2017-08-16 02:04:22 +00:00
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;
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; gamemanager
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; The manager for overall game logic
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;
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; Created by Quinn Dunki on 8/15/17
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;
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2017-09-03 00:31:12 +00:00
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NUMPLAYERS = 2
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2023-12-24 20:42:19 +00:00
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initGameplay:
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; Create players
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lda #56
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ldy #0
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jsr playerCreate
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lda #568
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ldy #1
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jsr playerCreate
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jsr deleteAllProjectiles
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rts
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2017-08-16 02:04:22 +00:00
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beginGameplay:
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2020-01-05 23:11:14 +00:00
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; Initialize random numbers
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lda #1
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jsr seedRandom
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2023-07-21 02:41:06 +00:00
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2017-08-16 02:04:22 +00:00
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; Erase the screen
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2017-09-30 20:01:36 +00:00
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ldx #$0000
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2018-06-08 19:55:22 +00:00
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ldy #200
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2017-08-16 02:04:22 +00:00
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jsr colorFill
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; Generate, compile, and clip terrain
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2023-12-24 20:42:19 +00:00
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stz mapScrollPos
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2018-01-16 20:56:53 +00:00
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stz leftScreenEdge
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2023-12-24 20:42:19 +00:00
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lda #160-GAMEOBJECTWIDTH/4-2
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sta rightScreenEdge
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2017-08-16 02:04:22 +00:00
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jsr generateTerrain
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2018-01-16 20:56:53 +00:00
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2023-12-24 20:42:19 +00:00
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jsr initGameplay
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2023-07-18 03:36:04 +00:00
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jsr syncPlayerHeader
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2017-08-16 02:04:22 +00:00
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ldy #0
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jsr renderPlayerHeader
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2017-12-24 19:36:31 +00:00
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jsr prepareRowRendering
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2017-10-19 19:59:24 +00:00
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2018-01-19 02:15:42 +00:00
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jsr compileTerrain
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jsr clipTerrain
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2023-07-25 21:33:23 +00:00
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jsr renderTerrain
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jsr renderInventory
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2023-12-23 17:33:24 +00:00
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jsr protectPlayers
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2023-07-25 21:33:23 +00:00
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jsr renderPlayers
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2023-12-24 19:16:27 +00:00
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ldy #0
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jsr updateCrosshair
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2018-01-19 02:15:42 +00:00
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2023-07-25 21:33:23 +00:00
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; Fade in from menu
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2023-07-21 02:41:06 +00:00
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lda #basePalette
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sta PARAML2
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jsr paletteFade
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2017-08-16 02:04:22 +00:00
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gameplayLoop:
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2023-06-24 22:25:08 +00:00
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lda projectileActive
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bpl gameplayLoopKeyboardSkip
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jsr kbdScanGameplay
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gameplayLoopKeyboardSkip:
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jsr kbdScanDebug
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2018-12-27 00:10:25 +00:00
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; BORDER_COLOR #$F
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jsr nextVBL
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; BORDER_COLOR #$0
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; Check for pause
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lda paused
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2023-06-22 03:07:30 +00:00
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beq gameplayLoopBeginUpdate
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jmp gameplayLoopEndFrame
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gameplayLoopBeginUpdate:
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2017-08-16 02:04:22 +00:00
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2018-01-21 22:21:44 +00:00
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;;;;;;;;;;;
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; Update
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;
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2018-03-26 19:24:27 +00:00
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lda #1
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sta projectilesDirty
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2023-06-24 22:25:08 +00:00
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lda projectileActive ; Skip interactivity during shots, but still allow map scrolling
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bpl gameplayLoopShotTracking
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lda dirtExplosionActive
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2023-06-26 01:43:07 +00:00
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bne gameplayLoopRenderJump ; Skip interactivity during dirt explosions
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2018-03-26 19:24:27 +00:00
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bra gameplayLoopScroll
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2023-06-26 01:43:07 +00:00
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gameplayLoopRenderJump:
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jmp gameplayLoopRender
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2018-03-26 19:24:27 +00:00
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gameplayLoopShotTracking:
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jsr trackActiveShot
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2018-12-27 00:10:25 +00:00
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; BORDER_COLOR #$1
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2017-10-22 20:37:06 +00:00
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gameplayLoopScroll:
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2017-08-16 02:04:22 +00:00
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; Scroll map if needed
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lda mapScrollRequested
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2023-06-24 22:25:08 +00:00
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bmi gameplayLoopAngleCheck
