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author | Juan J. Martinez <jjm@usebox.net> | 2023-07-08 12:46:24 +0100 |
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committer | Juan J. Martinez <jjm@usebox.net> | 2023-07-08 12:46:24 +0100 |
commit | 6f18c3bae8c64ad52b541f95dde10110697e8b20 (patch) | |
tree | 7e14c32f120cbab32875043ecb51343586a73378 | |
parent | f515c558088a232e0796bfb3e46b6d969f5f204a (diff) | |
download | gold-mine-run-6f18c3bae8c64ad52b541f95dde10110697e8b20.tar.gz gold-mine-run-6f18c3bae8c64ad52b541f95dde10110697e8b20.zip |
Don't draw the player out of screen
We don't have clipping now, so we can't draw out of the screen.
Also we want to NOT draw the player during the gameover delay.
-rw-r--r-- | src/player.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/src/player.c b/src/player.c index 7394857..8c1765a 100644 --- a/src/player.c +++ b/src/player.c @@ -95,7 +95,7 @@ static void player_dying() for (uint8_t i = 0; i < steps; i++) { /* exit screen */ - if (y > MAP_H * MAP_TILE_H) + if (y == MAP_H * MAP_TILE_H - 16) { /* if there are lifes left, respawn */ if (dec_lives()) @@ -106,6 +106,8 @@ static void player_dying() /* stop falling */ gravity = GRAVITY_OFF; + /* don't draw the player; XXX: magic number */ + invuln = 4; return; } y++; |