TheStrahl
New member
So I'm using a sprite based HUD and I want it to only show on the Main Game Game-state. I'm still learning 6502 and I want to give it an honest try.
I know this is the section I want to do it in most likely.
I'm thinking I need to do something like
Am I on the right track or is it something more complicated?
I know this is the section I want to do it in most likely.
Code:
;;; Here is an example of how to do a sprite hud.
;;; Arg5, the one that has the value of myVar, must correspond to a user variable you have in your game.
;;; Don't forget, you can only draw 8 sprites per scanline, so a sprite hud can only be 8 sprites wide max.
;DrawSpriteHud #$08, #$08, #$11, #$10, #$10, myVar, #$00
; arg0 = starting position in pixels, x
; arg1 = starting position in pixels, y
; arg2 = sprite to draw, CONTAINER
; arg3 = MAX
; arg4 = sprite to draw, FILLED
; arg5 = variable.
; arg6 = attribute
DrawSpriteHud #16, #16, #$7f, myLives, #$32, myLives, #%00000000 ;;;; this draws health
;;; Here, we are going to draw a sprite, followed by a little x, followed by numbers representing a quasi-score value.
;;; We are doing this all with sprites so that it can follow our hud more easily.
;;; To do this, our game object tileset has numbers, 0-9, located at 40-49, and 4A represents the X.
;;; The identifier for the type of thing we're drawing is at 22.
DrawSprite #16, #26, #$22, #%00000001 ;; draws the "carrot"
DrawSprite #24, #26, #$4a, #$00 ;; draws the x 8 pixels to the right of it.
LDA myPrizes
CLC
ADC #$40
;; now we have the number 40 + how many prizes we have.
;; so the resulting graphic will be 0-9.
STA temp
DrawSprite #32, #26, temp, #$00
I'm thinking I need to do something like
Code:
LDA (The current Game state) <- What would go here?
BEQ (The Game state I want the HUD to be visible) <what would go here?
The Hud Code here
Am I on the right track or is it something more complicated?