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authorrexim <reximkut@gmail.com>2024-03-22 05:37:37 +0700
committerrexim <reximkut@gmail.com>2024-03-22 05:37:37 +0700
commitb11563b33596fab1b57d5e1026503f70d4f59297 (patch)
tree665a0fe464f52457e858102018af97a3f33826ec
parentf59cac8ed21060e2fda270639585fca7e0d5038f (diff)
Keep rendering Player on Turn_Animation even if Dead
-rw-r--r--game.adb6
-rw-r--r--map.pngbin1044 -> 1041 bytes
2 files changed, 4 insertions, 2 deletions
diff --git a/game.adb b/game.adb
index c483b7c..b2020eb 100644
--- a/game.adb
+++ b/game.adb
@@ -1061,6 +1061,10 @@ procedure Game is
procedure Game_Player(Game: in out Game_State) is
begin
if Game.Player.Dead then
+ if Game.Turn_Animation >= 0.0 then
+ Draw_Rectangle_V(Screen_Player_Position(Game), Cell_Size, Palette_RGB(COLOR_PLAYER));
+ end if;
+
if Space_Pressed then
Game_Restore_Checkpoint(Game);
Game.Player.Dead := False;
@@ -1405,8 +1409,6 @@ end;
-- - Closed
-- - Open
-- - Happy (very important to indicate that he's not hostile)
--- TODO: Keep rendering Player on Turn_Animation even if Dead
--- Because otherwise it just awkwardly disappears before running into the thing that killed them.
-- TODO: Eye Angle Speed
-- For smoother transitions. Especially from Open to Closed if we decide
-- that the Closed eyes should always point down
diff --git a/map.png b/map.png
index edff3a4..fae422d 100644
--- a/map.png
+++ b/map.png
Binary files differ