junglejourney

changeset 35:dfc945305302

Added basic enemy movement.
author David Boddie <david@boddie.org.uk>
date Sun Aug 21 03:09:04 2011 +0200
parents 125080c5c19b
children 4dfd1a194717
files mapcode.oph
diffstat 1 files changed, 436 insertions(+), 3 deletions(-) [+]
line diff
     1.1 --- a/mapcode.oph	Sun Aug 21 01:25:03 2011 +0200
     1.2 +++ b/mapcode.oph	Sun Aug 21 03:09:04 2011 +0200
     1.3 @@ -1607,9 +1607,8 @@
     1.4      cmp #0
     1.5      beq move_player_leave_room_up
     1.6  
     1.7 -    sec
     1.8 -    sbc #1                      ; y - 1
     1.9      tax                         ; use the y offset as an index
    1.10 +    dex                         ; y - 1
    1.11      lda $3304                   ; load the x offset
    1.12      tay
    1.13      lda room_row_offsets_low,x  ; read the address of the row
    1.14 @@ -1878,6 +1877,433 @@
    1.15      clc
    1.16      rts
    1.17  
    1.18 +animate_enemy_left:     ; $74,$75=character address
    1.19 +
    1.20 +    ; Set the direction and toggle the animation bit.
    1.21 +
    1.22 +    ldy #1
    1.23 +    lda ($74),y
    1.24 +    and #1
    1.25 +    eor #1      ; toggle animation flag
    1.26 +    sta ($74),y ; left (directional bits are 0)
    1.27 +
    1.28 +    jsr plot_character
    1.29 +    rts
    1.30 +
    1.31 +move_enemy_left:        ; $74,$75=character address
    1.32 +
    1.33 +    ldy #5
    1.34 +    lda ($74),y         ; read dx
    1.35 +    cmp #0
    1.36 +    beq move_enemy_left_check_x
    1.37 +
    1.38 +    sta $81                     ; temporary
    1.39 +    jsr unplot_character        ; unplot the enemy character
    1.40 +    dec $81
    1.41 +    lda $81
    1.42 +    ldy #5
    1.43 +    sta ($74),y                 ; dx
    1.44 +    clc
    1.45 +    jmp animate_enemy_left      ; optimise away the rts
    1.46 +
    1.47 +    move_enemy_left_check_x:
    1.48 +
    1.49 +    ; Check the x offset.
    1.50 +
    1.51 +    ldy #4
    1.52 +    lda ($74),y                 ; x
    1.53 +    cmp #0
    1.54 +    beq move_enemy_left_exit
    1.55 +
    1.56 +    sec
    1.57 +    sbc #1                      ; x - 1
    1.58 +    sta $81                     ; temporary
    1.59 +    ldy #2
    1.60 +    lda ($74),y                 ; load the y offset
    1.61 +    tax                         ; as an index
    1.62 +    lda room_row_offsets_low,x  ; read the address of the row
    1.63 +    sta $70
    1.64 +    lda #$57
    1.65 +    sta $71
    1.66 +    ldy $81                     ; temporary (x - 1)
    1.67 +    lda ($70),y                 ; load the tile to the left
    1.68 +
    1.69 +    cmp #0
    1.70 +    bne move_enemy_left_exit
    1.71 +
    1.72 +    ldy #3
    1.73 +    lda ($74),y                 ; dy
    1.74 +    cmp #3
    1.75 +    bmi move_enemy_allow_left
    1.76 +
    1.77 +    clc
    1.78 +    lda $70                 ; dy > 2 so we need to check another tile
    1.79 +    adc #10
    1.80 +    sta $70
    1.81 +    ldy $81                 ; temporary (x - 1)
    1.82 +    lda ($70),y             ; load the tile below and to the left
    1.83 +
    1.84 +    cmp #0
    1.85 +    bne move_enemy_left_exit
    1.86 +
    1.87 +    move_enemy_allow_left:
    1.88 +    jsr unplot_character    ; unplot the enemy character
    1.89 +    lda $81
    1.90 +    ldy #4
    1.91 +    sta ($74),y             ; store the new room x offset
    1.92 +    lda #3
    1.93 +    ldy #5
    1.94 +    sta ($74),y             ; dx = 3
    1.95 +    clc
    1.96 +    jmp animate_enemy_left ; optimise away the rts
    1.97 +
    1.98 +    move_enemy_left_exit:
    1.99 +    clc
   1.100 +    rts
   1.101 +
   1.102 +animate_enemy_right:    ; $74,$75=character address
   1.103 +
   1.104 +    ; Set the direction and toggle the animation bit.
