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https://github.com/robmcmullen/fujirun.git
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Fixed sub-tile movement for player
This commit is contained in:
parent
552ee3b894
commit
e38d57d144
5
actors.s
5
actors.s
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@ -102,6 +102,10 @@ X_TILEMAX = 7
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Y_MIDPOINT = 3
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Y_MIDPOINT = 3
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Y_TILEMAX = 8
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Y_TILEMAX = 8
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; defines the zone around the midpoint where the player can change to any direction, not just backtracking.
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x_allowed_turn .byte 0, 0, 1, 1, 1, 0, 0
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y_allowed_turn .byte 0, 0, 1, 1, 1, 0, 0, 0
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NOT_VISIBLE = 0
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NOT_VISIBLE = 0
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PLAYER_DEAD = 1
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PLAYER_DEAD = 1
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PLAYER_ALIVE = 2
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PLAYER_ALIVE = 2
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@ -215,6 +219,7 @@ init_actor nop
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sta actor_frame_counter,x
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sta actor_frame_counter,x
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sta actor_target_col,x
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sta actor_target_col,x
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sta actor_input_dir,x
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sta actor_input_dir,x
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sta actor_turn_zone,x
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lda #MAZE_BOT_ROW
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lda #MAZE_BOT_ROW
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sta actor_row,x
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sta actor_row,x
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lda #TILE_UP
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lda #TILE_UP
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4
debug.s
4
debug.s
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@ -112,10 +112,10 @@ debug_player nop
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ldy scratch_row
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ldy scratch_row
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jsr debughex
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jsr debughex
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ldx #0
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ldx #0
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lda actor_row,x
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lda actor_turn_zone,x
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ldx #38
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ldx #38
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ldy scratch_row
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ldy scratch_row
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;jsr debughex
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jsr debughex
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; dec scratch_row
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; dec scratch_row
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; ldx #34
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; ldx #34
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154
logic.s
154
logic.s
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@ -355,7 +355,7 @@ move_enemy nop
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jsr crossed_midpoint ; save this for later
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jsr crossed_midpoint ; save this for later
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lda crossed
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lda crossed
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beq ?left
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beq move_tile
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; if check_midpoint(current):
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; if check_midpoint(current):
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; # crossed the midpoint! Make a decision on the next allowed direction
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; # crossed the midpoint! Make a decision on the next allowed direction
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@ -367,9 +367,10 @@ move_enemy nop
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cmp #ORBITER_TYPE
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cmp #ORBITER_TYPE
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bne ?dir
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bne ?dir
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jsr decide_orbiter
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jsr decide_orbiter
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jmp ?left
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jmp move_tile
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?dir jsr decide_direction
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?dir jsr decide_direction
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move_tile nop
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; # check if moved to next tile. pixel fraction stays the same to keep
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; # check if moved to next tile. pixel fraction stays the same to keep
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; # the speed consistent, only the pixel gets adjusted
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; # the speed consistent, only the pixel gets adjusted
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; if actor_xpixel[zp.current_actor] < 0:
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; if actor_xpixel[zp.current_actor] < 0:
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@ -797,6 +798,7 @@ move_player nop
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sta r
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sta r
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lda actor_col,x
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lda actor_col,x
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sta c
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sta c
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; allowed = get_allowed_dirs(r, c)
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; allowed = get_allowed_dirs(r, c)
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jsr get_allowed_dirs
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jsr get_allowed_dirs
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; current = actor_dir[zp.current_actor]
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; current = actor_dir[zp.current_actor]
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@ -805,41 +807,139 @@ move_player nop
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; d = actor_input_dir[zp.current_actor]
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; d = actor_input_dir[zp.current_actor]
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lda actor_input_dir,x
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lda actor_input_dir,x
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sta d
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sta d
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; pad.addstr(26, 0, "r=%d c=%d allowed=%s d=%s current=%s " % (r, c, str_dirs(allowed), str_dirs(d), str_dirs(current)))
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; pad.addstr(26, 0, "r=%d c=%d allowed=%s d=%s current=%s " % (r, c, str_dirs(allowed), str_dirs(d), str_dirs(current)))
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; if d:
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; if d:
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beq ?end
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bne ?1
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; if allowed & d:
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rts ; no direction => no movement
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and allowed
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beq ?illegal
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; # player wants to go in an allowed direction, so go!
