Check_player_next_to: ; BC = XY of the enemy. D is unchanged. Direction to face in E (or 0 if not) .vertical: LD A, $mem_bunny_x CP B JR NZ, =.horizontal ; up LD A, $mem_bunny_y SUB $01 CP C LD E, $enum_direction_down RET Z ; down ADD $02 CP C LD E, $enum_direction_up RET Z LD E, $00 RET .horizontal: LD A, $mem_bunny_y CP C LD E, $00 RET NZ ; left LD A, $mem_bunny_x SUB $01 CP B LD E, $enum_direction_right RET Z ; right ADD $02 CP B LD E, $enum_direction_left RET Z LD E, $00 RET .INCLUDE "enemiesattacks/walk.gbasm" .INCLUDE "enemiesattacks/walkaway.gbasm" .INCLUDE "enemiesattacks/basic.gbasm" .INCLUDE "enemiesattacks/laser.gbasm" .INCLUDE "enemiesattacks/freeze.gbasm" .INCLUDE "enemiesattacks/grab.gbasm" .INCLUDE "enemiesattacks/poison.gbasm"