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