Update sprite functions, remove Sprite_BounceOffWall

This commit is contained in:
scawful
2025-01-06 17:51:54 -05:00
parent 1b9ce3e0fb
commit 5177cdfd63
4 changed files with 118 additions and 211 deletions

View File

@@ -1,9 +1,9 @@
; =========================================================
; return carry set if active
; Deactivates the sprite in certain situations
Sprite_CheckActive:
{
; Deactivates the sprite in certain situations
LDA.w SprState, X : CMP.b #$09 : BNE .inactive
LDA.w SprFreeze : BNE .inactive
LDA $11 : BNE .inactive
@@ -18,47 +18,34 @@ Sprite_CheckActive:
}
; =========================================================
; make the sprite move X axis
Sprite_MoveHoriz:
{
LDA.w SprXSpeed, X : BEQ .no_velocity
ASL : ASL : ASL : ASL
CLC : ADC.w SprXRound, X : STA.w SprXRound, X
ASL #4 : CLC : ADC.w SprXRound, X : STA.w SprXRound, X
LDY.b #$00
LDA.w SprXSpeed, X
PHP : LSR : LSR : LSR : LSR : PLP
BPL ++
ORA.b #$F0
DEY
++ ADC.w SprX, X : STA.w SprX, X
PHP : LSR #4 : PLP : BPL ++
ORA.b #$F0
DEY
++
ADC.w SprX, X : STA.w SprX, X
TYA : ADC.w SprXH, X : STA.w SprXH, X
.no_velocity
RTL
}
; =========================================================
; make the sprite move both directions (also height)
Sprite_MoveXyz:
JSL Sprite_MoveAltitude
Sprite_Move:
JSL Sprite_MoveHoriz
; no RTL, just continue into Sprite_MoveVert
; =========================================================
; make the sprite move Y axis
Sprite_MoveVert:
{
LDA.w SprYSpeed, X : BEQ .no_velocity
ASL : ASL : ASL : ASL
CLC : ADC.w SprYRound,X : STA.w SprYRound,X
CLC : ADC.w SprYRound, X : STA.w SprYRound, X
LDY.b #$00
LDA.w SprYSpeed, X
PHP : LSR : LSR : LSR : LSR : PLP
@@ -67,34 +54,26 @@ Sprite_MoveVert:
ORA.b #$F0
DEY
++ ADC.w SprY,X : STA.w SprY,X
TYA : ADC.w SprYH,X : STA.w SprYH,X
++ ADC.w SprY, X : STA.w SprY, X
TYA : ADC.w SprYH, X : STA.w SprYH, X
.no_velocity
RTL
}
; =========================================================
; make the sprite move Z axis (height)
Sprite_MoveZ:
Sprite_MoveAltitude:
{
LDA.w SprTimerF, X : ASL : ASL : ASL : ASL
LDA.w SprTimerF, X : ASL #4
CLC : ADC.w SprHeightS, X : STA.w SprHeightS, X
LDA.w SprTimerF, X : PHP
LSR : LSR : LSR : LSR
PLP : BPL .positive
LDA.w SprTimerF, X : PHP : LSR #4 : PLP : BPL .positive
ORA.b #$F0
.positive
ADC.w SprHeight,X : STA.w SprHeight,X
ADC.w SprHeight, X : STA.w SprHeight, X
RTL
}
; =========================================================
; make the sprite bounce toward player
; movement, collision are handled by this function
; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
@@ -138,41 +117,26 @@ Sprite_BounceFromTileCollision:
{
JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
++ LDA.w SprCollision, X : AND.b #$0C : BEQ ++
LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
++ RTL
}
; =========================================================
Sprite_BounceOffWall:
LDA.w SprCollision, X : AND.b #$03 : BEQ .no_horizontal_collision
JSL Sprite_InvertSpeed_X
.no_horizontal_collision
LDA.w SprCollision, X : AND.b #$0C : BEQ .no_vertical_collision
JSL Sprite_InvertSpeed_Y
.no_vertical_collision
++
LDA.w SprCollision, X : AND.b #$0C : BEQ ++
LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
++
RTL
; =========================================================
}
Sprite_InvertSpeed_XY:
JSL Sprite_InvertSpeed_Y
Sprite_InvertSpeed_X:
LDA.w SprXSpeed, X
EOR.b #$FF
INC A
EOR.b #$FF : INC A
STA.w SprXSpeed, X
RTL
Sprite_InvertSpeed_Y:
LDA.w SprYSpeed,X
EOR.b #$FF
INC A
STA.w SprYSpeed,X
LDA.w SprYSpeed, X
EOR.b #$FF : INC A
STA.w SprYSpeed, X
RTL
; =========================================================
@@ -651,89 +615,78 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
{
JSL Sprite_IsBelowPlayer : BEQ .player_below
;playerAbove
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA.w SprCachedY : SEC : SBC $20 : CLC : ADC.w #$0006 : STA $01 ;delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right1
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_right1
;player_to_the_Left
REP #$20
LDA.w SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY1
REP #$20 ; delta X
LDA.w SprCachedX : SEC : SBC $22 : CMP $01 : BCS .XGreaterThanY1
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.XGreaterThanY1
