diff --git a/galactic-armada/src/main/states/gameplay/objects/player.asm b/galactic-armada/src/main/states/gameplay/objects/player.asm index 57f94f5f..45bc74f1 100644 --- a/galactic-armada/src/main/states/gameplay/objects/player.asm +++ b/galactic-armada/src/main/states/gameplay/objects/player.asm @@ -8,7 +8,7 @@ SECTION "PlayerVariables", WRAM0 wPlayerPositionX:: dw wPlayerPositionY:: dw -mPlayerFlash: dw +wPlayerFlash: dw ; ANCHOR_END: player-start ; ANCHOR: player-data SECTION "Player", ROM0 @@ -28,8 +28,8 @@ playerTestMetaSprite:: InitializePlayer:: xor a - ld [mPlayerFlash], a - ld [mPlayerFlash+1], a + ld [wPlayerFlash], a + ld [wPlayerFlash+1], a ; Place in the middle of the screen xor a @@ -79,10 +79,10 @@ UpdatePlayer_HandleInput: ; ANCHOR: player-update-flashing - ld a, [mPlayerFlash+0] + ld a, [wPlayerFlash+0] ld b, a - ld a, [mPlayerFlash+1] + ld a, [wPlayerFlash+1] ld c, a UpdatePlayer_UpdateSprite_CheckFlashing: @@ -103,9 +103,9 @@ UpdatePlayer_UpdateSprite_CheckFlashing: UpdatePlayer_UpdateSprite_DecreaseFlashing: ld a, b - ld [mPlayerFlash], a + ld [wPlayerFlash], a ld a, c - ld [mPlayerFlash+1], a + ld [wPlayerFlash+1], a ; descale bc srl c @@ -131,8 +131,8 @@ UpdatePlayer_UpdateSprite_Flashing: UpdatePlayer_UpdateSprite_StopFlashing: xor a - ld [mPlayerFlash],a - ld [mPlayerFlash+1],a + ld [wPlayerFlash],a + ld [wPlayerFlash+1],a ; ANCHOR_END: player-update-flashing ; ANCHOR: player-update-sprite @@ -215,9 +215,9 @@ DamagePlayer:: ld [wUpdateHud], a; Tell gameplay-state to update hud xor a - ld [mPlayerFlash], a + ld [wPlayerFlash], a inc a - ld [mPlayerFlash+1], a + ld [wPlayerFlash+1], a ld a, [wLives] dec a diff --git a/src/part3/the-player.md b/src/part3/the-player.md index e7b8ad8b..b30b18c9 100644 --- a/src/part3/the-player.md +++ b/src/part3/the-player.md @@ -92,7 +92,7 @@ If we get past all of the "wPlayerFlash" logic, we'll draw our player using the {{#include ../../galactic-armada/src/main/states/gameplay/objects/player.asm:player-update-sprite}} ``` -That's the end our our "UpdatePlayer" function. The final bit of code for our player handles when they are damaged. When an enemy damages the player, we want to decrease our lives by one. We'll also start flashing by giving our 'mPlayerFlash' variable a non-zero value. In the gameplay game state, if we've lost all lives, gameplay will end. +That's the end our our "UpdatePlayer" function. The final bit of code for our player handles when they are damaged. When an enemy damages the player, we want to decrease our lives by one. We'll also start flashing by giving our 'wPlayerFlash' variable a non-zero value. In the gameplay game state, if we've lost all lives, gameplay will end. ```rgbasm,linenos,start={{#line_no_of "" ../../galactic-armada/src/main/states/gameplay/objects/player.asm:player-damage}} {{#include ../../galactic-armada/src/main/states/gameplay/objects/player.asm:player-damage}}