Small code cleanups.
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30
pewpew.asm
30
pewpew.asm
@ -283,7 +283,6 @@ MainLoop:
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sta NMITIMEN
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jsr JoypadRead
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jsr JoypadHandler
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jsr UpdateWorld
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jsr UpdateSprites
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jsr FillSecondarySpriteTable
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@ -428,8 +427,8 @@ MaybeShoot:
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.endr
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; If we went all the way to the end, bail out.
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cpx #(playerShotArray + playerShotArrayLength * shotSize)
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beq MaybeShootDone
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bra -
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bne -
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rts
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+
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; Enable shot; set its position based on player position.
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; TODO: it might be easier/faster to keep N arrays: one for each
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@ -480,6 +479,7 @@ MaybeShootDone:
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UpdateWorld:
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jsr UpdateShotCooldown
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jsr UpdateShotPositions
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jsr JoypadHandler
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jsr SpawnEnemyShips
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jsr UpdateEnemyShips
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@ -554,7 +554,7 @@ SpawnEnemyShips:
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; TODO: reap ships if they move off the top, bottom, or right too.
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UpdateEnemyShips:
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ldy #0
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ldy #0 ; Index into enemyShipArray.
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sty $00 ; Index into enemyShotArray.
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--
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lda enemyShipArray, Y
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@ -582,14 +582,18 @@ UpdateEnemyShips:
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+ ; Add a shot.
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; TODO: implement different shooting based on shoot-type.
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lda enemyShipArray + 1, Y
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sta $02 ; Enemy ship X.
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lda enemyShipArray + 2, Y
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sta $03 ; Enemy ship Y.
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lda #12
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sta enemyShipArray + 5, Y ; new shot cooldown
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lda enemyShipArray + 1, Y
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sta $02 ; Enemy ship x.
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lda enemyShipArray + 2, Y
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sta $03 ; Enemy ship y.
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phy
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ldy $00
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jsr SpawnEnemyShot
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sty $00
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ply
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++ ; Done processing this ship.
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@ -604,19 +608,18 @@ UpdateEnemyShips:
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; Expects:
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; $00: index into enemyShotArray (bytes).
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; Y: index into enemyShotArray (bytes).
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; $02: enemy ship x-position.
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; $03: enemy ship y-position.
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;
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; Modifies: A & Y.
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; $00: new index into enemyShotArray (bytes).
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; Modifies:
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; A.
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; Y: to point at the next possible free index into enemyShotArray.
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SpawnEnemyShot:
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ldy $00
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-
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; Bail if at end of array.
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cpy #(enemyShotArrayLength * shotSize)
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bne +
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sty $00
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rts
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+
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@ -648,7 +651,6 @@ SpawnEnemyShot:
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lda #0
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sta enemyShotArray + 4, Y ; y-velocity.
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sty $00
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rts
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