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; actor_dir[zp.current_actor] = d
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; r, c = get_next_tile(r, c, d)
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; actor_row[zp.current_actor] = r
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; actor_col[zp.current_actor] = c
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lda d
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sta actor_dir,x
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jmp ?continue
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; else:
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; # player wants to go in an illegal direction. instead, continue in
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; # player wants to go in an illegal direction. instead, continue in
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; # direction that was last requested
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; # direction that was last requested
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;
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; if allowed & current:
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; r, c = get_next_tile(r, c, current)
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; actor_row[zp.current_actor] = r
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; actor_col[zp.current_actor] = c
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?illegal lda allowed
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?illegal lda allowed
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and current
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and current
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bne ?continue
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bne ?not_turn_zone
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rts
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rts
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?continue jsr get_next_tile
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?1 lda #0
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lda r
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sta actor_turn_zone,x
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sta actor_row,x
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lda actor_xpixel,x
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lda c
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tay
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sta actor_col,x
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lda x_allowed_turn,y
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beq ?not_zone
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lda actor_ypixel,x
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beq ?not_zone
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lda #1
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sta actor_turn_zone,x
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?end rts
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; if allowed & d:
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?not_zone lda allowed
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and d
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beq ?illegal
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; # player wants to go in an allowed direction
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; # is desired direction a change in axes?
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; if current & TILE_VERT: # current is vertical
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lda current
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and #TILE_VERT
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beq ?allowed_horz
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; if d & TILE_HORZ: # dir change; wants horizontal
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lda d
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and #TILE_HORZ
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beq ?cur_dir_wants_same_axis
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; if turn_zone:
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; actor_ypixel[zp.current_actor] = 3
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; actor_yfrac[zp.current_actor] = 0
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; actor_dir[zp.current_actor] = d
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; set_speed(d)
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; pixel_move(d)
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lda actor_turn_zone,x
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beq ?not_turn_zone
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lda d
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sta current
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sta actor_dir,x
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lda #Y_MIDPOINT
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sta actor_ypixel,x
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lda #0
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sta actor_yfrac,x
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jsr set_speed
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jmp pixel_move
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; else: # wants horz but not in turn zone
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?not_turn_zone
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lda current
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?not_turn_zone2
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sta actor_dir,x
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jsr set_speed
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jsr pixel_move
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jmp move_tile
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; if current & allowed:
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; player_log.debug("same")
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; actor_dir[zp.current_actor] = current
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; set_speed(current)
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; pixel_move(current)
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; move_tile()
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; else: # opposite of allowed; valid before turn zone
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; player_log.debug("opposite!")
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; actor_dir[zp.current_actor] = current
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; set_speed(current)
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; pixel_move(current)
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; move_tile()
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; else: # current vertical, wants vertical, allowed
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?cur_dir_wants_same_axis
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; actor_dir[zp.current_actor] = d
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; set_speed(d)
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; pixel_move(d)
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; move_tile()
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lda d
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jmp ?not_turn_zone2
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; else: # current is horizontal
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?allowed_horz
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; if d & TILE_VERT: # dir change; wants vertical
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; y = actor_ypixel[zp.current_actor]
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; if y in [2, 3, 4]:
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; actor_xpixel[zp.current_actor] = 3
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; actor_xfrac[zp.current_actor] = 0
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; actor_dir[zp.current_actor] = d
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; set_speed(d)
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; pixel_move(d)
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; else: # wants vert but not in turn zone
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; if current & allowed:
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; actor_dir[zp.current_actor] = current
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; set_speed(current)
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; pixel_move(current)
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; move_tile()
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; else: # opposite of allowed; valid before turn zone
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; player_log.debug("opposite!")
