Prev: D30C Up: Map Next: D347
D317: Render HUD
Used by the routines at D0F0 and PlayerDeath.
Clears the screen buffer, sets a white background, triggers the wave indicator animation (D570), and redraws the attribute bar (C713) before falling through to RenderHUD_Draw. Scores (C544) and lives (C794) are then rendered for each player in turn by swapping state with SwapPlayerState; the "WAVE" label and wave number (PrintWaveNumber) are printed last for player 1.
RenderHUD D317 CALL ClearScreenBuffer Call ClearScreenBuffer.
D31A LD A,$07 Call SetBackgroundColour using WHITE.
D31C CALL SetBackgroundColour
D31F CALL $D570 Call D570.
D322 CALL $C713 Call C713.
This entry point is used by the routine at D30C.
Shared entry point, also reached from D30C via JP (which clears the screen and sets the background but skips the wave animation and attribute bar setup). Renders scores and lives for player 1, then swaps to player 2.
RenderHUD_Draw D325 CALL $C544 Call C544.
D328 CALL $C794 Call C794.
Swap to player 2 to render their score, lives and wave number.
D32B CALL SwapPlayerState Call SwapPlayerState.
D32E CALL $C544 Call C544.
D331 CALL $C794 Call C794.
D334 CALL PrintWaveNumber Call PrintWaveNumber.
Swap back to player 1; print the "WAVE" label and player 1's wave number, then redraw the attribute bar to complete the HUD.
D337 CALL SwapPlayerState Call SwapPlayerState.
D33A LD HL,$D0E6 Call PrintMessaging using Messaging_Wave.
D33D CALL PrintMessaging
D340 CALL PrintWaveNumber Call PrintWaveNumber.
D343 CALL $C713 Call C713.
D346 RET Return.
Prev: D30C Up: Map Next: D347