; ; players ; Code and data structures related to the players ; ; Created by Quinn Dunki on 8/13/17 ; playerData: ; gameobject data .word 0 ; X pos in pixels (from left terrain edge) .word 0 ; Y pos in pixels (from bottom terrain edge) .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background .word 45 ; Angle in degrees from +X .word 1 ; Power .word 100 ; Anger .byte 8,"SPROCKET " ; Name .word 0,0,0,0,0,0 ;Padding ; gameobject data .word 0 ; X pos in pixels (from left terrain edge) .word 0 ; Y pos in pixels (from bottom terrain edge) .word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background .word 45 ; Angle in degrees from +X .word 1 ; Power .word 100 ; Anger .byte 8,"TINKER " ; Name .word 0,0,0,0,0,0 ;Padding PD_ANGLE = 36 PD_POWER = 38 PD_ANGER = 40 PD_NAME = 42 PD_SIZE = 64 .macro PLAYERPTR_Y tya ; Pointer to player structure from index asl asl asl asl asl asl tay .endmacro ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; playerCreate ; ; A = Player X pos ; Y = Index ; Trashes SCRATCHL ; playerCreate: pha PLAYERPTR_Y sty SCRATCHL pla sta playerData+GO_POSX,y lda #playerData clc adc SCRATCHL sta PARAML0 jsr placeGameObjectOnTerrain rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; playerDeltaAngle ; ; Y = Player index ; X = Delta ; playerDeltaAngle: SAVE_AXY PLAYERPTR_Y txa clc adc playerData+PD_ANGLE,y bmi playerDeltaAngleClampLow cmp #180 bpl playerDeltaAngleClampHigh playerDeltaAngleStore: sta playerData+PD_ANGLE,y RESTORE_AXY rts playerDeltaAngleClampLow: lda #0 bra playerDeltaAngleStore playerDeltaAngleClampHigh: lda #180 bra playerDeltaAngleStore ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; playerFire ; ; Y = Player index ; playerFire: pha PLAYERPTR_Y lda playerData+GO_POSX,y sta projectileParams lda playerData+GO_POSY,y clc adc #GAMEOBJECTHEIGHT sta projectileParams+2 lda playerData+PD_ANGLE,y sta projectileParams+4 lda playerData+PD_POWER,y sta projectileParams+6 jsr fireProjectile pla rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; playerIntersectRect ; ; Y = Player index ; rectParams = Rectangle to intersect with us ; A => non zero if rectangle is intersecting player ; playerIntersectRect: PLAYERPTR_Y lda playerData+GO_POSX,y sta rectParams2+0 lda playerData+GO_POSY,y sta rectParams2+2 lda #GAMEOBJECTWIDTH sta rectParams2+4 lda #GAMEOBJECTHEIGHT sta rectParams2+6 jsr intersectRectRect rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderPlayers ; ; renderPlayers: RENDER_GAMEOBJECT playerData RENDER_GAMEOBJECT playerData+PD_SIZE rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderPlayerHeader ; ; Y = Player index to render ; renderPlayerHeader: SAVE_AXY PLAYERPTR_Y ldx #0 tya clc adc #playerData adc #PD_NAME jsr DrawString ldx #48 lda #angleStr jsr DrawString lda playerData+PD_ANGLE,y ldx #56 jsr drawNumber ldx #68 lda #powerStr jsr DrawString lda playerData+PD_POWER,y ldx #76 jsr drawNumber ldx #88 lda #angerStr jsr DrawString lda playerData+PD_ANGER,y ldx #96 jsr drawNumber RESTORE_AXY rts angleStr: pstring "*: " powerStr: pstring "+: " angerStr: pstring "): "