This commit is contained in:
2026-07-09 00:18:40 -05:00
parent e545395ac6
commit 386967e936
3 changed files with 27 additions and 32 deletions
+5 -14
View File
@@ -28,16 +28,6 @@ fn opposite_tag(me) {
else { "BUILTIN_transporter_east" }
}
// The direction a front bump arrives from — the side opposite our facing (a
// north-facing transporter is entered from the south, etc.). `bump` reacts only
// when the reported direction matches this.
fn entrance_dir(me) {
if me.has_tag("BUILTIN_transporter_north") { South }
else if me.has_tag("BUILTIN_transporter_south") { North }
else if me.has_tag("BUILTIN_transporter_east") { West }
else { East }
}
// The 4-frame animation loop for this direction (CP437 tile codes).
fn frames(me) {
if me.has_tag("BUILTIN_transporter_north") { [94, 45, 94, 126] } // ^ - ^ ~
@@ -67,14 +57,15 @@ fn transport(sx, sy, tx, ty) {
}
fn bump(me, dir) {
// Only transport things that hit us from the front — the entrance side. `dir`
// is the direction the bump came from; a bump from any other side does nothing.
if dir != entrance_dir(me) { return; }
let d = facing(me);
let dx = d[0];
let dy = d[1];
// Only transport things that hit us from the front — the entrance side (-facing).
// `dir` is the side the bump came from, so its offset must be the opposite of our
// facing; a bump from any other side does nothing.
if dir.dx != -dx || dir.dy != -dy { return; }
// Whatever solid is pressed against our entrance cell (me - d) gets moved:
// the player, another object, or a pushed crate — all handled uniformly by
// shifting the solid at that coordinate onto an empty destination.