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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"
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