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trex_player1.s
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trex_player1.s
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;; ---- FUNCTION updateTrex -----
;;
;; draws the trex accordingly depending on if he is jumping, what direction he is in in the jump, etc
;;
updateTrex1:
;; 1. Check if he is jumping
ld a, (trex_is_jumping1)
cp 1 ; check if 1 (jumping). z = 0 if jumping
jp nz, updateTrex_nojump1 ; if not jumping, dont do anything
updateTrex_check_ctr1:
;; 2. if jumping, update the trex frame counter
ld a, (trex_f1)
ld b, a ; b = frequency to update trex if jumping
ld a, (trex_f_ctr1) ; a = frame counter
cp b ; check if f_ctr == f
jp nz, updateTrex_noupdate1
ld a, 0 ; if f_ctr == f, then reset f to 0
ld (trex_f_ctr1), a ; set trex_f_ctr = 0
jr updateTrex_update1 ; yes, we need to move the trex this frame
updateTrex_noupdate1:
inc a ; incremenet trex_f_ctr
ld (trex_f_ctr1), a ; set trex_f_ctr = a
jp updateTrex_nojump1 ; dont need to do anything else, done
;; 2a. Since frame counter == update frequency, then we need to move trex
updateTrex_update1:
;; If jumping, check if space bar is off, then set dir to down
ld a, (trex_space_down1)
cp 0
jp nz, updateTrex_checkdir1
ld a, 0
ld (trex_up_or_down1), a
updateTrex_checkdir1:
;; 2b. check which direction we should update him
ld a, (trex_up_or_down1)
cp 1 ; check if trex_up_or_down is 1 (up). if so, z = 0
jr nz, updateTrex_movedown1 ; if z != 0, then must move down
;; 2b-1. move up
;; draw sky on trex3 and trex4
ld hl, sky+1
ld (charCellAddress), hl
ld hl, (sky)
ld (attrByte), hl
ld hl, (trex3) ; h = col, l = row
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
ld hl, sky+1
ld (charCellAddress), hl
ld hl, (sky)
ld (attrByte), hl
ld hl, (trex4) ; h = col, l = row
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
;; move all the sprite coords one row less (up the screen)
ld hl, (trex1)
dec l
ld (trex1), hl
ld hl, (trex2)
dec l
ld (trex2), hl
ld hl, (trex3)
dec l
ld (trex3), hl
ld hl, (trex4)
dec l
ld (trex4), hl ; note: l = row for trex4
;; check if its at the top of the trajectory
ld a, (trex_jump_height1)
ld b, a ; b = trex_jump_height
ld a, $07 ; a = trex4 row start (1 row above the ground)
sub b ; a = a - b (the max height allowed)
cp l ; check if trex4 row == max row allowed
jp nz, updateTrex_endchangedir1
ld a, $00
ld (trex_up_or_down1), a ; set dir to down (0)
updateTrex_endchangedir1:
;; draw!!
call drawTrex1
jr updateTrex_checkifdone1 ; go see if we need to set is_jumping to false
updateTrex_movedown1:
;; 2b-2. move down
;; draw black on trex1 and trex2
ld hl, sky+1
ld (charCellAddress), hl
ld hl, (sky)
ld (attrByte), hl
ld hl, (trex1) ; h = row, l = row
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
ld hl, sky+1
ld (charCellAddress), hl
ld hl, (sky)
ld (attrByte), hl
ld hl, (trex2) ; h = col, l = row
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
;; move all the sprite coords one row more (down the screen)
ld hl, (trex1)
inc l
ld (trex1), hl
ld hl, (trex2)
inc l
ld (trex2), hl
ld hl, (trex3)
inc l
ld (trex3), hl
ld hl, (trex4)
inc l
ld (trex4), hl ; note: l = row for trex4
;; draw!!
