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Routines |
| Prev: D30C | Up: Map | Next: D347 |
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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.
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| 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. | ||
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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.
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| RenderHUD_Draw | D325 | CALL $C544 | Call C544. | |
| D328 | CALL $C794 | Call C794. | ||
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Swap to player 2 to render their score, lives and wave number.
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| D32B | CALL SwapPlayerState | Call SwapPlayerState. | ||
| D32E | CALL $C544 | Call C544. | ||
| D331 | CALL $C794 | Call C794. | ||
| D334 | CALL PrintWaveNumber | Call PrintWaveNumber. | ||
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Swap back to player 1; print the "WAVE" label and player 1's wave number, then redraw the attribute bar to complete the HUD.
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| D337 | CALL SwapPlayerState | Call SwapPlayerState. | ||
| D33A | LD HL,$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 |