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authorMiquel Sabaté Solà <mssola@mssola.com>2026-03-16 22:04:19 +0100
committerMiquel Sabaté Solà <mssola@mssola.com>2026-03-16 22:04:19 +0100
commit3b238d047207441a9ed4c3ae503f323e04b62bef (patch)
treed32acd3182cfd409f34a3c6dc886a5b9759336fa /src/player.s
parentf6e0cca4031ebad414667aba4054b9af4b71eb5f (diff)
downloadjetpac.nes-3b238d047207441a9ed4c3ae503f323e04b62bef.tar.gz
jetpac.nes-3b238d047207441a9ed4c3ae503f323e04b62bef.zip
Wait for items to fall before changing screen
More specifically, whenever the player dies and we need to reset the screen, wait for items to fall in the same way as we do for explosions to disappear. This also brought with it some other changes like removing sprite reset on screen initialization. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
Diffstat (limited to 'src/player.s')
-rw-r--r--src/player.s5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/player.s b/src/player.s
index 48b0bb0..fa649c6 100644
--- a/src/player.s
+++ b/src/player.s
@@ -834,6 +834,9 @@
;; That's just german for "the Bart, the".
.proc die_bart_die
+ ;; If the player was grabbing an item when it happened, let go of it.
+ jsr Items::let_go_on_death
+
;; Decrement the life.
lda Globals::zp_multiplayer
and #$01
@@ -841,8 +844,6 @@
dec Player::zp_lifes, x
bne @nmi_update
- ;; TODO: if it was grabbing an item, turn it into 'falling' state.
-
;; If this poor guy is over, then mark it in the multiplayer bitmap.
cpx #0
bne @player_2_over