Alternate up-shots and down-shots.

This commit is contained in:
Colin McMillen 2015-05-31 11:05:04 -04:00
parent 5ace3844dc
commit 7d0140d233

View File

@ -15,6 +15,7 @@
; 0020-0021: (x, y) coordinates of player.
; 0022: shot cooldown timer.
; 0023-0024: index of next shot.
; 0025: next-shot state.
; [gap]
; 0030-008F: {sprite, x, y, x-velocity, y-velocity, unused} per shot.
; If sprite is 0, the shot is disabled.
@ -33,6 +34,7 @@
.define playerY $21
.define shotCooldown $22
.define nextShotPtr $23
.define nextShotState $25
.define shotArray $30
.define shotArrayLength 16
.define shotSize 6
@ -452,7 +454,7 @@ MaybeShoot:
; If the cooldown timer is non-zero, don't shoot.
lda shotCooldown
cmp #0
bne ++
bne MaybeShootDone
ldx nextShotPtr
; Enable shot; set its position to player position.
; TODO(mcmillen): loop through the array until we find an unused shot.
@ -466,9 +468,18 @@ MaybeShoot:
sta 2, X
lda #6 ; x-velocity.
sta 3, X
lda #-3 ; y-velocity.
lda nextShotState
cmp #1
beq +
lda #3
sta 4, X
; Update nextShotPtr.
inc nextShotState
jmp ++
+
lda #-3
sta 4, X
dec nextShotState
++
.rept shotSize
inx
.endr
@ -481,7 +492,7 @@ MaybeShoot:
; Set cooldown timer.
lda #10
sta shotCooldown
++
MaybeShootDone:
rts