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; actor_dir[zp.current_actor] = current
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; set_speed(current)
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; pixel_move(current)
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; move_tile()
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; else: # current horz, wants horz, allowed
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; actor_dir[zp.current_actor] = d
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; pixel_move(d)
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; move_tile()
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lda d
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and #TILE_VERT
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beq ?cur_dir_wants_same_axis
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lda actor_turn_zone,x
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beq ?not_turn_zone
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lda d
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sta current
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sta actor_dir,x
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lda #X_MIDPOINT
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sta actor_xpixel,x
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lda #0
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sta actor_xfrac,x
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jsr set_speed
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jmp pixel_move
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;
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;
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110
mazegen.py
110
mazegen.py
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@ -46,13 +46,14 @@ import logging
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logging.basicConfig(level=logging.WARNING)
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logging.basicConfig(level=logging.WARNING)
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init_log = logging.getLogger("init")
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init_log = logging.getLogger("init")
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logic_log = logging.getLogger("logic")
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logic_log = logging.getLogger("logic")
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logic_log.setLevel(logging.DEBUG)
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#logic_log.setLevel(logging.DEBUG)
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draw_log = logging.getLogger("draw")
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draw_log = logging.getLogger("draw")
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maze_log = logging.getLogger("maze")
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maze_log = logging.getLogger("maze")
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box_log = logging.getLogger("maze")
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box_log = logging.getLogger("maze")
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game_log = logging.getLogger("game")
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game_log = logging.getLogger("game")
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collision_log = logging.getLogger("collision")
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collision_log = logging.getLogger("collision")
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collision_log.setLevel(logging.DEBUG)
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player_log = logging.getLogger("player")
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player_log.setLevel(logging.DEBUG)
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CURSES = 1
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CURSES = 1
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@ -116,7 +117,8 @@ def init_screen(*args, **kwargs):
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curses.ACS_CKBOARD,
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curses.ACS_CKBOARD,
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]
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]
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main()
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#main()
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play_game()
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def main():
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def main():
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@ -719,7 +721,7 @@ def init_orbiter():
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actor_row[zp.current_actor] = ORBITER_START_ROW
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actor_row[zp.current_actor] = ORBITER_START_ROW
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actor_dir[zp.current_actor] = TILE_UP
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actor_dir[zp.current_actor] = TILE_UP
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actor_status[zp.current_actor] = ORBITER_NORMAL
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actor_status[zp.current_actor] = ORBITER_NORMAL
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set_speed(TILE_UP)
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#set_speed(TILE_UP)
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def init_amidar():
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def init_amidar():
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init_actor()
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init_actor()
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@ -730,7 +732,7 @@ def init_amidar():
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actor_updown[zp.current_actor] = TILE_DOWN
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actor_updown[zp.current_actor] = TILE_DOWN
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actor_dir[zp.current_actor] = TILE_DOWN
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actor_dir[zp.current_actor] = TILE_DOWN
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actor_status[zp.current_actor] = AMIDAR_NORMAL
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actor_status[zp.current_actor] = AMIDAR_NORMAL
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set_speed(TILE_DOWN)
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#set_speed(TILE_DOWN)
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def init_player():
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def init_player():
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init_actor()
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init_actor()
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@ -738,6 +740,7 @@ def init_player():
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actor_col[zp.current_actor] = addr[zp.current_actor]
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actor_col[zp.current_actor] = addr[zp.current_actor]
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actor_row[zp.current_actor] = MAZE_BOT_ROW
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actor_row[zp.current_actor] = MAZE_BOT_ROW
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actor_status[zp.current_actor] = PLAYER_ALIVE
