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enemies.asm
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enemies.asm
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load_enemies:
lda #MAX_ENEMY_AMOUNT
sta CurrentEnemy
load_enemy_loop
dec CurrentEnemy
jsr load_single_enemy
lda CurrentEnemy
cmpa #0x0
bne load_enemy_loop
rts
load_single_enemy
lda CurrentEnemy
ldx #EnemyActive
ldb #0
stb a,x
rts
update_enemies:
jsr update_adding_enemies
jsr update_moving_enemies
jsr draw_enemies
jsr update_collisions
rts
update_collisions
lda #MAX_ENEMY_AMOUNT
sta CurrentEnemy
update_collisions_loop
dec CurrentEnemy
jsr update_single_collision
lda CurrentEnemy
cmpa #0x0
bne update_collisions_loop
rts
update_single_collision
lda CurrentEnemy
ldx #EnemyActive
lda a,x
cmpa #0
beq update_single_collision_over
lda BallIsInUpperHalf
cmpa #0
beq update_single_collision_over
lda CurrentEnemy
ldx #EnemyPositionX
lda a,x
ldb BallPositionX
addb #20
stb TestPosition
cmpa TestPosition
bge update_single_collision_over
lda CurrentEnemy
ldx #EnemyPositionX
lda a,x
ldb BallPositionX
addb #-20
stb TestPosition
cmpa TestPosition
ble update_single_collision_over
lda CurrentEnemy
ldx #EnemyPositionY
lda a,x
ldb BallPositionY
addb #20
stb TestPosition
cmpa TestPosition
bge update_single_collision_over
lda CurrentEnemy
ldx #EnemyPositionY
lda a,x
ldb BallPositionY
addb #-20
stb TestPosition
cmpa TestPosition
ble update_single_collision_over
ldb #0
lda CurrentEnemy
ldx #EnemyActive
stb a,x
lda NextUsedParticle
sta CurrentEffect
inca
anda #1
sta NextUsedParticle
jsr add_particle_effect
jsr increase_score
update_single_collision_over
rts
increase_score
lda #1
ldx #Score
jsr Add_Score_a
rts
update_adding_enemies:
lda #MAX_ENEMY_AMOUNT
sta CurrentEnemy
update_adding_enemy_loop
dec CurrentEnemy
jsr update_adding_single_enemy
lda CurrentEnemy
cmpa #0x0
bne update_adding_enemy_loop
rts
update_adding_single_enemy
lda CurrentEnemy
ldx #EnemyActive
lda a,x
cmpa #0
bne adding_single_enemy_over
jsr Random
cmpa #-125
bgt adding_single_enemy_over
ldb #126
lda CurrentEnemy
ldx #EnemyPositionX
stb a,x
jsr Random
anda #0x2F
exg a,b
lda CurrentEnemy
ldx #EnemyPositionY
stb a,x
ldb #1
lda CurrentEnemy
ldx #EnemyActive
stb a,x
adding_single_enemy_over
rts
update_moving_enemies:
lda #MAX_ENEMY_AMOUNT
sta CurrentEnemy
update_moving_enemy_loop
dec CurrentEnemy
jsr update_moving_single_enemy
lda CurrentEnemy
cmpa #0x0
bne update_moving_enemy_loop
rts
update_moving_single_enemy
lda CurrentEnemy
ldx #EnemyActive
lda a,x
cmpa #0
beq update_moving_enemy_over
lda CurrentEnemy
ldx #EnemyPositionX
lda a,x
adda EnemyVelocityX
cmpa #-126
bne enemy_remove_over
ldb CurrentEnemy
ldx #EnemyActive
lda #0
sta b,x
inc EnemiesMissed
enemy_remove_over
ldb CurrentEnemy
ldx #EnemyPositionX
sta b,x
update_moving_enemy_over
lda EnemiesMissed
cmpa #3
bne gameover_check_over
lda #0
sta ScreenIsActive
lda #3
sta CurrentScreen
gameover_check_over
rts
draw_enemies:
lda #MAX_ENEMY_AMOUNT
sta CurrentEnemy
lda #30
ldb #0
jsr Moveto_d
draw_enemy_loop
dec CurrentEnemy
jsr draw_single_enemy
lda CurrentEnemy
cmpa #0x0
bne draw_enemy_loop
lda #-30
ldb #0
jsr Moveto_d
rts
draw_single_enemy
lda CurrentEnemy
ldx #EnemyActive
lda a,x
cmpa #0
beq draw_single_enemy_over
lda CurrentEnemy
ldy #EnemyPositionY
lda a,y
ldb CurrentEnemy
ldx #EnemyPositionX
ldb b,x
jsr Moveto_d
lda #4
sta CurrentEnemyLine
draw_enemy_line_loop
jsr Random
anda #0xF
jsr randomize_a_sign
exg a,b
jsr Random
anda #0x1F
sta EnemyLineOffsetY
stb EnemyLineOffsetX
jsr Draw_Line_d
lda EnemyLineOffsetY
ldb EnemyLineOffsetX
nega
negb
jsr Moveto_d
dec CurrentEnemyLine
lda CurrentEnemyLine
cmpa #0
bne draw_enemy_line_loop
lda CurrentEnemy
ldy #EnemyPositionY
lda a,y
nega
ldb CurrentEnemy
ldx #EnemyPositionX
ldb b,x
negb
jsr Moveto_d
draw_single_enemy_over
rts