void CGpApp::PlayerDead() { m_PlayerStatus = PLAYER_STATUS_DEAD; if(m_Player.nAlive <= 0) return; PlayerRevive(); }
void GameDoLogic(bool* Continue, bool* Error, Uint32 Milliseconds) { (void)Continue; (void)Error; if (Pause) return; cpSpaceStep(space.Space, Milliseconds * 0.001); CameraUpdate(&camera, PlayerMiddleY(), Milliseconds); bool hasPlayers = false; for (int i = 0; i < MAX_PLAYERS; i++) { Player *p = &players[i]; if (!p->Enabled) continue; PlayerUpdate(p, Milliseconds); // Check if the player needs to be respawned if (p->RespawnCounter == 0 && !p->Alive && space.Gaps.size > 0) { SpaceRespawnPlayer(&space, p); } if (!p->Alive) { // Check if any players are past ones that await reenabling if (p->RespawnCounter == -1 && PlayerMinY() < p->y) { PlayerRevive(p); } else { continue; } } hasPlayers = true; // Check player pickups if (PickupsCollide(p->x, p->y, PLAYER_RADIUS)) { PlayerScore(p, false); } // Players that hit the top of the screen die if (cpBodyGetPosition(p->Body).y + PLAYER_RADIUS >= camera.Y + FIELD_HEIGHT / 2) { PlayerKill(p); } } // If no players left alive, end the game if (!hasPlayers) { ToTitleScreen(false); } SpaceUpdate(&space, PlayerMinY(), camera.Y, PlayerMaxY(), &players[0]); ParticlesUpdate(Milliseconds); // Players that hit the top of the screen die if (PlayerMaxY() + PLAYER_RADIUS >= camera.Y + FIELD_HEIGHT / 2) { ToTitleScreen(false); } }