(bunnymark) Optimizations
This commit is contained in:
parent
362dee8b1b
commit
17e6d4df22
|
@ -45,22 +45,56 @@
|
|||
.Mouse/state DEI
|
||||
( ) DUP #01 NEQ ?{ add-bunny }
|
||||
( ) #02 LTH ?{ remove-bunny }
|
||||
( | clear )
|
||||
#0000 DUP2 .Screen/x DEO2
|
||||
.Screen/y DEO2
|
||||
[ LIT2 80 -Screen/pixel ] DEO
|
||||
;sprite/length LDA2 #0000
|
||||
&loop ( -- )
|
||||
EQU2k ?&bail
|
||||
DUP2 draw-bunny INC2 !&loop
|
||||
DUP2 <draw-bunny>
|
||||
INC2 !&loop
|
||||
&bail ( -- )
|
||||
POP2 POP2 BRK
|
||||
|
||||
@draw-bunny ( idx -- )
|
||||
( compute the offset to the beginning of this bunny's data ) #30 SFT2 ;sprite/array ADD2
|
||||
( clear the old sprite location )
|
||||
( top ) LDA2k #05 SFT2 .Screen/x DEO2
|
||||
INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2
|
||||
<clear-sprite>
|
||||
( move the sprite by its velocity ) LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2
|
||||
@add-bunny ( -- )
|
||||
;sprite/length LDA2
|
||||
( | cap bunny count at 65535 )
|
||||
DUP2 #ffff EQU2 ?&bail
|
||||
( | compute the offset to the beginning of this new bunny's data )
|
||||
DUP2 #30 SFT2 ;sprite/array ADD2
|
||||
( | populate the new bunny's x/y/xvel/yvel with random values )
|
||||
#00 rand OVR2 STA2
|
||||
rand #1f AND rand OVR2 INC2 INC2 STA2
|
||||
#00 rand #7f AND OVR2 #0004 ADD2 STA2
|
||||
#00 rand #7f AND OVR2 #0006 ADD2 STA2
|
||||
( | pop ptr to bunny data )
|
||||
POP2
|
||||
( | write new increased array length )
|
||||
INC2 DUP2 ;sprite/length STA2
|
||||
( | update label )
|
||||
STH2k #0028 #0008 STH2r <draw-dec>
|
||||
&bail ( pop sprite/length )
|
||||
POP2 JMP2r
|
||||
|
||||
@remove-bunny ( -- )
|
||||
;sprite/length LDA2
|
||||
( don't let length go below 0 ) ORAk #00 EQU ?&bail
|
||||
#0001 SUB2 DUP2 ;sprite/length STA2
|
||||
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
|
||||
&bail POP2 JMP2r
|
||||
|
||||
(
|
||||
@|drawing )
|
||||
|
||||
@<draw-bunny> ( idx -- )
|
||||
( | compute the offset to the beginning of this bunny's data )
|
||||
#30 SFT2 ;sprite/array ADD2
|
||||
( | move the sprite by its velocity )
|
||||
LDA2k OVR2 #0004 ADD2 LDA2 ADD2 OVR2 STA2
|
||||
INC2k INC2 LDA2 OVR2 #0006 ADD2 LDA2 ADD2 OVR2 INC2 INC2 STA2
|
||||
( check for right wall collision + bounce x ) DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x
|
||||
( | check for right wall collision + bounce x )
|
||||
DUP2 #0004 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-x
|
||||
LDA2k #05 SFT2 #0008 ADD2 .Screen/width DEI2 LTH2 ?&skip-max-x
|
||||
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
|
||||
&skip-max-x ( check for left wall collision + bounce x )
|
||||
|
@ -68,7 +102,7 @@
|
|||
DUP2 #0004 ADD2 LDA2 #ffff MUL2 OVR2 #0004 ADD2 STA2
|
||||
&skip-min-x ( check for bottom wall collision + bounce y )
|
||||
DUP2 #0006 ADD2 LDA2 #0f SFT2 #0001 EQU2 ?&skip-max-y
|
||||
INC2k INC2 LDA2 #05 SFT2 #0008 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y
