Mobile tank use fuel - test build

This commit is contained in:
Pecusx
2022-08-19 14:08:52 +02:00
parent e18c9714fd
commit 2e62350165
3 changed files with 37 additions and 5 deletions
+2 -2
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@@ -493,7 +493,7 @@ WeaponSymbols
.by $58,$59,$5a,$5b,$60,$7b,$1f,$7d .by $58,$59,$5a,$5b,$60,$7b,$1f,$7d
.by $20,$00,$00,$00,$00,$00,$00,$00 .by $20,$00,$00,$00,$00,$00,$00,$00
.by $00,$00,$00,$00,$00,$00,$00,$00 .by $00,$00,$00,$00,$00,$00,$00,$00
.by $5f,$1c,$03,$06,$1d,$0a,$1b,$1b ; defensives .by $5f,$1c,$03,$06,$06,$0a,$1b,$1b ; defensives
.by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d .by $1e,$3b,$3d,$3c,$3e,$3f,$1d,$7d
; Names of weapons (16 chars long) ; Names of weapons (16 chars long)
@@ -568,7 +568,7 @@ DefensiveEnergy = * - 48
.by 00 ; Heat Guidance .by 00 ; Heat Guidance
.by 00 ; Bal Guidance .by 00 ; Bal Guidance
.by 00 ; Horz Guidance .by 00 ; Horz Guidance
.by 00 ; Let's go! .by 99 ; Let's go!
.by 00 ; Lazy Boy .by 00 ; Lazy Boy
.by 00 ; Parachute .by 00 ; Parachute
.by 99 ; Strong Parachute .by 99 ; Strong Parachute
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+35 -3
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@@ -2494,6 +2494,10 @@ notpressedJoy
pressedRight pressedRight
lda ShieldEnergy,x
beq ReachSky
ldy #1
jsr DecreaseShieldEnergyX
; first erase old tank position ; first erase old tank position
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
@@ -2502,7 +2506,7 @@ pressedRight
cmp #>(screenwidth-10) ; tank width correction +2 cmp #>(screenwidth-10) ; tank width correction +2
bne @+ bne @+
lda XtankstableL,x lda XtankstableL,x
cmp #<(screenwidth-10) ; tank width correction +2 cmp #<(screenwidth-10) ; tank width correction +2 pixels
@ bcs RightScreenEdge @ bcs RightScreenEdge
inc XtankstableL,x inc XtankstableL,x
sne:inc XtankstableH,x sne:inc XtankstableH,x
@@ -2510,10 +2514,15 @@ RightScreenEdge
mva #25 AngleTable,x mva #25 AngleTable,x
; then draw tank on new position ; then draw tank on new position
jsr DrawTankNr jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame jsr WaitOneFrame
jmp ReachSky jmp ReachSky
pressedLeft pressedLeft
lda ShieldEnergy,x
jeq ReachSky
ldy #1
jsr DecreaseShieldEnergyX
; first erase old tank position ; first erase old tank position
mva #1 Erase mva #1 Erase
jsr DrawTankNr jsr DrawTankNr
@@ -2522,7 +2531,7 @@ pressedLeft
cmp #0 cmp #0
bne @+ bne @+
lda XtankstableL,x lda XtankstableL,x
cmp #2 ; 2 pixles from left edge cmp #5 ; 2 pixles from left edge
@ bcc LeftScreenEdge @ bcc LeftScreenEdge
dec XtankstableL,x dec XtankstableL,x
lda XtankstableL,x lda XtankstableL,x
@@ -2532,6 +2541,7 @@ LeftScreenEdge
mva #155 AngleTable,x mva #155 AngleTable,x
; then draw tank on new position ; then draw tank on new position
jsr DrawTankNr jsr DrawTankNr
jsr DisplayStatus
jsr WaitOneFrame jsr WaitOneFrame
jmp ReachSky jmp ReachSky
@@ -2572,7 +2582,29 @@ FloatDown
jsr WaitOneFrame jsr WaitOneFrame
jmp FloatDown jmp FloatDown
OnGround OnGround
; and Soildown at the end (for correct mountaintable)
; calculate range
sec
lda XtankstableL,x
sbc #2
sta RangeLeft
lda XtankstableH,x
sbc #0
sta RangeLeft+1
clc
lda XtankstableL,x
adc #10
sta RangeRight
lda XtankstableH,x
adc #0
sta RangeRight+1
; hide tanks and ...
mva #1 Erase
jsr DrawTanks
jsr SoilDown2
mva #0 Erase
jsr DrawTanks
ldx TankNr
rts rts
.endp .endp