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* Wait for items to fall before changing screenMiquel Sabaté Solà2026-03-161-92/+115
| | | | | | | | | | | 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>
* Account for items switching to following the player in mid-airMiquel Sabaté Solà2026-03-151-4/+15
| | | | Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Update the shuttle as fuel is getting inMiquel Sabaté Solà2026-03-151-9/+79
| | | | | | | | | | Just like in the original, the shuttle turns purple for each fuel tank. That being said, due to the restriction from the NES/Famicom on updating background tile attributes, a "half-filled" strategy is being used here to convey the same idea for a total of 6 fuel tanks to be delivered. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Implement falling itemsMiquel Sabaté Solà2026-03-131-57/+364
| | | | | | | | | Every now and then an item will fall and, as in the original game, a fuel tank will be delivered whenever needed. There are still some things left out for later changes, like picking up items mid-air, or background effects for the rocket being filled with fuel. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
* Initial implementation for itemsMiquel Sabaté Solà2026-03-111-0/+583
This now only supports the appearance of shuttle parts and the fact that the player can collect them at a very specific order and drop them so to stack up the final shuttle. This is of course just the skeleton and there's a bunch of TODO's left. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>