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