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sb: add projectile
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parent
75bfb9b9a5
commit
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@ -105,6 +105,11 @@ load_background:
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sta SHIELD_POSITION
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sta SHIELD_COUNT
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lda #20
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sta BULLET_X
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lda #90
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sta BULLET_Y
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;==========================
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; main loop
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;===========================
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@ -197,6 +202,36 @@ no_move_head:
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;==========================
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; move bullet
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;===========================
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inc BULLET_Y
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lda BULLET_Y
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cmp #150
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bcc bullet_still_good
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; new bullet position
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; FIXME: better
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lda #90
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sta BULLET_Y
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bullet_still_good:
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;==========================
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; draw bullet
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;===========================
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lda #<bullet0_sprite
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sta INL
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lda #>bullet0_sprite
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sta INH
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lda BULLET_X
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sta SPRITE_X
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lda BULLET_Y
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sta SPRITE_Y
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jsr hgr_draw_sprite_big
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;==========================
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; draw player
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;===========================
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@ -37,6 +37,8 @@ sb_sprites.inc: sb_sprites.png
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$(HGR_SPRITE) -s -l shield_left_sprite sb_sprites.png 0 138 83 192 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l shield_center_sprite sb_sprites.png 196 83 279 137 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l shield_right_sprite sb_sprites.png 196 138 279 192 >> sb_sprites.inc
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$(HGR_SPRITE) -s -l bullet0_sprite sb_sprites.png 210 9 223 14 >> sb_sprites.inc
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@ -71,6 +71,8 @@ SHIELD_POSITION = $6E
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SHIELD_UP_CENTER = 2
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SHIELD_UP_RIGHT = 3
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SHIELD_COUNT = $6F
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BULLET_X = $70
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BULLET_Y = $71
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.if 0
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REGISTER_DUMP = $70
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