fujirun/actors.s

354 lines
8.5 KiB
ArmAsm

level_enemies .byte 55, 4, 5, 6, 7, 8 ;# level starts counting from 1, so dummy zeroth level info
level_speed_l .byte 255, 200, 210, 220, 230, 240 ;# increment of fractional pixel per game frame
level_speed_h .byte 2, 2, 2, 2, 2, 2
;level_speed_h .byte 0, 0, 0, 0, 0, 0
player_score_row .byte 2, 7, 12, 17
player_lives_row .byte 3, 8, 13, 18
player_score_l .byte 0, 0, 0, 0
player_score_m .byte 0, 0, 0, 0
player_score_h .byte 0, 0, 0, 0
PLAYER_TYPE = 0
ORBITER_TYPE = 1
AMIDAR_TYPE = 2
actor_type .byte PLAYER_TYPE, PLAYER_TYPE, PLAYER_TYPE, PLAYER_TYPE
.byte ORBITER_TYPE, AMIDAR_TYPE, AMIDAR_TYPE, AMIDAR_TYPE
.byte AMIDAR_TYPE, AMIDAR_TYPE, AMIDAR_TYPE, AMIDAR_TYPE
.byte AMIDAR_TYPE, AMIDAR_TYPE, AMIDAR_TYPE, AMIDAR_TYPE
actor_init_func_l .byte <init_player, <init_orbiter, <init_amidar
actor_init_func_h .byte >init_player, >init_orbiter, >init_amidar
; Sprite data is interleaved so a simple indexed mode can be used. This is not
; convenient to set up but makes faster accessing because you don't have to
; increment the index register. For example, all the info about sprite #2 can
; be indexed using Y = 2 on the indexed operators, e.g. "lda sprite_active,y",
; "lda sprite_x,y", etc.
;
; Number of sprites must be a power of 2
source_actor_active .byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , $ff ; 1 = active, 0 = skip
source_actor_l
.byte <APPLE_SPRITE9X11
.byte <APPLE_SPRITE9X11
.byte <APPLE_SPRITE9X11
.byte <APPLE_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
.byte <ATARI_SPRITE9X11
source_actor_h
.byte >APPLE_SPRITE9X11
.byte >APPLE_SPRITE9X11
.byte >APPLE_SPRITE9X11
.byte >APPLE_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
.byte >ATARI_SPRITE9X11
source_actor_x
.byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , $ff
source_actor_y
.byte 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 , $ff
source_end .byte $ff
;
;# Scores
;
DOT_SCORE = $01
box_score .byte 0, $20, $40, $60, $80, $100, $120
add_score nop
sed
clc
adc player_score_l,x
sta player_score_l,x
lda player_score_m,x
adc #0
sta player_score_m,x
lda player_score_h,x
adc #0
sta player_score_h,x
cld
jsr update_score
rts
init_actors_once nop
ldx #0
?1 lda source_actor_active,x
sta actor_active,x
inx
cpx #source_end-source_actor_active
bcc ?1
rts
init_players nop
sta config_num_players
;
init_level nop
ldx level
lda level_enemies,x
tay
lda #$ff
sta actor_active+FIRST_AMIDAR,y
lda #1
?1 sta actor_active+FIRST_AMIDAR-1,y
dey
bne ?1
; clear active players
ldy #0
lda #1
?2 cpy config_num_players
bcs ?3
sta actor_active,y
iny
bne ?2
?3 lda #0
cpy #MAX_PLAYERS
bcs ?4
sta actor_active,y
iny
bne ?3
?4 rts
;
;##### Gameplay initialization
;
;def init_actor():
; # Common initialization params for all actors
; actor_col[zp.current_actor] = MAZE_LEFT_COL
; actor_xpixel[zp.current_actor] = 3
; actor_xfrac[zp.current_actor] = 0
; actor_xspeed[zp.current_actor] = 0
; actor_row[zp.current_actor] = MAZE_BOT_ROW
; actor_ypixel[zp.current_actor] = 3
; actor_yfrac[zp.current_actor] = 0
; actor_yspeed[zp.current_actor] = 0
; actor_input_dir[zp.current_actor] = 0
; actor_updown[zp.current_actor] = TILE_UP
; actor_dir[zp.current_actor] = TILE_UP
; actor_status[zp.current_actor] = NOT_VISIBLE
; actor_frame_counter[zp.current_actor] = 0
; actor_target_col[zp.current_actor] = 0
; actor_input_dir[zp.current_actor] = 0
; actor in X
init_common nop
lda #MAZE_LEFT_COL
sta actor_col,x
lda #3
sta actor_xpixel,x
sta actor_ypixel,x
lda #0
sta actor_xfrac,x
sta actor_xspeed_l,x
sta actor_xspeed_h,x
sta actor_yfrac,x