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2023-06-26 01:43:07 +00:00
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2017-08-16 02:04:22 +00:00
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jsr scrollMap
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2023-12-24 19:16:27 +00:00
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ldy currentPlayer
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2023-08-27 00:04:17 +00:00
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jsr updateCrosshair
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2023-12-24 19:16:27 +00:00
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2023-06-24 22:25:08 +00:00
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gameplayLoopAngleCheck:
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lda projectileActive ; Skip interactivity during shots
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2023-06-26 01:43:07 +00:00
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bpl gameplayLoopRenderJmp
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bra gameplayLoopAngle
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gameplayLoopRenderJmp:
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jmp gameplayLoopRender
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2023-06-24 22:25:08 +00:00
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2017-08-21 00:51:12 +00:00
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gameplayLoopAngle:
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; Update aim angle if needed
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2017-08-16 02:04:22 +00:00
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lda angleDeltaRequested
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2023-12-24 19:16:27 +00:00
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beq gameplayLoopPower
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2017-08-16 02:04:22 +00:00
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jsr changeAngle
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2023-06-22 03:07:30 +00:00
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gameplayLoopAim:
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jsr unrenderCrosshair
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ldy currentPlayer
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jsr updateCrosshair
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2023-08-27 00:04:17 +00:00
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jsr protectCrosshair
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2023-06-22 03:07:30 +00:00
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jsr renderCrosshair
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2017-09-05 19:55:27 +00:00
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gameplayLoopPower:
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; Update power if needed
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lda powerDeltaRequested
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beq gameplayLoopFire
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jsr changePower
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2023-12-24 20:42:19 +00:00
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jsr unrenderCrosshair
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2023-12-24 20:51:38 +00:00
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ldy currentPlayer
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2023-12-24 20:42:19 +00:00
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jsr renderCrosshair
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2017-09-05 19:55:27 +00:00
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2017-08-21 00:51:12 +00:00
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gameplayLoopFire:
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lda fireRequested
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2023-07-30 22:46:59 +00:00
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beq gameplayLoopMove
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2023-06-24 22:25:08 +00:00
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jsr unrenderCrosshair
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2017-08-21 00:51:12 +00:00
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jsr fire
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2023-06-22 03:07:30 +00:00
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2023-07-30 22:46:59 +00:00
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gameplayLoopMove:
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lda playerMoveRequested
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beq gameplayLoopRender
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jsr move
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2018-12-27 00:10:25 +00:00
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; BORDER_COLOR #$2
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2018-01-21 22:21:44 +00:00
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gameplayLoopRender:
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2018-12-27 00:10:25 +00:00
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; sta KBDSTROBE
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2017-08-23 03:33:07 +00:00
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2018-01-21 22:21:44 +00:00
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;;;;;;;;;;;
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; Render
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;
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; Render the terrain if needed
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2018-03-05 20:32:05 +00:00
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lda terrainDirty
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2020-01-05 23:11:14 +00:00
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beq gameplayLoopExplosions
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2018-07-28 22:46:54 +00:00
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; jsl renderTerrainSpans ; Part of the now disabled fill-mode renderer
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2018-01-21 22:21:44 +00:00
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jsr renderTerrain
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stz terrainDirty
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; Render players
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2023-12-23 17:33:24 +00:00
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lda playersDirty ; Check if terrain moved since last protect
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beq gameplayLoopRenderPlayersAnyway
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jsr unrenderPlayers
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jsr protectPlayers
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2023-12-24 19:16:27 +00:00
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lda dirtExplosionActive ; Crosshair is dirty if map scrolled and dirt is finished
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bne gameplayLoopRenderPlayersAnyway
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2023-12-23 17:56:24 +00:00
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jsr protectCrosshair
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2023-12-24 20:51:38 +00:00
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ldy currentPlayer
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2023-12-24 19:16:27 +00:00
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jsr renderCrosshair
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2023-12-23 17:33:24 +00:00
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gameplayLoopRenderPlayersAnyway:
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2018-03-07 02:31:54 +00:00
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jsr renderPlayers
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2018-01-21 22:21:44 +00:00
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2020-01-05 23:11:14 +00:00
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gameplayLoopExplosions:
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; Render explosions
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jsr renderDirtExplosion
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2018-01-21 22:21:44 +00:00
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gameplayLoopProjectiles:
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2018-12-27 00:10:25 +00:00
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; BORDER_COLOR #$3
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2018-03-26 19:24:27 +00:00
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lda projectilesDirty
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beq gameplayLoopProjectilesSkip
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jsr unrenderProjectiles
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2018-12-24 00:39:22 +00:00
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jsr updateProjectilesPhysics
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2024-01-13 21:34:33 +00:00
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jsr unrenderPlayers ; This extra unrender...
