/
_player.asm
396 lines (299 loc) · 6.39 KB
/
_player.asm
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////////////////////////////////////////////////////////////////////////////////
//
// Project : DaleksAttack - https://github.com/intoinside/DaleksAttack
// Target : Commodore 64
// Author : Raffaele Intorcia - raffaele.intorcia@gmail.com
//
// Player sprite handler
//
////////////////////////////////////////////////////////////////////////////////
#importonce
.filenamespace Player
* = * "Player Init"
Init: {
lda #LifesAvailableAtLevelStart
sta LifesLeft
jsr UpdateLifesLeftOnUi
lda #BombsAvailableAtLevelStart
sta BombsLeft
jsr UpdateBombLeftOnUi
lda #TeleportAvailableAtLevelStart
sta TeleportLeft
jsr UpdateTeleportLeftOnUi
lda #0
sta BombActive
sta PlayerDead
rts
}
* = * "Player HandlePlayerMove"
HandlePlayerMove: {
// Direction is 0, no horizontal move
lda Joystick.Direction
beq CheckDirectionY
// There is horizontal move, check which direction
cmp #$ff
beq MoveToLeft
MoveToRight:
lda c64lib.SPRITE_0_X
cmp #LIMIT_RIGHT
beq CheckDirectionY
inc c64lib.SPRITE_0_X
jsr FrameToRight
jmp CheckDirectionY
MoveToLeft:
lda c64lib.SPRITE_0_X
cmp #LIMIT_LEFT
beq CheckDirectionY
dec c64lib.SPRITE_0_X
jsr FrameToLeft
// DirectionY is 0, no vertical move
CheckDirectionY:
lda Joystick.DirectionY
beq Done
// There is vertical move, check which direction
cmp #$ff
beq MoveToUp
MoveToDown:
lda c64lib.SPRITE_0_Y
cmp #LIMIT_DOWN
beq Done
inc c64lib.SPRITE_0_Y
jsr FrameToDown
jmp Done
MoveToUp:
lda c64lib.SPRITE_0_Y
cmp #LIMIT_UP
beq Done
dec c64lib.SPRITE_0_Y
jsr FrameToUp
Done:
rts
}
* = * "Player FrameToRight"
FrameToRight: {
jsr CanSwitchFrame
bcs Done
jsr Sounds.Walkstep
lda SPRITE_0
cmp #SPRITES.PLAYER_RIGHT
beq Switch
lda #SPRITES.PLAYER_RIGHT
sta SPRITE_0
rts
Switch:
inc SPRITE_0
Done:
rts
}
* = * "Player FrameToLeft"
FrameToLeft: {
jsr CanSwitchFrame
bcs Done
jsr Sounds.Walkstep
lda SPRITE_0
cmp #SPRITES.PLAYER_LEFT
beq Switch
lda #SPRITES.PLAYER_LEFT
sta SPRITE_0
rts
Switch:
inc SPRITE_0
Done:
rts
}
* = * "Player FrameToLeft"
FrameToUp: {
lda Joystick.Direction
bne Done
jsr CanSwitchFrame
bcs Done
jsr Sounds.Walkstep
lda SPRITE_0
cmp #SPRITES.PLAYER_UP
beq Switch
lda #SPRITES.PLAYER_UP
sta SPRITE_0
rts
Switch:
inc SPRITE_0
Done:
rts
}
* = * "Player FrameToDown"
FrameToDown: {
lda Joystick.Direction
bne Done
jsr CanSwitchFrame
bcs Done
jsr Sounds.Walkstep
lda SPRITE_0
cmp #SPRITES.PLAYER_DOWN
beq Switch
lda #SPRITES.PLAYER_DOWN
sta SPRITE_0
rts
Switch:
inc SPRITE_0
Done:
rts
}
* = * "Player CanSwitchFrame"
CanSwitchFrame: {
dec FrameDelay
lda FrameDelay
lsr
lsr
lsr
bcs Done
lda #0
sta FrameDelay
Done:
rts
FrameDelay: .byte 0