   1.105 +
   1.106 +    ldy #1
   1.107 +    lda ($74),y
   1.108 +    and #1      ; remove direction information (result is 0)
   1.109 +    eor #1      ; toggle animation flag
   1.110 +    ora #2      ; right
   1.111 +    sta ($74),y
   1.112 +
   1.113 +    jsr plot_character
   1.114 +    rts
   1.115 +
   1.116 +move_enemy_right:       ; $74,$75=character_address
   1.117 +
   1.118 +    ldy #5
   1.119 +    lda ($74),y                 ; read dx
   1.120 +    cmp #0
   1.121 +    beq move_enemy_right_check_x
   1.122 +    cmp #3
   1.123 +    beq move_enemy_right_tile
   1.124 +
   1.125 +    sta $81                     ; temporary
   1.126 +    jsr unplot_character        ; unplot the enemy character
   1.127 +    inc $81                     ; 0 < dy < 5
   1.128 +    lda $81
   1.129 +    ldy #5
   1.130 +    sta ($74),y
   1.131 +    clc
   1.132 +    jmp animate_enemy_right    ; optimise away the rts
   1.133 +    
   1.134 +    move_enemy_right_check_x:  ; Check the x offset.
   1.135 +
   1.136 +    ldy #4
   1.137 +    lda ($74),y                 ; x
   1.138 +    cmp #9
   1.139 +    beq move_enemy_right_exit
   1.140 +
   1.141 +    clc
   1.142 +    adc #1                      ; x + 1
   1.143 +    sta $81                     ; temporary (x + 1)
   1.144 +    ldy #2
   1.145 +    lda ($74),y                 ; load the y offset
   1.146 +    tax                         ; as an index
   1.147 +    lda room_row_offsets_low,x  ; read the address of the row
   1.148 +    sta $70
   1.149 +    lda #$57
   1.150 +    sta $71
   1.151 +    ldy $81                     ; temporary (x + 1)
   1.152 +    lda ($70),y                 ; load the tile to the right
   1.153 +
   1.154 +    cmp #0
   1.155 +    bne move_enemy_right_exit
   1.156 +
   1.157 +    ldy #3
   1.158 +    lda ($74),y                 ; dy
   1.159 +    cmp #3
   1.160 +    bmi move_enemy_allow_right
   1.161 +
   1.162 +    clc                         ; dy > 2 so we need to check another tile
   1.163 +    lda $70
   1.164 +    adc #10
   1.165 +    sta $70
   1.166 +    ldy $81
   1.167 +    lda ($70),y                 ; load the tile below and to the right
   1.168 +
   1.169 +    cmp #0
   1.170 +    bne move_enemy_right_exit
   1.171 +
   1.172 +    move_enemy_allow_right:
   1.173 +
   1.174 +    jsr unplot_character        ; unplot the enemy character
   1.175 +    ldy #5
   1.176 +    lda ($74),y                 ; dx
   1.177 +    adc #1
   1.178 +    sta ($74),y                 ; update dx
   1.179 +    clc
   1.180 +    jmp animate_enemy_right    ; optimise away the rts
   1.181 +
   1.182 +    move_enemy_right_tile:
   1.183 +
   1.184 +    jsr unplot_character    ; unplot the enemy character
   1.185 +    ldy #4
   1.186 +    lda ($74),y             ; x
   1.187 +    adc #1
   1.188 +    sta ($74),y             ; store the new room x offset
   1.189 +    lda #0
   1.190 +    iny
   1.191 +    sta ($74),y             ; dx = 0
   1.192 +    clc
   1.193 +    jmp animate_enemy_right ; optimise away the rts
   1.194 +
   1.195 +    move_enemy_right_exit:
   1.196 +    clc
   1.197 +    rts
   1.198 +
   1.199 +animate_enemy_up:   ; $74,$75=character address
   1.200 +
   1.201 +    ; Set the direction and toggle the animation bit.
   1.202 +
   1.203 +    ldy #1
   1.204 +    lda ($74),y
   1.205 +    and #1      ; remove direction information (result is 0)
   1.206 +    eor #1      ; toggle animation flag
   1.207 +    ora #4      ; up
   1.208 +    sta ($74),y
   1.209 +
   1.210 +    jsr plot_character
   1.211 +    rts
   1.212 +
   1.213 +move_enemy_up:      ; $74,$75=character address
   1.214 +
   1.215 +    ldy #3
   1.216 +    lda ($74),y                 ; read dy
   1.217 +    cmp #0
   1.218 +    beq move_enemy_up_check_y
   1.219 +
   1.220 +    sta $81
   1.221 +    jsr unplot_character        ; unplot the enemy character
   1.222 +    dec $81
   1.223 +    lda $81
   1.224 +    ldy #3
   1.225 +    sta ($74),y                 ; dy
   1.226 +    clc
   1.227 +    jmp animate_enemy_up        ; optimise away the rts
   1.228 +    
   1.229 +    move_enemy_up_check_y:
   1.230 +
   1.231 +    ; Check the y offset.