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2018-03-26 19:24:27 +00:00
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jsr protectProjectiles
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2024-01-13 21:34:33 +00:00
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jsr renderPlayers ; ... rerender cycle makes fan stands overlapping cats render properly. Messy, but the engine doesn't handle overlapping sprites well
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2018-03-26 19:24:27 +00:00
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jsr renderProjectiles
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gameplayLoopProjectilesSkip:
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2018-12-24 00:39:22 +00:00
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jsr updateProjectilesCollisions
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2018-01-21 22:21:44 +00:00
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2018-06-11 00:05:20 +00:00
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lda inventoryDirty
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beq gameplayLoopVictoryCondition
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stz inventoryDirty
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jsr renderInventory
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2017-08-16 02:04:22 +00:00
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2018-12-27 00:10:25 +00:00
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; BORDER_COLOR #$4
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2017-09-04 00:20:24 +00:00
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gameplayLoopVictoryCondition:
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lda gameOver
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2018-07-22 15:11:51 +00:00
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bmi gameplayEndTurnCondition
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2017-09-04 00:20:24 +00:00
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jsr endGame
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2018-07-22 15:11:51 +00:00
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gameplayEndTurnCondition:
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lda turnRequested
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beq gameplayLoopEndFrame
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2020-01-05 23:48:59 +00:00
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lda dirtExplosionActive
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bne gameplayLoopEndFrame
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2018-07-22 15:11:51 +00:00
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jsr endTurn
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2017-09-03 00:31:12 +00:00
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gameplayLoopEndFrame:
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2019-02-22 23:52:07 +00:00
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lda singleStep
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beq gameplayLoopEndFrameCont
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lda #1
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sta paused
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gameplayLoopEndFrameCont:
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2017-08-16 02:04:22 +00:00
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lda quitRequested
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2017-12-24 02:01:16 +00:00
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beq gameplayLoopContinue
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2023-07-25 21:33:23 +00:00
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; Transition back to menu
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stz quitRequested
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lda #skyPalette
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sta PARAML2
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jsr paletteFade
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jmp titleScreen
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2017-12-24 02:01:16 +00:00
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gameplayLoopContinue:
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jmp gameplayLoop
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2017-08-16 02:04:22 +00:00
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2017-10-22 20:37:06 +00:00
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; trackActiveShot
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;
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; Handles tracking the projectile with the camera
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;
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; Trashes SCRATCHL
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;
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trackActiveShot:
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2018-12-27 00:10:25 +00:00
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ldy projectileActive
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lda projectileData+JD_PRECISEX,y
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2017-10-22 20:37:06 +00:00
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lsr ; Convert to integer and divide by two for byte distance
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lsr
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lsr
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lsr
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lsr
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sta SCRATCHL ; Save this for later
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2018-12-27 00:10:25 +00:00
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lda projectileData+JD_VX,y
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2017-10-22 20:37:06 +00:00
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bmi trackActiveShotNeg
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; Left-to-right
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lda mapScrollPos
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cmp #VISIBLETERRAINWIDTH-VISIBLETERRAINWINDOW
