Flashing before tank explodes #84

This commit is contained in:
Pecusx
2022-05-31 10:44:47 +02:00
parent bef3c0f080
commit 17e653b37d
3 changed files with 33 additions and 6 deletions
+27 -5
View File
@@ -583,7 +583,7 @@ DrawNextTank
.endp .endp
;--------- ;---------
.proc DrawTankNr .proc DrawTankNr
ldx tanknr ldx tankNr
; let's check the energy ; let's check the energy
lda eXistenZ,x lda eXistenZ,x
bne SkipRemovigPM ; if energy=0 then no tank bne SkipRemovigPM ; if energy=0 then no tank
@@ -672,6 +672,28 @@ DoNotDrawTankNr
rts rts
.endp .endp
; -------------------------------------
.proc FlashTank
; -------------------------------------
; number of blinking tank in TankNr
mva #18 fs ; temp, how many times flash the tank
tankflash_loop
lda CONSOL ; turbo mode
cmp #6 ; START
sne:mva #1 fs ; finish it
mva #1 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM ; it's necessary becouse DrawTankNr skips tanks with no energy !
PAUSE 2
mva #0 Erase
ldx TankNr
jsr DrawTankNr.SkipRemovigPM
PAUSE 2
dec fs
jne tankflash_loop
rts
.endp
;-------------------------------------------------- ;--------------------------------------------------
.proc drawmountains .proc drawmountains
;-------------------------------------------------- ;--------------------------------------------------
@@ -1260,9 +1282,9 @@ MakeMask00
lsr mask1+# lsr mask1+#
ror mask2+# ror mask2+#
.endr .endr
.rept 8
sec sec
ror char1+# .rept 8
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+# ror char2+#
.endr .endr
dex dex
@@ -1383,9 +1405,9 @@ MakeMask01
lsr mask1+# lsr mask1+#
ror mask2+# ror mask2+#
.endr .endr
.rept 4
sec sec
ror char1+# .rept 4
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+# ror char2+#
.endr .endr
dex dex
+6 -1
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@@ -605,8 +605,13 @@ NoPlayerNoDeath
ldy TankTempY ldy TankTempY
mva #1 plot4x4color mva #1 plot4x4color
jsr DisplayOffensiveTextNr jsr DisplayOffensiveTextNr
; tank flash
ldy TankTempY
mva TankNr temp2 ; not elegant, and probably unnecessary
sty TankNr
jsr FlashTank ; blinkink and pausing (like PAUSE 72 - 18x(2+2) )
mva temp2 TankNr
PAUSE 75
;Deffensive text cleanup ;Deffensive text cleanup
;here we clear Deffensive text (after a shoot) ;here we clear Deffensive text (after a shoot)
ldy TankTempY ldy TankTempY
BIN
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