flash · 261556
mov r0,#SPRITE_FIRE_DELAY_OFFS ldr r9,[r1,r0] @ get fire delay subs r9,#1 @ take 1 off the count str r9,[r1,r0] @ put it back bpl doDetect @ if this is not 0, do nothing mov r9,#0 str r9,[r1,r0] @ set to 0 mov r0,#SPRITE_BURST_NUM_COUNT_OFFS ldr r9,[r1,r0] @ load "backup" burst number cmp r9,#0 @ if this is "0", no need for burst! beq fireAsNormal @ so it is a standart timed shot mov r0,#SPRITE_BURST_DELAY_OFFS @ load the burst delay ldr r9,[r1,r0] subs r9,#1 @ decrement the counter str r9,[r1,r0] @ store it back bpl doDetect @ if not time, dont fire mov r2,#SPRITE_BURST_DELAY_COUNT_OFFS ldr r9,[r1,r2] str r9,[r1,r0] @ reset the delay mov r0,#SPRITE_BURST_NUM_OFFS @ load the shots to fire ldr r9,[r1,r0] cmp r9,#0 @ have we any shots left? bne fireBurstShot @ burst of shots has finished, so reset counters mov r2,#SPRITE_BURST_NUM_COUNT_OFFS ldr r9,[r1,r2] str r9,[r1,r0] @ reset the number of burst shots mov r0,#SPRITE_FIRE_DELAY_OFFS mov r2,#SPRITE_FIRE_MAX_OFFS ldr r9,[r1,r2] @ load the delay max str r9,[r1,r0] @ and reset the counter b doDetect fireBurstShot: subs r9,#1 str r9,[r1,r0] mov r2,#SPRITE_BURST_DELAY_COUNT_OFFS ldr r9,[r1,r2] @ load reset value mov r0,#SPRITE_BURST_DELAY_OFFS @ load the burst delay str r9,[r1,r0] @ reset the delay b fireAlienShotNow fireAsNormal: mov r0,#SPRITE_FIRE_DELAY_OFFS mov r2,#SPRITE_FIRE_MAX_OFFS ldr r9,[r1,r2] @ load the delay max str r9,[r1,r0] @ and reset the counter fireAlienShotNow: cmp r10,#384-48 @ Make sure alien is at least NEARLY on screen before firing bmi doDetect @ if no, just forget it bl alienFireInit @ time to fire, r3=fire type, r1=offset to alien haveWeCrashed: doDetect:
(make my latest vids look weak LOL)
sorry, but you cannot BEAT having that music going - AWESOME!!!!!!!!!Ps. did you notice the burst/pulse shot.. You will see it more in the game than the videos, but all the aliens can now pulse an amount of shots, with a gap between, and then a pause until next burst - or just use the original timed shots..May add "random" also?
The explosion when that long ship explodes (in the 'burst direct fire' demo) is that final? Compared to the other two explosions it's over too soon...needs more...Flash.
The explosion when that long ship explodes (in the 'burst direct fire' demo) is that final? Compared to the other two explosions it's over too soon...needs more...Flash. http://www.chron.com/disp/story.mpl/metropolitan/6311073.html
So, Socky me ol' china, is this better
...if you shoot them you can knock them back a fraction? almost, to knock a path through them - is this worthy of consideration?