Player ship can be destroyed

This commit is contained in:
stevenhowes
2021-02-05 21:44:19 +00:00
parent 10ca133bdd
commit b6392f836f
2 changed files with 9 additions and 1 deletions
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+9 -1
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@@ -28,6 +28,7 @@ DEF PROC_main
PlayerVelocity%=0 PlayerVelocity%=0
PlayerShields%=100 PlayerShields%=100
PlayerStructuralIntegrity%=100 PlayerStructuralIntegrity%=100
PlayerSprite$ = "player_ship"
DIM PlayerHitbox%(3) DIM PlayerHitbox%(3)
PlayerHitbox%() = 0,0,60,81 PlayerHitbox%() = 0,0,60,81
@@ -101,6 +102,7 @@ DEF PROC_main
REM PROCenemy_ship_collide_npc REM PROCenemy_ship_collide_npc
PROCplayer_arc_calculatetarget PROCplayer_arc_calculatetarget
PROCenemy_ship_handle_damage PROCenemy_ship_handle_damage
PROCplayer_ship_handle_damage
REM Still not sure about this bollocks, but it does seem to work now REM Still not sure about this bollocks, but it does seem to work now
SYS "OS_Byte",19 SYS "OS_Byte",19
@@ -132,6 +134,12 @@ DEF PROC_main
ENDPROC ENDPROC
DEF PROCplayer_ship_handle_damage
IF PlayerStructuralIntegrity% <= 0 THEN
PlayerSprite$ = "explode_shp1"
ENDIF
ENDPROC
DEF PROCenemy_ship_handle_damage DEF PROCenemy_ship_handle_damage
FOR Enemy%=0 TO MaxEnemies% - 1 FOR Enemy%=0 TO MaxEnemies% - 1
IF EnemyHealth%(Enemy%) <= 0 THEN IF EnemyHealth%(Enemy%) <= 0 THEN
@@ -290,7 +298,7 @@ REM Draw player ship
DEF PROCplayer_ship_draw DEF PROCplayer_ship_draw
REM If using l/r sprites we debounce to stop it looking twitchy REM If using l/r sprites we debounce to stop it looking twitchy
IF Cents% > ResetShipSprite% THEN IF Cents% > ResetShipSprite% THEN
ShipSprite$ = "player_ship" ShipSprite$ = PlayerSprite$
ENDIF ENDIF
PROCdraw_sprite(ShipSprite$,PlayerLocation%(0),PlayerLocation%(1)) PROCdraw_sprite(ShipSprite$,PlayerLocation%(0),PlayerLocation%(1))
ENDPROC ENDPROC