|
||||
INC2k INC2 LDA2 #05 SFT2 #0010 ADD2 .Screen/height DEI2 LTH2 ?&skip-max-y
|
||||
DUP2 #0006 ADD2 LDA2 #ffff MUL2 OVR2 #0006 ADD2 STA2
|
||||
!&skip-gravity
|
||||
&skip-max-y ( check for top wall collision + bounce x )
|
||||
|
@ -86,27 +120,6 @@
|
|||
[ LIT2 00 -Screen/auto ] DEO
|
||||
JMP2r
|
||||
|
||||
@<clear-sprite> ( -- )
|
||||
;fill-icn .Screen/addr DEO2
|
||||
[ LIT2 11 -Screen/auto ] DEO
|
||||
[ LIT2 00 -Screen/sprite ] DEO
|
||||
[ LIT2 00 -Screen/auto ] DEO
|
||||
JMP2r
|
||||
|
||||
@add-bunny ( -- )
|
||||
;sprite/length LDA2
|
||||
( cap bunny count at 65535 ) DUP2 #ffff EQU2 ?&bail
|
||||
( compute the offset to the beginning of this new bunny's data ) DUP2 #30 SFT2 ;sprite/array ADD2
|
||||
( populate the new bunny's x/y/xvel/yvel with random values ) #00 [ rand ] OVR2 STA2
|
||||
[ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2
|
||||
#00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2
|
||||
#00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2
|
||||
( pop ptr to bunny data ) POP2
|
||||
( write new increased array length ) INC2 DUP2 ;sprite/length STA2
|
||||
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
|
||||
&bail ( pop sprite/length )
|
||||
POP2 JMP2r
|
||||
|
||||
@<draw-str> ( x* y* text* color -- )
|
||||
,&t STR
|
||||
[ LIT2 01 -Screen/auto ] DEO
|
||||
|
@ -120,9 +133,9 @@
|
|||
[ LIT2 01 -Screen/auto ] DEO
|
||||
SWP2 .Screen/y DEO2
|
||||
SWP2 .Screen/x DEO2
|
||||
#2710 DIV2k DUP2 NIP <draw-digit>
|
||||
MUL2 SUB2 #03e8 DIV2k DUP2 NIP <draw-digit>
|
||||
MUL2 SUB2 #0064 DIV2k DUP2 NIP <draw-digit>
|
||||
#2710 DIV2k DUP <draw-digit>
|
||||
MUL2 SUB2 #03e8 DIV2k DUP <draw-digit>
|
||||
MUL2 SUB2 #0064 DIV2k DUP <draw-digit>
|
||||
MUL2 SUB2 NIP #0a DIVk DUP <draw-digit>
|
||||
MUL SUB <draw-digit>
|
||||
[ LIT2 00 -Screen/auto ] DEO
|
||||
|
@ -130,20 +143,9 @@
|
|||
|
||||
@<draw-digit> ( num -- )
|
||||
#30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2
|
||||
#41 .Screen/sprite DEO
|
||||
[ LIT2 41 -Screen/sprite ] DEO
|
||||
JMP2r
|
||||
|
||||
@remove-bunny ( -- )
|
||||
;sprite/length LDA2
|
||||
( don't let length go below 0 ) ORAk #00 EQU ?&bail
|
||||
( clear the old sprite location ) DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2
|
||||
( top ) LDA2k #05 SFT2 .Screen/x DEO2
|
||||
INC2k INC2 LDA2 #05 SFT2 .Screen/y DEO2
|
||||
( clear ) <clear-sprite>
|
||||
POP2 #0001 SUB2 DUP2 ;sprite/length STA2
|
||||
( update label ) STH2k #0028 #0008 STH2r <draw-dec>
|
||||
&bail POP2 JMP2r
|
||||
|
||||
(
|
||||
@|random )
|
||||
|
||||
|
@ -205,7 +207,9 @@
|
|||
@bunny-chr [
|
||||
2466 6600 2424 003c 4200 007e 7e7e 7e7e
|
||||
1818 3c3c 1800 0000 ff66 4242 667e 4242 ]
|
||||
( beginning of sprite pixel data + array )
|
||||
|
||||
(
|
||||
@|memory )
|
||||
|
||||
@sprite &length $2
|
||||
&array &x 0600 &y 0500 &xvel 0060 &yvel 0010
|
||||
|
|
Loading…
Reference in New Issue