![]() |
Routines |
| Prev: A3B7 | Up: Map | Next: A3E0 |
|
Handles a nastie which is appearing (sprite IDs 01 to 05). Each time it is handled the sprite ID goes up by one, until it reaches 06 and HandlerChooseNastie turns it into a real nastie. If the player attacks it while it is appearing then it is blown up by BlowUpActor, and if it is in a different room to the player it is counted off by ExpireActor.
|
||||||||
|
Count off the nastie if it is not in the same room as the player.
|
||||||||
| HandlerAppearingNastie | A3C5 | LD A,($9703) | Fetch the room of the player from 9703. | |||||
| A3C8 | CP (IX+$01) | Jump to ExpireActor if the nastie is in a different room to the player. | ||||||
| A3CB | JP NZ,ExpireActor | |||||||
| A3CE | CALL StoreEntity | Remember the previous position of the nastie. | ||||||
|
Blow up the nastie if the player is attacking it.
|
||||||||
| A3D1 | CALL TestAttackOverlap | Test whether the player is attacking the nastie. | ||||||
| A3D4 | JP C,BlowUpActor | Jump to BlowUpActor to blow up the nastie if the player is attacking it. | ||||||
|
Move the nastie on to the next sprite and make a sound, the pitch of which depends on the sprite ID.
|
||||||||
| A3D7 | INC (IX+$00) | Move the nastie on to the next appearing sprite. | ||||||
| A3DA | CALL PlayAppearingSound | Play the appearing sound. | ||||||
| A3DD | JP DisplayActor | Jump to DisplayActor to display the nastie. | ||||||
| Prev: A3B7 | Up: Map | Next: A3E0 |