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beq trackActiveShotDone ; Logical-right edge clamp
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lda SCRATCHL
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sec
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2018-07-29 00:33:56 +00:00
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sbc #150 ; Check for moving close to right edge
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2017-10-22 20:37:06 +00:00
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cmp leftScreenEdge
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2018-07-28 23:20:37 +00:00
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bmi trackActiveShotDone
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lda #80 ; Move screen right to see shot land
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sta mapScrollRequested
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2017-10-22 20:37:06 +00:00
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trackActiveShotNeg:
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; Right-to-left
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lda mapScrollPos
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beq trackActiveShotDone ; Logical-left edge clamp
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lda SCRATCHL
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clc
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2018-07-29 00:33:56 +00:00
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adc #150 ; Check for moving close to left edge
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2017-10-22 20:37:06 +00:00
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cmp rightScreenEdge
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bpl trackActiveShotDone
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2018-07-28 23:20:37 +00:00
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stz mapScrollRequested ; Move screen left to see shot land
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2017-10-22 20:37:06 +00:00
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trackActiveShotDone:
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rts
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2017-08-16 02:04:22 +00:00
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2017-09-03 00:31:12 +00:00
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; endTurn
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;
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; Handles changing the active player
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;
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endTurn:
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2019-02-23 00:00:48 +00:00
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lda currentPlayer
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inc
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cmp #NUMPLAYERS
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beq endTurnWrap
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2017-09-03 00:31:12 +00:00
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sta currentPlayer
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endTurnRefresh:
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2018-12-30 00:45:40 +00:00
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jsr processTurnForProjectiles
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2017-09-03 00:31:12 +00:00
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ldy currentPlayer
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2018-07-29 00:33:56 +00:00
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beq endTurnFocusPlayer0
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lda #VISIBLETERRAINWINDOW
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sta mapScrollRequested
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endTurnHeader:
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2023-07-18 03:36:04 +00:00
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jsr syncPlayerHeader
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2017-09-03 00:31:12 +00:00
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jsr renderPlayerHeader
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2018-07-29 00:33:56 +00:00
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jsr renderInventory
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2017-09-03 00:31:12 +00:00
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stz turnRequested
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rts
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2018-07-29 00:33:56 +00:00
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endTurnFocusPlayer0:
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stz mapScrollRequested
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bra endTurnHeader
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|
2017-09-03 00:31:12 +00:00
|
|
|
endTurnWrap:
|
|
|
|
stz currentPlayer
|
|
|
|
bra endTurnRefresh
|
|
|
|
|
|
|
|
|
2017-09-04 00:20:24 +00:00
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; endGame
|
|
|
|
;
|
|
|
|
; Handles someone winning
|
|
|
|
;
|
|
|
|
endGame:
|
|
|
|
lda #1
|
|
|
|
sta quitRequested
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
2017-08-16 02:04:22 +00:00
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; scrollMap
|
|
|
|
;
|
|
|
|
; Handles updating the state of the terrain in response to scrolling
|
|
|
|
;
|
2017-10-09 21:53:24 +00:00
|
|
|
; A = New map scroll position
|
|
|
|
;
|
2017-08-16 02:04:22 +00:00
|
|
|
scrollMap:
|
2018-01-19 02:15:42 +00:00
|
|
|
jsr unclipTerrain
|
2018-07-28 22:46:54 +00:00
|
|
|
; jsl unrenderTerrainSpans ; Part of the now disabled fill-mode renderer
|
2018-03-07 02:31:54 +00:00
|
|
|
jsr unrenderPlayers
|
2018-03-26 19:24:27 +00:00
|
|
|
jsr unrenderProjectiles
|
|
|
|
|
2023-06-26 01:43:07 +00:00
|
|
|
pha
|
|
|
|
lda projectileActive ; Crosshair is visible if projectile isn't
|
|
|
|
beq scrollMapApplyScrolling
|
|
|
|
jsr unrenderCrosshair
|
2023-12-24 19:16:27 +00:00
|
|
|
lda #1
|
|
|
|
sta crosshairBackgroundStale
|
2023-06-26 01:43:07 +00:00
|
|
|
|
|
|
|
scrollMapApplyScrolling:
|
|
|
|
pla
|
2018-12-24 00:39:22 +00:00
|
|
|
; jsr updateProjectilePhysics ; Good idea?
