dos33fsprogs/games/lemm/draw_lemming.s
Vince Weaver 56c0d10635 lemm: add simple click sound effects
also enable keyboard shortcut for jobs for some reason
2022-03-20 22:24:24 -04:00

404 lines
6.9 KiB
ArmAsm

;==================
;==================
; erase lemming
;==================
;==================
erase_lemming:
ldy #0
lda lemming_out,Y
beq done_erase_lemming
lda lemming_y,Y
sec
sbc #6
sta SAVED_Y1
clc
adc #15
sta SAVED_Y2
lda lemming_x,Y
tax
inx
jsr hgr_partial_restore
done_erase_lemming:
rts
;=========================
;=========================
; draw lemming
;=========================
;=========================
draw_lemming:
ldy #0
lda lemming_out,Y
bne do_draw_countdown
jmp done_draw_lemming
do_draw_countdown:
lda lemming_exploding,Y
beq do_draw_lemming
ldx lemming_exploding
dex
lda countdown_sprites_l,X
sta INL
lda countdown_sprites_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sec
sbc #6
sta YPOS
jsr hgr_draw_sprite_autoshift
do_draw_lemming:
ldy #0
lda lemming_status,Y
cmp #LEMMING_DIGGING
beq draw_digging_sprite
cmp #LEMMING_FALLING
beq draw_falling_sprite
cmp #LEMMING_EXPLODING
beq draw_exploding_sprite
cmp #LEMMING_PARTICLES
beq draw_particles
draw_walking_sprite:
lda lemming_frame,Y
and #$7
tax
lda lemming_direction,Y
bpl draw_walking_right
draw_walking_left:
lda lwalk_sprite_l,X
sta INL
lda lwalk_sprite_h,X
jmp draw_walking_common
draw_walking_right:
lda rwalk_sprite_l,X
sta INL
lda rwalk_sprite_h,X
draw_walking_common:
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
jmp draw_common
;====================
; draw falling
;====================
draw_falling_sprite:
lda lemming_frame,Y
and #$3
tax
lda lemming_direction,Y
bpl draw_falling_right
draw_falling_left:
lda lfall_sprite_l,X
sta INL
lda lfall_sprite_h,X
jmp draw_falling_common
draw_falling_right:
lda rfall_sprite_l,X
sta INL
lda rfall_sprite_h,X
draw_falling_common:
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
jmp draw_common
;====================
; draw exploding
;====================
draw_exploding_sprite:
jsr handle_explosion
jmp done_draw_lemming
;====================
; draw particles
;====================
draw_particles:
jsr handle_particles
jmp done_draw_lemming
;======================
; digging
draw_digging_sprite:
lda lemming_frame,Y
and #$7
tax
lda dig_sprite_l,X
sta INL
lda dig_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
sec
sbc #2
jmp draw_common
draw_common:
sta YPOS
jsr hgr_draw_sprite_autoshift
done_draw_lemming:
rts
lfall_sprite_l:
.byte <lemming_lfall1_sprite,<lemming_lfall2_sprite
.byte <lemming_lfall3_sprite,<lemming_lfall4_sprite
lfall_sprite_h:
.byte >lemming_lfall1_sprite,>lemming_lfall2_sprite
.byte >lemming_lfall3_sprite,>lemming_lfall4_sprite
rfall_sprite_l:
.byte <lemming_rfall1_sprite,<lemming_rfall2_sprite
.byte <lemming_rfall3_sprite,<lemming_rfall4_sprite
rfall_sprite_h:
.byte >lemming_rfall1_sprite,>lemming_rfall2_sprite
.byte >lemming_rfall3_sprite,>lemming_rfall4_sprite
dig_sprite_l:
.byte <lemming_dig1_sprite,<lemming_dig2_sprite
.byte <lemming_dig3_sprite,<lemming_dig4_sprite
.byte <lemming_dig5_sprite,<lemming_dig6_sprite
.byte <lemming_dig7_sprite,<lemming_dig8_sprite
dig_sprite_h:
.byte >lemming_dig1_sprite,>lemming_dig2_sprite
.byte >lemming_dig3_sprite,>lemming_dig4_sprite
.byte >lemming_dig5_sprite,>lemming_dig6_sprite
.byte >lemming_dig7_sprite,>lemming_dig8_sprite