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.player_to_the_Right1
REP #$20
LDA $22 : SEC : SBC.w SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY2
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.XGreaterThanY2
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.player_to_the_right1
REP #$20 ; delta X
LDA $22 : SEC : SBC.w SprCachedX : CMP $01 : BCS .XGreaterThanY2
;YGreaterThanX
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.XGreaterThanY2
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.player_below
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA $20 : SEC : SBC.w SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
SEP #$20
REP #$20
; if link.y is 6 above sprite.y it is considered below
LDA $20 : SEC : SBC.w SprCachedY : CLC : ADC.w #$0006 : STA $01 ; delta Y
SEP #$20
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right2
;player_to_the_Left
REP #$20
LDA.w SprCachedX : SEC : SBC $22 ; delta X
JSL Sprite_IsToRightOfPlayer : BEQ .player_to_the_Right2
;player_to_the_Left
REP #$20
LDA.w SprCachedX : SEC : SBC $22 ; delta X
CMP $01 : BCS .XGreaterThanY3
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
CMP $01 : BCS .XGreaterThanY3
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.XGreaterThanY3
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.XGreaterThanY3
SEP #$20
LDA.b #$00 : SEC : SBC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.player_to_the_Right2
REP #$20 ; delta X
LDA $22 : SEC : SBC.w SprCachedX : CMP $01 : BCS .XGreaterThanY4
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.player_to_the_Right2
REP #$20
LDA $22 : SEC : SBC.w SprCachedX ; delta X
CMP $01 : BCS .XGreaterThanY4
;YGreaterThanX
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprYSpeed
STZ.w SprXSpeed
RTL
.XGreaterThanY4
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
.XGreaterThanY4
SEP #$20
LDA.b #$00 : CLC : ADC $00 : STA.w SprXSpeed
STZ.w SprYSpeed
RTL
}
; =========================================================
@@ -744,16 +697,16 @@ GetDistance8bit_Long:
LDA.w POSY : STA $03
LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05
LDA $04 : SEC : SBC $02 : BPL +
LDA $04 : SEC : SBC $02 : BPL +
EOR.b #$FF : INC
+
STA $00 ; Distance X (ABS)
STA $00 ; Distance X (ABS)
LDA $05 : SEC : SBC $03 : BPL +
LDA $05 : SEC : SBC $03 : BPL +
EOR.b #$FF : INC
+
; Add it back to X Distance
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
CLC : ADC $00 : STA $00 ; distance total X, Y (ABS)
RTL
}
@@ -762,7 +715,6 @@ GetDistance8bit_Long:
Sprite_CheckIfRecoiling:
{
PHB : PHK : PLB
LDA.w $0EA0, X : BEQ .exit
AND.b #$7F : BEQ .recoil_over
LDA.w SprYSpeed, X
@@ -775,57 +727,54 @@ Sprite_CheckIfRecoiling:
LDA.w SprXRecoil, X : CLC : ADC.b #$20 : CMP.b #$40 : BCS .no_adjust
LDA.w SprYRecoil, X : CLC : ADC.b #$20 : CMP.b #$40 : BCC .still_recoiling
.no_adjust
LDA.b #$90 : STA.w $0EA0,X
LDA.b #$90 : STA.w $0EA0, X
.still_recoiling
LDA.w $0EA0,X : BMI .no_movement
LDA.w $0EA0, X : BMI .no_movement
LSR A
LSR A
TAY
LDA.b $1A : AND.w .masks,Y : BNE .no_movement
LDA.b $1A : AND.w .masks, Y : BNE .no_movement
LDA.w SprYRecoil, X : STA.w SprYSpeed, X
LDA.w SprXRecoil, X : STA.w SprXSpeed, X
LDA.w SprBump, X : BMI .handle_movement
LDA.w SprYRecoil, X : STA.w SprYSpeed,X
JSL Sprite_CheckTileCollision_long
LDA.w SprXRecoil, X : STA.w SprXSpeed,X
LDA.w $0E70, X : AND.b #$0F : BEQ .handle_movement
LDA.w SprBump, X : BMI .handle_movement
.stop_horizontal_movement
CMP.b #$04 : BCS .stop_vertical_movement
JSL Sprite_CheckTileCollision_long
STZ.w SprXRecoil, X
STZ.w SprXSpeed, X
LDA.w $0E70, X : AND.b #$0F : BEQ .handle_movement
BRA .movement_stopped
.stop_horizontal_movement
CMP.b #$04 : BCS .stop_vertical_movement
.stop_vertical_movement
STZ.w SprYRecoil, X
STZ.w SprYSpeed, X
STZ.w SprXRecoil,X
STZ.w SprXSpeed,X
.movement_stopped
BRA .no_movement
BRA .movement_stopped
.stop_vertical_movement
STZ.w SprYRecoil,X
STZ.w SprYSpeed,X
.movement_stopped
BRA .no_movement
.handle_movement
JSL Sprite_Move
.handle_movement
JSL Sprite_Move
.no_movement
PLA
STA.w SprXSpeed,X
STA.w SprXSpeed, X
PLA
STA.w SprYSpeed,X
STA.w SprYSpeed, X
.exit
PLB
RTL
.recoil_over
STZ.w $0EA0,X
STZ.w $0EA0, X
PLB
RTL