243 lines
3.5 KiB
ArmAsm
243 lines
3.5 KiB
ArmAsm
NUM_ENEMIES = 4
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;=======================
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; move enemies
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;=======================
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move_enemies:
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ldx #0
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move_enemies_loop:
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; only move if out
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lda enemy_data_out,X
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beq done_move_enemy
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;=======================================
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; check if falling
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; i.e., if something under feet
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;=======================================
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clc
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lda enemy_data_tiley,X
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adc #2 ; point to feet
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adc #>big_tilemap
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sta load_foot1_smc+2
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ldy enemy_data_tilex,X
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load_foot1_smc:
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lda tilemap,Y
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cmp #ALLHARD_TILES
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bcs no_enemy_fall ; if hard tile, don't fall
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inc enemy_data_tiley,X ; fall one tiles worth
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no_enemy_fall:
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;=======================================
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; move sideways
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; until you hit something
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;=======================================
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; check if moving right/left
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lda enemy_data_tilex,X
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clc
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adc #1
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sta enemy_data_tilex,X
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; cmp #36
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; bcc done_move_enemy
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; lda #0
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; sta enemy_data+ENEMY_DATA_OUT,Y
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done_move_enemy:
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inx
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cpx #NUM_ENEMIES
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bne move_enemies_loop
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rts
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;=================
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; draw enemies
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;=================
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draw_enemies:
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ldy #0
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draw_enemies_loop:
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; see if out
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lda enemy_data_out,Y
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beq done_draw_enemy
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; check if on screen
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; lda TILEMAP_X
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; cmp enemy_data+ENEMY_DATA_TILEX,Y
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; bcs done_draw_enemy
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; clc
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; adc #14
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; cmp enemy_data+ENEMY_DATA_TILEX,Y
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; bcc done_draw_enemy
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; lda TILEMAP_Y
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; cmp enemy_data+ENEMY_DATA_TILEY,Y
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; bcs done_draw_enemy
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; clc
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; adc #10
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; cmp enemy_data+ENEMY_DATA_TILEY,Y
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; bcc done_draw_enemy
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; set X and Y value
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; convert tile values to X,Y
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; X = (ENEMY_TILE_X-TILEX)*2 + 6
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; lda enemy_data+ENEMY_DATA_TILEX,Y
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; sec
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; sbc TILEMAP_X
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; asl
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; clc
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; adc #4
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; sta XPOS
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; Y = (ENEMY_TILE_Y-TILEY)*4
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; lda enemy_data+ENEMY_DATA_TILEY,Y
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; sec
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; sbc TILEMAP_Y
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; asl
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; asl
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; sta YPOS
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; see if exploding
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; lda enemy_data+ENEMY_DATA_EXPLODING,Y
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; beq draw_proper_enemy
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;draw_exploding_enemy:
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; asl
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; tax
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; lda enemy_explosion_sprites,X
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; sta INL
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; lda enemy_explosion_sprites+1,X
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; sta INH
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; lda FRAMEL
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; and #$3
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; bne done_exploding
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; move to next frame
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; lda enemy_data+ENEMY_DATA_EXPLODING,Y
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; clc
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; adc #1
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; sta enemy_data+ENEMY_DATA_EXPLODING,Y
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; cmp #4
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; bne done_exploding
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; lda #0
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; sta enemy_data+ENEMY_DATA_OUT,Y
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;done_exploding:
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; jmp draw_enemy
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; otherwise draw proper sprite
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draw_proper_enemy:
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; lda enemy_data+ENEMY_DATA_TYPE,Y
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; tax
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; lda enemy_sprites,X
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; sta INL
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; lda enemy_sprites+1,X
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; sta INH
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lda #<yorp_sprite_walking_right
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sta INL
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lda #>yorp_sprite_walking_right
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sta INH
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;======================
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; calculate X and Y
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; tiles are 2x4 in size
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sec
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lda enemy_data_tilex,Y
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sbc TILEMAP_X
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asl
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clc
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adc enemy_data_x,Y ; Add in X offset
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sta XPOS
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sec
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lda enemy_data_tiley,Y
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sbc TILEMAP_Y
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asl
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asl
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clc
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adc enemy_data_y,Y ; Add in Y offset
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sta YPOS
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draw_enemy:
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tya
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pha
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jsr put_sprite_crop
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pla
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tay
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done_draw_enemy:
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tya
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clc
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adc #8
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tay
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cpy #(NUM_ENEMIES*8)
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beq exit_draw_enemy
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jmp draw_enemies_loop
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exit_draw_enemy:
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rts
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enemy_explosion_sprites:
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite1
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.word enemy_explosion_sprite2
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.word enemy_explosion_sprite3
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enemy_explosion_sprite1:
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.byte 2,2
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.byte $d9,$d9
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.byte $9d,$9d
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enemy_explosion_sprite2:
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.byte 2,2
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.byte $9A,$9A
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.byte $A9,$A9
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enemy_explosion_sprite3:
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.byte 2,2
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.byte $7A,$5A
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.byte $A5,$A7
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YORP = 0
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enemy_data_out: .byte 1, 0, 0, 0
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enemy_data_exploding: .byte 0, 0, 0, 0
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enemy_data_type: .byte YORP, YORP, YORP, YORP
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enemy_data_direction: .byte $FF, $FF, $FF, $FF
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enemy_data_tilex: .byte 5, 48, 19, 26
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enemy_data_tiley: .byte 6, 20, 25, 26
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enemy_data_x: .byte 0, 0, 0, 0
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enemy_data_y: .byte 0, 0, 0, 0
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