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Initialize_Bunny:
LD HL, $mem_entites_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 A, $0d
LD (HL+), A
LD A, $10
LD (HL+), A
LD (HL+), A
LD A, $03
LD (HL+), A
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:
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_direction
LD A, $mem_button_direction
CP $00
JP Z, =Move_Bunny.end
SET 3, A
LD $mem_bunny_direction, A
Move_Bunny.check_direction:
LD A, $mem_bunny_direction
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:
Move_Bunny.horizontal_move.check_collision:
LD D, B
LD A, $mem_bunny_y
LD B, A
LD A, $mem_bunny_x
ADD D
CALL =Is_Solid
CP $00
JR NZ, =Move_Bunny.collision
LD B, D
Move_Bunny.horizontal_px_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_move:
LD D, B
LD A, $mem_bunny_y
ADD D
LD B, A
LD A, $mem_bunny_x
CALL =Is_Solid
CP $00
JR NZ, =Move_Bunny.collision
LD B, D
Move_Bunny.vertical_px_move:
SET 0, C
LD A, $reg_viewport_y
ADD B
LD $reg_viewport_y, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.collision:
LD A, $mem_bunny_direction
RES 3, A
LD $mem_bunny_direction, A
JP =Move_Bunny.end
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
RET
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