I'm inclined to call it better.
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
b0650e7d6e
If you select exactly the compat flags matching a ruleset, highlight that button
2024-04-11 02:24:34 -06:00
Eevee (Evelyn Woods)
6d6f4f7c47
Add CCLP5
2024-04-11 02:24:34 -06:00
Ili Butterfield
50ebd95509
Add a missing tile encoding spec for one-way walls
2022-12-30 23:51:32 -08:00
Eevee (Evelyn Woods)
15a8be1c15
Play sounds very near the player at full volume, but spatialize chip pickups
2021-12-22 23:58:14 -07:00