parent
42e5caf695
commit
b30646103d
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@ -199,8 +199,6 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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void player_respawn_system(Scene_t* scene)
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void player_respawn_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_player;
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Entity_t* p_player;
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// Cannot create player while looping though the players
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// Cannot create player while looping though the players
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// So have to create outside of the loop
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// So have to create outside of the loop
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@ -902,12 +900,12 @@ void moveable_update_system(Scene_t* scene)
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// Intentional. Want this check even after a gridmove to allow gridmove after that
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// Intentional. Want this check even after a gridmove to allow gridmove after that
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if (!p_moveable->gridmove)
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if (!p_moveable->gridmove)
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{
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{
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if (p_ctransform->prev_velocity.y <= 0 && p_ctransform->prev_position.x == p_ctransform->position.x) continue;
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//if (p_ctransform->prev_velocity.y <= 0 && p_ctransform->prev_position.x == p_ctransform->position.x) continue;
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TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
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TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
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Vector2 point_to_check = {
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Vector2 point_to_check = {
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.x = p_ctransform->position.x + p_bbox->half_size.x,
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.x = p_ctransform->position.x + p_bbox->half_size.x,
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.y = p_ctransform->position.y + p_bbox->size.y + 5 // 5 is arbitrary, just to make sure there's a little gap
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.y = p_ctransform->position.y + p_bbox->size.y + 1
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};
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};
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int tile_x = point_to_check.x / TILE_SIZE;
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int tile_x = point_to_check.x / TILE_SIZE;
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int tile_y = point_to_check.y / TILE_SIZE;
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int tile_y = point_to_check.y / TILE_SIZE;
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