GSCats/player.s

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;
; players
; Code and data structures related to the players
;
; Created by Quinn Dunki on 8/13/17
;
playerData:
; gameobject data
.word 0 ; X pos in pixels (from left terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 45 ; Angle in degrees from +X
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.word 1 ; Power
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.word 100 ; Anger
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.byte 8,"SPROCKET " ; Name
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.word 0,0,0,0,0,0 ;Padding
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; gameobject data
.word 0 ; X pos in pixels (from left terrain edge)
.word 0 ; Y pos in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 45 ; Angle in degrees from +X
.word 1 ; Power
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.word 100 ; Anger
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.byte 8,"TINKER " ; Name
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.word 0,0,0,0,0,0 ;Padding
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PD_ANGLE = 36
PD_POWER = 38
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PD_ANGER = 40
PD_NAME = 42
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PD_SIZE = 64
.macro PLAYERPTR_Y
tya ; Pointer to player structure from index
asl
asl
asl
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asl
asl
asl
tay
.endmacro
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; playerCreate
;
; A = Player X pos
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; Y = Index
; Trashes SCRATCHL
;
playerCreate:
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pha
PLAYERPTR_Y
sty SCRATCHL
pla
sta playerData+GO_POSX,y
lda #playerData
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clc
adc SCRATCHL
sta PARAML0
jsr placeGameObjectOnTerrain
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; playerDeltaAngle
;
; Y = Player index
; X = Delta
;
playerDeltaAngle:
SAVE_AXY
PLAYERPTR_Y
txa
clc
adc playerData+PD_ANGLE,y
bmi playerDeltaAngleClampLow
cmp #180
bpl playerDeltaAngleClampHigh
playerDeltaAngleStore:
sta playerData+PD_ANGLE,y
RESTORE_AXY
rts
playerDeltaAngleClampLow:
lda #0
bra playerDeltaAngleStore
playerDeltaAngleClampHigh:
lda #180
bra playerDeltaAngleStore
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; playerFire
;
; Y = Player index
;
playerFire:
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pha
PLAYERPTR_Y
lda playerData+GO_POSX,y
sta projectileParams
lda playerData+GO_POSY,y
clc
adc #GAMEOBJECTHEIGHT
sta projectileParams+2
lda playerData+PD_ANGLE,y
sta projectileParams+4
lda playerData+PD_POWER,y
sta projectileParams+6
jsr fireProjectile
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pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; playerIntersectRect
;
; Y = Player index
; rectParams = Rectangle to intersect with us
; A => non zero if rectangle is intersecting player
;
playerIntersectRect:
PLAYERPTR_Y
lda playerData+GO_POSX,y
sta rectParams2+0
lda playerData+GO_POSY,y
sta rectParams2+2
lda #GAMEOBJECTWIDTH
sta rectParams2+4
lda #GAMEOBJECTHEIGHT
sta rectParams2+6
jsr intersectRectRect
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderPlayers
;
;
renderPlayers:
RENDER_GAMEOBJECT playerData
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RENDER_GAMEOBJECT playerData+PD_SIZE
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderPlayerHeader
;
; Y = Player index to render
;
renderPlayerHeader:
SAVE_AXY
PLAYERPTR_Y
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ldx #0
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tya
clc
adc #playerData
adc #PD_NAME
jsr DrawString
ldx #48
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lda #angleStr
jsr DrawString
lda playerData+PD_ANGLE,y
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ldx #56
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jsr drawNumber
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ldx #68
lda #powerStr
jsr DrawString
lda playerData+PD_POWER,y
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ldx #76
jsr drawNumber
ldx #88
lda #angerStr
jsr DrawString
lda playerData+PD_ANGER,y
ldx #96
jsr drawNumber
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RESTORE_AXY
rts
angleStr:
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pstring "*: "
powerStr:
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pstring "+: "
angerStr:
pstring "): "