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collision.asm
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checkCollision:
up:
lda upIsPressed ; Checks player's hotspots for collision with background.
beq down ; Called in the moveUp, moveDown, moveLeft, moveRight routines.
lda playerY ; Adds/subtracts a specific amount to playerX/Y
clc ; so that instead of basing collision off of the player's top left corner
adc #$10 ; it can check various points around the sprite similar to a bounding box.
sta spriteY
lda playerX
sec
sbc #$02
sta spriteX
jsr compareToBackground
lda playerY
clc
adc #$10
sta spriteY
lda playerX
clc
adc #$09
sta spriteX
jmp compareToBackground
down:
lda downIsPressed
beq left
lda playerY
clc
adc #$19
sta spriteY
lda playerX
sec
sbc #$02
sta spriteX
jsr compareToBackground
lda playerY
clc
adc #$19
sta spriteY
lda playerX
clc
adc #$09
sta spriteX
jmp compareToBackground
left:
lda leftIsPressed
beq right
lda playerY
clc
adc #$11
sta spriteY
lda playerX
sec
sbc #$03
sta spriteX
jsr compareToBackground
lda playerY
clc
adc #$18
sta spriteY
lda playerX
sec
sbc #$03
sta spriteX
jmp compareToBackground
right:
lda rightIsPressed
beq checkCollisionDone
lda playerY
clc
adc #$11
sta spriteY
lda playerX
clc
adc #$0A
sta spriteX
jsr compareToBackground
lda playerY
clc
adc #$18
sta spriteY
lda playerX
clc
adc #$0A
sta spriteX
jmp compareToBackground
checkCollisionDone:
rts
compareToBackground:
jsr getBGtype ; Get current background metatile attribute byte for (spriteY & #$F0) + (spriteX / 16)
bne cpUp ; If metatile type is passable then return
rts ; Else allow the movement into unpassable metatile
cpUp: ; then eject the player
lda upIsPressed
beq cpDown
lda playerY
tay
and #$0F
eor #$0F
sta temp
tya
clc
adc temp
sta playerY
rts
cpDown:
lda downIsPressed
beq cpLeft
lda playerY
tay
clc
adc #$09
and #$0F
sta temp
tya
sec
sbc temp
sta playerY
rts
cpLeft:
lda leftIsPressed
beq cpRight
lda playerX
tax
sec
sbc #$03
and #$0F
eor #$0F
sta temp
txa
clc
adc temp
sta playerX
rts
cpRight:
lda rightIsPressed
beq compareToBackgroundDone
lda playerX
tax
clc
adc #$0A
and #$0F
sta temp
txa
sec
sbc temp
sta playerX
compareToBackgroundDone:
rts
getBGtype:
lda spriteX ; Divides spriteX by 16 so that it corresponds to metatile columns
lsr A
lsr A
lsr A
lsr A
sta spriteXpos
lda spriteY ; Then add high nybble of spriteY to correspond to metatile rows
and #$F0
clc
adc spriteXpos
; sta spriteYpos
tay
ldx nametable ; Load pointers to get correct background
lda bkgL,x
sta collisionPtr
lda bkgH,x
sta collisionPtr+1
; ldy spriteYpos
lda (collisionPtr),y ; Look up the metatile
tax
lda metaAtb,x ; And use it to look up the metatile attribute
sta BGtype ; Store in BGtype for further use
getBGtypeDone:
rts
updateEnemyCol: ; Updates the enemy bounding boxes for sprite on sprite collision
lda enemyIndex,x
tax
lda enemyRAM,x
sta enemy_TOP
clc
adc #$08
sta enemy_BOTTOM
lda enemyRAM+3,x
clc
adc #$02
sta enemy_LEFT
clc
adc enemyIndex+2
sta enemy_RIGHT
updateEnemyColDone:
rts
updatePlayerCol: ; Updates the players bounding box for sprite on sprite collision
lda playerY
clc
adc #$06
