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Initialize_Bunny:
LD A, $20
LD ($80), A
LD A, $20
LD ($81), A
RET
Move_Bunny:
LD A, ($83)
CP $00
JR NZ, =Move_Bunny.check_direction
LD A, ($82)
LD ($83), A
CP $00
JR Z, =Move_Bunny.end
Move_Bunny.check_direction:
LD ($85), A
DEC A
LD B, $01
BIT 0, A
JR NZ, =Move_Bunny.check_direction_end
LD B, $FF
Move_Bunny.check_direction_end:
BIT 1, A
JR NZ, =Move_Bunny.vertical_move
Move_Bunny.horizontal_move:
LD A, ($81)
ADD B
LD ($81), A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.vertical_move:
LD A, ($80)
ADD B
LD ($80), A
Move_Bunny.check_end_of_movement:
AND $0f
LD ($84), A
JR NZ, =Move_Bunny.end
LD ($83), A
Move_Bunny.end:
RET
Display_Bunny: ; X position in $81, Y position in $80
LD A, ($81)
LD B, A
LD A, ($80)
LD C, A
LD A, ($84)
SUB $08
BIT 7, A
JR Z, =Display_Bunny.Hop_ABS1_end
; Adding hop animation to Y
XOR $ff
INC A
Display_Bunny.Hop_ABS1_end:
SUB $04
BIT 7, A
JR Z, =Display_Bunny.Hop_ABS2_end
XOR $ff
INC A
Display_Bunny.Hop_ABS2_end:
ADD C
LD C, A
; X flip
LD A, ($85)
CP $02
LD E, $01
LD D, $00
JR NZ, =Display_Bunny.Write_OBJ
LD D, $20
LD E, $03
Display_Bunny.Write_OBJ:
; First OBJ (left)
LD HL, $FE00
LD A, C
LD (HL+), A
LD A, B
LD (HL+), A
LD A, E
LD (HL+), A
LD A, D
LD (HL+), A
; Second OBJ
LD A, B
ADD $08
LD B, A
LD A, C
LD (HL+), A
LD A, B
LD (HL+), A
LD A, E
XOR $02
LD (HL+), A
LD A, D
LD (HL+), A
RET
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