|
2017-08-16 02:04:22 +00:00
|
|
|
|
|
|
|
sta mapScrollPos
|
|
|
|
asl
|
|
|
|
sta leftScreenEdge
|
2017-09-02 19:32:40 +00:00
|
|
|
clc
|
2023-08-27 00:04:17 +00:00
|
|
|
adc #160-GAMEOBJECTWIDTH/4-2
|
2017-09-02 19:32:40 +00:00
|
|
|
sta rightScreenEdge
|
2017-08-16 02:04:22 +00:00
|
|
|
|
2018-01-19 02:15:42 +00:00
|
|
|
jsr clipTerrain
|
2017-08-16 02:04:22 +00:00
|
|
|
lda #$ffff
|
|
|
|
sta mapScrollRequested
|
|
|
|
|
|
|
|
lda #1
|
2023-12-23 17:33:24 +00:00
|
|
|
sta playersDirty
|
|
|
|
sta projectilesDirty
|
2017-08-16 02:04:22 +00:00
|
|
|
sta terrainDirty
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; changeAngle
|
|
|
|
;
|
|
|
|
; Handles changing a player's aim
|
|
|
|
;
|
|
|
|
changeAngle:
|
2017-09-03 00:31:12 +00:00
|
|
|
ldy currentPlayer
|
2017-08-16 02:04:22 +00:00
|
|
|
tax
|
|
|
|
jsr playerDeltaAngle
|
|
|
|
|
2023-07-25 21:45:29 +00:00
|
|
|
; ldy currentPlayer
|
|
|
|
; jsr renderPlayerHeader
|
2017-08-16 02:04:22 +00:00
|
|
|
|
|
|
|
stz angleDeltaRequested
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
2017-09-05 19:55:27 +00:00
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; changePower
|
|
|
|
;
|
|
|
|
; Handles changing a player's power
|
|
|
|
;
|
|
|
|
changePower:
|
|
|
|
ldy currentPlayer
|
|
|
|
tax
|
|
|
|
jsr playerDeltaPower
|
|
|
|
|
2023-07-25 21:45:29 +00:00
|
|
|
; ldy currentPlayer
|
|
|
|
; jsr renderPlayerHeader
|
2017-09-05 19:55:27 +00:00
|
|
|
|
|
|
|
stz powerDeltaRequested
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
2017-08-21 00:51:12 +00:00
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; fire
|
|
|
|
;
|
|
|
|
; Handles firing a player's weapon
|
|
|
|
;
|
|
|
|
fire:
|
|
|
|
stz fireRequested
|
2017-09-03 00:31:12 +00:00
|
|
|
ldy currentPlayer
|
2017-08-21 00:51:12 +00:00
|
|
|
jsr playerFire
|
2021-09-23 18:36:48 +00:00
|
|
|
jsr renderPlayerHeader
|
2017-08-21 00:51:12 +00:00
|
|
|
rts
|
|
|
|
|
|
|
|
|
2023-07-30 22:46:59 +00:00
|
|
|
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
|
|
|
; move
|
|
|
|
;
|
|
|
|
; Handles moving a player
|
|
|
|
;
|
|
|
|
move:
|
2023-08-27 00:04:17 +00:00
|
|
|
SAVE_AY
|
|
|
|
|
|
|
|
; Unrender everything
|
2023-07-30 22:46:59 +00:00
|
|
|
jsr unrenderCrosshair
|
|
|
|
jsr unrenderPlayers
|
2023-08-27 00:04:17 +00:00
|
|
|
|
|
|
|
; Find active player game object data
|
|
|
|
ldy currentPlayer
|
|
|
|
PLAYERPTR_Y
|
|
|
|
tya
|
|
|
|
clc
|
|
|
|
adc #playerData
|
2023-07-30 22:46:59 +00:00
|
|
|
sta PARAML0
|
2023-08-27 00:04:17 +00:00
|
|
|
|
|
|
|
; Prepare parameters of move
|
2023-07-30 22:46:59 +00:00
|
|
|
ldx playerMoveRequested
|
2023-08-27 00:04:17 +00:00
|
|
|
lda currentPlayer
|
|
|
|
beq moveParamsPlayer0
|
|
|
|
lda #-1
|
|
|
|
sta placeGameObjectRightOffset
|
2023-12-23 23:47:20 +00:00
|
|
|
lda #GAMEOBJECTWIDTH-(GAMEOBJECTWIDTH/2-1)
|
2023-08-27 00:04:17 +00:00
|
|
|
sta placeGameObjectLeftOffset
|
|
|
|
|
|
|
|
movePerformMove:
|
2023-07-30 22:46:59 +00:00
|
|
|
jsr moveGameObjectOnTerrain
|
2023-08-27 00:04:17 +00:00
|
|
|
bra moveCleanup
|
|
|
|
|
|
|
|
moveParamsPlayer0:
|
2023-12-23 23:47:20 +00:00
|
|
|
lda #-(GAMEOBJECTWIDTH/2-2)
