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enemy_uzi.asm
121 lines (113 loc) · 2.38 KB
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enemy_uzi.asm
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uzi_spawn: subroutine
lda #$20
sta enemy_ram_x,x
lda #$24
sta enemy_ram_ac,x
rts
uzi_cycle: subroutine
lda #$10
sta collision_0_w
lda #$10
sta collision_0_h
jsr enemy_handle_damage_and_death
; x pos
lda enemy_ram_x,x
sec
sbc enemy_ram_ac,x
jsr sprite_4_set_x
lda enemy_ram_ac,x
beq .kickback_done
dec enemy_ram_ac,x
.kickback_done
; y pos
inc enemy_ram_pc,x
lda enemy_ram_pc,x
tax
lda sine_table,x
lsr
clc
adc #$18
ldx enemy_ram_offset
sta enemy_ram_y,x
jsr sprite_4_set_y
; sprite
lda #$ec
jsr sprite_4_set_sprite
; palette
lda #$01
jsr sprite_4_set_palette
.bullet_spawn
lda rng0
lsr
and #$07
bne .dont_shoot
jsr bullet_spawn
; makes for less repetitive patterns
jsr get_next_random
jsr get_next_random
.dont_shoot
jmp update_enemies_handler_next
bullet_spawn: subroutine
lda oam_ram_x,y
sta temp02
lda oam_ram_y,y
sta temp03
jsr get_enemy_slot_next
bcc .done
; sprite
lda #bullet_id
sta enemy_ram_type,x
tay
lda enemy_hitpoints_table,y
sta enemy_ram_hp,x
; load y register
jsr get_oam_offset_from_ram_offset
; x pos
lda temp02
clc
adc #$0b
sta oam_ram_x,y
; y pos
lda temp03
clc
adc #$03
sta oam_ram_y,y
; animate uzi kickback
ldx enemy_ram_offset
lda enemy_ram_ac,x
clc
adc #$05 ; kickback in pixels
sta enemy_ram_ac,x
; trigger sfx
jsr sfx_shoot_bullet
.done
rts
bullet_cycle: subroutine
lda #$08
sta collision_0_w
lda #$04
sta collision_0_h
jsr enemy_handle_damage_and_death
; animate gleam
lda wtf
lsr
lsr
and #$01
clc
adc #$ee
sta oam_ram_spr,y
; move to the right
lda oam_ram_x,y
adc #$03
; despawn check
cmp #$04
bcs .dont_despawn
.despawn
jsr enemy_clear
jmp .done
.dont_despawn
sta oam_ram_x,y
lda #$01
jsr enemy_set_palette
.done
jmp update_enemies_handler_next