Razzie.P
Member
Using the maze module, I added a script to allow the player to shoot, stolen from the shooter tutorial and tweaked a bit. When I collect all prizes in a level the Victory Object plays for a few frames, then the game warps to the next screen. Normal stuff so far -- but during the Voctory Object, the game still recognize my input for shooting, and will create the projectile object, which, causes the game to glitch out in a few different ways. Hud breaks. Reset code doesn't work. Death object freezes. All kinds of craziness. So I was trying to figure out how to disable those inputs when the Victory Object is present.
Game Object - PlayerVictory
In Constants, it's OBJ_PLAYER_VICTORY , with a value of 10
Looking through the script, it seems I need to do something like this, but I'm not sure what numbers to plug in and what variable to use.
Thanks in advance for any help!
Game Object - PlayerVictory
In Constants, it's OBJ_PLAYER_VICTORY , with a value of 10
Looking through the script, it seems I need to do something like this, but I'm not sure what numbers to plug in and what variable to use.
Code:
;; We check for Player Victory Object to see if we can shoot
CountObjects #%00000100, #$00 ;; count victory object somehow
LDA someVariableHere ;; the variable used to count is something?
CLC
CMP #$00 ;; compare to 1
BCC + ;; if less than 1 on screen we can create a projectile
RTS ;; else we quit
+
;; else, the script continues:
Thanks in advance for any help!