sta actor_yspeed_l,x
sta actor_yspeed_h,x
sta actor_input_dir,x
sta actor_turn_zone,x
lda #MAZE_BOT_ROW
sta actor_row,x
lda #TILE_UP
sta actor_updown,x
sta actor_dir,x
rts
init_actor nop
jsr init_common
lda #0
sta actor_frame_counter,x
sta actor_target_col,x
lda #NOT_VISIBLE
sta actor_status,x
lda #1
sta actor_active,x
rts
;def init_orbiter():
; init_actor()
; actor_col[zp.current_actor] = ORBITER_START_COL
; actor_row[zp.current_actor] = ORBITER_START_ROW
; actor_dir[zp.current_actor] = TILE_UP
; actor_status[zp.current_actor] = ORBITER_NORMAL
; set_speed(TILE_UP)
; actor in X
init_orbiter nop
jsr init_actor
lda #ORBITER_START_COL
sta actor_col,x
lda #ORBITER_START_ROW
sta actor_row,x
lda #TILE_UP
sta actor_updown,x
sta actor_dir,x
jsr set_speed
lda #ORBITER_NORMAL
sta actor_status,x
rts
;def init_amidar():
; init_actor()
; amidar_index = zp.current_actor - FIRST_AMIDAR - 1 # orbiter always 1st enemy
; actor_col[zp.current_actor] = amidar_start_col[amidar_index]
; actor_row[zp.current_actor] = MAZE_TOP_ROW
; actor_ypixel[zp.current_actor] = 4
; actor_updown[zp.current_actor] = TILE_DOWN
; actor_dir[zp.current_actor] = TILE_DOWN
; actor_status[zp.current_actor] = AMIDAR_NORMAL
; set_speed(TILE_DOWN)
; actor in X
init_amidar nop
jsr init_actor
txa
sec
sbc #FIRST_AMIDAR
sbc #1
tay
lda amidar_start_col,y
sta actor_col,x
lda #MAZE_TOP_ROW
sta actor_row,x
lda #4
sta actor_ypixel,x
lda #TILE_DOWN
sta actor_updown,x
sta actor_dir,x
jsr set_speed
lda #AMIDAR_NORMAL
sta actor_status,x
rts
;def init_player():
; init_actor()
; addr = player_start_col[zp.num_players]
; actor_col[zp.current_actor] = addr[zp.current_actor]
; actor_row[zp.current_actor] = MAZE_BOT_ROW
; actor_status[zp.current_actor] = PLAYER_ALIVE
init_player_common
lda config_num_players ; 4 players max,
asl a
asl a
clc
adc current_actor
tay
;lda player_start_col,y
lda #16
sta actor_col,x
lda #MAZE_BOT_ROW
sta actor_row,x
rts
init_player nop
jsr init_actor
jsr init_player_common
lda #PLAYER_ALIVE
sta actor_status,x
; player_lives[zp.current_actor] = STARTING_LIVES
; player_next_target_score[zp.current_actor] = BONUS_LIFE
lda #STARTING_LIVES
sta player_lives,x
lda #BONUS_LIFE
sta player_next_target_score,x
lda #$99
sta player_score_l
sta player_score_m
sta player_score_h
rts
next_life jsr clear_input
jsr init_common
jsr init_player_common
rts
;def init_actors():
init_actors nop
; get_col_randomizer(amidar_start_col)
lda #<amidar_start_col
sta scratch_addr
lda #>amidar_start_col
sta scratch_addr+1
jsr get_col_randomizer
; get_col_randomizer(round_robin_up)
lda #<round_robin_up
sta scratch_addr
lda #>round_robin_up
sta scratch_addr+1
jsr get_col_randomizer
; get_col_randomizer(round_robin_down)
lda #<round_robin_down
sta scratch_addr
lda #>round_robin_down
sta scratch_addr+1
jsr get_col_randomizer
lda #0
sta round_robin_index
sta round_robin_index+1
; zp.current_actor = 0
; while zp.current_actor <= zp.last_enemy:
; if zp.current_actor <= LAST_PLAYER:
; if zp.current_actor < zp.num_players:
; init_player()
; player_lives[zp.current_actor] = STARTING_LIVES
; player_next_target_score[zp.current_actor] = BONUS_LIFE
; else:
; if zp.current_actor == FIRST_AMIDAR:
; init_orbiter()
; else:
; init_amidar()
; zp.current_actor += 1
; zp.round_robin_index[:] = [0, 0]
lda #$ff
sta current_actor
init_actors_loop inc current_actor
ldx current_actor
lda actor_active,x
bpl ?2 ; negative = end
rts
?2 beq init_actors_loop ; zero = skip
lda actor_type,x
tay
lda actor_init_func_l,y
sta init_actors_smc+1
lda actor_init_func_h,y
sta init_actors_smc+2
init_actors_smc jsr $ffff
jmp init_actors_loop