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export type PushWall = { | ||
active: boolean; | ||
tilesMoved: number; | ||
pointsMoved: number; | ||
dir: number; | ||
x: number; | ||
y: number; | ||
dx: number; | ||
dy: number; | ||
texX: number; | ||
texY: number; | ||
} | ||
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let PWall: PushWall; | ||
let Wolf: any; // TODO (al) Remove in the future. | ||
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export const push = ( | ||
level: { tileMap: { [x: string]: { [x: string]: number; }; }; state: { foundSecrets: number; totalSecrets: number; }; wallTexX: { [x: string]: { [x: string]: number; }; }; wallTexY: { [x: string]: { [x: string]: number; }; }; }, | ||
x: number, | ||
y: number, | ||
dir: number | ||
) => { | ||
var dx: number, dy: number; | ||
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if (PWall.active) { | ||
return false; // another PWall is moving [only one at a time!] | ||
} | ||
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dx = Wolf.Math.dx4dir[dir]; | ||
dy = Wolf.Math.dy4dir[dir]; | ||
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if (level.tileMap[x + dx][y + dy] & (Wolf.SOLID_TILE | Wolf.DOOR_TILE)) { | ||
// noway (smth is blocking) | ||
return true; | ||
} | ||
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// remove secret flag & make everything needed when pushwall used! | ||
level.tileMap[x][y] &= (~Wolf.SECRET_TILE); | ||
level.tileMap[x][y] &= (~Wolf.WALL_TILE); | ||
level.tileMap[x][y] |= Wolf.PUSHWALL_TILE; | ||
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if (++level.state.foundSecrets == level.state.totalSecrets) { | ||
Wolf.Game.notify("You found the last secret!"); | ||
} else { | ||
Wolf.Game.notify("You found a secret!"); | ||
} | ||
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Wolf.Sound.startSound(null, null, 1, Wolf.CHAN_AUTO, "sfx/034.wav", 1, Wolf.ATTN_STATIC, 0); | ||
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// good way to avoid stuckness; [un]comment one more down! | ||
// it makes a tile behind pushwall unpassable | ||
level.tileMap[x + dx][y + dy] |= Wolf.PUSHWALL_TILE; | ||
level.wallTexX[x + dx][y + dy] = level.wallTexX[x][y]; | ||
level.wallTexY[x + dx][y + dy] = level.wallTexY[x][y]; | ||
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// write down PWall info | ||
PWall.active = true; | ||
PWall.tilesMoved = PWall.pointsMoved = 0; | ||
PWall.dir = dir; | ||
PWall.x = x; | ||
PWall.y = y; | ||
PWall.dx = dx; | ||
PWall.dy = dy; | ||
PWall.texX = level.wallTexX[x][y]; | ||
PWall.texY = level.wallTexY[x][y]; | ||
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return true; | ||
} | ||
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export const process = ( | ||
level: { tileMap: number[][]; wallTexX: number[][]; wallTexY: number[][]; }, | ||
tics: number | ||
) => { | ||
if (!PWall.active) { | ||
return; // no active PWall to work with | ||
} | ||
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PWall.pointsMoved += tics; | ||
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if (PWall.pointsMoved < 128) { | ||
return; | ||
} | ||
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PWall.pointsMoved -= 128; | ||
PWall.tilesMoved++; | ||
// Free tile | ||
level.tileMap[PWall.x][PWall.y] &= (~Wolf.PUSHWALL_TILE); | ||
// Occupy new tile | ||
PWall.x += PWall.dx; | ||
PWall.y += PWall.dy; | ||
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// Shall we move further? | ||
if (level.tileMap[PWall.x + PWall.dx][PWall.y + PWall.dy] & (Wolf.SOLID_TILE | Wolf.DOOR_TILE | Wolf.ACTOR_TILE | Wolf.POWERUP_TILE) || PWall.tilesMoved == 3) { | ||
level.tileMap[PWall.x][PWall.y] &= (~Wolf.PUSHWALL_TILE); // wall now | ||
level.tileMap[PWall.x][PWall.y] |= Wolf.WALL_TILE; // wall now | ||
level.wallTexX[PWall.x][PWall.y] = PWall.texX; | ||
level.wallTexY[PWall.x][PWall.y] = PWall.texY; | ||
PWall.active = false; // Free Push Wall | ||
} else { | ||
level.tileMap[PWall.x + PWall.dx][PWall.y + PWall.dy] |= Wolf.PUSHWALL_TILE; | ||
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// Not sure if this is right but it fixed an issue with the pushwall texture changing mid-slide. | ||
level.wallTexX[PWall.x + PWall.dx][PWall.y + PWall.dy] = PWall.texX; | ||
level.wallTexY[PWall.x + PWall.dx][PWall.y + PWall.dy] = PWall.texY; | ||
} | ||
} | ||
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export const get = () => PWall; |