|
2023-08-27 00:04:17 +00:00
|
|
|
sta placeGameObjectRightOffset
|
|
|
|
lda #GAMEOBJECTWIDTH-2
|
|
|
|
sta placeGameObjectLeftOffset
|
|
|
|
bra movePerformMove
|
|
|
|
|
|
|
|
moveCleanup:
|
|
|
|
; Handle side effects caused by move
|
2023-07-30 22:46:59 +00:00
|
|
|
stz playerMoveRequested
|
2023-08-27 00:04:17 +00:00
|
|
|
ldy currentPlayer
|
|
|
|
jsr updateCrosshair
|
|
|
|
|
|
|
|
; Re-render everything
|
|
|
|
jsr protectPlayers
|
2023-07-30 22:46:59 +00:00
|
|
|
jsr renderPlayers
|
2023-08-27 00:04:17 +00:00
|
|
|
jsr protectCrosshair
|
2023-12-24 20:51:38 +00:00
|
|
|
ldy currentPlayer
|
2023-07-30 22:46:59 +00:00
|
|
|
jsr renderCrosshair
|
2023-08-27 00:04:17 +00:00
|
|
|
|
|
|
|
RESTORE_AY
|
2023-07-30 22:46:59 +00:00
|
|
|
rts
|
|
|
|
|
|
|
|
|
2017-08-16 02:04:22 +00:00
|
|
|
basePalette:
|
2023-07-21 02:41:06 +00:00
|
|
|
.word $06af,$0072,$0072,$0861,$0c93,$0eb4,$0d66,$0f9a,$0777,$0d00,$0bbb,$ddd,$007b,$0a5b,$0000,$0fff
|
2017-09-30 20:01:36 +00:00
|
|
|
|
|
|
|
|
2017-08-16 02:04:22 +00:00
|
|
|
quitRequested:
|
|
|
|
.word $0000
|
|
|
|
mapScrollRequested:
|
|
|
|
.word $FFFF
|
|
|
|
angleDeltaRequested:
|
|
|
|
.word $0000
|
2017-09-05 19:55:27 +00:00
|
|
|
powerDeltaRequested:
|
|
|
|
.word $0000
|
2017-08-21 00:51:12 +00:00
|
|
|
fireRequested:
|
|
|
|
.word $0000
|
2017-09-03 00:31:12 +00:00
|
|
|
turnRequested:
|
|
|
|
.word $0000
|
2023-07-30 22:46:59 +00:00
|
|
|
playerMoveRequested:
|
|
|
|
.word $0000
|
2017-08-16 02:04:22 +00:00
|
|
|
terrainDirty:
|
2023-12-24 20:42:19 +00:00
|
|
|
.word 0
|
2023-12-23 17:33:24 +00:00
|
|
|
playersDirty:
|
2023-12-24 20:42:19 +00:00
|
|
|
.word 0
|
2018-03-26 19:24:27 +00:00
|
|
|
projectilesDirty:
|
|
|
|
.word 1
|
2018-06-11 00:05:20 +00:00
|
|
|
inventoryDirty:
|
|
|
|
.word 1
|
2017-09-03 00:31:12 +00:00
|
|
|
currentPlayer:
|
|
|
|
.word 0
|
2017-09-04 00:20:24 +00:00
|
|
|
gameOver:
|
|
|
|
.word -1 ; Player index of winner
|
2017-09-05 19:48:30 +00:00
|
|
|
projectileActive:
|
2018-12-27 00:10:25 +00:00
|
|
|
.word -1 ; Y offset of active shot
|
2017-09-30 20:01:36 +00:00
|
|
|
paused:
|
|
|
|
.word 0
|
2019-02-22 23:52:07 +00:00
|
|
|
singleStep:
|
|
|
|
.word 0
|
2018-12-29 18:33:08 +00:00
|
|
|
globalWind:
|
|
|
|
.word 0 ; 12.4 velocity
|
2017-08-16 02:04:22 +00:00
|
|
|
|
|
|
|
; Position of map viewing window. Can be visualized in two ways:
|
|
|
|
; a) Word-distance from right edge of terrain data (which is in memory right-to-left) to left edge of visible screen
|
2017-09-02 19:32:40 +00:00
|
|
|
; b) Byte-distance from left edge of logical terrain to left edge of visible screen
|
|
|
|
; c) Byte-distance from left edge of logical terrain to right edge of visible screen minus game object width in words
|
2017-08-16 02:04:22 +00:00
|
|
|
mapScrollPos:
|
|
|
|
.word 0
|
2018-01-16 20:56:53 +00:00
|
|
|
;leftScreenEdge = $6E ; Moved to zero page for speed and cross-bank convenience
|
|
|
|
; .word 0
|
2023-08-27 00:04:17 +00:00
|
|
|
rightScreenEdge: ; Right edge minus one game object width, for easy render clipping
|
|
|
|
.word 160-GAMEOBJECTWIDTH/4-2
|
2019-02-22 23:52:07 +00:00
|
|
|
|