05 - Title and Top 10 pagesThe next
step was to get the Title Page and Top 10 pages displaying.
would create theses as separate pages to the game itself but this time,
I have chosen to combine them with the game. The game engine is always running and any items that would
normally be moving in the game (not in yet) will be moving while it displays the
Title and Top 10. The player's character and the sound generation is supressed
until the player starts an actual game.
When a game is started, the Title/Top 10 display is then changed to
display the Bomb Countdown Timer which is actually a copy of the
Countdown Timer displayed in the lower control panel. This duplicate
Countdown Timer is only displayed on Level 0 to fill that area of the
screen when the Title/Top 10 display is removed.
The background Cog animation shown in the last chapter is displayed on
all other levels and not this first level which is called The Foyer and contains the doors which access the main machine areas of the game.
I have created the routine which reads the level
data for each level as created by my Level Editor and generates all the
data of the objects in the levels. This gives me the flexibility to
just change the level design for any level and this routine will
generate the data required for the game when the game is started.
Sort of like the Registry in a Microsoft Windows system but for the
game level elements (elevators, fires, robots, bombs etc.)
Level 0 + Title Page
Level 0 + Top 10 Page
Level 0 + Bomb Countdown
Other Game Controls
Game Abort: I have added a Game Abort function using the BREAK key. To avoid accidently pressing it during an active game, this control requires you to hold the BREAK key down for about 2 seconds before it responds.
Game Pause: The F1 key is the Game Pause control which pauses the game in case of an unscheduled interruption during game play such as a phone call, a rest break or the need for Toiletry Relief ! Pressing F1 again continues game play.
RGB/CMP: I have also got the RGB/CMP color palette select functioning by pressing the F2
key at any time which instantly changes the palette even mid gameplay.
I have tried to match the two palettes as best I can but the games
looks best using the RGB output.
Next is to start getting things moving and the first thing will be the
elevator platforms. There are 2 platforms on Level 0 but the routine
will move all platforms on all levels up to a maximum of 8 depending on
the level design. The one routine will function for all levels.
After the Elevator Platforms will be the Fires that are scattered in
several levels. Fires prevent you from passing unless there is a switch
to turn the fire off (coming later).
Also, every level has a description and this will be displayed at the start of each level.