diff options
| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-05-13 14:57:15 +0200 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-05-14 16:25:52 +0200 |
| commit | ae857d302cd6f81c130b216f5dcc16655a09b4ac (patch) | |
| tree | ba377720e962501e052fe622e933dfc5516081e5 /src/player.s | |
| parent | ad830a7f81871e15f43d7255f7af5463d9dd0bc5 (diff) | |
| download | jetpac.nes-ae857d302cd6.tar.gz jetpac.nes-ae857d302cd6.zip | |
Implement the base for moving bullets
This establishes a way for bullets to move, be displayed as independent
sprites, cycle these sprites, and check for the collision on the
background.
This is still lacking the collision check with enemies and has some
obvious bugs that will be fixed on the next commits.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'src/player.s')
| -rw-r--r-- | src/player.s | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/player.s b/src/player.s index aac5dd0..c7b65af 100644 --- a/src/player.s +++ b/src/player.s @@ -110,6 +110,9 @@ ;; How many frames are we allowing for each walk animation state? WALK_COUNTER_MAX = (HZ / 10) + ;; Number of sprites from which the player is made of. + PLAYER_SPRITES_COUNT = 6 + ;; Initialize the player's sprite. Note that for the sprite to look ;; correctly on screen you still need to call `Player::update` afterwards. .proc init |
