junglejourney
changeset 46:94c31bab0877
Added collision checking between the projectile and the enemies.
| author | David Boddie <david@boddie.org.uk> |
|---|---|
| date | Mon Aug 22 01:03:55 2011 +0200 |
| parents | 2cf14232ef0f |
| children | eb8ce2b29b9a |
| files | mapcode.oph |
| diffstat | 1 files changed, 162 insertions(+), 2 deletions(-) [+] |
line diff
1.1 --- a/mapcode.oph Sun Aug 21 21:46:42 2011 +0200 1.2 +++ b/mapcode.oph Mon Aug 22 01:03:55 2011 +0200 1.3 @@ -1777,8 +1777,7 @@ 1.4 1.5 check_fire_key: 1.6 1.7 - lda $33fe 1.8 - and #15 1.9 + lda $33fd 1.10 bne check_fire_key_exit 1.11 1.12 ldx #182 ; (Return) 1.13 @@ -1790,6 +1789,9 @@ 1.14 cmp #0 1.15 bne check_fire_key_exit 1.16 1.17 + lda #15 1.18 + sta $33fd 1.19 + 1.20 jmp create_projectile ; optimise away the rts 1.21 1.22 check_fire_key_exit: 1.23 @@ -2709,7 +2711,16 @@ 1.24 bcs move_projectile_destroy 1.25 1.26 move_projectile_toggle: 1.27 + 1.28 + jsr projectile_collide 1.29 + bcs move_projectile_destroy 1.30 + 1.31 jsr move_projectile_animate 1.32 + 1.33 + lda #$06 1.34 + sta $74 1.35 + lda #$33 1.36 + sta $75 1.37 jmp plot_character ; optimise away the rts 1.38 1.39 move_projectile_destroy: 1.40 @@ -2799,6 +2810,144 @@ 1.41 1.42 rts 1.43 1.44 +projectile_collide: 1.45 + 1.46 + lda #$0c ; set the character address 1.47 + sta $74 1.48 + lda #$33 1.49 + sta $75 1.50 + 1.51 + projectile_collide_loop: 1.52 + 1.53 + ldy #0 1.54 + lda ($74),y ; type 1.55 + cmp #4 1.56 + bpl projectile_collide_check 1.57 + 1.58 + jmp projectile_collide_next 1.59 + 1.60 + projectile_collide_check: 1.61 + 1.62 + ldy #2 1.63 + lda ($74),y ; y 1.64 + sec 1.65 + sbc $3308 ; y - projectile y 1.66 + beq projectile_check_collide_y_equal 1.67 + cmp #1 1.68 + beq projectile_check_collide_y_greater 1.69 + cmp #255 1.70 + beq projectile_check_collide_y_less 1.71 + 1.72 + jmp projectile_collide_next 1.73 + 1.74 + projectile_check_collide_y_equal: 1.75 + ldy #3 1.76 + lda ($74),y ; dy 1.77 + sec 1.78 + sbc $3309 ; dy - projectile dy 1.79 + bmi projectile_check_collide_y_equal_n 1.80 + 1.81 + cmp #2 ; y - py >= 2 (to miss) 1.82 + bmi projectile_check_collide_x 1.83 + 1.84 + projectile_check_collide_y_equal_n: 1.85 + cmp #253 ; y - py <= -4 (to miss) 1.86 + bpl projectile_check_collide_x 1.87 + 1.88 + jmp projectile_collide_next 1.89 + 1.90 + projectile_check_collide_y_greater: ; Y - py >= 2 (to miss) 1.91 + ldy #3 ; Y = 6 + y (coordinates) 1.92 + lda ($74),y ; dy ; 6 + y - py >= 2 1.93 + sec ; y - py >= -4 1.94 + sbc $3309 ; dy - projectile dy 1.95 + cmp #252 1.96 + bmi projectile_check_collide_x 1.97 + 1.98 + jmp projectile_collide_next 1.99 + 1.100 + projectile_check_collide_y_less: ; PY - y >= 4 (to miss) 1.101 + ldy #3 ; PY = 6 + py 1.102 + lda ($74),y ; dy ; 6 + py - y >= 4 1.103 + sec ; y - py <= 2 1.104 + sbc $3309 ; dy - projectile dy 1.105 + cmp #3 1.106 + bpl projectile_check_collide_x 1.107 + 1.108 + jmp projectile_collide_next 1.109 + 1.110 + projectile_check_collide_x: 1.111 + ldy #4 1.112 + lda ($74),y ; x 1.113 + sec 1.114 + sbc $330a ; x - projectile x 1.115 + beq projectile_check_collide_x_equal 1.116 + cmp #1 1.117 + beq projectile_check_collide_x_greater 1.118 + cmp #255 1.119 + beq projectile_check_collide_x_less 1.120 + 1.121 + jmp projectile_collide_next 1.122 + 1.123 + projectile_check_collide_x_equal: 1.124 + 1.125 + ; A collision has occurred (enemies occupy the whole width of a tile). 1.126 + jmp projectile_check_collide_destroy 1.127 + 1.128 + projectile_check_collide_x_greater: ; X - px >= 2 (to miss) 1.129 + ldy #5 ; X = 4 + x (coordinates) 1.130 + lda ($74),y ; dx ; 4 + x - px >= 2 1.131 + sec ; x - px >= -2 1.132 + sbc $330b ; dx - projectile dx 1.133 + cmp #254 1.134 + bpl projectile_collide_next 1.135 + 1.136 + jmp projectile_check_collide_destroy 1.137 + 1.138 + projectile_check_collide_x_less: ; PX - x >= 4 (to miss) 1.139 + ldy #5 ; PX = 4 + px 1.140 + lda ($74),y ; dx ; 4 + px - x >= 4 1.141 + sec ; x - px <= 0 1.142 + sbc $330b ; dx - projectile dx 1.143 + bmi projectile_collide_next 1.144 + 1.145 + jmp projectile_check_collide_destroy 1.146 + 1.147 + projectile_collide_next: 1.148 + clc 1.149 + 1.150 + ; Examine the next character. 1.151 + lda $74 1.152 + adc #6 1.153 + 1.154 + cmp #$24 1.155 + bpl projectile_collide_exit 1.156 + sta $74 1.157 + jmp projectile_collide_loop 1.158 + 1.159 + projectile_check_collide_destroy: 1.160 + 1.161 + ; Unplot the enemy and replace it with an explosion. 1.162 + 1.163 + jsr unplot_character 1.164 + 1.165 + lda #3 ; explosion 1.166 + ldy #0 1.167 + sta ($74),y 1.168 + 1.169 + lda #8 1.170 + ldy #1 1.171 + sta ($74),y 1.172 + 1.173 + jsr plot_character 1.174 + 1.175 + sec ; set the carry flag to inform the caller that the projectile 1.176 + rts ; should be destroyed 1.177 + 1.178 + projectile_collide_exit: 1.179 + clc 1.180 + rts 1.181 + 1.182 set_palette: 1.183 ; $70=logical colour 1.184 ; $71=physical colour 1.185 @@ -2962,6 +3111,9 @@ 1.186 1.187 jsr plot_buffer 1.188 1.189 + lda #0 ; reset projectile counter 1.190 + sta $33fd 1.191 + 1.192 lda #0 ; reset motion counter 1.193 sta $33fe 1.194 1.195 @@ -2988,6 +3140,14 @@ 1.196 beq exit 1.197 clc 1.198 1.199 + lda $33fd 1.200 + cmp #0 1.201 + beq room_loop_no_update_projectile_counter 1.202 + 1.203 + dec $33fd 1.204 + 1.205 + room_loop_no_update_projectile_counter: 1.206 + 1.207 dec $33ff ; update generation counter 1.208 1.209 inc $33fe ; update motion counter
