-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathconsts.z80
32 lines (30 loc) · 1.38 KB
/
consts.z80
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
; game constants
FPS: equ 50
FRAMES_PER_CLOCK_SECOND: equ 60 ; yeah, so the whole game is essentially tied to a 60 FPS clock. That just means one 'game second' on the clock last longer than one actual second. Unless we implement dynamic frameskip.
NUM_NON_TILES: equ 4 ; 0 = blank, 1 = wall, 2 = bricks, 3 = wall but cursor can pass . 4 = triangle is the first tile, etc
IMPENETRABLE_TILE: equ 2
GRID_X_OFFSET: equ 48 ; how many bytes (pixels/2) in from the left-hand-edge of the screen should the grid be drawn
CLOCK_Y_OFFSET: equ 48; how many rows down from the top of the screen should the clock be shown
TIME_LABEL_Y_OFFSET: equ 40
RETRY_LABEL_Y_OFFSET: equ 72
RETRY_LABEL_X_OFFSET: equ 0
RETRY_Y_OFFSET: equ 72
RETRY_X_OFFSET: equ 20
PLAYER_Y_OFFSET: equ 0
LEVEL_Y_OFFSET: equ 20
LEVEL_X_OFFSET: equ 16
SCORE_Y_OFFSET: equ 8
SCORE_X_OFFSET: equ 8
TIMEOVER_Y_OFFSET: equ 72
TIMEOVER_X_OFFSET: equ 64
TIMEOVER_CONTINUE_Y_OFFSET: equ 88
TIMEOVER_CONTINUE_X_OFFSET: equ 64
TIMEOVER_CONTINUE_SECONDS_Y_OFFSET: equ 104
TIMEOVER_CONTINUE_SECONDS_X_OFFSET: equ 64+16
REMAINING_TILES_Y_OFFSET: equ 96
REMAINING_TILES_X_OFFSET_LEFT: equ 8
REMAINING_TILES_X_OFFSET_RIGHT: equ 48
REMAINING_TILES_Y_SPACING: equ 8
REMAINING_TILES_TEXT_Y_OFFSET: equ 8
REMAINING_TILES_TEXT_X_OFFSET: equ 16
CLEAR_Y_OFFSET: equ 48 ; how many rows down from the top should the "CLEAR !!" message appear (and stuff that follows below it)