Hi all,
I've been picking about with Polymer Picker these past weeks, mostly to try and remember how all of the code works, and to try and add some new features into the mix.
I've therefore attached an alpha of v1.10, which attempts the following:
- for speed, I've reduced the number of fish from 8 to 4. This is primarily to increase the speed of levels with both the fish and shark.
- the difficulty is increased a little earlier on now, the previous game was a little too gentle in it's difficulty curve.
- addition of a static obstacle, a jellyfish
The graphic of the jellyfish(Octopus?) was cribbed from Rob Walmsley's Crystal Sea game, and the intention is to add a few of these around the level, in a manner which doesn't impede on the diver's ability to collect the items of rubbish.
The jellyfish are only going to be static, no movement is intended. However, I'm at a loss as to how to detect colliding into them. I already have a box collision for the diver and the fish, and for the collectibles, and was hoping to do the same for the octopus.
For reference, here is the assembly language used for point checking:
Code: Select all
.check
STX &AB0:STY &AB1:LDY #7
.checkloop
LDA &AE0,Y\BX:CMP &AB0:BCS notinbox\BX>CX
CLC:ADC #8\BW%:CMP &AB0:BCC notinbox\BX<CX
LDA &AE8,Y:CMP &AB1:BCC notinbox\BY<CY
SEC:SBC #8\BH%:CMP &AB1:BCC checkfinish\BY>CY - inverted check
.notinbox
DEY:BPL checkloop
.checkfinish
STY &AB2:RTS
Any thoughts on the above? I'm somewhat put off from starting a new Polymer Picker game at the moment (thanks to those who provided their input on it, in my other thread), but would appreciate some learned opinion from people far better at this than I am! (let me know if a Pull Request on the Github would be preferred for easier code browsing)
I'm going to keep trying to find an acceptable solution without adding too much more code.
Other items on the agenda:
- getting rid of the welcome message on each level (the 'jingle' is terrible, another one is required) - it might be quicker to switch to the next level and then play a jingle just before play resumes.
- Perhaps moving some assembly code around, so I can access extra envelopes (I'm stuck with 4, due to code assembling at &900)
- The 'level' data for the mountains, and sealife colours could use further optimisation, to reduce memory.
I look forward to your thoughts on the above. I do enjoy tinkering with this, even if I don't know what I'm doing half the time!
Steve S