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player_control.asm
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;
; Player control routines
;
.LOCAL player_control
joystick_0 = $278
joystick_up = %0001
joystick_down = %0010
joystick_left = %0100
joystick_right = %1000
min_x = $30
max_x = $D0
min_y = $1E
max_y = $A0
.PROC read_controls
; coord_utils.map_from_screen_to_grid_coords
; lda #"*"
; sta (position),y
move_player
rts
.ENDP
.PROC move_player
up
lda #joystick_up
bit joystick_0
bne down
lda #min_y
cmp p0_y
beq left
move_up
jmp left
down
lda #joystick_down
bit joystick_0
bne left
lda #max_y
cmp p0_y
beq left
move_down
left
lda #joystick_left
bit joystick_0
bne right
lda #min_x
cmp p0_x
beq done
dec p0_x
lda p0_x
sta p0_hpos
jmp done
right
lda #joystick_right
bit joystick_0
bne done
lda #max_x
cmp p0_x
beq done
inc p0_x
lda p0_x
sta p0_hpos
done
rts
.ENDP
.PROC move_up
lda p0_y
dec p0_y
sta p0_addr
ldx #8
move_loop
ldy #1 ; stupid logic, think again
lda (p0_addr),y
dey
sta (p0_addr),y
inc p0_addr
dex
bne move_loop
done
rts
.ENDP
.PROC move_down
lda p0_y
cmp max_y
beq done
lda p0_y
clc
adc #8
sta p0_addr
move_loop
ldy #0
dec p0_addr
lda (p0_addr),y
iny
sta (p0_addr),y
lda p0_y
cmp p0_addr
bne move_loop
inc p0_y
done
rts
.ENDP
.ENDL