Commit Graph

11 Commits

Author SHA1 Message Date
Jeremy Rand
868f4a3199 Fix a crash that would happen if the last centipede segment collided with the player. Both level and player code was trying to start the next level and the corrupted things badly. Now, the level code is always responsible for starting the next level. The player code only restarts a level when the player dies and doesn't finish the level. 2020-11-19 23:45:23 -05:00
Jeremy Rand
fd40c12d31 Explode a bug when it crashes into the player. When the last segment collides with the player, go onto the next level. 2020-11-18 23:36:01 -05:00
Jeremy Rand
64f96896f7 Add the ability to shoot. Detect shot collisions with mushrooms and shoot the mushrooms. Remove the ability to randomly shoot the mushrooms because that debug is no longer needed. Fix a bug where the number of infield mushrooms was not being updated for mushrooms which were shot until gone. 2020-11-16 23:48:36 -05:00
Jeremy Rand
4e6bad0ae7 Start adding the code for supporting shooting. 2020-11-16 00:14:08 -05:00
Jeremy Rand
2abb57b1a5 Add the code for detecting player collisions, exploding the player, decrementing the number of lives and maybe ending the game. 2020-11-11 23:51:09 -05:00
Jeremy Rand
c24b8ad072 Change the spider score colour to be the same as mushroom colours so the player does not detect it as a collision. Add code to display the number of lives and add to the number of lives ever 12,000 points. This lays the groundwork for handling player death and collisions. 2020-11-09 00:12:51 -05:00
Jeremy Rand
f58a831eb9 Fix the bugs related to marking dirty tiles for the player. Everything seems to move smoothly now and works well at 2.8MHz. Next, I need to block the player from going over top of mushrooms. 2020-11-05 01:54:12 -05:00
Jeremy Rand
edcddc0bd8 This build has the player moving in X and Y directions and with cleaner handling of the dirty tile to remove the inefficiencies. The good news is that there is no longer any performance problem at 2.8 MHz now that the inefficient dirty tile handling has been removed. The bad news is that they player leaves garbage behind indicating some kind of problem with dirty tile marking. But it is close. 2020-11-05 00:21:46 -05:00
Jeremy Rand
bb66ef4b03 Replace the C code which built tables at game launch time with a script which generates these tables at build time. This reduces the start time of the application and saves code space and is a necessary step before adding some new tables to handle the mouse efficiently. 2020-11-04 22:48:18 -05:00
Jeremy Rand
7c0dc8ebb1 Replace the call to the Toolbox with a raw read of the mouse from ADB registers to try to minimize the cost of mouse polling in the game loop. 2020-11-01 22:50:10 -05:00
Jeremy Rand
4e500c6f38 Start adding some mouse code and display a player on the bottom row of tiles only for now. No collision detection hooked up and it is terribly inefficient but it seems to work. 2020-10-28 23:46:32 -04:00