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-rw-r--r--enemiesattacks/walkaway.gbasm135
1 files changed, 135 insertions, 0 deletions
diff --git a/enemiesattacks/walkaway.gbasm b/enemiesattacks/walkaway.gbasm
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+Walking_Away: ; entity XY in BC, Breaks DE
+ ; Is Bunny close enough to follow
+ LD A, $mem_bunny_x
+ SUB B
+ .ABS
+ CP $08
+ JR NC, =.Random_walker
+
+ LD A, $mem_bunny_y
+ SUB C
+ .ABS
+ CP $08
+ JR NC, =.Random_walker
+
+ JR =.Follow_bunny
+
+ .Random_walker:
+ CALL =RNG_Step
+ LD E, $00
+ RR A
+ RR E
+ SWAP E
+ AND $03
+ INC A
+ OR E
+ LD D, A
+ JP =.Check_Collision
+
+ .Follow_bunny:
+ LD A, $mem_bunny_predicted_x
+ LD $tmp_var_1, A
+
+ LD A, $mem_bunny_predicted_y
+ LD $tmp_var_2, A
+
+ CALL =RNG_Step
+ AND $02
+ LD $tmp_var_3, A
+
+ CP $00
+ JR Z, =.skip_invert_axis
+
+ LD A, $mem_bunny_predicted_y
+ LD $tmp_var_1, A
+
+ LD A, $mem_bunny_predicted_x
+ LD $tmp_var_2, A
+
+ LD E, B
+ LD B, C
+ LD C, E
+
+ .skip_invert_axis:
+
+ ; Choose direction
+ LD A, B
+ ADD $80
+ LD E, A
+ LD A, $tmp_var_1
+ ADD $80
+ CP E
+ JR Z =.Vertical
+ JR C =.Go_Left
+
+ .Go_Right:
+ LD A, $enum_direction_left
+ JR =.Check_Horizontal_Collision
+ .Go_Left:
+ LD A, $enum_direction_right
+
+ .Check_Horizontal_Collision:
+ LD E, A
+ DEC E
+ LD A, $tmp_var_3
+ XOR E
+ INC E
+ INC A
+ OR $08
+ PUSH BC
+ CALL =Get_Position_After_Move
+ CALL =Is_Collisionable
+ POP BC
+ CP $00
+ LD A, E
+ JR Z, =.Direction_check_end
+
+ .Vertical:
+ LD A, C
+ ADD $80
+ LD E, A
+ LD A, $tmp_var_2
+ ADD $80
+ CP E
+
+ JR Z =.No_movement
+ JR C =.Go_Up
+ .Go_Down:
+ LD A, $enum_direction_up
+ JR =.Direction_check_end
+ .Go_Up:
+ LD A, $enum_direction_down
+
+ .Direction_check_end:
+
+ DEC A
+ LD E, A
+ LD A, $tmp_var_3
+ XOR E
+ INC A
+ OR $08
+ LD D, A
+
+ ; Check collision
+
+ .No_movement:
+ LD A, $tmp_var_3
+ CP $00
+ JR Z, =.skip_invert_axis2
+ LD E, B
+ LD B, C
+ LD C, E
+ .skip_invert_axis2:
+
+ .Check_Collision:
+ PUSH BC
+ LD A, D
+ CALL =Get_Position_After_Move
+ CALL =Is_Collisionable
+ CALL =Carve_Entity_Collision_Map
+ POP BC
+ CP $00
+ RET Z
+ RES 3, D
+
+ RET