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Add "Game Over" screen & restart game afterwards.

main
Colin McMillen 9 years ago
parent
commit
bc0049edaf
  1. 180
      pewpew.asm
  2. BIN
      sprites32.pcx

180
pewpew.asm

@ -223,9 +223,22 @@ LoadPaletteAndTileData:
InitWorld:
; Start the background color as a dark blue.
lda #4
sta backgroundBlue
; Start the background color as black.
stz backgroundRed
stz backgroundGreen
stz backgroundBlue
; Clear the memory that's used to keep track of normal game state.
SetA16Bit
lda #0
ldx #$20
-
sta 0, X
inx
inx
cpx #$1000
bne -
SetA8Bit
; Initial enemy ship-spawn cooldown.
lda #30
@ -292,7 +305,15 @@ MainLoop:
sta NMITIMEN
jsr JoypadRead
lda playerHealth
cmp #0
beq +
jsr UpdateWorld
bra ++
+
jsr GameOver
++
jsr UpdateSprites
jsr FillSecondarySpriteTable
jsr SetBackgroundColor
@ -300,6 +321,17 @@ MainLoop:
GameOver:
; Wait until the player hits Start.
lda joy1 + 1
bit #$10 ; Start
beq +
jsr InitWorld
+
rts
JoypadRead:
; Load joypad registers into RAM for easy inspection & manipulation.
-
@ -314,6 +346,7 @@ JoypadRead:
; TODO: move functions around to be in a more sensible order.
JoypadHandler:
JoypadUp:
lda joy1 + 1
@ -348,48 +381,30 @@ JoypadLeft:
JoypadRight:
lda joy1 + 1
bit #$01 ; Right
beq JoypadStart ; Button not pressed.
beq JoypadY ; Button not pressed.
lda playerX
cmp #(256 - 32)
beq JoypadStart ; Value saturated.
beq JoypadY ; Value saturated.
inc playerX
inc playerX
JoypadStart:
lda joy1 + 1
bit #$10 ; Start
beq JoypadSelect ; Button not pressed.
lda backgroundRed
cmp #31
beq JoypadSelect ; Value saturated.
inc backgroundRed
JoypadSelect:
lda joy1 + 1
bit #$20 ; Select
beq JoypadY ; Button not pressed.
lda backgroundRed
cmp #0
beq JoypadY ; Value saturated.
dec backgroundRed
JoypadY:
lda joy1 + 1
bit #$40 ; Y
beq JoypadX ; Button not pressed.
lda backgroundGreen
lda backgroundRed
cmp #0
beq JoypadX ; Value saturated.
dec backgroundGreen
dec backgroundRed
JoypadX:
lda joy1
bit #$40 ; X
beq JoypadL ; Button not pressed.
lda backgroundGreen
lda backgroundRed
cmp #31
beq JoypadL ; Value saturated.
inc backgroundGreen
inc backgroundRed
JoypadL:
lda joy1
@ -440,8 +455,6 @@ MaybeShoot:
rts
+
; Enable shot; set its position based on player position.
; TODO: it might be easier/faster to keep N arrays: one for each
; field of shot (shotSpriteArray, shotXArray, shotYArray, ...)
lda #8 ; Sprite number.
sta 0, X
@ -954,6 +967,8 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
ldx #0 ; Index into sprite table 1.
ldy #0 ; Index into sprite table 2.
jsr MaybeGameOver
; Copy player coords into sprite table.
lda playerX
sta spriteTableStart, X
@ -1031,7 +1046,6 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
ldy $00 ; Restore Y to its rightful self.
; Now add sprites to show player health.
; TODO: why aren't they in front?
stz $01
lda #4
sta $02
@ -1087,6 +1101,112 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
MaybeGameOver:
lda playerHealth
cmp #0
beq +
rts
+
; Sprites to show "Game Over" text.
lda #80 ; G
sta spriteTableStart + 2, X
lda #112
sta spriteTableStart, X
lda #104
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #81 ; A
sta spriteTableStart + 2, X
lda #120
sta spriteTableStart, X
lda #104
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #82 ; M
sta spriteTableStart + 2, X
lda #128
sta spriteTableStart, X
lda #104
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #83 ; E
sta spriteTableStart + 2, X
lda #136
sta spriteTableStart, X
lda #104
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #84 ; O
sta spriteTableStart + 2, X
lda #112
sta spriteTableStart, X
lda #114
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #85 ; V
sta spriteTableStart + 2, X
lda #120
sta spriteTableStart, X
lda #114
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #83 ; E
sta spriteTableStart + 2, X
lda #128
sta spriteTableStart, X
lda #114
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
lda #86 ; R
sta spriteTableStart + 2, X
lda #136
sta spriteTableStart, X
lda #114
sta spriteTableStart + 1, X
lda #%00110000
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
AdvanceSpritePointers
rts
; Expects:
; A: number to display (a byte where each nybble is from 0-9).
; X/Y: pointing at appropriate locations into the sprite tables.

BIN
sprites32.pcx

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