tfv: magic: put sword away when casting magic

This commit is contained in:
Vince Weaver 2021-01-18 23:45:47 -05:00
parent c7226a0f4c
commit 9161646c39
3 changed files with 28 additions and 12 deletions

View File

@ -1,18 +1,15 @@
short-term: short-term:
+ Finish mockingboard music (victory and battle) + Finish mockingboard music (victory and battle)
+ Get credits hooked up
+ Get battle finished + Get battle finished
- all menu options
- properly sync hp/mp with title
- hook up name - hook up name
- sound effects (bleep on menu, clicks/tones during battles) - sound effects (during battle? magic specifically)
- rotate intro - rotate intro
- animated fly in - animated fly in
- enemy glow pink before dying
- healing, display numbers in aqua
- if not enough magic points, grey out? somehow - if not enough magic points, grey out? somehow
the ones we can't cast the ones we can't cast
- adjust color of fight background based on ground color - adjust color of fight background based on ground color
- enemy can attack
- get limit timer working properly
+ load game support + load game support

View File

@ -78,7 +78,7 @@ draw_hero_walk_and_sword:
jsr put_sprite_crop jsr put_sprite_crop
jmp draw_hero_sword jmp draw_sword
;============================ ;============================
; draw hero and sword ; draw hero and sword
@ -87,6 +87,18 @@ draw_hero_walk_and_sword:
draw_hero_and_sword: draw_hero_and_sword:
jsr draw_hero
jmp draw_sword
;==========
; draw hero
;==========
; draws at HERO_X,HERO_Y
draw_hero:
lda HERO_X lda HERO_X
sta XPOS sta XPOS
lda HERO_Y lda HERO_Y
@ -97,9 +109,15 @@ draw_hero_and_sword:
lda #>tfv_stand_left_sprite lda #>tfv_stand_left_sprite
sta INH sta INH
jsr put_sprite_crop jmp put_sprite_crop
draw_hero_sword:
;===========
; draw sword
;===========
; draws at HERO_X,HERO_Y
draw_sword:
; grsim_put_sprite(tfv_led_sword,ax-5,20); ; grsim_put_sprite(tfv_led_sword,ax-5,20);
lda HERO_X lda HERO_X
sec sec

View File

@ -136,12 +136,12 @@ magic_happens_loop:
sta YPOS sta YPOS
jsr draw_enemy jsr draw_enemy
; draw hero ; draw hero (no sword while casting)
lda #34 lda #34
sta HERO_X sta HERO_X
lda #20 lda #20
sta HERO_Y sta HERO_Y
jsr draw_hero_and_sword jsr draw_hero
lda ANIMATE_LOOP lda ANIMATE_LOOP
and #$1 and #$1
@ -194,7 +194,8 @@ magic_happens_loop:
sta HERO_X sta HERO_X
lda #20 lda #20
sta HERO_Y sta HERO_Y
jsr draw_hero_and_sword jsr draw_hero
; jsr draw_hero_and_sword
; draw enemy ; draw enemy
lda ENEMY_X lda ENEMY_X