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Almost make the bouncing obstacles happen. It's... interesting.

This commit is contained in:
Chris Pressey 2017-12-14 12:05:44 +00:00
parent e2f61faeae
commit 439b827e92

View File

@ -309,16 +309,61 @@ routine player_logic
//
routine enemy_logic
inputs pos, delta, joy2, screen
outputs pos, delta, screen, c
trashes a, x, y, z, n, v, ptr
inputs pos, delta, screen
outputs pos, delta, new_pos, screen, c
trashes a, x, y, z, n, v, ptr, compare_target
{
copy ^screen, ptr
st off, c
add ptr, pos
ld y, 0
call calculate_new_position
call check_new_position_in_bounds
copy 82, [ptr] + y
if c {
copy ^screen, ptr
st off, c
add ptr, new_pos
ld y, 0
// check collision.
copy [ptr] + y, a
// if "collision" is with your own self, treat it as if it's blank space!
cmp a, 82
if z {
ld a, 32
}
cmp a, 32
if z {
copy ^screen, ptr
st off, c
add ptr, pos
copy 32, [ptr] + y
copy new_pos, pos
copy ^screen, ptr
st off, c
add ptr, pos
copy 82, [ptr] + y
st off, c
} else {
st on, c
trash n
trash a
trash z
}
// FIXME these trashes, strictly speaking, probably shouldn't be needed,
// but currently the compiler cares too much about values that are
// initialized in one branch of an `if`, but not the other, but trashed
// at the end of the routine anyway.
trash ptr
trash y
trash a
} else {
copy word 0, compare_target
sub compare_target, delta
copy compare_target, delta
trash compare_target
}
st off, c
}