sta player_TOP
clc
adc #$10
sta player_BOTTOM
lda playerX
clc
adc #$01
sta player_LEFT
clc
adc #$07
sta player_RIGHT
updatePlayerColDone:
rts
updateItemCol:
; lda playerDir ; Determines direction of player then loads bounding box info
; cmp #facingUp ; for items using chestConstants and X register to know which
; beq itemColUp ; item is currently being loaded
; cmp #facingDown
; beq itemColDown
; cmp #facingLeft
; beq itemColLeft
; bvc itemColRight
; itemColUp:
lda itemConstants,x
tax
lda itemRAM,x
clc
adc #$08
sta item_TOP
lda itemRAM+4,x
clc
adc #$08
sta item_BOTTOM
lda itemRAM+3,x
clc
adc #$09
sta item_LEFT
lda itemRAM+3,x
clc
adc #$09
sta item_RIGHT
rts
; itemColDown:
; lda itemConstants,x
; tax
; lda itemRAM,x
; sec
; sbc #$02
; sta itemY0
; lda itemRAM+4,x
; sec
; sbc #$02
; sta itemY1
;
; lda itemRAM+3,x
; clc
; adc #$08
; sta itemX0
; lda itemRAM+3,x
; clc
; adc #$08
; sta itemX1
; rts
;
; itemColLeft:
; lda itemConstants,x
; tax
; lda itemRAM,x
; clc
; adc #$08
; sta itemY0
; lda itemRAM+4,x
; clc
; adc #$09
; sta itemY1
;
; lda itemRAM+3,x
; clc
; adc #$14
; sta itemX0
; lda itemRAM+3,x
; clc
; adc #$14
; sta itemX1
; rts
;
; itemColRight:
; lda itemConstants,x
; tax
; lda itemRAM,x
; clc
; adc #$08
; sta itemY0
; lda itemRAM+4,x
; clc
; adc #$09
; sta itemY1
;
; lda itemRAM+3,x
; sec
; sbc #$03
; sta itemX0
; lda itemRAM+3,x
; sec
; sbc #$03
; sta itemX1
updateItemColDone:
rts
itemCollision:
lda player_RIGHT ; Checks player bounding box for collision with item bounding box
cmp item_LEFT ; If hit is detected then switch to textbox state and process
bcc @noHit ; the appropriate message
lda player_BOTTOM
cmp item_TOP
bcc @noHit
lda item_RIGHT
cmp player_LEFT
bcc @noHit
lda item_BOTTOM
cmp player_TOP
bcc @noHit
@hit:
ldx #$00
stx textCounter
stx lineNo
stx textIndirect
inx
stx textBoxActive
inx
stx gameState
ldx itemNo
stx itemHdrNo
; lda itemConstants,x
; tax
; inc itemRAM+1,x
; inc itemRAM+5,x
; ldx nametable
; ldy itemNo
; lda itemSoftFlags,x
; eor bitMask,y
; sta itemSoftFlags,x
lda #$01
sta prgNo ; Change prgNo for bank switch
@noHit:
itemCollisionDone:
rts
enemyCollision:
lda player_RIGHT ; Checks player bounding box for collision with item bounding box
cmp enemy_LEFT ; If hit is detected then switch to textbox state and process
bcc @noHit ; the appropriate message
lda player_BOTTOM
cmp enemy_TOP
bcc @noHit
lda enemy_RIGHT
cmp player_LEFT
bcc @noHit
lda enemy_BOTTOM
cmp player_TOP
bcc @noHit
@hit:
lda playerX
sec
sbc #$10
sta playerX
@noHit:
enemyCollisionDone:
rts
checkItems:
ldx nametable ; Checks each item for collision with player
lda itemSoftFlags,x
sta itemFlagsTemp
@loop:
ldx itemNo
lda itemFlagsTemp
and bitMask,x
beq @skip
jsr updateItemCol
jsr itemCollision
@skip:
inc itemNo
lda itemNo
cmp #$08
bne @loop
checkItemsDone:
rts
checkEnemies:
; ldx nametable ; Checks each enemy for collision with player
; lda enemySoftFlags,x
; sta enemyFlagsTemp
lda #$00
sta enemyNo
@loop:
ldx enemyNo
lda enemyFlagsTemp
and bitMask,x
beq @skip
jsr updateEnemyCol
jsr enemyCollision
@skip:
inc enemyNo
lda enemyNo
cmp #$08
bne @loop
checkEnemiesDone:
rts