configure level player sprite

This commit is contained in:
alpine9000 2016-05-31 16:56:49 +10:00
parent a536abfab8
commit 01217e35a1
3 changed files with 21 additions and 27 deletions

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@ -387,7 +387,6 @@ LevelComplete:
jsr ResetBobs
jsr ResetItems
jsr HidePlayer
jsr SelectNextPlayerSprite
move.l levelCompleteMessage,a1
jsr Message
jsr WaitForJoystick
@ -891,20 +890,21 @@ BlitCountdown:
;; \9 num columns
;; \a music module index
;; \b 0 = load from disk, 1 = resident
Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1
Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1
Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOOHOO",A,21,0,1
Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1
Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1
Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1
Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"LEVEL 7",A,21,0,1
;; \c sprite
Level 91,"STAY ON THE PATHWAYS!",100,2*2,12,10,"WELL DONE!",A,21,0,1,pig
Level 92,"COLLECT COINS!",100,2*2,12,10,"NEXT COLLECT AN ARROW...",A,21,0,1,pig
Level 93,"PRESS FIRE TO ACTIVATE THE ARROW",100,2*2,12,10,"WHOOHOO",A,21,0,1,pig
Level 94,"WATCH OUT FOR BEES!",100,2*2,12,10,"LOL - BEES :-)",A,21,0,1,pig
Level 95,"REMEMBER THE PATHWAYS BEFORE THEY FADE!",75,2*2,12,10,"CLOCKS WILL STOP THE BOARD MOVING",A,21,0,1,pig
Level 96,"PRESS FIRE TO ACTIVATE THE CLOCK",200,2*2,12,10,"EYES WILL UNHIDE THE BOARD",A,21,0,1,pig
Level 97,"PRESS FIRE TO ACTIVATE THE EYE",100,2*2,12,10,"LEVEL 7",A,21,0,1,pig
Level 1,"LET'S TRY A LONGER LEVEL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",B,99,0,1
Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0
Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0
Level 4,"LETS GO?",25,4*2,8,6,"LEVEL 4 COMPLETE",C,98,2,0
Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0
Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0
Level 1,"WELCOME TO BLOCKY SKIESL!",75,2*2,12,10,"PHEW!, LEVEL 1 COMPLETE!",A,99,0,1,pig
Level 2,"HAVING FUN YET?",70,2*2,12,10,"LEVEL 2",B,98,2,0,robot
Level 3,"GIDDY UP!",50,4*2,8,6,"GETTING FASTER!, LEVEL 3 COMPLETE!",C,98,2,0,pig
Level 4,"LETS GO?",25,4*2,8,6,"LEVEL 4 COMPLETE",C,98,2,0,robot
Level 5,"KABOOM?!",75,4*2,8,6,"PHEW!!! LEVEL 5 COMPLETE!",D,99,1,0,tank
Level 6,"WHAT? WHAT?!",50,4*2,8,6,"NICE! LEVEL 6 COMPLETE!",A,98,1,0,tank
Palette A

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@ -1,6 +1,7 @@
Level: macro
InstallLevel\1:
movem.l d0/a0-a1,-(sp)
move.l #\cPlayerSpriteConfig,playerSpriteConfig
move.l #level\1StartMessage,startMessage
move.l #level\1CompleteMessage,levelCompleteMessage
move.l #palette\8_playAreaPalette,playAreaPalette
@ -14,6 +15,8 @@ InstallLevel\1:
move.l #\9,playerXColumnLastSafe
move.l #\9,playerXColumn
jsr InstallPlayerColorPalette
if \b=0
lea levelData,a0
lea level\1Start,a1

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@ -13,7 +13,6 @@
xdef PreRenderColumnsRemaining
xdef UpdatePlayerFallingAnimation
xdef InstallPlayerColorPalette
xdef SelectNextPlayerSprite
xdef SpriteEnableAuto
xdef deadSprite ; used in items
@ -26,6 +25,10 @@
xdef playerLevelPausePixels
xdef playerLevelMissPixels
xdef pigPlayerSpriteConfig
xdef robotPlayerSpriteConfig
xdef tankPlayerSpriteConfig
xdef playerSpriteConfig
PLAYER_INSTALL_COLOR_PALETTE equ 0
PLAYER_SPRITE_DATA equ 4
@ -589,18 +592,6 @@ CheckDirection:
rts
SelectNextPlayerSprite:
cmp.l #tankPlayerSpriteConfig,playerSpriteConfig
beq .s1
add.l #3*4,playerSpriteConfig
bra .done
.s1:
move.l #pigPlayerSpriteConfig,playerSpriteConfig
.done:
bsr InstallPlayerColorPalette
rts
UpdatePlayerScore:
AddToScore 10
RenderPlayerScore: