Changed behaviour of player after brick has been sunken.

- Previously the player would stop on the current tile even if the correct key was pressed. Now the movement continues without interruption.
This commit is contained in:
Sander Schobers 2020-01-14 19:35:52 +01:00
parent 041cdccc3f
commit a19d33cb9f

View File

@ -124,24 +124,6 @@ func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
return
}
s.steps++
log.Printf("Moving player to %s", to)
s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, to), func() {
log.Printf("Player movement finished")
if s.player.pos == s.egg.pos {
s.complete = true
if onComplete := s.onComplete; onComplete != nil {
onComplete()
}
} else {
pressed := s.keysDown.ArePressed(s.ctx.Settings.Controls.MovementKeys()...)
if len(pressed) == 1 {
log.Printf("Movement key %s is down, moving further", gut.KeyToString(key))
s.TryPlayerMove(pressed[0])
}
}
})
if brick := s.bricks.FindEntity(to); brick != nil {
log.Printf("Pushing brick at %s", to)
brickTo := to.Add(dir)
@ -161,6 +143,24 @@ func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
}
})
}
s.steps++
log.Printf("Moving player to %s", to)
s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, to), func() {
log.Printf("Player movement finished")
if s.player.pos == s.egg.pos {
s.complete = true
if onComplete := s.onComplete; onComplete != nil {
onComplete()
}
} else {
pressed := s.keysDown.ArePressed(s.ctx.Settings.Controls.MovementKeys()...)
if len(pressed) == 1 {
log.Printf("Movement key %s is down, moving further", gut.KeyToString(key))
s.TryPlayerMove(pressed[0])
}
}
})
}
func (s *playLevelState) canMove(from, dir geom.Point) bool {