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authorJuan J. Martinez <jjm@usebox.net>2023-07-08 12:46:24 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-07-08 12:46:24 +0100
commit6f18c3bae8c64ad52b541f95dde10110697e8b20 (patch)
tree7e14c32f120cbab32875043ecb51343586a73378 /src/player.c
parentf515c558088a232e0796bfb3e46b6d969f5f204a (diff)
downloadgold-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.
Diffstat (limited to 'src/player.c')
-rw-r--r--src/player.c4
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++;