(bunnymark) Conserve bun energy on y-bounce.
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@ -86,22 +86,25 @@ BRK
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[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ,&skip-max-x JCN
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[ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ,&skip-max-x JCN
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-max-x
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&skip-max-x
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( check for bottom wall collision + bounce y )
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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&skip-max-y
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( check for left wall collision + bounce x )
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( check for left wall collision + bounce x )
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[ LDA2k ] #0f SFT2 #0000 EQU2 ,&skip-min-x JCN
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[ LDA2k ] #0f SFT2 #0000 EQU2 ,&skip-min-x JCN
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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[ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ]
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&skip-min-x
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&skip-min-x
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( check for bottom wall collision + bounce y )
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[ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ,&skip-max-y JCN
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[ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ,&skip-max-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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,&skip-gravity JMP
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&skip-max-y
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( check for top wall collision + bounce x )
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( check for top wall collision + bounce x )
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
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[ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ,&skip-min-y JCN
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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[ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ]
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,&skip-gravity JMP
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&skip-min-y
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&skip-min-y
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( apply gravity )
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( apply gravity )
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[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
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[ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2
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&skip-gravity
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( draw the sprite )
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( draw the sprite )
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( top )
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( top )
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