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authorVito Caputo <vcaputo@pengaru.com>2022-12-07 15:12:49 -0800
committerVito Caputo <vcaputo@pengaru.com>2022-12-07 15:12:49 -0800
commit91cf0d32747d1ad348a2572009e0efd74f943ba6 (patch)
treee58eadb2062e921c93012ebd3a1afd6a7bfc6c17
parent4251e47f991bfd032a75159b0b8c8e2a4b7346b4 (diff)
game: ensure mask is above tp
Sometimes you randomly have mask invisibly coincide with tp, and the only indication is when you pick them up you get two "mine"s played simultaneously. Since the mask will always be more sparse and smaller than the tp at least layer it above the tp to help visibility, though it might need a shadow or outline in its .ans too.
-rw-r--r--src/game.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game.c b/src/game.c
index eb47937..2f24d94 100644
--- a/src/game.c
+++ b/src/game.c
@@ -301,7 +301,7 @@ static mask_t * mask_new(game_t *game, stage_t *parent)
fatal_if(!mask, "unable to allocate mask_t");
mask->entity.type = ENTITY_TYPE_MASK;
- mask->entity.node = mask_node_new(&(stage_conf_t){ .parent = parent, .name = "mask", .layer = 4, .alpha = 1.f }, &game->sars->projection_x, &mask->entity.model_x);
+ mask->entity.node = mask_node_new(&(stage_conf_t){ .parent = parent, .name = "mask", .layer = 6, .alpha = 1.f }, &game->sars->projection_x, &mask->entity.model_x);
mask->entity.scale = GAME_MASK_SCALE;
return mask;
@@ -740,7 +740,7 @@ static void update_entities(play_t *play, game_t *game)
if (game->sars->cheat)
game->teepee->quantity = 128;
- bonus_node_new(&(stage_conf_t){.parent = game->game_node, .active = 1, .alpha = 1.f, .name = "teepee-bonus", .layer = 6},
+ bonus_node_new(&(stage_conf_t){.parent = game->game_node, .active = 1, .alpha = 1.f, .name = "teepee-bonus", .layer = 7},
game->teepee->quantity,
&game->sars->projection_x,
&game->teepee->entity.position,
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