   1.232 +
   1.233 +    ldy #2
   1.234 +    lda ($74),y                 ; y
   1.235 +    cmp #0
   1.236 +    beq move_enemy_up_exit
   1.237 +
   1.238 +    tax                         ; use the y offset as an index
   1.239 +    dex                         ; y - 1
   1.240 +    ldy #4
   1.241 +    lda ($74),y                 ; load the x offset
   1.242 +    sta $81                     ; temporary (x)
   1.243 +    tay
   1.244 +    lda room_row_offsets_low,x  ; read the address of the row
   1.245 +    sta $70
   1.246 +    lda #$57
   1.247 +    sta $71
   1.248 +    lda ($70),y                 ; load the tile above
   1.249 +
   1.250 +    cmp #0
   1.251 +    bne move_enemy_up_exit
   1.252 +
   1.253 +    ldy #5
   1.254 +    lda ($74),y                 ; dx
   1.255 +    cmp #0
   1.256 +    beq move_enemy_allow_up
   1.257 +
   1.258 +    clc                     ; dx != 0 so we need to check another tile
   1.259 +    ldy $81
   1.260 +    iny
   1.261 +    lda ($70),y             ; load the tile above and to the right
   1.262 +
   1.263 +    cmp #0
   1.264 +    bne move_enemy_up_exit
   1.265 +
   1.266 +    move_enemy_allow_up:
   1.267 +    txa
   1.268 +    sta $81                 ; temporary
   1.269 +    jsr unplot_character    ; unplot the enemy character
   1.270 +    lda $81
   1.271 +    ldy #2
   1.272 +    sta ($74),y             ; store the new room y offset
   1.273 +    lda #5
   1.274 +    iny
   1.275 +    sta ($74),y             ; dy = 5
   1.276 +    clc
   1.277 +    jmp animate_enemy_up   ; optimise away the rts
   1.278 +
   1.279 +    move_enemy_up_exit:
   1.280 +    clc
   1.281 +    rts
   1.282 +
   1.283 +animate_enemy_down: ; $74,$75=character address
   1.284 +
   1.285 +    ; Set the direction and toggle the animation bit.
   1.286 +
   1.287 +    ldy #1
   1.288 +    lda ($74),y
   1.289 +    and #1      ; remove direction information (result is 0)
   1.290 +    eor #1      ; toggle animation flag
   1.291 +    ora #6      ; down
   1.292 +    sta ($74),y
   1.293 +
   1.294 +    jsr plot_character
   1.295 +    rts
   1.296 +
   1.297 +move_enemy_down:    ; $74,$75=character address    
   1.298 +
   1.299 +    ldy #3
   1.300 +    lda ($74),y         ; dy
   1.301 +    cmp #2
   1.302 +    beq move_enemy_down_check_y
   1.303 +    cmp #5
   1.304 +    beq move_enemy_down_tile
   1.305 +
   1.306 +    sta $81                     ; temporary
   1.307 +    jsr unplot_character        ; unplot the character
   1.308 +    inc $81                     ; 0 < dy < 5
   1.309 +    lda $81
   1.310 +    ldy #3
   1.311 +    sta ($74),y         ; dy
   1.312 +    clc
   1.313 +    jmp animate_enemy_down      ; optimise away the rts
   1.314 +    
   1.315 +    move_enemy_down_check_y:
   1.316 +
   1.317 +    ; Check the y offset.
