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.