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player.asm
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player.asm
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; Includes
INCLUDE "include/constants.inc"
INCLUDE "include/globals.inc"
INCLUDE "include/rect.inc"
INCLUDE "include/input.inc"
INCLUDE "include/player.inc"
INCLUDE "include/level.inc"
INCLUDE "include/sound.inc"
INCLUDE "include/util.inc"
INCLUDE "include/stats.inc"
INCLUDE "include/bullet.inc"
INCLUDE "include/music.inc"
INCLUDE "tiles/player_sprite_tiles.inc"
; Constants
PLAYER_HORI_SPEED EQU $0100
GRAVITY EQU $0020
GRAVITY_HOLD EQU $0010
GRAVITY_SPRUNG EQU $0020
JUMP_SPEED EQU $FD80
PLAYER_HORI_ACCEL EQU $0010
PLAYER_MAX_HORI_SPEED EQU $0100
PLAYER_MIN_HORI_SPEED EQU ($0 - PLAYER_MAX_HORI_SPEED)
PLAYER_MAX_VERT_SPEED EQU $0300
PLAYER_MIN_VERT_SPEED EQU ($0 - PLAYER_MAX_VERT_SPEED)
PLAYER_MAX_HORI_SPEED_ALLEGRO EQU $0180
PLAYER_MIN_HORI_SPEED_ALLEGRO EQU (0 - PLAYER_MAX_HORI_SPEED_ALLEGRO)
PLAYER_ANIM_AIR_PATTERN EQU 8
PLAYER_ANIM_IDLE_PATTERN EQU 12
PLAYER_ANIM_WALK0_PATTERN EQU 0
PLAYER_ANIM_WALK1_PATTERN EQU 4
JUMP_PRESS_WINDOW EQU 5
SPRING_UP_SPEED EQU $0 - $0500
SPRING_DOWN_SPEED EQU $0300
SPRING_RIGHT_SPEED EQU $0500
SPRING_LEFT_SPEED EQU $0 - $0500
PLAYER_SPRUNG_UP EQU 1
PLAYER_BOUNCE_SPEED EQU $0 - $0280
PLAYER_DAMAGE_COUNTER_MAX EQU 60
PLAYER_DAMAGE_XVEL EQU $0240
FERMATA_COUNTER_MAX EQU 10
FERMATA_DASH_SPEED EQU $0300
FERMATA_PULSE_COUNTER_MAX EQU 6
SECTION "PlayerData", BSS
PlayerRect:
DS 6
fYVelocity:
DS 2
fXVelocity:
DS 2
PlayerGrounded:
DS 1
PlayerFlipX
DS 1
WalkAnimCounter:
DS 1
PlayerSpritePattern:
DS 1
LastADown:
DS 1
PlayerSprung:
DS 1
PlayerPrevYLow:
DS 1
PlayerDamaged:
DS 1
PlayerDamagedCounter:
DS 1
PlayerOnPlatform:
DS 1
FermataCharge:
DS 1
FermataPulseCounter:
DS 1
FermataPulseX:
DS 1
FermataPulseY:
DS 1
SECTION "PlayerCode", HOME
Player_Initialize::
ld a, 8
ld [PlayerRect], a ; x (integer)
ld a, 0
ld [PlayerRect + 1], a ; x (fractional)
ld a, 128
ld [PlayerRect + 2], a ; y (integer)
ld a, 0
ld [PlayerRect + 3], a ; y (fractional)
ld a, PLAYER_WIDTH
ld [PlayerRect + 4], a ; width
ld a, PLAYER_HEIGHT
ld [PlayerRect + 5], a ; height
ld a, 0
ld [fYVelocity], a ; (integer)
ld [fYVelocity + 1], a
ld [fXVelocity], a ; (integer)
ld [fXVelocity + 1], a
ld a, 0
ld [PlayerGrounded], a
ld a, 0
ld [PlayerFlipX], a
ld a, 0
ld [WalkAnimCounter], a
ld a, PLAYER_ANIM_IDLE_PATTERN
ld [PlayerSpritePattern], a
ld a, 0
ld [LastADown], a
ld a, 0
ld [PlayerSprung], a
ld [PlayerPrevYLow], a
ld [PlayerDamaged], a
ld [PlayerDamagedCounter], a
ld [PlayerOnPlatform], a
ld [FermataPulseCounter], a
ld a, 1
ld [FermataCharge], a
ret
Player_Update::
; save the previous player-y coord for enemy jump detection
ld a, [PlayerRect+2]
