diff options
author | rexim <reximkut@gmail.com> | 2024-03-22 05:37:37 +0700 |
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committer | rexim <reximkut@gmail.com> | 2024-03-22 05:37:37 +0700 |
commit | b11563b33596fab1b57d5e1026503f70d4f59297 (patch) | |
tree | 665a0fe464f52457e858102018af97a3f33826ec | |
parent | f59cac8ed21060e2fda270639585fca7e0d5038f (diff) |
Keep rendering Player on Turn_Animation even if Dead
-rw-r--r-- | game.adb | 6 | ||||
-rw-r--r-- | map.png | bin | 1044 -> 1041 bytes |
2 files changed, 4 insertions, 2 deletions
@@ -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 Binary files differ |