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Start and end: DEATH

[Acorn Electron version]

Name: DEATH [Show more] Type: Subroutine Category: Start and end Summary: Display the death screen
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * Main flight loop (Part 9 of 16) calls DEATH * Main flight loop (Part 15 of 16) calls DEATH * OOPS calls DEATH

We have been killed, so display the chaos of our destruction above a "GAME OVER" sign, and clean up the mess ready for the next attempt.
.DEATH JSR EXNO3 \ Make the sound of us dying JSR RES2 \ Reset a number of flight variables and workspaces ASL DELTA \ Divide our speed in DELTA by 4 ASL DELTA JSR TT66 \ Clear the top part of the screen, draw a border box, \ and set the current view type in QQ11 to 6 (death \ screen) LDX #50 \ Set the laser count to 50 to act as a counter in the STX LASCT \ D2 loop below, so this setting determines how long the \ death animation lasts (LASCT decreases by 4 for each \ iteration round the main loop, and we also decrement \ it by 1 below to give a total of 5, so this makes the \ animation last for 10 iterations of the main loop) JSR BOX \ Call BOX to redraw the same border box (BOX is part \ of TT66), which removes the border as it is drawn \ using EOR logic JSR nWq \ Create a cloud of stardust containing the correct \ number of dust particles (i.e. NOSTM of them) LDA #12 \ Move the text cursor to column 12 on row 12 STA YC STA XC LDA #146 \ Print recursive token 146 ("{all caps}GAME OVER") STA MCNT \ and reset the main loop counter to 146, so all JSR ex \ timer-based calls will be stopped .D1 JSR Ze \ Call Ze to initialise INWK to a potentially hostile \ ship, and set A and X to random values LDA #32 \ Set x_lo = 32 STA INWK LDY #0 \ Set the following to 0: the current view in QQ11 STY QQ11 \ (space view), x_hi, y_hi, z_hi and the AI flag (no AI STY INWK+1 \ or E.C.M. and not hostile) STY INWK+4 STY INWK+7 STY INWK+32 DEY \ Set Y = 255 EOR #%00101010 \ Flip bits 1, 3 and 5 in A (x_lo) to get another number STA INWK+3 \ between 48 and 63, and store in byte #3 (y_lo) ORA #%01010000 \ Set bits 4 and 6 of A to bump it up to between 112 and STA INWK+6 \ 127, and store in byte #6 (z_lo) TXA \ Set A to the random number in X and keep bits 0-3 and AND #%10001111 \ the sign in bit 7 to get a number between -15 and +15, STA INWK+29 \ and store in byte #29 (roll counter) to give our ship \ a gentle roll with damping ROR A \ The C flag is randomly set from the above call to Ze, AND #%10000111 \ so this sets A to a number between -7 and +7, which STA INWK+30 \ we store in byte #30 (the pitch counter) to give our \ ship a very gentle pitch with damping PHP \ Store the processor flags LDX #OIL \ Call fq1 with X set to #OIL, which adds a new cargo JSR fq1 \ canister to our local bubble of universe and points it \ away from us with double DELTA speed (i.e. 6, as DELTA \ was set to 3 by the call to RES2 above). INF is set to \ point to the canister's ship data block in K% PLP \ Restore the processor flags, including our random C \ flag from before LDA #0 \ Set bit 7 of A to our random C flag and store in byte ROR A \ #31 of the ship's data block, so this has a 50% chance LDY #31 \ of marking our new canister as being killed (so it STA (INF),Y \ will explode) LDA FRIN+3 \ The call we made to RES2 before we entered the loop at BEQ D1 \ D1 will have reset all the ship slots at FRIN, so this \ checks to see if the fourth slot is empty, and if it \ is we loop back to D1 to add another canister, until \ we have added four of them JSR U% \ Clear the key logger, which also sets A = 0 STA DELTA \ Set our speed in DELTA to 0, as we aren't going \ anywhere any more .D2 JSR M% \ Call the M% routine to do the main flight loop once, \ which will display our exploding canister scene and \ move everything about DEC LASCT \ Decrement the counter in LASCT, which we set above, \ so for each loop around D2, we decrement LASCT by 5 \ (the main loop decrements it by 4, and this one makes \ it 5) BNE D2 \ Loop back to call the main flight loop again, until we \ have called it 127 times \ Fall through into DEATH2 to reset and restart the game