add a, PLAYER_HEIGHT - 1
ld [PlayerPrevYLow], a
; if damaged, handle accordingly
ld a, [PlayerDamaged]
cp 1
jp nz, .prepare_move
ld a, [PlayerDamagedCounter]
dec a
ld [PlayerDamagedCounter], a
jp nz, .prepare_move
ld a, 0
ld [PlayerDamaged], a
.prepare_move
; prepare params for MoveRect_Integer function
ld bc, $0000
ld de, $0000
; Record time since last A down
ld a, [InputsHeld]
and BUTTON_A
ld h, a
ld a, [InputsPrev]
cpl
and h
jp z, .inc_a_down_counter
ld a, 0
ld [LastADown], a
jp .check_fermata_activation
.inc_a_down_counter
ld a, [LastADown]
inc a
ld [LastADown], a
cp 0
jp nz, .check_fermata_activation
ld a, $ff
ld [LastADown], a ; cap counter at 255
.check_fermata_activation
ld a, [HasFermata]
cp 0
jp z, .check_bass
ld a, [PlayerGrounded]
cp 1
jp z, .check_bass
ld a, [FermataCharge]
cp 0
jp z, .check_bass
ld a, [InputsHeld]
and BUTTON_A
ld b, a
ld a, [InputsPrev]
and BUTTON_A
cpl
and b
jp z, .check_bass
; All conditions met to start fermata dash
ld a, 0
ld [FermataCharge], a ; deplete charge
; Player is gonna jump, so in case he was on a platform, clear that flag
ld a, 0
ld [PlayerOnPlatform], a
; Adjust veloctiy
ld hl, JUMP_SPEED
ld d, h
ld e, l ; set yvel param for move rect subroutine call
ld a, h
ld [fYVelocity], a
ld a, l
ld [fYVelocity + 1], a ; set the y velocity to the jump velocity
ld a, 0
ld [PlayerGrounded], a ; set grounded to 0 so player cant jump again
; set pulse counter for visual effect. and init pulse location
ld a, FERMATA_PULSE_COUNTER_MAX
ld [FermataPulseCounter], a
ld a, [PlayerRect]
ld [FermataPulseX], a
ld a, [PlayerRect+2]
add a, PLAYER_HEIGHT
ld [FermataPulseY], a
; jp .check_bass
.check_bass
ld a, [HasBass]
cp 0
jp z, .check_allegro
ld a, [InputsHeld]
and BUTTON_B
ld b, a
ld a, [InputsPrev]
cpl
and b
jp z, .check_allegro
; If player has bass rune, then just try to fire the bass cannon
ld a, [PlayerRect]
add a, (PLAYER_WIDTH/2) + 2
ld [FireParamX], a
ld a, [PlayerRect+2]
add a, (PLAYER_HEIGHT/3)
ld [FireParamY], a
ld a, [PlayerFlipX]
cp 0
jp z, .bass_pos_xvel
ld a, (0 - BASS_CANNON_SPEED) >> 8
ld [FireParamXVel], a
ld a, (0 - BASS_CANNON_SPEED) & $00ff
ld [FireParamXVel+1], a
jp .bass_yvel
.bass_pos_xvel
ld a, BASS_CANNON_SPEED >> 8
ld [FireParamXVel], a
ld a, BASS_CANNON_SPEED & $00ff
ld [FireParamXVel+1], a
.bass_yvel
ld a, 0
ld [FireParamYVel], a
ld [FireParamYVel+1], a
ld [FireParamGravityX], a
ld [FireParamGravityY], a
call FirePlayerBullet
;jp .check_allegro
.check_allegro
ld a, [HasAllegro]
cp 1
jp z, .check_left_allegro
; jp .check_left
.check_left
ld a, [InputsHeld]
and BUTTON_LEFT
jp z, .check_right
ld a, [fXVelocity]
ld h, a
ld a, [fXVelocity + 1]
ld l, a
bit 7, h
jp z, .check_left_add_input_vel
;if xvel is less than PLAYER_MIN_HORI_SPEED, don't do anything!