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actor_status[zp.current_actor] = PLAYER_ALIVE
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set_speed(TILE_DOWN)
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def init_actors():
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def init_actors():
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get_col_randomizer(amidar_start_col)
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get_col_randomizer(amidar_start_col)
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@ -935,13 +938,7 @@ def check_midpoint(current):
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sub = actor_xpixel[zp.current_actor]
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sub = actor_xpixel[zp.current_actor]
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return sub == X_MIDPOINT
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return sub == X_MIDPOINT
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# Move enemy given the enemy index
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def move_tile():
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def move_enemy():
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current = actor_dir[zp.current_actor]
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# check sub-pixel location to see if we've reached a decision point
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temp = check_midpoint(current)
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pixel_move(current)
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# check if moved to next tile. pixel fraction stays the same to keep
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# check if moved to next tile. pixel fraction stays the same to keep
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# the speed consistent, only the pixel gets adjusted
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# the speed consistent, only the pixel gets adjusted
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if actor_xpixel[zp.current_actor] < 0:
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if actor_xpixel[zp.current_actor] < 0:
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@ -956,6 +953,15 @@ def move_enemy():
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elif actor_ypixel[zp.current_actor] >= Y_TILEMAX:
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elif actor_ypixel[zp.current_actor] >= Y_TILEMAX:
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actor_row[zp.current_actor] += 1
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actor_row[zp.current_actor] += 1
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actor_ypixel[zp.current_actor] -= Y_TILEMAX
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actor_ypixel[zp.current_actor] -= Y_TILEMAX
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# Move enemy given the enemy index
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def move_enemy():
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current = actor_dir[zp.current_actor]
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# check sub-pixel location to see if we've reached a decision point
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temp = check_midpoint(current)
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pixel_move(current)
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move_tile()
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s = "#%d: tile=%d,%d pix=%d,%d frac=%d,%d " % (zp.current_actor, actor_col[zp.current_actor], actor_row[zp.current_actor], actor_xpixel[zp.current_actor], actor_ypixel[zp.current_actor], actor_xfrac[zp.current_actor], actor_yfrac[zp.current_actor])
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s = "#%d: tile=%d,%d pix=%d,%d frac=%d,%d " % (zp.current_actor, actor_col[zp.current_actor], actor_row[zp.current_actor], actor_xpixel[zp.current_actor], actor_ypixel[zp.current_actor], actor_xfrac[zp.current_actor], actor_yfrac[zp.current_actor])
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logic_log.debug(s)
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logic_log.debug(s)
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pad.addstr(0 + zp.current_actor, 40, s)
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pad.addstr(0 + zp.current_actor, 40, s)
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@ -1136,21 +1142,83 @@ def move_player():
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current = actor_dir[zp.current_actor]
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current = actor_dir[zp.current_actor]
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d = actor_input_dir[zp.current_actor]
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d = actor_input_dir[zp.current_actor]
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pad.addstr(26, 0, "r=%d c=%d allowed=%s d=%s current=%s " % (r, c, str_dirs(allowed), str_dirs(d), str_dirs(current)))
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pad.addstr(26, 0, "r=%d c=%d allowed=%s d=%s current=%s " % (r, c, str_dirs(allowed), str_dirs(d), str_dirs(current)))
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turn_zone = False
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x = actor_xpixel[zp.current_actor]
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if x in [2, 3, 4]:
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y = actor_ypixel[zp.current_actor]
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if y in [2, 3, 4]:
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turn_zone = True
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if d:
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if d:
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if allowed & d:
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if allowed & d:
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# player wants to go in an allowed direction, so go!
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# player wants to go in an allowed direction
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||||||
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player_log.debug("allowed, cur=%s, d=%s, turnzone=%s x=%d.%d y=%d.%d, r=%d c=%d" % (current, d, turn_zone, actor_xpixel[zp.current_actor], actor_xfrac[zp.current_actor], actor_ypixel[zp.current_actor], actor_yfrac[zp.current_actor], actor_col[zp.current_actor], actor_row[zp.current_actor]))
|
||||||
|
# is desired direction a change in axes?
|
||||||
|
if current & TILE_VERT: # current is vertical
|
||||||
|
if d & TILE_HORZ: # dir change; wants horizontal
|
||||||
|
if turn_zone:
|
||||||
|
actor_ypixel[zp.current_actor] = 3
|
||||||
|
actor_yfrac[zp.current_actor] = 0
|
||||||
actor_dir[zp.current_actor] = d
|
actor_dir[zp.current_actor] = d
|
||||||
r, c = get_next_tile(r, c, d)
|
set_speed(d)
|
||||||
actor_row[zp.current_actor] = r
|
pixel_move(d)
|
||||||
actor_col[zp.current_actor] = c
|
else: # wants horz but not in turn zone
|
||||||
|
if current & allowed:
|
||||||
|
player_log.debug("same")
|
||||||
|
actor_dir[zp.current_actor] = current
|
||||||
|
set_speed(current)
|
||||||
|
pixel_move(current)
|
||||||
|
move_tile()
|
||||||
|
else: # opposite of allowed; valid before turn zone
|
||||||
|
player_log.debug("opposite!")