rwalk_sprite_l:
.byte <lemming_rwalk1_sprite,<lemming_rwalk2_sprite
.byte <lemming_rwalk3_sprite,<lemming_rwalk4_sprite
.byte <lemming_rwalk5_sprite,<lemming_rwalk6_sprite
.byte <lemming_rwalk7_sprite,<lemming_rwalk8_sprite
rwalk_sprite_h:
.byte >lemming_rwalk1_sprite,>lemming_rwalk2_sprite
.byte >lemming_rwalk3_sprite,>lemming_rwalk4_sprite
.byte >lemming_rwalk5_sprite,>lemming_rwalk6_sprite
.byte >lemming_rwalk7_sprite,>lemming_rwalk8_sprite
lwalk_sprite_l:
.byte <lemming_lwalk1_sprite,<lemming_lwalk2_sprite
.byte <lemming_lwalk3_sprite,<lemming_lwalk4_sprite
.byte <lemming_lwalk5_sprite,<lemming_lwalk6_sprite
.byte <lemming_lwalk7_sprite,<lemming_lwalk8_sprite
lwalk_sprite_h:
.byte >lemming_lwalk1_sprite,>lemming_lwalk2_sprite
.byte >lemming_lwalk3_sprite,>lemming_lwalk4_sprite
.byte >lemming_lwalk5_sprite,>lemming_lwalk6_sprite
.byte >lemming_lwalk7_sprite,>lemming_lwalk8_sprite
exploding_sprite_l:
.byte <lemming_explode1_sprite,<lemming_explode1_sprite
.byte <lemming_explode2_sprite,<lemming_explode3_sprite
.byte <lemming_explode4_sprite,<lemming_explode5_sprite
.byte <lemming_explode6_sprite,<lemming_explode7_sprite
.byte <lemming_explode8_sprite,<lemming_explode7_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
.byte <lemming_explode9_sprite,<lemming_explode8_sprite
exploding_sprite_h:
.byte >lemming_explode1_sprite,>lemming_explode1_sprite
.byte >lemming_explode2_sprite,>lemming_explode3_sprite
.byte >lemming_explode4_sprite,>lemming_explode5_sprite
.byte >lemming_explode6_sprite,>lemming_explode7_sprite
.byte >lemming_explode8_sprite,>lemming_explode7_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
.byte >lemming_explode9_sprite,>lemming_explode8_sprite
; 787989898
; clcrlrlrle
countdown_sprites_l:
.byte <countdown5_sprite,<countdown4_sprite,<countdown3_sprite
.byte <countdown2_sprite,<countdown1_sprite
countdown_sprites_h:
.byte >countdown5_sprite,>countdown4_sprite,>countdown3_sprite
.byte >countdown2_sprite,>countdown1_sprite
handle_particles:
jsr hgr_draw_particles
lda lemming_frame
cmp #16
bne still_going
; partway through make lemming not out
lda #0
sta lemming_out
jsr update_lemmings_out
lda #LEVEL_FAIL
sta LEVEL_OVER
still_going:
not_done_particle:
rts
; moved to make room
handle_explosion:
lda lemming_frame,Y
cmp #$10
bcc exploding_animation
beq draw_explosion
start_particles:
lda #0
sta lemming_frame
jsr init_particles
; erase explosion
ldy #0
lda lemming_y,Y
sec
sbc #16
sta SAVED_Y1
clc
adc #32
sta SAVED_Y2
lda lemming_x,Y
sec
sbc #1
tax
inx
inx
inx
jsr hgr_partial_restore
; start particles
lda #LEMMING_PARTICLES
sta lemming_status
rts
draw_explosion:
; first erase pit in background art
jsr hgr_hlin_page_toggle ; toggle to page2
; line from (x,a) to (x+y,a)
ldx lemming_x
dex
ldy #3
lda lemming_y
clc
adc #11
jsr hgr_hlin
; line from (x,a) to (x+y,a)
ldx lemming_x
ldy #1
lda lemming_y
clc
adc #12
jsr hgr_hlin
jsr hgr_hlin_page_toggle ; toggle back to page1
jsr click_speaker
ldy #0
lda #<explosion_sprite
sta INL
lda #>explosion_sprite
sta INH
ldx lemming_x,Y
dex
stx XPOS
lda lemming_y,Y
sec
sbc #5
; jmp draw_common
jmp done_handle_exploding
exploding_animation:
; and #$f
tax
lda exploding_sprite_l,X
sta INL
lda exploding_sprite_h,X
sta INH
ldx lemming_x,Y
stx XPOS
lda lemming_y,Y
; jmp draw_common
done_handle_exploding:
sta YPOS
jsr hgr_draw_sprite_autoshift
rts