Loop through shots array to find an empty spot.
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7d0140d233
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39
pewpew.asm
39
pewpew.asm
@ -14,8 +14,7 @@
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; [gap]
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; 0020-0021: (x, y) coordinates of player.
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; 0022: shot cooldown timer.
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; 0023-0024: index of next shot.
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; 0025: next-shot state.
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; 0023: next-shot state.
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; [gap]
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; 0030-008F: {sprite, x, y, x-velocity, y-velocity, unused} per shot.
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; If sprite is 0, the shot is disabled.
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@ -33,8 +32,7 @@
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.define playerX $20
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.define playerY $21
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.define shotCooldown $22
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.define nextShotPtr $23
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.define nextShotState $25
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.define nextShotState $23
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.define shotArray $30
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.define shotArrayLength 16
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.define shotSize 6
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@ -306,9 +304,6 @@ InitializeWorld:
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lda #((224 - 32) / 2)
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sta playerY
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; Next shot pointer starts at the beginning.
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ldx #shotArray
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stx nextShotPtr
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rts
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@ -455,9 +450,21 @@ MaybeShoot:
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lda shotCooldown
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cmp #0
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bne MaybeShootDone
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ldx nextShotPtr
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; Find the first empty spot in the shots array.
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ldx #shotArray
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-
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lda 0, X
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cmp #0
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beq +
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.rept shotSize
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inx
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.endr
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; If we went all the way to the end, bail out.
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cpx #(shotArray + shotArrayLength * shotSize)
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beq MaybeShootDone
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jmp -
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+
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; Enable shot; set its position to player position.
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; TODO(mcmillen): loop through the array until we find an unused shot.
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; TODO(mcmillen): it might be easier/faster to keep N arrays: one for each
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; field of shot (shotSpriteArray, shotXArray, shotYArray, ...)
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lda #8 ; Sprite number.
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@ -466,28 +473,20 @@ MaybeShoot:
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sta 1, X
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lda playerY
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sta 2, X
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lda #6 ; x-velocity.
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lda #3 ; x-velocity.
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sta 3, X
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lda nextShotState
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cmp #1
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beq +
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lda #3
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lda #1
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sta 4, X
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inc nextShotState
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jmp ++
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+
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lda #-3
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lda #-1
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sta 4, X
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dec nextShotState
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++
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.rept shotSize
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inx
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.endr
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cpx #(shotArray + shotArrayLength * shotSize)
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bne +
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ldx #shotArray
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+
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stx nextShotPtr
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; Set cooldown timer.
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lda #10
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