Add enemy ships.
This commit is contained in:
parent
1c7b6fde81
commit
d460a519af
@ -15,6 +15,8 @@
|
||||
; 0040-009F: {sprite, x, y, x-velocity, y-velocity, unused} per player shot.
|
||||
; If sprite is 0, the shot is disabled.
|
||||
; 00A0-015F: As above, for enemy shots.
|
||||
; 0160-????: {sprite, x, y, move AI type, shoot AI type, shot cooldown}
|
||||
; per enemy ship.
|
||||
; [gap]
|
||||
; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA.
|
||||
; 1000-11FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette)
|
||||
@ -38,6 +40,10 @@
|
||||
.define enemyShotArray $A0
|
||||
.define enemyShotArrayLength 32
|
||||
.define shotSize 6
|
||||
.define enemyShipArray $160
|
||||
.define enemyShipArrayLength 4
|
||||
.define enemyShipSize 6
|
||||
|
||||
|
||||
.define numSprites 128
|
||||
.define spriteTableStart $1000
|
||||
|
116
pewpew.asm
116
pewpew.asm
@ -471,7 +471,9 @@ MaybeShootDone:
|
||||
|
||||
UpdateWorld:
|
||||
jsr UpdateShotCooldown
|
||||
jsr SpawnEnemyShips
|
||||
jsr SpawnEnemyShots
|
||||
jsr UpdateEnemyShips
|
||||
jsr UpdateShotPositions
|
||||
jsr CheckCollisionsWithPlayer
|
||||
jsr UpdateBackgroundScroll
|
||||
@ -491,12 +493,86 @@ UpdateShotCooldown:
|
||||
|
||||
|
||||
|
||||
SpawnEnemyShips:
|
||||
GetRandomByte
|
||||
bit #%00111111 ; Spawn ships every this-many frames (on average).
|
||||
beq +
|
||||
rts
|
||||
+
|
||||
; Find an empty spot in the array.
|
||||
ldy #0
|
||||
-
|
||||
lda enemyShipArray, Y
|
||||
cmp #0
|
||||
beq +
|
||||
.rept enemyShipSize
|
||||
iny
|
||||
.endr
|
||||
cpy #(enemyShipArrayLength * enemyShipSize)
|
||||
bne -
|
||||
rts ; Too many ships; bail.
|
||||
|
||||
+
|
||||
lda #4 ; Sprite number.
|
||||
sta enemyShipArray, Y
|
||||
|
||||
lda #(256 - 32)
|
||||
sta enemyShipArray + 1, Y ; x.
|
||||
|
||||
-
|
||||
GetRandomByte
|
||||
cmp #(224 - 32)
|
||||
bcs - ; Keep trying.
|
||||
sta enemyShipArray + 2, Y ; y.
|
||||
|
||||
lda #0
|
||||
sta enemyShipArray + 3, Y ; move AI type.
|
||||
sta enemyShipArray + 4, Y ; shoot AI type.
|
||||
|
||||
lda #8
|
||||
sta enemyShipArray + 5, Y ; shot cooldown.
|
||||
|
||||
rts
|
||||
|
||||
|
||||
|
||||
; TODO(mcmillen): reap ships if they move off the top, bottom, or right too.
|
||||
UpdateEnemyShips:
|
||||
ldy #0
|
||||
--
|
||||
lda enemyShipArray, Y
|
||||
cmp #0
|
||||
beq ++
|
||||
|
||||
lda enemyShipArray + 1, Y ; x
|
||||
clc
|
||||
adc #-2
|
||||
bcs +
|
||||
lda #0
|
||||
sta enemyShipArray, Y ; reap it.
|
||||
bra ++
|
||||
+
|
||||
sta enemyShipArray + 1, Y
|
||||
|
||||
|
||||
++
|
||||
.rept enemyShipSize
|
||||
iny
|
||||
.endr
|
||||
|
||||
cpy #(enemyShipArrayLength * enemyShipSize)
|
||||
bne --
|
||||
rts
|
||||
|
||||
|
||||
|
||||
SpawnEnemyShots:
|
||||
lda vBlankCounter
|
||||
bit #%00001111 ; Spawn shots every this-many frames.
|
||||
beq +
|
||||
rts
|
||||
+
|
||||
; Find an empty spot in the array.
|
||||
ldy #0
|
||||
-
|
||||
lda enemyShotArray, Y
|
||||
@ -604,7 +680,7 @@ ShotDone:
|
||||
.rept shotSize
|
||||
inx
|
||||
.endr
|
||||
cpx #(playerShotArrayLength * enemyShotArrayLength * shotSize)
|
||||
cpx #((playerShotArrayLength + enemyShotArrayLength) * shotSize)
|
||||
bne UpdateShot
|
||||
|
||||
rts
|
||||
@ -699,7 +775,7 @@ UpdateBackgroundScroll:
|
||||
|
||||
|
||||
|
||||
UpdateSprites:
|
||||
UpdateSprites: ; TODO(mcmillen): refactor into smaller pieces.
|
||||
; This page is a good reference on SNES sprite formats:
|
||||
; http://wiki.superfamicom.org/snes/show/SNES+Sprites
|
||||
; It uses the same approach we're using, in which we keep a buffer of the
|
||||
@ -745,6 +821,42 @@ UpdateSprites:
|
||||
.endr
|
||||
iny
|
||||
|
||||
; Now add enemy ships.
|
||||
sty $00 ; Save sprite table 2 index.
|
||||
ldy #0 ; Index into enemyShipArray.
|
||||
-
|
||||
lda enemyShipArray, Y
|
||||
cmp #0 ; If not enabled, skip to next ship.
|
||||
beq +
|
||||
; Update sprite table 1.
|
||||
sta spriteTableStart + 2, X ; sprite number
|
||||
lda enemyShipArray + 1, Y
|
||||
sta spriteTableStart, X ; x
|
||||
lda enemyShipArray + 2, Y
|
||||
sta spriteTableStart + 1, X ; y
|
||||
lda #%01000000 ; flip horizontally.
|
||||
sta spriteTableStart + 3, X
|
||||
; Update secondary sprite table.
|
||||
phy ; Save enemyShipArray index.
|
||||
ldy $00
|
||||
lda #%11000000 ; Enable large sprite.
|
||||
sta spriteTableScratchStart, Y
|
||||
iny
|
||||
sty $00
|
||||
ply ; Restore enemyShipArray index.
|
||||
|
||||
.rept 4
|
||||
inx
|
||||
.endr
|
||||
|
||||
+
|
||||
.rept enemyShipSize
|
||||
iny
|
||||
.endr
|
||||
cpy #(enemyShipArrayLength * enemyShipSize)
|
||||
bne -
|
||||
ldy $00 ; Restore Y to its rightful self.
|
||||
|
||||
; Now add shots.
|
||||
sty $00 ; Save sprite table 2 index.
|
||||
ldy #0 ; Index into playerShotArray.
|
||||
|
Loading…
Reference in New Issue
Block a user