- CCLP1 #81 requires pushing blocks off of blue walls, which is impossible in CC2 but allowed in TW Lynx (unclear if this is a lynx behavior or a tw bug) - CCLP1 #89 has a tank start on a recessed wall and drive off of it, expecting the recessed wall to be left alone, but under CC2 rules it becomes a wall; such walls are now automatically converted to a new tile, the "doubly recessed wall", which restores the expected behavior without changing how recessed walls work in general - CCLP4 #135 expects pressing a blue button to not affect blue tanks that are currently in mid-slide In addition, the behavior of blue buttons now matches the Lynx/Steam behavior: the press is stored as a flag and queued until the tank is next able to move.
55 lines
1.3 KiB
JavaScript
55 lines
1.3 KiB
JavaScript
export function string_from_buffer_ascii(buf) {
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return String.fromCharCode.apply(null, new Uint8Array(buf));
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}
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export class StoredCell extends Array {
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}
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export class StoredLevel {
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constructor(number) {
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// TODO still not sure this belongs here
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this.number = number; // one-based
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this.title = '';
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this.password = null;
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this.hint = '';
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this.chips_required = 0;
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this.time_limit = 0;
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this.viewport_size = 9;
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this.extra_chunks = [];
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this.use_cc1_boots = false;
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this.use_ccl_compat = false;
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this.size_x = 0;
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this.size_y = 0;
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this.linear_cells = [];
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// Maps of button positions to trap/cloner positions, as scalar indexes
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// in the linear cell list
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// TODO merge these imo
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this.has_custom_connections = false;
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this.custom_trap_wiring = {};
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this.custom_cloner_wiring = {};
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// New LL feature: custom camera regions, as lists of {x, y, width, height}
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this.camera_regions = [];
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}
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scalar_to_coords(n) {
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return [n % this.size_x, Math.floor(n / this.size_x)];
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}
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coords_to_scalar(x, y) {
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return x + y * this.size_x;
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}
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check() {
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}
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}
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export class StoredGame {
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constructor(identifier) {
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this.identifier = identifier;
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this.levels = [];
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}
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}
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