|
||||||
|
actor_dir[zp.current_actor] = current
|
||||||
|
set_speed(current)
|
||||||
|
pixel_move(current)
|
||||||
|
move_tile()
|
||||||
|
else: # current vertical, wants vertical, allowed
|
||||||
|
actor_dir[zp.current_actor] = d
|
||||||
|
set_speed(d)
|
||||||
|
pixel_move(d)
|
||||||
|
move_tile()
|
||||||
|
else: # current is horizontal
|
||||||
|
if d & TILE_VERT: # dir change; wants vertical
|
||||||
|
y = actor_ypixel[zp.current_actor]
|
||||||
|
if y in [2, 3, 4]:
|
||||||
|
actor_xpixel[zp.current_actor] = 3
|
||||||
|
actor_xfrac[zp.current_actor] = 0
|
||||||
|
actor_dir[zp.current_actor] = d
|
||||||
|
set_speed(d)
|
||||||
|
pixel_move(d)
|
||||||
|
else: # wants vert but not in turn zone
|
||||||
|
if current & allowed:
|
||||||
|
actor_dir[zp.current_actor] = current
|
||||||
|
set_speed(current)
|
||||||
|
pixel_move(current)
|
||||||
|
move_tile()
|
||||||
|
else: # opposite of allowed; valid before turn zone
|
||||||
|
player_log.debug("opposite!")
|
||||||
|
actor_dir[zp.current_actor] = current
|
||||||
|
set_speed(current)
|
||||||
|
pixel_move(current)
|
||||||
|
move_tile()
|
||||||
|
else: # current horz, wants horz, allowed
|
||||||
|
actor_dir[zp.current_actor] = d
|
||||||
|
pixel_move(d)
|
||||||
|
move_tile()
|
||||||
else:
|
else:
|
||||||
# player wants to go in an illegal direction. instead, continue in
|
# player wants to go in an illegal direction. instead, continue in
|
||||||
# direction that was last requested
|
# direction that was last requested
|
||||||
|
player_log.debug("illegal: allowed=%s cur=%s, d=%s, turnzone=%s x=%d.%d y=%d.%d, r=%d c=%d" % (allowed, current, d, turn_zone, actor_xpixel[zp.current_actor], actor_xfrac[zp.current_actor], actor_ypixel[zp.current_actor], actor_yfrac[zp.current_actor], actor_col[zp.current_actor], actor_row[zp.current_actor]))
|
||||||
if allowed & current:
|
if allowed & current:
|
||||||
r, c = get_next_tile(r, c, current)
|
player_log.debug("continuing current dir")
|
||||||
actor_row[zp.current_actor] = r
|
actor_dir[zp.current_actor] = current
|
||||||
actor_col[zp.current_actor] = c
|
set_speed(current)
|
||||||
|
pixel_move(current)
|
||||||
|
move_tile()
|
||||||
|
# r, c = get_next_tile(r, c, current)
|
||||||
|
# actor_row[zp.current_actor] = r
|
||||||
|
# actor_col[zp.current_actor] = c
|
||||||
|
|
||||||
|
|
||||||
##### Collision detection
|
##### Collision detection
|
||||||
|
@ -1358,7 +1426,7 @@ def game_loop():
|
||||||
update_background()
|
update_background()
|
||||||
draw_actors()
|
draw_actors()
|
||||||
show_screen()
|
show_screen()
|
||||||
time.sleep(.01)
|
#time.sleep(.01)
|
||||||
if count % 50 == 0:
|
if count % 50 == 0:
|
||||||
pad.addstr(20, MAZE_SCORE_COL, "%f" % (time.time() - time_0))
|
pad.addstr(20, MAZE_SCORE_COL, "%f" % (time.time() - time_0))
|
||||||
|
|
||||||
|
|
1
vars.s
1
vars.s
|
@ -21,6 +21,7 @@ actor_input_dir .ds MAX_ACTORS ; # current joystick input direction
|
||||||
actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
|
actor_active .ds MAX_ACTORS ; 1 = active, 0 = skip, $ff = end
|
||||||
actor_l .ds MAX_ACTORS
|
actor_l .ds MAX_ACTORS
|
||||||
actor_h .ds MAX_ACTORS
|
actor_h .ds MAX_ACTORS
|
||||||
|
actor_turn_zone .ds MAX_ACTORS ; debugging; is player in turn zone:
|
||||||
|
|
||||||
player_score .ds 4
|
player_score .ds 4
|
||||||
player_next_target_score .ds 4
|
player_next_target_score .ds 4
|
||||||
|
|
Loading…
Reference in New Issue
Block a user