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shark.asm
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; No params
update_shark
lda SharkIsDead
cmpa #1
beq update_shark_death_start
jsr draw_shark
lda SharkIsInWater
cmpa #0
bne update_shark_water_jump
jsr update_shark_air
jmp update_shark_water_jump_over
update_shark_water_jump
jsr update_shark_water
update_shark_water_jump_over
jsr waterstate_shark
jmp update_shark_over
update_shark_death_start
jsr update_shark_death
update_shark_over
rts
update_shark_death
lda SharkIsDeadTicks
deca
sta SharkIsDeadTicks
cmpa #0
bne update_shark_death_over
lda #3
sta CurrentScreen
lda #0
sta ScreenIsActive
update_shark_death_over
rts
; No params
waterstate_shark
waterstate_shark_out_check
lda SharkPositionY
bmi waterstate_shark_over
suba #50
bmi waterstate_shark_in_check
lda SharkPreviousPositionY
suba #50
bpl waterstate_shark_over
lda SharkPositionX
sta ParticleEffectPositionX
lda SharkPositionY
adda #-24
sta ParticleEffectPositionY
lda #0
sta ParticleDirectionMaskX
lda #1
sta ParticleDirectionMaskY
jsr add_particle_effect
lda #0
sta SharkIsInWater
jmp waterstate_shark_over
waterstate_shark_in_check
lda SharkPreviousPositionY
suba #50
bmi waterstate_shark_over
lda SharkPositionX
sta ParticleEffectPositionX
lda SharkPositionY
adda #-24
sta ParticleEffectPositionY
lda #0
sta ParticleDirectionMaskX
lda #2
sta ParticleDirectionMaskY
jsr add_particle_effect
lda #1
sta SharkIsInWater
waterstate_shark_over
rts
; No params
update_shark_air
jsr physics_shark_air
rts
; No params
physics_shark_air
lda SharkPositionY
sta SharkPreviousPositionY
adda SharkVelocityY
sta SharkPositionY
dec SharkVelocityY
rts
; No params
update_shark_water
jsr input_shark_water
jsr physics_shark_water
rts
; No params
physics_shark_water
physics_shark_water_drag
physics_shark_water_drag_x
lda SharkVelocityX
bgt physics_shark_water_drag_right
blt physics_shark_water_drag_left
jmp physics_shark_water_drag_x_over
physics_shark_water_drag_left
adda #1
sta SharkVelocityX
jmp physics_shark_water_drag_x_over
physics_shark_water_drag_right
adda #-1
sta SharkVelocityX
physics_shark_water_drag_x_over
physics_shark_water_drag_y
lda SharkVelocityY
bgt physics_shark_water_drag_down
blt physics_shark_water_drag_up
jmp physics_shark_water_drag_y_over
physics_shark_water_drag_up
adda #1
sta SharkVelocityY
jmp physics_shark_water_drag_y_over
physics_shark_water_drag_down
adda #-1
sta SharkVelocityY
physics_shark_water_drag_y_over
jsr physics_shark_general
rts
; No params
physics_shark_general
lda SharkPositionY
sta SharkPreviousPositionY
adda SharkVelocityY
bvs physics_shark_general_y_st_cl
sta SharkPositionY
jmp physics_shark_general_y_st_o
physics_shark_general_y_st_cl
lda #-128
sta SharkPositionY
physics_shark_general_y_st_o
lda SharkVelocityY
adda SharkAccelerationY
sta SharkVelocityY
lda #0
sta SharkAccelerationY
lda SharkVelocityX
adda SharkAccelerationX
sta SharkVelocityX
lda #0
sta SharkAccelerationX
rts
; No params
input_shark_water
jsr input_shark_x
jsr input_shark_y
rts
; No params
input_shark_x
jsr Joy_Digital ; read joystick positions
lda Vec_Joy_1_X ; load joystick 1 position
; X to A
beq input_shark_no_x_movement ; if zero, than no x position
bmi input_shark_left_move ; if negative, than left
; otherwise right
input_shark_right_move:
lda SharkAccelerationX
adda #1
sta SharkAccelerationX
lda ScreenTicks
anda #7
bne input_shark_right_double_acc_o
lda SharkAccelerationX
adda #1
sta SharkAccelerationX
input_shark_right_double_acc_o:
lda #1
sta SharkIsFacingRight
jmp input_shark_after_x_move
input_shark_left_move:
lda SharkAccelerationX
adda #-1
sta SharkAccelerationX
lda ScreenTicks
anda #7
bne input_shark_left_double_acc_o
lda SharkAccelerationX
adda #-1
sta SharkAccelerationX
input_shark_left_double_acc_o:
lda #0
sta SharkIsFacingRight
jmp input_shark_after_x_move
input_shark_no_x_movement:
input_shark_after_x_move:
rts
; No params
input_shark_y
jsr Joy_Digital ; read joystick positions
lda Vec_Joy_1_Y ; load joystick 1 position
; X to A
beq input_shark_no_y_movement ; if zero, than no y position
bmi input_shark_up_move ; if negative, than up
; otherwise down
input_shark_down_move:
lda SharkAccelerationY
adda #1
sta SharkAccelerationY
lda ScreenTicks
anda #3
bne input_shark_down_double_acc_o
lda SharkAccelerationY
adda #1
sta SharkAccelerationY
input_shark_down_double_acc_o:
jmp input_shark_after_y_move
input_shark_up_move:
lda SharkAccelerationY
adda #-1
sta SharkAccelerationY
lda ScreenTicks
anda #3
bne input_shark_up_double_acc_o
lda SharkAccelerationY
adda #-1
sta SharkAccelerationY
input_shark_up_double_acc_o:
jmp input_shark_after_y_move
input_shark_no_y_movement:
input_shark_after_y_move:
rts
; No params
draw_shark
lda #0 ; to 0 (y)
ldb #32 ; to 0 (x)
jsr Moveto_d ; move the vector beam the
; relative position
lda SharkPositionY
ldb SharkPositionX ; to 0 (x)
jsr Moveto_d ; move the vector beam the
; relative position
lda SharkIsFacingRight
cmpa #0
beq draw_shark_left
draw_shark_right
ldx #shark_right_list ; load the address of the to be
jsr Draw_VLc ; draw the line now
; drawn vector list to X
jmp draw_shark_vector_over
draw_shark_left
lda #12 ; to 0 (y)
ldb #0 ; to 0 (x)
jsr Moveto_d ; move the vector beam the
ldx #shark_left_list ; load the address of the to be
jsr Draw_VLc ; draw the line now
lda #-12 ; to 0 (y)
ldb #0 ; to 0 (x)
jsr Moveto_d ; move the vector beam the
; drawn vector list to X
draw_shark_vector_over
lda SharkPositionY
ldb SharkPositionX
nega
negb
jsr Moveto_d
lda #0
ldb #-32
jsr Moveto_d
rts