Add player respawn system

scene_man
En Yi 2023-06-14 20:36:50 +08:00
parent 9e60d0fb89
commit a1101cd951
3 changed files with 20 additions and 6 deletions

View File

@ -435,6 +435,7 @@ void init_level_scene(LevelScene_t* scene)
sc_array_add(&scene->scene.systems, &sprite_animation_system);
sc_array_add(&scene->scene.systems, &camera_update_system);
sc_array_add(&scene->scene.systems, &player_dir_reset_system);
sc_array_add(&scene->scene.systems, &player_respawn_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
// This avoid graphical glitch, not essential

View File

@ -353,6 +353,22 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
return offset;
}
void player_respawn_system(Scene_t* scene)
{
Entity_t* p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
if (!p_player->m_alive)
{
p_player->m_alive = true;
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
}
}
}
void player_dir_reset_system(Scene_t* scene)
{
CPlayerState_t* p_pstate;
@ -630,9 +646,7 @@ void player_crushing_system(Scene_t* scene)
if (detected == 0b11)
{
memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_player->m_alive = false;
return;
}
@ -651,9 +665,7 @@ void player_crushing_system(Scene_t* scene)
//if (check_collision(&ent, &tilemap, false) == 1)
if (detected == 0b11)
{
memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_player->m_alive = false;
return;
}
}

View File

@ -20,4 +20,5 @@ void hitbox_update_system(Scene_t* scene);
void sprite_animation_system(Scene_t* scene);
void camera_update_system(Scene_t* scene);
void player_dir_reset_system(Scene_t* scene);
void player_respawn_system(Scene_t* scene);
#endif // __GAME_SYSTEMS_H