GSCats/projectile.s

231 lines
4.0 KiB
ArmAsm

;
; projectile
; Code and data structures related to the projectiles
;
; Created by Quinn Dunki on 8/13/17
;
projectileData:
; gameobject data (we're a subclass, effectively)
.word -1 ; Pos X in pixels (from left terrain edge)
.word 0 ; Pos Y 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
.word 0 ; Pos X (12.4 fixed point)
.word 0 ; Pos Y (12.4 fixed point)
.word 0 ; Velocity X (8.8 fixed point)
.word 0 ; Velocity Y (8.8 fixed point)
JD_PRECISEX = 36 ; Byte offsets into projectile data structure
JD_PRECISEY = 38
JD_VX = 40
JD_VY = 42
GRAVITY = $ffff ; 8.8 fixed point
.macro PROJECTILEPTR_Y
tya ; Pointer to projectile structure from index
asl
asl
asl
asl
tay
.endmacro
projectileParams:
.word 0 ; Starting pos X
.word 0 ; Starting pos Y
.word 0 ; Initial angle
.word 0 ; Initial power
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; fireProjectile
;
; Trashes SCRATCHL
;
fireProjectile:
SAVE_AXY
; Set up projectile structure
ldy #0 ; Only one active at a time for now
PROJECTILEPTR_Y
lda projectileParams ; X pos
sta projectileData+GO_POSX,y
lda projectileParams+2 ; Y pos
sta projectileData+GO_POSY,y
lda projectileParams ; Fixed point version of X pos
asl
asl
asl
asl
sta projectileData+JD_PRECISEX,y
lda projectileParams+2 ; Fixed point version of Y pos
asl
asl
asl
asl
sta projectileData+JD_PRECISEY,y
lda projectileParams+4 ; Convert angle to vector
asl
tax
lda angleToVectorX,x ; Velocity X
sta projectileData+JD_VX,y
lda projectileParams+4 ; Convert angle to vector
asl
tax
lda angleToVectorY,x ; Velocity Y
sta projectileData+JD_VY,y
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; updateProjectiles
;
; Trashes SCRATCHL
;
updateProjectiles:
SAVE_AY
lda projectileData+GO_POSX
bmi updateProjectilesDone
; Integrate gravity over velocity
lda projectileData+JD_VY
clc
adc #GRAVITY
sta projectileData+JD_VY
; Integrate X velocity over position
lda projectileData+JD_VX
; Convert 8.8 to 12.4
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
clc
adc projectileData+JD_PRECISEX
sta projectileData+JD_PRECISEX
; Convert to integral for rendering
lsr
lsr
lsr
lsr
sta projectileData+GO_POSX
bmi updateProjectilesDelete
cmp #TERRAINWIDTH-GAMEOBJECTWIDTH-1
bpl updateProjectilesDelete
; Integrate Y velocity over position
lda projectileData+JD_VY
; Convert 8.8 to 12.4
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
clc
adc projectileData+JD_PRECISEY
sta projectileData+JD_PRECISEY
; Convert to integral for rendering
lsr
lsr
lsr
lsr
sta projectileData+GO_POSY
cmp #GAMEOBJECTHEIGHT
bmi updateProjectilesDelete
cmp #201
bpl updateProjectilesDelete
; Check for terrain collisions
lda projectileData+GO_POSX
sta rectParams
lda projectileData+GO_POSY
sta rectParams+2
lda #GAMEOBJECTWIDTH
sta rectParams+4
lda #GAMEOBJECTHEIGHT
sta rectParams+6
jsr intersectRect
cmp #0
bne updateProjectilesDelete
updateProjectilesDone:
RESTORE_AY
rts
updateProjectilesDelete:
ldy #0
jsr deleteProjectile
bra updateProjectilesDone
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; deleteProjectile
;
; Y = Projectile index
; Trashes A
;
deleteProjectile:
PROJECTILEPTR_Y
lda #-1
sta projectileData+GO_POSX,y
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderProjectiles
;
;
renderProjectiles:
pha
lda projectileData
bpl renderProjectilesDoIt
jmp renderProjectilesDone
renderProjectilesDoIt:
RENDER_GAMEOBJECT projectileData
renderProjectilesDone:
pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; unrenderProjectiles
;
;
unrenderProjectiles:
pha
lda projectileData
bpl unrenderProjectilesDoIt
jmp unrenderProjectilesDone
unrenderProjectilesDoIt:
UNRENDER_GAMEOBJECT projectileData
unrenderProjectilesDone:
pla
rts