aboutsummaryrefslogtreecommitdiff
path: root/entity/bunny.gbasm
blob: abffd4387b70c086f479d0280160cd111ec55068 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
Move_Bunny:
	Start_action_or_movement:
		LD A, $mem_map_loading_flags
		BIT 3, A
		JR NZ, =Start_action_or_movement.end

		Start_action_or_movement.test_movement:

		LD A, $mem_button_direction
		CP $00
		JP Z, =Start_action_or_movement.test_action
		SET 3, A
		LD D, A

		LD A, $mem_map_loading_flags
		SET 3, A
		LD $mem_map_loading_flags, A

		PUSH BC
		LD A, D
		CALL =Get_Position_After_Move
		LD A, C
		CALL =Is_Collisionable
		CALL =Carve_Entity_Collision_Map
		POP BC
		CP $00
		JR Z, =Start_action_or_movement.not_collision
		RES 3, D

		LD A, $mem_map_loading_flags
		RES 3, A
		LD $mem_map_loading_flags, A

		Start_action_or_movement.not_collision:
		LD A, D

		LD $mem_bunny_direction, A
		JR =Start_action_or_movement.end

		Start_action_or_movement.test_action:
		LD A, $mem_button_action
		BIT 0, A
		JR Z, =Start_action_or_movement.end
		LD A, $mem_bunny_direction
		AND $07
		OR $10
		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:

	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

		LD A, $mem_bunny_direction
		LD D, A
		LD A, $mem_prepared_viewport_x
		LD B, A
		LD A, $mem_prepared_viewport_y
		LD C, A
		LD A, $01
		.ADD_A_TO_DIRECTION_BC
		LD A, B
		LD $mem_prepared_viewport_x, A
		LD A, C
		LD $mem_prepared_viewport_y, A
	Scroll_viewport.end:

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

		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

		LD A, $mem_viewport_x
		LD B, A
		LD A, $mem_viewport_y
		LD C, A
		LD A, $01
		.ADD_A_TO_DIRECTION_BC
		LD A, B
		LD $mem_viewport_x, A
		LD A, C
		LD $mem_viewport_y, A
	End_movement.end:

	Attack:
		LD A, $mem_map_loading_flags
		BIT 3, A
		JP Z, =Attack.end
		LD A, $mem_moving_animation_step
		CP $02
		JP NZ, =Attack.end

		LD A, $mem_bunny_direction
		AND $f8
		CP $10
		JR NZ, =Attack.end

		LD A, $mem_bunny_x
		LD B, A
		LD A, $mem_bunny_y
		LD C, A
		LD A, $mem_bunny_direction
		OR $08
		AND $0f
		LD D, A
		LD A, $01
		.ADD_A_TO_DIRECTION_BC

		LD HL, $mem_entities_list
		Attack.entities_loop:
			LD A, L
			AND $f0
			ADD $10
			LD L, A
			CP $00
			JR Z, =Attack.end

			LD A, (HL+)
			CP $00
			JR Z, =Attack.entities_loop.next

			LD A, (HL+)
			CP B
			JR NZ, =Attack.entities_loop.next

			LD A, (HL+)
			CP C
			JR NZ, =Attack.entities_loop.next

			INC HL
			INC HL
			INC HL

			LD A, (HL)
			DEC A
			DAA
			LD (HL), A

			Attack.entities_loop.next:
			JR =Attack.entities_loop
	Attack.end:

	Check_End_Action:
		LD A, $mem_bunny_direction
		AND $f0
		CP $10
		JR NZ, =Check_End_Action.end

	Check_End_Action.end:

	RET