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ootw: surface ripples
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@ -26,6 +26,8 @@ ootw:
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jsr ootw_c1_arrival
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lda GAME_OVER
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bmi end_c1
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; Initialize some variables
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@ -68,6 +70,7 @@ ootw:
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;===========================
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; quit_level
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;===========================
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end_c1:
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lda GAME_OVER ; see why we quit
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cmp #$ff
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beq l1_quit_or_died
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@ -66,7 +66,7 @@ underwater_loop:
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; draw Surface ripple
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;=======================
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; jsr ootw_draw_miners
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jsr draw_surface_ripple
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;======================
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; draw console
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@ -90,7 +90,8 @@ underwater_loop:
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lda PHYSICIST_X
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sta XPOS
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lda PHYSICIST_Y
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sta YPOS
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and #$fe
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sta YPOS
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ldy GAIT
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lda swim_progression,Y
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@ -174,12 +175,10 @@ uw_right_pressed:
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jmp underwater_done_keyboard
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uw_up_pressed:
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dec PHYSICIST_Y
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dec PHYSICIST_Y
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jmp underwater_done_keyboard
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uw_down_pressed:
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inc PHYSICIST_Y
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inc PHYSICIST_Y
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jmp underwater_done_keyboard
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@ -300,6 +299,60 @@ done_underwater:
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rts
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;==============================
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; draw surface ripple
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;==============================
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draw_surface_ripple:
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lda #8
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sta XPOS
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lda #0
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sta YPOS
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lda FRAMEL
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and #$60
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lsr
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lsr
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lsr
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lsr
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tay
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lda ripple_progression,Y
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sta INL
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lda ripple_progression+1,Y
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sta INH
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jsr put_sprite_crop
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rts
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ripple_progression:
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.word ripple1_sprite
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.word ripple2_sprite
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.word ripple3_sprite
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.word ripple4_sprite
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ripple1_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$25,$25,$66,$6E,$6E,$66
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.byte $66,$66,$66,$5E,$2F,$2F,$6F,$66,$66,$66,$26,$26
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ripple2_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$25,$65,$66,$6E,$2E,$66
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.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
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ripple3_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$2E,$6E,$65,$65,$66,$2E,$2E,$66
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.byte $66,$66,$66,$5E,$2F,$2F,$2F,$26,$66,$26,$26,$26
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ripple4_sprite:
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.byte 24,1
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.byte $26,$22,$66,$6E,$6E,$6E,$65,$65,$25,$2E,$6E,$66
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.byte $66,$66,$26,$5E,$2F,$2F,$2F,$66,$66,$26,$26,$26
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@ -397,7 +450,7 @@ check_flash_done:
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; draw Surface ripple
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;=======================
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; jsr ootw_draw_miners
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jsr draw_surface_ripple
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;=======================
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; draw Overall ripple
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