Properly reset a level scene
parent
13d8aafec3
commit
c1207ec5b4
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@ -64,13 +64,19 @@ bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
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scene->data.tilemap.n_tiles = n_tiles;
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clear_entity_manager(&scene->scene.ent_manager);
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for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++)
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{
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scene->data.tilemap.tiles[i].max_water_level = 4;
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scene->data.tilemap.tiles[i].solid = NOT_SOLID;
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scene->data.tilemap.tiles[i].tile_type = EMPTY_TILE;
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scene->data.tilemap.tiles[i].rotation = TILE_NOROTATE;
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scene->data.tilemap.tiles[i].connectivity = 0;
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scene->data.tilemap.tiles[i].moveable = true;
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scene->data.tilemap.tiles[i].offset = (Vector2){0, 0};
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scene->data.tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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scene->data.tilemap.tiles[i].def = 0;
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sc_map_clear_64v(&scene->data.tilemap.tiles[i].entities_set);
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if (lvl_map.tiles[i].tile_type == 1)
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@ -78,6 +84,7 @@ bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
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change_a_tile(&scene->data.tilemap, i, SOLID_TILE);
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}
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scene->data.tilemap.tiles[i].max_water_level = 4;
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scene->data.tilemap.tiles[i].water_level = lvl_map.tiles[i].water;
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scene->data.tilemap.tiles[i].wet = scene->data.tilemap.tiles[i].water_level > 0;
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}
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