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properly placing player on start
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Zal0 committed Aug 2, 2019
1 parent 98b8d8c commit ea09d07
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Showing 2 changed files with 13 additions and 5 deletions.
4 changes: 2 additions & 2 deletions src/SpritePlayer.c
Expand Up @@ -189,8 +189,8 @@ void Update_SpritePlayer() {
}
}

DPRINT_POS(0, 0);
DPrintf("x:%d y:%d ", (UINT16)chopter_vx, (UINT16)chopter_vy);
//DPRINT_POS(0, 0);
//DPrintf("x:%d y:%d ", (UINT16)chopter_vx, (UINT16)chopter_vy);
}

void Destroy_SpritePlayer() {
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14 changes: 11 additions & 3 deletions src/StateGame.c
Expand Up @@ -27,7 +27,9 @@ UINT8 num_levels = 3;

void Start_StateGame() {
UINT8 i;
UINT16 start_x, start_y;
struct MapInfo* level = level_datas[current_level];
struct Sprite* spr;

level_done = 0;

Expand All @@ -40,14 +42,20 @@ void Start_StateGame() {
scroll_top_movement_limit = 72u;
scroll_bottom_movement_limit = 72u;

ScrollFindTile(level, 255, 0, 0, level->width, level->height, &start_x, &start_y);
scroll_target = SpriteManagerAdd(SpritePlayer, start_x << 3, (start_y - 1) << 3);
scroll_target->unique_id = SPRITE_UNIQUE_ID(start_x, start_y);

InitScrollTiles(0, &tiles_beach);
InitScroll(level, collision_tiles, 0);

scroll_target = sprite_chopter;
InitScroll(level, collision_tiles, 0); //Init again with the camera placed in the right position
SHOW_BKG;

INIT_CONSOLE(font, 3, 2);

SPRITEMANAGER_ITERATE(i, spr) {
DPRINT_POS(0, i);
DPrintf("id:%d %d %d ", spr->unique_id, spr->x, spr->y);
}
}

void Update_StateGame() {
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