ld a, h
cp (PLAYER_MIN_HORI_SPEED & $ff00) >> 8
jp c, .apply_drag ; higher byte is already above max. do nothing
jp nz, .check_left_add_input_vel
ld a, l
cp (PLAYER_MIN_HORI_SPEED & $00ff)
jp c, .apply_drag ; lower byte is above max low byte and high bytes are equal. do nothing
.check_left_add_input_vel
ld bc, $0 - PLAYER_HORI_ACCEL
add hl, bc ; subtract hori accel
;limit speed
bit 7, h
jp z, .check_left_save
ld a, h
cp (PLAYER_MIN_HORI_SPEED & $ff00) >> 8
jp c, .check_left_limit
jp nz, .check_left_save
ld a, l
cp (PLAYER_MIN_HORI_SPEED & $00ff)
jp nc, .check_left_save
.check_left_limit
ld hl, PLAYER_MIN_HORI_SPEED
.check_left_save
ld b, h
ld c, l ; bc = new hori speed
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
ld a, 1
ld [PlayerFlipX], a
jp .check_grounded
.check_right
ld a, [InputsHeld]
and BUTTON_RIGHT
jp z, .apply_drag
ld a, [fXVelocity]
ld h, a
ld a, [fXVelocity + 1]
ld l, a
bit 7, h
jp nz, .check_right_add_input_vel
;if xvel is greater than MAX_HORI_SPEED, don't do anything!
ld a, (PLAYER_MAX_HORI_SPEED & $ff00) >> 8
cp h
jp c, .apply_drag ; higher byte is already above max. do nothing
jp nz, .check_right_add_input_vel
ld a, (PLAYER_MAX_HORI_SPEED & $00ff)
cp l
jp c, .apply_drag ; lower byte is above max low byte and high bytes are equal. do nothing
.check_right_add_input_vel
ld bc, PLAYER_HORI_ACCEL
add hl, bc ; bc = new hori speed
;limit speed
bit 7, h
jp nz, .check_right_save
ld a, (PLAYER_MAX_HORI_SPEED & $ff00) >> 8
cp h
jp c, .check_right_limit
jp nz, .check_right_save
ld a, (PLAYER_MAX_HORI_SPEED & $00ff)
cp l
jp nc, .check_right_save
.check_right_limit
ld hl, PLAYER_MAX_HORI_SPEED
.check_right_save
ld b, h
ld c, l ; bc = new hori speed
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
ld a, 0
ld [PlayerFlipX], a
jp .check_grounded
; TODO: Consider the duplicated code here
.check_left_allegro
ld a, [InputsHeld]
and BUTTON_LEFT
jp z, .check_right_allegro
ld a, [fXVelocity]
ld h, a
ld a, [fXVelocity + 1]
ld l, a
bit 7, h
jp z, .check_left_allegro_add_input_vel
;if xvel is less than PLAYER_MIN_HORI_SPEED_ALLEGRO, don't do anything!
ld a, h
cp (PLAYER_MIN_HORI_SPEED_ALLEGRO & $ff00) >> 8
jp c, .apply_drag ; higher byte is already above max. do nothing
jp nz, .check_left_allegro_add_input_vel
ld a, l
cp (PLAYER_MIN_HORI_SPEED_ALLEGRO & $00ff)
jp c, .apply_drag ; lower byte is above max low byte and high bytes are equal. do nothing
.check_left_allegro_add_input_vel
ld bc, $0 - PLAYER_HORI_ACCEL
add hl, bc ; subtract hori accel
;limit speed
bit 7, h
jp z, .check_left_allegro_save
ld a, h
cp (PLAYER_MIN_HORI_SPEED_ALLEGRO & $ff00) >> 8
jp c, .check_left_allegro_limit
jp nz, .check_left_allegro_save
ld a, l
cp (PLAYER_MIN_HORI_SPEED_ALLEGRO & $00ff)
jp nc, .check_left_allegro_save
.check_left_allegro_limit
ld hl, PLAYER_MIN_HORI_SPEED_ALLEGRO
.check_left_allegro_save
ld b, h
ld c, l ; bc = new hori speed
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
ld a, 1
ld [PlayerFlipX], a
jp .check_grounded
.check_right_allegro
ld a, [InputsHeld]
and BUTTON_RIGHT
jp z, .apply_drag
ld a, [fXVelocity]
ld h, a
ld a, [fXVelocity + 1]
ld l, a
bit 7, h
jp nz, .check_right_allegro_add_input_vel
;if xvel is greater than MAX_HORI_SPEED, don't do anything!
