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Copy pathguy.asm
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guy.asm
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update_scroll_from_guy:
;; depending on which x tile Guy is on, set the scroll
;; (between 0-32)
debug_p ds_update_scroll
lda gx
debug_num
cmp #2
bmi .scroll0
cmp #9
bmi .scroll1
cmp #16
bmi .scroll2
jmp .scroll3
.scroll1_if_scroll0:
debug_p ds_s1_s0
lda x_scroll
debug_num
;cmp #0
beq .scroll1
rts
.scroll1_if_scroll2:
debug_p ds_s1_s2
lda x_scroll
cmp #32
beq .scroll1
rts
.scroll0:
mov #0,x_scroll
rts
.scroll1:
mov #8,x_scroll
rts
.scroll2:
mov #24,x_scroll
rts
.scroll3:
mov #32,x_scroll
rts
draw_guy:
debug_p ds_draw_guy
tileat gx,gy
lda gx
asl a
asl a
asl a
asl a
sec
sbc x_scroll
tax
lda gy
asl a
asl a
asl a
asl a
clc
adc #$3F
tay
lda gd
; debug_num
cmp #dir_up
beq .up
.compare2:
cmp #dir_down
beq .down_trampoline
cmp #dir_right
beq .right_trampoline
cmp #dir_left
beq .left_trampoline
.left_trampoline:
jmp .left
.down_trampoline:
jmp .down
.right_trampoline:
jmp .right
.up:
sty sprite
lda guy_u_tile
sta sprite+1
lda #0
sta sprite+2
stx sprite+3
sty sprite+4
lda guy_u_tile+1
sta sprite+5
lda #0
sta sprite+6
txa
clc
adc #$8
sta sprite+7
tya
clc
adc #$8
sta sprite+8
lda guy_u_tile+2
sta sprite+9
lda #0
sta sprite+10
stx sprite+11
tya
clc
adc #$8
sta sprite+12
lda guy_u_tile+3
sta sprite+13
lda #0
sta sprite+14
txa
clc
adc #$8
sta sprite+15
jmp .done
.down:
sty sprite
lda guy_d_tile
sta sprite+1
lda #0
sta sprite+2
stx sprite+3
sty sprite+4
lda guy_d_tile+1
sta sprite+5
lda #0
sta sprite+6
txa
clc
adc #$8
sta sprite+7
tya
clc
adc #$8
sta sprite+8
lda guy_d_tile+2
sta sprite+9
lda #0
sta sprite+10
stx sprite+11
tya
clc
adc #$8
sta sprite+12
lda guy_d_tile+3
sta sprite+13
lda #0
sta sprite+14
txa
clc
adc #$8
sta sprite+15
jmp .done
.left:
sty sprite
lda guy_l_tile
sta sprite+1
lda #0
sta sprite+2
stx sprite+3
sty sprite+4
lda guy_l_tile+1
sta sprite+5
lda #0
sta sprite+6
txa
clc
adc #$8
sta sprite+7
tya
clc
adc #$8
sta sprite+8
lda guy_l_tile+2
sta sprite+9
lda #0
sta sprite+10
stx sprite+11
tya
clc
adc #$8
sta sprite+12
lda guy_l_tile+3
sta sprite+13
lda #0
sta sprite+14
txa
clc
adc #$8
sta sprite+15
jmp .done
.right:
sty sprite
lda guy_l_tile+1
sta sprite+1
lda #%01000000
sta sprite+2
stx sprite+3
sty sprite+4
lda guy_l_tile
sta sprite+5
lda #%01000000
sta sprite+6
txa
clc
adc #$8
sta sprite+7
tya
clc
adc #$8
sta sprite+8
lda guy_l_tile+3
sta sprite+9
lda #%01000000
sta sprite+10
stx sprite+11
tya
clc
adc #$8
sta sprite+12
lda guy_l_tile+2
sta sprite+13
lda #%01000000
sta sprite+14
txa
clc
adc #$8
sta sprite+15
jmp .done
.done:
rts
draw_laser_beam:
debug_p ds_laser_beam
draw_text_as_sprites ds_laser_beam
;; draw text at top
;; read guy sprite position
lda sprite
sta ly
lda sprite+3
sta lx
;; choose direction
lda ld
cmp #dir_up
beq .up
cmp #dir_down
bne .not_down
jmp .down
.not_down:
cmp #dir_right
beq .right
cmp #dir_left
beq .left
.right:
;; write 2 sprites
lda laser_tile
sta sprite+17
sta sprite+21
lda lx
sec
sbc #3
sta sprite+19
sta sprite+23
clc
lda ly
adc #1
sta sprite+16
adc #7
sta sprite+20
lda #%11000001
sta sprite+18
lda #%01000001
sta sprite+22
rts
.left:
lda laser_tile
sta sprite+17
sta sprite+21
lda lx
clc
adc #11
sta sprite+19
sta sprite+23
clc
lda ly
adc #1
sta sprite+16
adc #7
sta sprite+20
lda #%10000001
sta sprite+18
lda #%00000001
sta sprite+22
rts
.up:
lda laser_tile+1
sta sprite+17
sta sprite+21
lda ly
clc
adc #15
sta sprite+16
sta sprite+20
clc
lda lx
adc #1
sta sprite+23
adc #7
sta sprite+19
lda #%01000001
sta sprite+18
lda #%00000001
sta sprite+22
rts
.down:
lda laser_tile+1
sta sprite+17
sta sprite+21
lda ly
sec
sbc #6
sta sprite+16
sta sprite+20
clc
lda lx
adc #1
sta sprite+23
adc #7
sta sprite+19
lda #%11000001
sta sprite+18
lda #%10000001
sta sprite+22
rts