}
* = * "Player HandleBomb"
HandleBomb: {
dec CurrentFrame
bne Done
lda #16
sta CurrentFrame
// Switch bomb frame
lda SPRITE_7
cmp #SPRITES.BombFrame1
bne !+
inc SPRITE_7
jmp Done
!:
dec SPRITE_7
Done:
rts
CurrentFrame: .byte 1
}
* = * "Player BombDropped"
BombDropped: {
lda BombActive
beq CheckIfBombIsReleased
// A bomb has been already dropped, handle its frame
jsr HandleBomb
jmp Done
CheckIfBombIsReleased:
lda BombsLeft
beq Done
IsBKeyPressed()
beq Done
dec BombsLeft
jsr UpdateBombLeftOnUi
inc BombActive
lda c64lib.SPRITE_0_X
sta c64lib.SPRITE_7_X
lda c64lib.SPRITE_0_Y
sta c64lib.SPRITE_7_Y
lda c64lib.SPRITE_ENABLE
ora #%10000000
sta c64lib.SPRITE_ENABLE
Done:
rts
}
* = * "Player BombExploded"
BombExploded: {
lda BombActive
beq Done
lda c64lib.SPRITE_ENABLE
and #%01111111
sta c64lib.SPRITE_ENABLE
dec BombActive
Done:
rts
}
* = * "Player Teleport"
Teleport: {
rts
lda TeleportLeft
beq Done
IsTKeyPressed()
beq Done
ShowDialogTeleport(ScreenMemoryBaseAddress)
!:
IsTKeyPressed()
bne !-
dec TeleportLeft
Redo:
GetRandomNumberInRange(LIMIT_LEFT, LIMIT_RIGHT)
sta c64lib.SPRITE_0_X
GetRandomNumberInRange(LIMIT_UP, LIMIT_DOWN)
sta c64lib.SPRITE_0_Y
jsr WaitRoutine
lda c64lib.SPRITE_2S_COLLISION
bne Redo
jsr UpdateTeleportLeftOnUi
HideDialog(ScreenMemoryBaseAddress)
Done:
rts
}
* = * "Player LifeLost"
LifeLost: {
inc PlayerDead
lda #GRAY
sta c64lib.SPRITE_0_COLOR
lda #SPRITES.PLAYER_DEAD
sta SPRITE_0
dec LifesLeft
beq IsDead
ShowDialogDead(ScreenMemoryBaseAddress)
jmp !+
IsDead:
inc GameEnded
ShowDialogGameOver(ScreenMemoryBaseAddress)
!:
jsr UpdateLifesLeftOnUi
IsReturnPressedAndReleased()
rts
}
* = * "Player StartNewLife"
StartNewLife: {
dec PlayerDead
rts
}
* = * "Player UpdateLifesLeftOnUi"
UpdateLifesLeftOnUi: {
lda LifesLeft
clc
adc #48
sta LifesLeftOnUi
rts
.label LifesLeftOnUi = ScreenMemoryBaseAddress + c64lib_getTextOffset(30, 17)
}
* = * "Player UpdateBombLeftOnUi"
UpdateBombLeftOnUi: {
lda BombsLeft
clc
adc #48
sta BombsLeftOnUi
rts
.label BombsLeftOnUi = ScreenMemoryBaseAddress + c64lib_getTextOffset(30, 20)
}
* = * "Player UpdateTeleportLeftOnUi"
UpdateTeleportLeftOnUi: {
lda TeleportLeft
clc
adc #48
sta TeleportLeftOnUi
rts
.label TeleportLeftOnUi = ScreenMemoryBaseAddress + c64lib_getTextOffset(30, 23)
}
// Count of teleport left
TeleportLeft: .byte 3
.label TeleportAvailableAtLevelStart = 3
// Count of bombs left
BombsLeft: .byte 2
.label BombsAvailableAtLevelStart = 2
// Active bomb flag
BombActive: .byte 0
// Count of lifes left
LifesLeft: .byte 3
.label LifesAvailableAtLevelStart = 3
PlayerDead: .byte 0
#import "_level.asm"
#import "_utils.asm"
#import "_joystick.asm"
#import "chipset/lib/vic2.asm"