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BUGFIX: Fixed level progression check

master
parent
commit
cd2c3612e0
  1. 21
      src/main.go

21
src/main.go

@ -133,6 +133,10 @@ func (g *Game) SaveData() error {
return nil
}
func getPointsForLevel(level uint32) uint64 {
return 100 * uint64(level)
}
func (g *Game) Update() error {
if ebiten.IsWindowBeingClosed() {
return ebiten.Termination
@ -187,16 +191,6 @@ func (g *Game) Update() error {
g.PlaySound("boop")
}
/////////// TODO
if g.Save.Points > 0 && g.Save.Points%100 < uint64(g.Save.Level) {
// Level progression
g.Save.Level++
g.Save.PassiveIncome++
// Bump points number immediately in order to not mistakengly level up on the next update
g.Save.Points++
g.PlaySound("levelup")
}
// Capybara Animation
if g.AnimationData.Theta >= 0.03 {
g.AnimationData.BounceDirectionFlag = false
@ -216,6 +210,13 @@ func (g *Game) Update() error {
g.PassiveIncomeTicker++
}
if g.Save.Points > 0 && g.Save.Points >= getPointsForLevel(g.Save.Level) {
// Level progression
g.Save.Level++
g.Save.PassiveIncome++
g.PlaySound("levelup")
}
return nil
}

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