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Add another typedef in the demo game.

This commit is contained in:
Chris Pressey 2018-02-06 11:41:32 +00:00
parent fa5f32b2d2
commit 043872584b

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@ -17,7 +17,7 @@
// assigned to it.
//
// This type is also used as the type for the location the old interrupt vector
// is backed up to, because all the game state routines "goto" the old handler
// is backed up to, because all the game state routines `goto` the old handler
// and the end of their own routines, so the type needs to be compatible.
// (In a good sense, it is a continuation.)
//
@ -40,6 +40,20 @@ typedef routine
trashes a, x, y, c, z, n, v, ptr, save_x, compare_target
game_state_routine
//
// Routines that are called to get the new state of each actor (player, enemy, etc.)
//
// Routines that conform to this type also follow this convention:
//
// Set carry if the player perished. Carry clear otherwise.
//
typedef routine
inputs pos, delta, joy2, screen
outputs pos, delta, new_pos, screen, c
trashes a, x, y, z, n, v, ptr, compare_target
logic_routine
// ----------------------------------------------------------------
// System Locations
// ----------------------------------------------------------------
@ -251,14 +265,7 @@ routine init_game
// Actor Logics
// ----------------------------------------------------------------
//
// Sets carry if the player perished. Carry clear otherwise.
//
routine player_logic
inputs pos, delta, joy2, screen
outputs pos, delta, new_pos, screen, c
trashes a, x, y, z, n, v, ptr, compare_target
define player_logic logic_routine
{
call read_stick
@ -313,14 +320,7 @@ routine player_logic
}
}
//
// Sets carry if the player perished. Carry clear otherwise.
//
routine enemy_logic
inputs pos, delta, screen
outputs pos, delta, new_pos, screen, c
trashes a, x, y, z, n, v, ptr, compare_target
define enemy_logic logic_routine
{
call calculate_new_position
call check_new_position_in_bounds
@ -386,10 +386,6 @@ routine enemy_logic
// Game States
// ----------------------------------------------------------------
//
// Because these all `goto save_cinv` at the end, they must have the same signature as that routine.
//
define game_state_title_screen game_state_routine
{
ld y, 0