.ClearIconsScanner LDA #0 \ Set xIconCounter = 0 so we start drawing from the left STA xIconCounter \ edge of the screen .enec1 LDA #0 \ Draw a blank icon into the top part of the screen (via JSR DrawIcon \ the icon screen buffer at iconBuffer) and move along \ to the right, incrementing xIconCounter as we do LDA xIconCounter \ Loop back to keep drawing blank icons until we have CMP #40 \ cleared column 39, at which point we have cleared the BCC enec1 \ entire row JMP ShowIconBuffer \ Display the contents of the icon screen buffer by \ copying it into screen memory, which will clear the \ row on-screen, and return from the subroutine using a \ tail callName: ClearIconsScanner [Show more] Type: Subroutine Category: Scanner/energy row Summary: Clear the energy icon and scanner row at the top of the screenContext: See this subroutine in context in the source code References: This subroutine is called as follows: * ClearScreen calls ClearIconsScanner * ShowGameOverScreen calls ClearIconsScanner
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Subroutine DrawIcon (category: Scanner/energy row)
Draw a single icon in the top-left corner of the screen (via the icon screen buffer at iconBuffer) and move along to the right
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Subroutine ShowIconBuffer (category: Screen buffer)
Display the redrawn icon and scanner row by copying the contents of the icon screen buffer into screen memory
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Label enec1 is local to this routine
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Variable xIconCounter in workspace Main variable workspace
A counter for drawing the icons in the top-left of the screen that show the player's energy level, as we work from left to right along the x-axis