   1.318 +
   1.319 +    ldy #2
   1.320 +    lda ($74),y
   1.321 +    cmp #9
   1.322 +    beq move_enemy_down_exit
   1.323 +
   1.324 +    clc
   1.325 +    adc #1                      ; y + 1
   1.326 +    tax
   1.327 +    ldy #4
   1.328 +    lda ($74),y                 ; load the x offset
   1.329 +    sta $81                     ; temporary
   1.330 +    tay
   1.331 +    lda room_row_offsets_low,x  ; read the address of the row
   1.332 +    sta $70
   1.333 +    lda #$57
   1.334 +    sta $71
   1.335 +    lda ($70),y                 ; load the tile below
   1.336 +
   1.337 +    cmp #0
   1.338 +    bne move_enemy_down_exit
   1.339 +
   1.340 +    ldy #5
   1.341 +    lda ($74),y                 ; dx
   1.342 +    cmp #0
   1.343 +    beq move_enemy_allow_down
   1.344 +
   1.345 +    clc                         ; dx != 0 so we need to check another tile
   1.346 +    ldy $81                     ; x
   1.347 +    iny
   1.348 +    lda ($70),y                 ; load the tile below and to the right
   1.349 +
   1.350 +    cmp #0
   1.351 +    bne move_enemy_down_exit
   1.352 +
   1.353 +    move_enemy_allow_down:
   1.354 +
   1.355 +    jsr unplot_character        ; unplot the character
   1.356 +    ldy #3
   1.357 +    lda ($74),y                 ; dy
   1.358 +    adc #1
   1.359 +    sta ($74),y                 ; update dy
   1.360 +    clc
   1.361 +    jmp animate_enemy_down      ; optimise away the rts
   1.362 +
   1.363 +    move_enemy_down_tile:
   1.364 +
   1.365 +    jsr unplot_character        ; unplot the character
   1.366 +    ldy #2
   1.367 +    lda ($74),y                 ; y
   1.368 +    adc #1
   1.369 +    sta ($74),y                 ; store the new room y offset
   1.370 +    lda #0
   1.371 +    iny
   1.372 +    sta ($74),y                 ; dy = 0
   1.373 +    clc
   1.374 +    jmp animate_enemy_down      ; optimise away the rts
   1.375 +
   1.376 +    move_enemy_down_exit:
   1.377 +    clc
   1.378 +    rts
   1.379 +
   1.380 +move_enemy:             ; $74,$75=character address
   1.381 +
   1.382 +    ;and #16             ; A contains the object type
   1.383 +    ;beq move_enemy_with_inbuilt_direction
   1.384 +
   1.385 +    ldy #2
   1.386 +    lda ($74),y         ; y
   1.387 +    cmp $3302           ; player y
   1.388 +    beq move_enemy_horizontally
   1.389 +    bpl move_enemy_upwards
   1.390 +
   1.391 +    ; Move the enemy downwards.
   1.392 +    lda #4
   1.393 +    jmp move_enemy_with_direction
   1.394 +
   1.395 +    move_enemy_upwards:
   1.396 +    lda #3
   1.397 +    jmp move_enemy_with_direction
   1.398 +
   1.399 +    move_enemy_horizontally:
   1.400 +    ldy #4
   1.401 +    lda ($74),y         ; x
   1.402 +    cmp $3304           ; player x
   1.403 +    beq move_enemy_exit
   1.404 +    bpl move_enemy_leftwards
   1.405 +
   1.406 +    ; Move the enemy to the right.
   1.407 +    lda #2
   1.408 +    jmp move_enemy_with_direction
   1.409 +
   1.410 +    move_enemy_leftwards:
   1.411 +    lda #1
   1.412 +    jmp move_enemy_with_direction
   1.413 +
   1.414 +    move_enemy_with_inbuilt_direction:
   1.415 +
   1.416 +    ldy #1              ; direction/animation
   1.417 +    lda ($74),y
   1.418 +    and #6
   1.419 +
   1.420 +    move_enemy_with_direction:
   1.421 +
   1.422 +    cmp #1
   1.423 +    bne move_enemy_not_left
   1.424 +    jmp move_enemy_left     ; optimise away the rts
   1.425 +
   1.426 +    move_enemy_not_left:
   1.427 +    cmp #2
   1.428 +    bne move_enemy_not_right
   1.429 +    jmp move_enemy_right    ; optimise away the rts
   1.430 +
   1.431 +    move_enemy_not_right:
   1.432 +    cmp #3
   1.433 +    bne move_enemy_not_up
   1.434 +    jmp move_enemy_up       ; optimise away the rts
   1.435 +
   1.436 +    move_enemy_not_up:
   1.437 +    cmp #4
   1.438 +    bne move_enemy_exit
   1.439 +    jmp move_enemy_down     ; optimise away the rts
   1.440 +
   1.441 +    move_enemy_exit:
   1.442 +    clc
   1.443 +    rts
   1.444 +    
   1.445  
   1.446  move_characters:
   1.447  
   1.448 @@ -1907,9 +2333,16 @@
   1.449          clc
   1.450  
   1.451          cmp #3
   1.452 -        bne move_characters_next
   1.453 +        bne move_characters_not_emerge_explode
   1.454  
   1.455          jsr emerge_explode
   1.456 +        jmp move_characters_next
   1.457 +
   1.458 +        move_characters_not_emerge_explode:
   1.459 +        cmp #4
   1.460 +        bmi move_characters_next
   1.461 +
   1.462 +        jsr move_enemy
   1.463  
   1.464          move_characters_next:
   1.465          clc