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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
big bug squash (#261)
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+33
-1
@@ -61,16 +61,26 @@ function Player:tryMove(dir, map, entities)
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if self.facing ~= dir then
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self.facing = dir
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self.turnTimer = self.turnFrames or TURN_FRAMES
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self.bumpFrames = nil -- turning to a new facing ends any wall-bonk cycle
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return "turned"
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end
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if self.turnTimer > 0 then return nil end
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local ok, why = Collision.canMove(map, entities, self, dir)
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if not ok then
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-- Gen1: a blocked step still animates the player walking in place --
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-- the collision path spends the step's worth of frames running
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-- UpdateSprites before returning control, so the legs cycle without
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-- the cell changing (home/overworld.asm collision handling; issue
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-- #230). Re-armed every frame the direction is held into the wall;
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-- Player:update ticks the walk clock while it counts down, so releasing
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-- returns to the standing pose within a step's length.
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self.bumpFrames = self.stepFrames or STEP_FRAMES
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return "blocked", why
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end
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local tx, ty = Collision.target(self.cellX, self.cellY, dir)
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self.targetX, self.targetY = tx, ty
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self.moving = true
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self.bumpFrames = nil -- a real step supersedes any in-place bonk
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self.progress = 0
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-- the bicycle doubles walking speed (8 frames per step)
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local save = require("src.core.Game").save
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@@ -97,9 +107,19 @@ function Player:update()
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if self.spinFrames <= 0 then
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self.spinFrames = nil
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self.spinDrop = nil
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self.spinRise = nil -- teleport-out departure lift (#196)
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self.spinning = false
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end
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end
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-- wall-bonk walk-in-place (issue #230): while pushing into a wall the
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-- collision path keeps the walk clock running without moving the cell,
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-- so the sprite animates against the wall. Guarded on not-moving so a
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-- real step (which clears bumpFrames and advances animClock itself
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-- below) can never double-tick the leg cadence.
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if not self.moving and self.bumpFrames and self.bumpFrames > 0 then
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self.bumpFrames = self.bumpFrames - 1
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self.animClock = (self.animClock or 0) + 1
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end
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if not self.moving then return false end
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local stepLen = self.stepFramesCur or self.stepFrames or STEP_FRAMES
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self.progress = self.progress + 1
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@@ -132,7 +152,12 @@ function Player:facingCell()
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end
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function Player:walkPhase()
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if not self.moving and not self.stepLanded then return 0 end
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-- moving, the land-frame after a completed step, or an active wall-bonk
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-- (issue #230) animate; a standing sprite otherwise
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if not self.moving and not self.stepLanded
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and not (self.bumpFrames and self.bumpFrames > 0) then
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return 0
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end
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-- walk frame during the middle of each 16-frame animation cycle
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local p = (self.animClock or self.progress) % 16
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return (p >= 4 and p < 12) and 1 or 0
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@@ -183,6 +208,13 @@ function Player:pose()
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-- (EnterMapAnim PlayerSpinWhileMovingDown)
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if self.spinFrames and self.spinDrop then
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py = py - math.floor(self.spinFrames * 24 / (self.spinTotal or 64))
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elseif self.spinFrames and self.spinRise then
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-- Dig/Teleport/Escape-Rope departures spin the sprite UP out of the
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-- map before the fade (LeaveMapAnim PlayerSpinWhileMovingUp) -- the
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-- mirror of the arrival spin-down: the lift grows from 0 as spinFrames
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-- counts down to 0 (#196), opposite sign to spinDrop above.
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local total = self.spinTotal or 64
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py = py - math.floor((total - self.spinFrames) * 24 / total)
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end
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end
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local sprite = (self.surfing and self.surfSprite)
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