basic movement

This commit is contained in:
~d6 2022-01-08 00:42:10 -05:00
parent de4f979dbf
commit c0c6e7b50a
1 changed files with 65 additions and 9 deletions

View File

@ -30,11 +30,11 @@
%SOUTH { COLS }
%WEST { #ffff }
%CELL { SWP2 COLS MUL2 ADD2 } ( col* row* -> row*cols+col )
%CELL { SWP2 COLS MUL2 ADD2 } ( row* col* -> row*cols+col )
%LOAD { ;maze ADD2 LDA } ( cell* -> val^ )
%STORE { ;maze ADD2 STA } ( val cell* -> )
%XSTORE { ROT ROT STORE } ( cell* val -> )
%IS-START { LOAD #04 AND #02 SFT } ( cell* -> bool^ )
%IS-OPEN { LOAD #01 AND }
%UNSEEN { LOAD #02 AND #00 EQU } ( cell* -> bool^ )
%PATH { ADD2 #0002 DIV2 } ( cell1* cell2* -> cell3* )
@ -74,6 +74,10 @@
( boolean used to generate a new maze )
@regenerate $1
( cell occupied by the character )
@charx $2
@chary $2
|0100
( intialize rng )
@ -89,6 +93,10 @@
#02 .directions #02 ADD STZ
#03 .directions #03 ADD STZ
( initialize the character )
#0002 .charx STZ2
#0000 .chary STZ2
( initialize cell offsets - calculated based on #columns )
NORTH .cell-offsets #00 ADD STZ2
EAST .cell-offsets #02 ADD STZ2
@ -142,9 +150,35 @@ BRK
&done
BRK
%DIGIT { #00 SWP ;digits ADD2 LDA EMIT }
%EMIT-BYTE { DUP #04 SFT DIGIT #0f AND DIGIT }
%EMIT-SHORT { SWP EMIT-BYTE EMIT-BYTE }
@try-move ( drow dcol -> )
.charx LDZ2 ADD2 SWP2 ( col+dcol row+drow )
.chary LDZ2 ADD2 SWP2 ( row+drow dcol )
OVR2 OVR2 ( row col row col )
CELL LOAD ( col row val )
#01 AND ,&ok JCN
POP2 POP2 RTN
&ok .charx STZ2 .chary STZ2 RTN
@on-key ( -> )
#01 .regenerate STZ
BRK
.Controller/button DEI
DUP ,&move JCN
POP ( #01 .regenerate STZ ) BRK
&move-up #ffff #0000 ;try-move JSR2 POP BRK
&move-down #0001 #0000 ;try-move JSR2 POP BRK
&move-left #0000 #ffff ;try-move JSR2 POP BRK
&move-right #0000 #0001 ;try-move JSR2 POP BRK
&move
DUP #10 AND ,&move-up JCN
DUP #20 AND ,&move-down JCN
DUP #40 AND ,&move-left JCN
DUP #80 AND ,&move-right JCN
EMIT-BYTE NEWLINE BRK
@wall-sprite
ffff ffff ffff ffff
@ -152,6 +186,9 @@ BRK
@open-sprite
0000 0000 0000 0000
@char-sprite
0000 183c 3c18 0000
@draw-maze ( -> )
#0000 ( row )
&loop
@ -175,14 +212,28 @@ RTN
@draw-cell ( row* col* -> )
SWP2 DUP2 #0008 MUL2 .Screen/y DEO2 ( draw at y=row*8 )
SWP2 DUP2 #0008 MUL2 .Screen/x DEO2 ( draw at x=col*8 )
CELL LOAD ( load cell byte at maze+index )
OVR2 OVR2
.charx LDZ2 EQU2 STH
.chary LDZ2 EQU2 STHr AND
,&draw-char JCN
( OVR2 OVR2 ) CELL LOAD ( load cell byte at maze+index )
#01 AND ( get bit 1, wall bit )
,&draw-open JCN
( POP2 POP2 ) ;wall-sprite ,&end JMP
&draw-open
( .charx LDZ2 EQU2 STH
.chary LDZ2 EQU2 STHr AND
,&draw-char JCN )
;open-sprite ,&end JMP
&draw-char
[ POP2 POP2 ] ;char-sprite ,&end JMP
;open-sprite .Screen/addr DEO2 ( set to wall sprite initially )
,&end JCN ( if cell byte is non-zero, space is open )
;wall-sprite .Screen/addr DEO2 ( if we got here not a wall )
&end
.Screen/addr DEO2
.tint LDZ .Screen/sprite DEO ( draw the cell )
RTN
@ -337,3 +388,8 @@ we use the link to support backtracking without
needing a separate stack.
)
@maze $2560
( convenience for less branching when printing hex )
@digits
30 31 32 33 34 35 36 37
38 39 61 62 63 64 65 66