call drawTrex1
updateTrex_checkifdone1:
;; 2d. if his row coordinate is the same as the floor, set is_jumping to false
ld hl, (trex4) ; h = col, l = row
ld a, $07
cp l ; check if trex4 row == ground row or trex4row > ground
jr z, updateTrex_hitground1
jr c, updateTrex_hitground1
jp updateTrex_jumpend1
updateTrex_hitground1:
ld hl, $0306
ld (trex1), hl
ld hl, $0406
ld (trex2), hl
ld hl, $0307
ld (trex3), hl
ld hl, $0407
ld (trex4), hl
;; draw sand on ground
ld hl, sand+1
ld (charCellAddress), hl
ld hl, (sand)
ld (attrByte), hl
ld hl, $0308
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
ld hl, sand+1
ld (charCellAddress), hl
ld hl, (sand)
ld (attrByte), hl
ld hl, $0408
ld (charCellCoord), hl)
call copyCharCellAndAttrByteToUpdateList
ld a, $00
ld (trex_is_jumping1), a ; reset is_jumping to 0 (false)
ld (trex_f_ctr1), a ; reset f_ctr to 0
updateTrex_nojump1:
ld a, (trex_run_f1)
ld b, a
ld a, (trex_run_f_ctr1)
cp b ; f_ctr == f?
jr nz, inc_run1 ; if not, increment run
;; running the left leg
ld a, (trex3+8)
xor $02
ld (trex3+8), a
ld a, (trex3+9)
xor $08
ld (trex3+9), a
ld a, (trex3+10)
xor $0C
ld (trex3+10), a
;; running the right leg
ld a, (trex4+7)
xor $60
ld (trex4+7), a
ld a, (trex4+8)
xor $80
ld (trex4+8), a
ld a, (trex4+9)
xor $80
ld (trex4+9), a
ld a, (trex4+10)
xor $C0
ld (trex4+10), a
;; re-draw the trex
call drawTrex1
ld a, 0
ld (trex_run_f_ctr1), a
jr updateTrex_jumpend1
inc_run1:
ld a, (trex_run_f_ctr1)
inc a
ld (trex_run_f_ctr1), a
updateTrex_jumpend1:
;; 3. Done
ret
;; ---- FUNCTION updateTrex -----
;;
;; draws the trex accordingly depending on if he's jumping, what direction he's in in the jump, etc
;;
drawTrex1:
ld hl, trex1+3 ; hl = key cell's address
ld (charCellAddress), hl ; draw tne first cell (left uper coner)
ld hl, (trex1) ; h = col, l = row
ld (charCellCoord), hl
ld hl, (trex1+2)
ld (attrByte), hl
call copyCharCellAndAttrByteToUpdateList
ld hl, trex2+3 ; hl = key cell's address
ld (charCellAddress), hl ; draw the second cell (right uper coner)
ld hl, (trex2) ; at the bottom right of the screen
ld (charCellCoord), hl ; load the coordinate to draw cell
ld hl, (trex2+2)
ld (attrByte), hl
call copyCharCellAndAttrByteToUpdateList
ld hl, trex3+3 ; hl = key cell's address
ld (charCellAddress), hl ; draw tne third cell (left bottom coner)
ld hl, (trex3) ; at the bottom right of the screen
ld (charCellCoord), hl ; load the coordinate to draw cell
ld hl, (trex3+2)
ld (attrByte), hl
call copyCharCellAndAttrByteToUpdateList
ld hl, trex4+3 ; hl = key cell's address
ld (charCellAddress), hl ; draw tne forth cell (right bottom coner)
ld hl, (trex4) ; at the bottom right of the screen
ld (charCellCoord), hl ; load the coordinate to draw cell
ld hl, (trex4+2)
ld (attrByte), hl
call copyCharCellAndAttrByteToUpdateList
ret
;; ---- FUNCTION updateTrex -----
;;
;; draws the trex accordingly depending on if he's jumping, what direction he's in in the jump, etc
;;
jumpTrex1:
;; 1. if already jumping, ignore request
ld a, (trex_is_jumping1)
cp 1 ; if jumping, then z flag is 0
jr z, jumpTrex_end1
;; play the sound when jump
ld hl,860 ; pitch.
ld de,15 ; duration.
call 949 ; ROM beeper routine.
;; 2. set set state to jumping. updateTrex will take care of actually jumping him
ld a, $01
ld (trex_is_jumping1), a ; is_jumping = 1
ld (trex_up_or_down1), a ; up_or_down = up (1)
jumpTrex_end1:
ret