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https://github.com/blondie7575/GSCats.git
synced 2024-11-25 10:30:49 +00:00
Fixed several rendering and input bugs
This commit is contained in:
parent
4525010273
commit
c7efb24fe7
@ -52,6 +52,9 @@ gameplayLoop:
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jsr renderPlayers
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gameplayLoopKbd:
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lda projectileActive
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bpl gameplayLoopProjectiles ; Skip input during shots
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; Check for keys down
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jsr kbdScan
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@ -72,6 +75,7 @@ gameplayLoopFire:
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jsr fire
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gameplayLoopProjectiles:
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sta KBDSTROBE
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jsr unrenderProjectiles
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jsr updateProjectiles
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jsr renderProjectiles
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@ -137,7 +141,7 @@ scrollMap:
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asl
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sta leftScreenEdge
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clc
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adc #160-GAMEOBJECTWIDTH/4
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adc #160-GAMEOBJECTWIDTH/4-1
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sta rightScreenEdge
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jsr clipTerrain
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@ -199,6 +203,8 @@ currentPlayer:
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.word 0
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gameOver:
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.word -1 ; Player index of winner
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projectileActive:
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.word -1
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; Position of map viewing window. Can be visualized in two ways:
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@ -210,4 +216,4 @@ mapScrollPos:
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leftScreenEdge:
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.word 0
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rightScreenEdge:
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.word 160-GAMEOBJECTWIDTH/4
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.word 160-GAMEOBJECTWIDTH/4-1
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15
gameobject.s
15
gameobject.s
@ -203,6 +203,11 @@ renderGameobjectDone:
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; X
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lda ptr+GO_POSX,y
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lsr
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cmp leftScreenEdge
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bmi unrenderGameobjectSkip ; Gameobject is off left edge of screen
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cmp rightScreenEdge
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bpl unrenderGameobjectSkip ; Gameobject is off right edge of screen
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sec
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sbc leftScreenEdge
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sta SCRATCHL
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@ -211,6 +216,10 @@ renderGameobjectDone:
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sec
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lda #200
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sbc ptr+GO_POSY,y
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bmi unrenderGameobjectSkip ; Gameobject is off top edge of screen
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cmp #200 - GAMEOBJECTHEIGHT
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bpl unrenderGameobjectSkip ; Gameobject is off bottom edge of screen
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asl
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tax
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lda vramYOffset,x
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@ -218,6 +227,12 @@ renderGameobjectDone:
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adc SCRATCHL
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tax ; X now contains the VRAM offset of the upper left corner
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bra unrenderGameobjectBackground
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unrenderGameobjectSkip:
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jmp unrenderGameobjectDone
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unrenderGameobjectBackground:
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lda ptr+GO_BACKGROUND,y
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sta VRAM,x
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iny
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BIN
gscats.2mg
BIN
gscats.2mg
Binary file not shown.
6
player.s
6
player.s
@ -13,7 +13,7 @@ playerData:
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.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 2 ; Power
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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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@ -23,8 +23,8 @@ playerData:
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.word 0 ; Y pos in pixels (from bottom terrain edge)
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 135 ; Angle in degrees from +X
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.word 3 ; Power
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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,"TINKER " ; Name
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.word 0,0,0,0,0,0 ;Padding
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16
projectile.s
16
projectile.s
@ -17,12 +17,14 @@ projectileData:
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.word 0 ; Velocity X (8.8 fixed point)
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.word 0 ; Velocity Y (8.8 fixed point)
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.word 0 ; Type
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.word 1 ; New?
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JD_PRECISEX = 36 ; Byte offsets into projectile data structure
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JD_PRECISEY = 38
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JD_VX = 40
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JD_VY = 42
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JD_TYPE = 44
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JD_NEW = 46
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GRAVITY = $ffff ; 8.8 fixed point
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@ -122,6 +124,10 @@ fireProjectile:
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jsr mult88
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sta projectileData+JD_VY,y
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lda #1
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sta projectileData+JD_NEW,y
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stz projectileActive
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RESTORE_AXY
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rts
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@ -246,6 +252,8 @@ updateProjectilesDelete:
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jsr deleteProjectile
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lda #1
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sta turnRequested
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lda #-1
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sta projectileActive
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bra updateProjectilesDone
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updateProjectilesPlayerHit:
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@ -294,7 +302,13 @@ renderProjectilesDone:
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unrenderProjectiles:
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pha
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lda projectileData
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bpl unrenderProjectilesDoIt
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bpl unrenderProjectilesActive
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jmp unrenderProjectilesDone
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unrenderProjectilesActive:
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lda projectileData+JD_NEW
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beq unrenderProjectilesDoIt
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stz projectileData+JD_NEW
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jmp unrenderProjectilesDone
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unrenderProjectilesDoIt:
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