Browse Source

Shots can now have negative y-velocity.

main
Colin McMillen 9 years ago
parent
commit
5ace3844dc
  1. 24
      pewpew.asm

24
pewpew.asm

@ -77,9 +77,9 @@ rep #%00010000 ; 16-bit X/Y.
lda $028000, X ; $028000: beginning of ROM bank 2.
inx
cpx #$8000 ; This is the size of the entire ROM bank.
bne +
bne +++
ldx #0
+
+++
stx randomBytePtr
.ENDM
@ -466,7 +466,7 @@ MaybeShoot:
sta 2, X
lda #6 ; x-velocity.
sta 3, X
lda #0 ; y-velocity.
lda #-3 ; y-velocity.
sta 4, X
; Update nextShotPtr.
.rept shotSize
@ -511,16 +511,32 @@ UpdateShot:
bcs DisableShot
sta shotArray + 1, X ; Store new x-coord.
UpdateShotY:
; Add to the y-coordinate.
lda shotArray + 4, X ; y-velocity.
sta $00
bit #%10000000 ; Check whether the velocity is negative.
bne UpdateShotWithNegativeYVelocity
lda shotArray + 2, X
; no need for clc - if it was set above, we already jumped to DisableShot.
adc $00
cmp #224
bcs DisableShot
sta shotArray + 2, X ; Store new y-coord.
jmp ShotDone
UpdateShotWithNegativeYVelocity:
lda shotArray + 2, X ; Current Y.
cmp #224
bcs + ; If the shot was "off the top" before moving, maybe we'll reap it.
adc $00 ; Otherwise, just update it,
sta shotArray + 2, X ; save the result,
jmp ShotDone ; and we know it shouldn't be reaped.
+
adc $00
cmp #224
bcc DisableShot ; If it's now wrapped around, reap it.
sta shotArray + 2, X
jmp ShotDone
DisableShot:

Loading…
Cancel
Save