Fix main game collision issue
Changelog: - Add the refactored system to main game - Reset coin counter to zero on (re-)startscene_man
parent
e6784a4d71
commit
d54fee8935
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@ -676,6 +676,8 @@ static void toggle_block_system(Scene_t* scene)
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static void restart_editor_level(Scene_t* scene)
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static void restart_editor_level(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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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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memset(&data->coins, 0, sizeof(data->coins));
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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for (size_t i = 0; i < tilemap.n_tiles;i++)
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for (size_t i = 0; i < tilemap.n_tiles;i++)
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{
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{
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@ -398,6 +398,7 @@ void init_game_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &spike_collision_system);
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sc_array_add(&scene->scene.systems, &spike_collision_system);
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sc_array_add(&scene->scene.systems, &edge_velocity_check_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &lifetimer_update_system);
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sc_array_add(&scene->scene.systems, &lifetimer_update_system);
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@ -38,6 +38,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
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sc_map_init_64v(&data->tilemap.tiles[i].entities_set, 16, 0);
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sc_map_init_64v(&data->tilemap.tiles[i].entities_set, 16, 0);
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data->tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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data->tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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}
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}
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memset(&data->coins, 0, sizeof(data->coins));
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}
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}
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void term_level_scene_data(LevelSceneData_t* data)
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void term_level_scene_data(LevelSceneData_t* data)
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