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authorJuan J. Martinez <jjm@usebox.net>2023-05-16 22:13:37 +0100
committerJuan J. Martinez <jjm@usebox.net>2023-05-16 22:13:37 +0100
commit5b13a8c276199f3ccdfdcb0d96dd7631b7e1b1fb (patch)
treef3d26b679325aeffe11eed690921a1d130a057b1 /src/Game/Entities.hs
parentbce1f36c1e1507e6c503f42c9ae0285d05b52619 (diff)
downloadspace-plat-hs-5b13a8c276199f3ccdfdcb0d96dd7631b7e1b1fb.tar.gz
space-plat-hs-5b13a8c276199f3ccdfdcb0d96dd7631b7e1b1fb.zip
Use play state instead of level complete, that includes game over
Diffstat (limited to 'src/Game/Entities.hs')
-rw-r--r--src/Game/Entities.hs10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/Game/Entities.hs b/src/Game/Entities.hs
index 3cb2510..6ddf589 100644
--- a/src/Game/Entities.hs
+++ b/src/Game/Entities.hs
@@ -71,7 +71,7 @@ addExit es x y = do
updateAll :: Entities -> GS.State -> IO (Entities, GS.State)
updateAll es state = do
-- update the player first (including the reference), unless the level is completed
- updatedPlayer <- if state.levelCompleted /= GS.ExitOff then pure player else player.update player
+ updatedPlayer <- if state.playState /= GS.InPlay then pure player else player.update player
void $ writeIORef es.player updatedPlayer
-- then the other entities
updated <- (updatedPlayer :) <$> traverse (updateFilter $ state.hitDelay > 0) others
@@ -111,12 +111,12 @@ updateAll es state = do
processActions s' ents' t
ActionExitStarted ->
processActions
- s {GS.levelCompleted = GS.ExitStarted}
+ s {GS.playState = GS.ExitStarted}
-- the player is not in the action, changing the type disables collision detection
((head ents) {typ = TypeEffect} : tail ents)
t
- ActionEntryDone -> processActions s {GS.levelCompleted = GS.ExitOff} ents t
- ActionExitDone -> processActions s {GS.levelCompleted = GS.ExitDone} ents t
+ ActionEntryDone -> processActions s {GS.playState = GS.InPlay} ents t
+ ActionExitDone -> processActions s {GS.playState = GS.ExitDone} ents t
ActionAddBlast x y d playerCollision isBlocked -> do
blast <- mkBlast es.sprites x y d playerCollision isBlocked
processActions s (ents ++ [blast]) t
@@ -156,7 +156,7 @@ render renderer es state = do
-- always render player last
-- won't draw all the frames if the player was hit
-- or we are exiting the level
- if testBit state.hitDelay 2 || state.levelCompleted /= GS.ExitOff then pure () else renderOne player
+ if testBit state.hitDelay 2 || state.playState /= GS.InPlay then pure () else renderOne player
where
player = head es.entities
others = tail es.entities