diff --git a/game/src/scenes/death_screen.rs b/game/src/scenes/death_screen.rs index 80e117c..c6e600d 100644 --- a/game/src/scenes/death_screen.rs +++ b/game/src/scenes/death_screen.rs @@ -109,7 +109,7 @@ restart the level. If problems continue, simply get good. *** C [libraylib.so+0x75c] END_DRAWING() *** RS [data_loss.so+0x48f] validate_player() *** --------------------------------------- -*** PROGRAM_HALT (TIME: XX:XX, BEST: XX:XX) +*** PROGRAM_HALT (TIMER: {}:{}) *** ---------------------------------------", 25, 20, diff --git a/game/src/scenes/ingame_scene/mod.rs b/game/src/scenes/ingame_scene/mod.rs index 69e33b0..53e593f 100644 --- a/game/src/scenes/ingame_scene/mod.rs +++ b/game/src/scenes/ingame_scene/mod.rs @@ -69,7 +69,6 @@ impl Action for InGameScreen { // Handle cleanup after death self.player_dead = false; self.player.reset(); - self.level_switch_timestamp = Utc::now(); // Set the player to running let cur_level = self.levels.get(context.current_level).unwrap(); @@ -140,6 +139,8 @@ impl Action for InGameScreen { .flag_send .send(Some(ControlFlag::SwitchLevel(self.current_level_idx + 1))) .unwrap(); + + // TODO: This is where the timer should reset and publish state return Ok(ActionFlag::SwitchState(Scenes::NextLevelScreen)); } }