diff --git a/!TheEscape/!RunImage,ffb b/!TheEscape/!RunImage,ffb index 53de3c9..a3f20fa 100644 Binary files a/!TheEscape/!RunImage,ffb and b/!TheEscape/!RunImage,ffb differ diff --git a/!TheEscape/!RunImage,ffb.bas b/!TheEscape/!RunImage,ffb.bas index 22f73a5..70c1cae 100644 --- a/!TheEscape/!RunImage,ffb.bas +++ b/!TheEscape/!RunImage,ffb.bas @@ -28,6 +28,7 @@ DEF PROC_main PlayerVelocity%=0 PlayerShields%=100 PlayerStructuralIntegrity%=100 + PlayerSprite$ = "player_ship" DIM PlayerHitbox%(3) PlayerHitbox%() = 0,0,60,81 @@ -101,6 +102,7 @@ DEF PROC_main REM PROCenemy_ship_collide_npc PROCplayer_arc_calculatetarget PROCenemy_ship_handle_damage + PROCplayer_ship_handle_damage REM Still not sure about this bollocks, but it does seem to work now SYS "OS_Byte",19 @@ -132,6 +134,12 @@ DEF PROC_main ENDPROC +DEF PROCplayer_ship_handle_damage + IF PlayerStructuralIntegrity% <= 0 THEN + PlayerSprite$ = "explode_shp1" + ENDIF +ENDPROC + DEF PROCenemy_ship_handle_damage FOR Enemy%=0 TO MaxEnemies% - 1 IF EnemyHealth%(Enemy%) <= 0 THEN @@ -290,7 +298,7 @@ REM Draw player ship DEF PROCplayer_ship_draw REM If using l/r sprites we debounce to stop it looking twitchy IF Cents% > ResetShipSprite% THEN - ShipSprite$ = "player_ship" + ShipSprite$ = PlayerSprite$ ENDIF PROCdraw_sprite(ShipSprite$,PlayerLocation%(0),PlayerLocation%(1)) ENDPROC