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duke: work on adding items
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@ -43,6 +43,7 @@ DUKE: duke.o
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duke.o: duke.s zp.inc hardware.inc duke.s \
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print_help.s gr_fast_clear.s quit_yn.s text_drawbox.s level_end.s \
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enemies.s \
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graphics/duke_graphics.inc \
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maps/level1_map.lzsa \
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status_bar.s draw_duke.s move_duke.s gr_putsprite_crop.s \
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@ -1,12 +1,12 @@
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door
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~~~~
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door animation
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sad noise wehn not have key
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sad noise when not have key
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key in inventory
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key pickup noise
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NO BONUS message
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back to title screen
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are you sure message on quit
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* NO BONUS message
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* back to title screen
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* are you sure message on quit
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sound:
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12
duke/duke.s
12
duke/duke.s
@ -42,11 +42,14 @@ duke_start:
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sta DUKE_XL
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sta SCORE1
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sta SCORE2
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sta INVENTORY
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sta DUKE_FALLING
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sta DUKE_SHOOTING
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sta KICK_UP_DUST
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; FIXME: temporary
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lda #INV_RED_KEY
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sta INVENTORY
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lda #$10
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sta SCORE0
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@ -120,6 +123,10 @@ duke_loop:
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jsr draw_tilemap
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; draw enemies
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jsr draw_enemies
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; draw laser
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jsr draw_laser
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@ -138,6 +145,8 @@ duke_loop:
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jsr move_duke
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jsr move_enemies
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jsr move_laser
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@ -205,6 +214,7 @@ done_with_duke:
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.include "move_duke.s"
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.include "handle_laser.s"
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.include "draw_tilemap.s"
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.include "enemies.s"
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.include "sound_effects.s"
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27
duke/enemies.s
Normal file
27
duke/enemies.s
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@ -0,0 +1,27 @@
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; enemies:
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; out
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; type
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; X,Y
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; tilemapx, tilemapy
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; direction
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; exploding
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;=======================
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; move enemies
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;=======================
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move_enemies:
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rts
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;=======================
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; draw enemies
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;=======================
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draw_enemies:
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rts
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@ -91,6 +91,26 @@ done_health:
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rts
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;===========================
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; update items
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;===========================
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update_items:
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lda INVENTORY
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and #INV_RED_KEY
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beq done_red_key
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lda #'R'&$3f
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sta status_string+33
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done_red_key:
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rts
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;===========================
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@ -102,6 +122,8 @@ update_status_bar:
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jsr update_health
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jsr update_items
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rts
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;===========================
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