DOOR_STATUS = 0 DOOR_STATUS_OPEN = $01 DOOR_STATUS_OPENING = $02 DOOR_STATUS_CLOSING = $04 DOOR_STATUS_CLOSED = $08 DOOR_STATUS_EXPLODED = $10 DOOR_STATUS_LOCKED = $20 DOOR_STATUS_EXPLODING = $40 DOOR_EXPLODE_DIR = 1 DOOR_LEFT_TRIGGER = 2 DOOR_RIGHT_TRIGGER = 3 DOOR_STEP = 4 DOOR_XPOS = 5 DOOR_YPOS = 6 door_state: door_state0: .byte $0 ; status .byte $0 ; explode_dir .byte $0 ; left_trigger .byte $0 ; right_trigger .byte $0 ; step draw_doors: lda door_state+DOOR_STATUS and #(DOOR_STATUS_OPEN | DOOR_STATUS_EXPLODED) bne done_draw_doors lda door_state+DOOR_STATUS cmp #DOOR_STATUS_CLOSED bne door_not_closed door_closed: lda #door_closed_sprite sta INH jmp actually_draw_door door_not_closed: actually_draw_door: lda door_state+DOOR_XPOS sta XPOS lda door_state+DOOR_YPOS sta YPOS jsr put_sprite done_draw_doors: rts ;========================== ; handle doors handle_doors: ; if closed xpos in range and phys ypos match -> opening ; if open, xpos out of range, -> closing ; if opening, update ; if closing, update ; if exploding, update rts ;====================================== ;====================================== ; door sprites ;====================================== ;====================================== door_closed_sprite: .byte 1,10 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 .byte $00 door_open_sprite: .byte 1,10 .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA door_opening_sprite: door_closing_sprite1: .byte 1,10 .byte $00 .byte $A0 .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $AA .byte $0A .byte $00 door_closing_sprite2: .byte 1,10 .byte $00 .byte $00 .byte $00 .byte $AA .byte $AA .byte $AA .byte $AA .byte $00 .byte $00 .byte $00