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fish: more work on catching
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parent
f7f86f423e
commit
1c290ed271
@ -1,13 +1,11 @@
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+ make spacebar message blink
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+ Do we bother having multiple frames for the fish (animate them slightly)
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+ do the ripple marks on either side of the boat
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+ do we bother animating the fish?
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+ Try to make sprites color clash look better
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+ Try to make sprites color clash look better
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+ Add lure animation
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+ Add lure animation
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+ Add moving fishes
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+
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+ Add score to game
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+ Compress sprites?
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+ Compress sprites?
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+ speed up and rebalance
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+ fix odd/even for sprites
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@ -403,11 +403,12 @@ handle_fish:
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handle_red_fish:
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handle_red_fish:
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lda RED_FISH_STATE_PTR
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lda RED_FISH_STATE_PTR
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bpl handle_grey_fish ; positive means fish is active
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cmp #$ff
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bne handle_grey_fish ; #$ff means fish is not active
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; create new red/big fish
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; create new red/big fish
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; lda #0
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lda #0
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; sta RED_FISH_STATE_PTR
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sta RED_FISH_STATE_PTR
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lda #FISH_SPRITE_LONG
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lda #FISH_SPRITE_LONG
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sta RED_FISH_SPRITE
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sta RED_FISH_SPRITE
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@ -419,11 +420,12 @@ handle_red_fish:
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handle_grey_fish:
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handle_grey_fish:
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lda GREY_FISH_STATE_PTR
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lda GREY_FISH_STATE_PTR
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bpl handle_green_fish ; positive means fish is active
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cmp #$ff
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bne handle_green_fish ; $FF means fish is not active
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; create new grey/left fish
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; create new grey/left fish
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lda #0
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; lda #0
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sta GREY_FISH_STATE_PTR
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; sta GREY_FISH_STATE_PTR
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lda #FISH_SPRITE_LEFT
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lda #FISH_SPRITE_LEFT
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sta GREY_FISH_SPRITE
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sta GREY_FISH_SPRITE
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@ -435,7 +437,8 @@ handle_grey_fish:
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handle_green_fish:
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handle_green_fish:
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lda GREEN_FISH_STATE_PTR
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lda GREEN_FISH_STATE_PTR
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bpl done_handle_fish ; positive means fish is active
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cmp #$FF
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bne done_handle_fish ; $FF means fish is not active
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; create new green/right fish
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; create new green/right fish
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; lda #0
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; lda #0
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@ -457,7 +460,8 @@ done_handle_fish:
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draw_red_fish:
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draw_red_fish:
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ldx RED_FISH_STATE_PTR
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ldx RED_FISH_STATE_PTR
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bmi draw_grey_fish ; negative means no fish
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cpx #$FF
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beq draw_grey_fish ; $FF means no fish
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ldy red_fish_behavior,X
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ldy red_fish_behavior,X
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@ -468,7 +472,8 @@ draw_red_fish:
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draw_grey_fish:
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draw_grey_fish:
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ldx GREY_FISH_STATE_PTR ; negative means no fish
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ldx GREY_FISH_STATE_PTR ; negative means no fish
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bmi draw_green_fish
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cpx #$FF
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beq draw_green_fish
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ldy grey_fish_behavior,X
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ldy grey_fish_behavior,X
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@ -479,7 +484,8 @@ draw_grey_fish:
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draw_green_fish:
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draw_green_fish:
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ldx GREEN_FISH_STATE_PTR ; negative means no fish
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ldx GREEN_FISH_STATE_PTR ; negative means no fish
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bmi done_draw_fish
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cmp #$ff
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beq done_draw_fish
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ldy green_fish_behavior,X
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ldy green_fish_behavior,X
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@ -598,8 +604,14 @@ do_jig:
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; FIXME: make fish visible
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; FIXME: make fish visible
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ldx #FISH_SPRITE_RED
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stx RED_FISH_SPRITE
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; FIXME: start fish on catch path
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; FIXME: start fish on catch path
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lda #<(catch_fish_behavior-red_fish_behavior)
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sta RED_FISH_STATE_PTR
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; FIXME: update proper score
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; FIXME: update proper score
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ldx #0
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ldx #0
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@ -844,6 +856,7 @@ move_fish_bubble:
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sta BUBBLE_STATE_PTR
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sta BUBBLE_STATE_PTR
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lda RED_FISH_X,X
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lda RED_FISH_X,X
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sta BUBBLE_X
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sta BUBBLE_X
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inc BUBBLE_X ; more likely to be from head
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lda RED_FISH_Y,X
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lda RED_FISH_Y,X
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sta BUBBLE_Y
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sta BUBBLE_Y
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jmp done_update_fish
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jmp done_update_fish
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@ -1045,9 +1058,9 @@ green_fish_behavior:
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catch_fish_behavior:
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catch_fish_behavior:
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; up+to right 20 times?
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; up+to right 20 times?
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; then down+right 5 times?
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; then down+right 5 times?
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.byte FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP
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.byte FISH_UP,FISH_UP,FISH_UP,FISH_CATCH_UP
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.byte FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP
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.byte FISH_UP,FISH_UP,FISH_UP,FISH_CATCH_UP
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.byte FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP,FISH_CATCH_UP
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.byte FISH_UP,FISH_UP,FISH_UP,FISH_CATCH_UP
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.byte FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN
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.byte FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN
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.byte FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN
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.byte FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN,FISH_CATCH_DOWN
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