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path: root/entity/bunny.gbasm
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Move_Bunny:

	Start_action_or_movement:
		LD A, $mem_map_loading_flags
		BIT 3, A
		JR NZ, =Start_action_or_movement.end
		LD A, $mem_button_direction
		CP $00
		JP Z, =Start_action_or_movement.end
		SET 3, A
		LD $mem_bunny_direction, A

		LD A, $mem_map_loading_flags
		SET 3, A
		LD $mem_map_loading_flags, A
	Start_action_or_movement.end:


	End_movement:
		LD A, $mem_map_loading_flags
		BIT 3, A
		JR Z, =End_movement.end
		LD A, $mem_moving_animation_step
		CP $0f
		JR NZ, =End_movement.end
		LD A, $mem_bunny_direction
		RES 3, A
		LD $mem_bunny_direction, A

		AND $07
		LD D, A
		LD A, $mem_bunny_x
		LD B, A
		LD A, $mem_bunny_y
		LD C, A
		LD A, $01
		.ADD_A_TO_DIRECTION_BC
		LD A, B
		LD $mem_bunny_x, A
		LD A, C
		LD $mem_bunny_y, A
	End_movement.end:


	Scroll_viewport:
		LD A, $mem_map_loading_flags
		BIT 3, A
		JR Z, =Scroll_viewport.end
		LD A, $mem_bunny_direction
		BIT 3, A
		JR Z, =Scroll_viewport.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 =Scroll_viewport.end

		Move_Bunny.vertical_viewport_move:
			SET 0, C
			LD A, $reg_viewport_y
			ADD B
			LD $reg_viewport_y, A

	Scroll_viewport.end:

	RET

; 	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 B, $00
; 	Move_Bunny.check_start_action:
; 		LD A, $mem_button_action
; 		BIT 0, A
; 		JR Z, =Move_Bunny.check_start_action.end
; 		LD B, $10
; 		Move_Bunny.check_start_action.end:
; 		LD A, $mem_bunny_direction
; 		AND $0f
; 		OR B
; 		LD $mem_bunny_direction, A
; 		LD A, $mem_map_loading_flags
; 		SET 3, A
; 		LD $mem_map_loading_flags, A
; 
; 	LD A, $mem_bunny_direction
; 	AND $f0
; 	LD B, A
; 	LD A, $mem_button_direction
; 	CP $00
; 	JP Z, =Move_Bunny.end
; 	SET 3, A
; 	OR B
; 	LD $mem_bunny_direction, A
; 	LD A, $mem_map_loading_flags
; 	SET 3, A
; 	LD $mem_map_loading_flags, 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
; 		PUSH HL
; 		LD HL, $mem_entities_list
; 		LD A, $mem_bunny_direction
; 
; 		PUSH BC
; 		CALL =Get_Position_After_Move
; 		LD A, C
; 		CALL =Is_Collisionable
; 		CALL =Carve_Entity_Collision_Map
; 		POP BC
; 		POP HL
; 		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
; 		CP $0f
; 		JR NZ, =Move_Bunny.end
; 		SET 1, C
; 		LD A, $mem_bunny_direction
; 		AND $07
; 		LD $mem_bunny_direction, A
; 		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
; 			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