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Initialize_Bunny:
LD HL, $mem_entities_list
LD A, $01
LD (HL+), A
LD A, $mem_number_of_rooms
CALL =RNG_Bound
SLA A
SLA A
ADD $80
LD C, A
LD B, $c8
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
INC BC
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD (HL+), A
INC HL
LD BC, =Move_Bunny
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
LD A, $0d
LD (HL+), A
LD A, $mem_bunny_x
LD (HL+), A
LD A, $mem_bunny_y
LD (HL+), A
LD A, $03
LD (HL+), A
LD BC, =Fox_AI
LD A, B
LD (HL+), A
LD A, C
LD (HL+), A
INC HL
INC HL
Fix_Bunny_screen:
LD A, $mem_bunny_x
SUB $05
LD $mem_viewport_x, A
LD A, $mem_bunny_y
SUB $04
LD $mem_viewport_y, A
LD A, $mem_viewport_x
SWAP A
AND $f0
OR $08
LD $reg_viewport_x, A
LD A, $mem_viewport_y
SWAP A
AND $f0
OR $08
LD $reg_viewport_y, A
RET
Move_Bunny:
PUSH HL
LD C, $00 ; (bit 0 = has_scrolled, bit 1 = has ended movement)
LD A, $mem_bunny_direction
BIT 3, A
JR NZ, =Move_Bunny.check_collision
LD A, $mem_button_direction
CP $00
JP Z, =Move_Bunny.end
SET 3, A
LD $mem_bunny_direction, A
Move_Bunny.check_collision:
LD A, $mem_moving_animation_step
CP $00
JR NZ, =Move_Bunny.check_collision.end
; THIS ASSUMES THAT THE BUNNY IS ALWAYS THE FIRST ENTITY IN THE LIST
LD HL, $mem_entities_list
LD A, $mem_bunny_direction
PUSH BC
CALL =Get_Position_After_Move
LD A, C
CALL =Is_Collisionable
PUSH AF
PUSH HL
LD HL, $9ba0
CALL =Print_8bit
POP HL
CALL =Carve_Entity_Collision_Map
POP AF
POP BC
CP $00
JR Z, =Move_Bunny.check_collision.end
Move_Bunny.check_collision.collision:
LD A, $mem_bunny_direction
RES 3, A
LD $mem_bunny_direction, A
JP =Move_Bunny.end
Move_Bunny.check_collision.end:
Move_Bunny.check_direction:
LD A, $mem_bunny_direction
DEC A
LD B, $01 ; Direction of the movement (+1)
BIT 0, A
JR NZ, =Move_Bunny.check_direction_end
LD B, $FF ; Direction of the movement (-1)
Move_Bunny.check_direction_end:
BIT 1, A
JR NZ, =Move_Bunny.vertical_viewport_move
Move_Bunny.horizontal_viewport_move:
SET 0, C
LD A, $reg_viewport_x
ADD B
LD $reg_viewport_x, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.vertical_viewport_move:
SET 0, C
LD A, $reg_viewport_y
ADD B
LD $reg_viewport_y, A
Move_Bunny.check_end_of_movement:
LD A, $mem_moving_animation_step
INC A
AND $0f
LD $mem_moving_animation_step, A
JR NZ, =Move_Bunny.end
SET 1, C
LD A, $mem_bunny_direction
RES 3, A
LD $mem_bunny_direction, A
AND $07
DEC A
BIT 1, A
JR NZ, =Move_Bunny.vertical_tile_move
Move_Bunny.horizontal_tile_move:
BIT 0, C
JR Z, =Move_Bunny.horizontal_tile_move.move_viewport_end
LD A, $mem_viewport_x
ADD B
LD $mem_viewport_x, A
Move_Bunny.horizontal_tile_move.move_viewport_end:
LD A, $mem_bunny_x
ADD B
LD $mem_bunny_x, A
JP =Move_Bunny.end
Move_Bunny.vertical_tile_move:
BIT 0, C
JR Z, =Move_Bunny.vertical_tile_move.move_viewport_end
LD A, $mem_viewport_y
ADD B
LD $mem_viewport_y, A
Move_Bunny.vertical_tile_move.move_viewport_end:
LD A, $mem_bunny_y
ADD B
LD $mem_bunny_y, A
Move_Bunny.end:
LD A, C
LD $mem_map_loading_flags, A
POP HL
RET
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