2019-10-02 04:03:00 +00:00
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; FIXME: merge a lot of the target code
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; Handle laser
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; should handle multiple at once?
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; when pressed, find empty slot?
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; initially 10 wide, from gun to right or left
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; expand to 20 wide
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; stop when encounter door, enemy, or edge of screen
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; should bounds check carefully
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; should handle shooting while crouching
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MAX_LASERS = 2
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laser_out:
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laser0_out: .byte $0
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laser1_out: .byte $0
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laser_start:
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laser0_start: .byte $0
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laser1_start: .byte $0
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laser_end:
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laser0_end: .byte $0
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laser1_end: .byte $0
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laser_y:
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laser0_y: .byte $0
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laser1_y: .byte $0
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laser_direction:
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laser0_direction: .byte $0
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laser1_direction: .byte $0
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laser_count:
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laser0_count: .byte $0
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laser1_count: .byte $0
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;=========================
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; fire laser
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;=========================
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fire_laser:
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_X
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2019-11-05 16:52:43 +00:00
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clc
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; FIXME: only add 5 if facing right
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adc #5
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2019-10-02 04:03:00 +00:00
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sta COLLISION_X
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_Y
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2019-10-02 04:03:00 +00:00
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sta COLLISION_Y
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lda laser0_out
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bne done_fire_laser
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; activate laser slot
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inc laser0_out
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; reset count
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lda #0
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sta laser0_count
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; set y
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_Y
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2019-10-02 04:03:00 +00:00
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clc
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adc #4
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2019-10-02 04:38:01 +00:00
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ldx ASTRONAUT_STATE
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2019-10-02 04:03:00 +00:00
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cpx #P_CROUCH_SHOOTING
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bne laser_crouch_done
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laser_crouch:
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clc
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adc #4
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laser_crouch_done:
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sta laser0_y
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; set direction
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lda DIRECTION
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sta laser0_direction
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beq laser_left
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bne laser_right
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; set x
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laser_left:
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jsr calc_gun_left_collision
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2019-10-02 04:38:01 +00:00
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ldx ASTRONAUT_X
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2019-10-02 04:03:00 +00:00
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dex
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stx laser0_end
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txa
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sec
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sbc #10
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sta laser0_start
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jmp done_fire_laser
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laser_right:
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jsr calc_gun_right_collision
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2019-10-02 04:38:01 +00:00
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lda ASTRONAUT_X
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2019-10-02 04:03:00 +00:00
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clc
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adc #5
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sta laser0_start
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clc
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adc #10
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sta laser0_end
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done_fire_laser:
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rts
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;====================
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; draw laser
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;====================
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draw_laser:
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ldx #0
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draw_laser_loop:
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lda laser_out,X
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beq done_draw_laser
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txa
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pha ; save X on stack
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lda #$10
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sta hlin_color_smc+1
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lda #$0f
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sta hlin_mask_smc+1
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ldy laser_y,X
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sec
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lda laser_end,X
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sbc laser_start,X
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sta LASER_TEMP
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lda laser_start,X
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ldx LASER_TEMP
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jsr hlin
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pla ; restore X from stack
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tax
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done_draw_laser:
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inx
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cpx #MAX_LASERS
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bne draw_laser_loop
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rts
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;===================
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; move laser
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;===================
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move_laser:
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ldx #0
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move_laser_loop:
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lda laser_out,X
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beq done_move_laser
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; slow down laser
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lda laser_count,X
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and #$3
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bne no_move_laser
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lda laser_direction,X
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bne move_laser_right
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move_laser_left:
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lda laser_count,X
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cmp #4
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bcc still_starting_left
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cmp #8
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bcc still_shooting_left
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continue_shooting_left:
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still_shooting_left:
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lda laser_end,X
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sec
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sbc #10
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sta laser_end,X
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still_starting_left:
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lda laser_start,X
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sec
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sbc #10
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sta laser_start,X
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laser_edge_detect_left:
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lda laser_end,X
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cmp LEFT_SHOOT_LIMIT
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bmi disable_laser_left
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lda laser_start,X
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cmp LEFT_SHOOT_LIMIT
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bpl no_move_laser
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lda LEFT_SHOOT_LIMIT
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sta laser_start,X
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jmp no_move_laser
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move_laser_right:
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lda laser_count,X
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cmp #4
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bcc still_starting_right
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cmp #8
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bcc still_shooting_right
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continue_shooting_right:
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lda laser_start,X
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clc
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adc #10
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sta laser_start,X
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still_shooting_right:
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lda laser_end,X
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clc
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adc #10
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sta laser_end,X
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still_starting_right:
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laser_edge_detect_right:
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; detect if totally off screen
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lda laser_start,X
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cmp RIGHT_SHOOT_LIMIT
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bcs disable_laser_right
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lda laser_end,X
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cmp RIGHT_SHOOT_LIMIT
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bcc no_move_laser
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lda RIGHT_SHOOT_LIMIT
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sta laser_end,X
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no_move_laser:
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inc laser_count,X
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done_move_laser:
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inx
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cpx #MAX_LASERS
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bne move_laser_loop
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rts
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;===================
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; hit something, left
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;===================
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disable_laser_left:
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lda LEFT_SHOOT_TARGET
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jmp hit_something_common
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;====================
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; hit something, right
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;====================
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disable_laser_right:
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lda RIGHT_SHOOT_TARGET
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;======================
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; hit something, common
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;======================
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hit_something_common:
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pha
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; disable laser
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lda #0
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sta laser_out,X
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pla
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tay
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and #$f0
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cmp #TARGET_ALIEN
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beq laser_hit_alien
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cmp #TARGET_FRIEND
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beq laser_hit_friend
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2019-10-02 04:38:01 +00:00
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cmp #TARGET_ASTRONAUT
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2019-10-02 04:03:00 +00:00
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beq laser_hit_physicist
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; FIXME: reduce shields if hit them?
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jmp done_hit_something
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laser_hit_alien:
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tya
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and #$f
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tay
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lda #A_DISINTEGRATING
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sta alien_state,Y
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lda #0
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sta alien_gait,Y
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jmp done_hit_something
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laser_hit_friend:
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lda #F_DISINTEGRATING
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sta friend_state
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lda #FAI_DISINTEGRATING
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sta friend_ai_state
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lda #0
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sta friend_gait
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jmp done_hit_something
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laser_hit_physicist:
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lda #P_DISINTEGRATING
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2019-10-02 04:38:01 +00:00
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sta ASTRONAUT_STATE
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2019-10-02 04:03:00 +00:00
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lda #0
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sta GAIT
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done_hit_something:
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jmp done_move_laser
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; rts
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