Respawn timer integrated.
This commit is contained in:
parent
926ee37651
commit
b4c42e4fd3
@ -140,8 +140,10 @@ void FaceBall::LoadLevel(int level)
|
||||
exitCoords = { x,y };
|
||||
}
|
||||
if (id == START) {
|
||||
player.UpdatePos({ x+0.5f,0.3,y+0.5f });
|
||||
fYaw = (int(mapData[y][x].facingDir) - 1) * PI / 2;
|
||||
spawnLoc = { x + 0.5f,0.3,y + 0.5f };
|
||||
player.UpdatePos(spawnLoc);
|
||||
spawnFacingDir = mapData[y][x].facingDir;
|
||||
fYaw = (int(spawnFacingDir) - 1) * PI / 2;
|
||||
}
|
||||
}
|
||||
map.push_back(row);
|
||||
@ -1181,7 +1183,7 @@ bool Bullet::Update(float fElapsedTime) {
|
||||
}
|
||||
else {
|
||||
if (FaceBall::CheckPlayerCollision(adjustedSpd,{pos.x,pos.z},0.1)) {
|
||||
game->HurtPlayer(shooterID,shooterBlinking);
|
||||
game->HurtPlayer(shooterID,1,shooterBlinking);
|
||||
return false;
|
||||
} else
|
||||
{
|
||||
@ -1203,8 +1205,11 @@ bool Bullet::Update(float fElapsedTime) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void FaceBall::HurtPlayer(EnemyID id,bool blinking) {
|
||||
hp = std::max(0, hp - 1);
|
||||
void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) {
|
||||
hp = std::max(0, hp - damage);
|
||||
if (hp <= 0) {
|
||||
respawnTimer = 3.0f;
|
||||
}
|
||||
lastHitBy = id;
|
||||
lastHitByBlinking = blinking;
|
||||
}
|
||||
@ -1246,9 +1251,6 @@ void FaceBall::RenderHud(float fElapsedTime) {
|
||||
RenderMeshDeathScreen(matView, vecTrianglesToRaster, o);
|
||||
|
||||
//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
|
||||
if (vecTrianglesToRaster.size() > 0) {
|
||||
std::cout << vecTrianglesToRaster[0].p[0] << std::endl;
|
||||
}
|
||||
triRenderCount = 0;
|
||||
for (auto& triToRaster : vecTrianglesToRaster) {
|
||||
Triangle clipped[2];
|
||||
@ -1509,6 +1511,20 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
|
||||
case GAME: {
|
||||
HandleKeys(fElapsedTime);
|
||||
if (hp > 0) { RenderWorld(); }
|
||||
else {
|
||||
respawnTimer -= fElapsedTime;
|
||||
if (respawnTimer <= 0.0f) {
|
||||
lives--;
|
||||
if (lives > 0) {
|
||||
hp = maxHP;
|
||||
player.UpdatePos(spawnLoc);
|
||||
fYaw = (int(spawnFacingDir) - 1) * PI / 2;
|
||||
}
|
||||
else {
|
||||
//TODO Game over.
|
||||
}
|
||||
}
|
||||
}
|
||||
RenderHud(fElapsedTime);
|
||||
}break;
|
||||
case EDITOR: {
|
||||
|
@ -266,6 +266,9 @@ class FaceBall : public PixelGameEngine
|
||||
float hudOffset = 0;
|
||||
float hudOffsetAcc = 0;
|
||||
float screenAlpha = 0;
|
||||
float respawnTimer = 0;
|
||||
vec3d spawnLoc = { 0,0.3,0 };
|
||||
FacingDirection spawnFacingDir = FacingDirection::NORTH;
|
||||
|
||||
EnemyID lastHitBy=EnemyID::NONE;
|
||||
bool lastHitByBlinking = false;
|
||||
@ -315,5 +318,5 @@ class FaceBall : public PixelGameEngine
|
||||
static int CheckEnemyCollision(vec3d movementVector, vf2d pos, float radius, int ignoreIndex = -1);
|
||||
static bool CheckPlayerCollision(vec3d movementVector, vf2d pos, float radius);
|
||||
void SubtractTag();
|
||||
void HurtPlayer(EnemyID id, bool blinking = false);
|
||||
void HurtPlayer(EnemyID id, int damage=1,bool blinking = false);
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user