jumpnrun_player_respawn(self, spawn_pos);
self->lives = lives;
}
+
+void jumpnrun_player_kill (jumpnrun_player *self) {
+ if((self->base.flags & JUMPNRUN_MOVEABLE_DYING) == 0) {
+ self->base.flags |= JUMPNRUN_MOVEABLE_DYING;
+ self->base.tick_minor = 0;
+ }
+}
+
+void jumpnrun_player_despawn(jumpnrun_player *self) {
+ self->base.flags |= JUMPNRUN_PLAYER_DEAD;
+ self->base.flags &= ~JUMPNRUN_MOVEABLE_DYING;
+ self->base.inertia = (vec2d) { FIXED_INT(0), FIXED_INT(0) };
+}
+
+void jumpnrun_player_advance_animation(jumpnrun_player *self) {
+ ++self->base.tick_minor;
+}