1Fermer3
VasiliyFamiliyaLe 07/05/2018 à 09:21
What should I do to ensure smooth execution of all operations (which is prescribed in piece of code below) sequence (character's walking toward the enemy -> character's attack -> character's return to initial position -> enemy's turn -> enemy's attack -> enemy's return -> player's turn, etc.) step by step?

if(turn==0) { if(p1e&JOY_A) { //aSpriteMove(&demoSpr,108,0); aSpriteSetAnim(&demoSpr,1); for(i=0; i<108; i++) { x++; } aSpriteSetAnim(&demoSpr,4); damage=1; enemy_hp-=damage; turn=1; fixPrintf1(1,26,3,3,"Enemy lost %d HP.", damage); waitVBlank(); //aSpriteMove(&demoSpr,-108,0); } if(p1e&JOY_B) { //aSpriteMove(&demoSpr,108,0); aSpriteSetAnim(&demoSpr,1); for(i=0; i<108; i++) { x++; } aSpriteSetAnim(&demoSpr,5); damage=2; enemy_hp-=damage; turn=1; fixPrintf1(1,26,3,3,"Enemy lost %d HP.", damage); waitVBlank(); //aSpriteMove(&demoSpr,-108,0); } if(p1e&JOY_C) { //aSpriteMove(&demoSpr,108,0); aSpriteSetAnim(&demoSpr,1); for(i=0; i<108; i++) { x++; } aSpriteSetAnim(&demoSpr,6); damage=3; enemy_hp-=damage; turn=1; fixPrintf1(1,26,3,3,"Enemy lost %d HP.", damage); waitVBlank(); //aSpriteMove(&demoSpr,-108,0); } } if(turn==1) { //aSpriteMove(&Enemy,-108,0); aSpriteSetAnim(&Enemy,2); for(i=0; i<108; i++) { enemyX--; } aSpriteSetAnim(&Enemy,3); damage=rand()%3; char_hp-=damage; turn=0; fixPrintf1(1,26,3,3,"Player lost %d HP.", damage); waitVBlank(); //aSpriteMove(&Enemy,108,0); }
You can find this code in the battle() function of main file.