Comments (2)
Tulip launchers behave specially around explosions. (They need to be hit twice, they flash white while in pain, and they spawn blue parachute ball shards upon destruction.) Because of the different behavior, all this happens inside the tick function, ActTulipLauncher(), and not in CanBeExploded()
.
Sprite draw order is constrained by the order of function calls in GameLoop(). DrawPlayerHelper()
is called first, then MoveAndDrawActors()
happens, which means all actors overdraw the player. Within the actors themselves, they are drawn in actors[]
array order, later ones overdrawing earlier ones.
I haven't really explored how the game behaves with player/actor function calls rearranged, but those would be the places to look. Giving actors any sense of z-layering or priority would involve adding a new member to the Actor
struct and sorting them during MoveAndDrawActors()
. Not impossible, but the original authors included no provisions for that.
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Thanks for the help. I actually seem to have found out how to comment out the code that makes the tulip game object vulnerable to bombs.
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