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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
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