0
0
3
-pp_0 -104.841812 -42.929047 55.225319 53.499516 ff0000
-pp_1 30.632792 -131.375824 56.951111 62.559914 ff0000
-pp_2 59.539791 -29.554169 44.870571 75.071899 ff0000
+pp_0 -116.490898 -97.722908 42.713326 84.995201 ff0000
+pp_1 92.761269 -140.436234 31.927139 80.249283 ff0000
+pp_2 30.632792 -16.610737 41.418991 59.971233 ff0000
#include "src/dynarray.c"
#include "src/system/file.c"
#include "src/ring_buffer.c"
-#include "src/game/level/phantom_platforms.h"
+#include "src/game/level/phantom_platforms.c"
#include "game/level/labels.h"
#include "game/level/lava.h"
#include "game/level/platforms.h"
+#include "game/level/phantom_platforms.h"
#include "game/level/player.h"
#include "game/level/regions.h"
#include "game/level/rigid_bodies.h"
Boxes *boxes;
Labels *labels;
Regions *regions;
+ Phantom_Platforms pp;
};
Level *create_level_from_level_editor(const LevelEditor *level_editor)
RETURN_LT(lt, NULL);
}
+ level->pp = create_phantom_platforms(level_editor->pp_layer);
+
return level;
}
void destroy_level(Level *level)
{
trace_assert(level);
+ destroy_phantom_platforms(level->pp);
RETURN_LT0(level->lt);
}
return -1;
}
+ phantom_platforms_render(&level->pp, camera);
+
if (player_render(level->player, camera) < 0) {
return -1;
}
labels_update(level->labels, delta_time);
Rect hitbox = player_hitbox(level->player);
- platforms_hide_platform_at(level->back_platforms, vec(hitbox.x, hitbox.y));
- platforms_update(level->back_platforms, delta_time);
+ phantom_platforms_hide_at(&level->pp, vec(hitbox.x, hitbox.y));
+ phantom_platforms_update(&level->pp, delta_time);
return 0;
}
rect_layer_load(level_editor->boxes_layer, memory, &input);
label_layer_load(level_editor->label_layer, memory, &input);
rect_layer_load(level_editor->regions_layer, memory, &input);
+ rect_layer_load(level_editor->pp_layer, memory, &input);
undo_history_clean(level_editor->undo_history);
return level_editor;
free(pp.hiding);
}
-void phantom_platforms_render(Phantom_Platforms *pp, Camera *camera)
+void phantom_platforms_render(const Phantom_Platforms *pp, const Camera *camera)
{
trace_assert(pp);
trace_assert(camera);
}
}
-#define HIDING_SPEED 2.0f
+#define HIDING_SPEED 4.0f
void phantom_platforms_update(Phantom_Platforms *pp, float dt)
{
Phantom_Platforms create_phantom_platforms(RectLayer *rect_layer);
void destroy_phantom_platforms(Phantom_Platforms pp);
-void phantom_platforms_render(Phantom_Platforms *pp, Camera *camera);
+void phantom_platforms_render(const Phantom_Platforms *pp, const Camera *camera);
void phantom_platforms_update(Phantom_Platforms *pp, float dt);
void phantom_platforms_hide_at(Phantom_Platforms *pp, Vec2f position);