ld a, (PLAYER_MAX_HORI_SPEED_ALLEGRO & $ff00) >> 8
cp h
jp c, .apply_drag ; higher byte is already above max. do nothing
jp nz, .check_right_allegro_add_input_vel
ld a, (PLAYER_MAX_HORI_SPEED_ALLEGRO & $00ff)
cp l
jp c, .apply_drag ; lower byte is above max low byte and high bytes are equal. do nothing
.check_right_allegro_add_input_vel
ld bc, PLAYER_HORI_ACCEL
add hl, bc ; bc = new hori speed
;limit speed
bit 7, h
jp nz, .check_right_allegro_save
ld a, (PLAYER_MAX_HORI_SPEED_ALLEGRO & $ff00) >> 8
cp h
jp c, .check_right_allegro_limit
jp nz, .check_right_allegro_save
ld a, (PLAYER_MAX_HORI_SPEED_ALLEGRO & $00ff)
cp l
jp nc, .check_right_allegro_save
.check_right_allegro_limit
ld hl, PLAYER_MAX_HORI_SPEED_ALLEGRO
.check_right_allegro_save
ld b, h
ld c, l ; bc = new hori speed
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
ld a, 0
ld [PlayerFlipX], a
jp .check_grounded
.apply_drag
ld a, [fXVelocity]
ld b, a
ld a, [fXVelocity + 1]
ld c, a
ld a, b
and $80
jp z, .apply_drag_right
ld hl, PLAYER_HORI_ACCEL
add hl, bc
bit 7, h
jp z, .set_vel_0
ld b, h
ld c, l
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
jp .check_grounded
.apply_drag_right
ld hl, 0 - PLAYER_HORI_ACCEL
add hl, bc
bit 7, h
jp nz, .set_vel_0
ld b, h
ld c, l
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
jp .check_grounded
.set_vel_0
ld bc, 0
ld a, b
ld [fXVelocity], a
ld a, c
ld [fXVelocity + 1], a ; save new x velocity
; jp .check_grounded
.check_grounded
ld a, [PlayerGrounded]
cp 0
jp z, .apply_gravity
ld a, [PlayerOnPlatform]
cp 1
jp z, .on_platform ; if player is marked as on platform, go straight to check_jump. check if on platform still after moving.
.rect_move
; player is marked as grounded, but check if grounded
; in case the player has moved off a platform
ld hl, PlayerRect
ld a, [LevelColThresh]
push bc
push de
call CheckRectGrounded_Fixed
pop de
pop bc
cp 1
jp z, .check_jump
ld [PlayerGrounded], a ; save player as not grounded
jp .apply_gravity
.on_platform
ld a, 0
ld [fYVelocity], a
ld [fYVelocity+1], a
; jp .check_jump
.check_jump
ld a, [InputsHeld] ; player is not grounded, so check for jump
and BUTTON_A
jp z, .update_player_animation ; y-vel is already zeroed so go to move call
ld a, [LastADown]
cp JUMP_PRESS_WINDOW
jp nc, .update_player_animation
; Player is gonna jump, so in case he was on a platform, clear that flag
ld a, 0
ld [PlayerOnPlatform], a
; Adjust veloctiy
ld hl, JUMP_SPEED
ld d, h
ld e, l ; set yvel param for move rect subroutine call
ld a, h
ld [fYVelocity], a
ld a, l
ld [fYVelocity + 1], a ; set the y velocity to the jump velocity
ld a, 0
ld [PlayerGrounded], a ; set grounded to 0 so player cant jump again
jp .update_player_animation
.apply_gravity
ld a, [fYVelocity]
ld d, a
ld a, [fYVelocity + 1]
ld e, a
ld a, [InputsHeld]
and BUTTON_A
jp z, .use_default_gravity
ld a, [PlayerSprung]
cp PLAYER_SPRUNG_UP
jp z, .use_default_gravity
ld hl, GRAVITY_HOLD
jp .add_gravity
.use_default_gravity
ld hl, GRAVITY
.add_gravity
add hl, de
ld d, h
ld e, l ; set resulting yvel for move rect subroutine
ld a, h
ld [fYVelocity], a
ld a, l
ld [fYVelocity + 1], a ; save the resulting yvel for next frame
.update_player_animation
; do not disrupt any registers besides a and hl
; because they have already been set with parameters meant for
; the move player rect routine
ld a, [PlayerGrounded]
cp 0
jp z, .set_anim_air
ld a, b
or c
jp z, .set_anim_idle
ld a, [WalkAnimCounter]
inc a
ld [WalkAnimCounter], a
bit 3, a
jp z, .set_anim_walk1
ld a, PLAYER_ANIM_WALK0_PATTERN
ld [PlayerSpritePattern], a ; set anim pattern walk0
jp .clamp_velocity
.set_anim_air
ld a, PLAYER_ANIM_AIR_PATTERN
ld [PlayerSpritePattern], a ; set anim pattern air
jp .clamp_velocity
.set_anim_idle
ld a, PLAYER_ANIM_IDLE_PATTERN
ld [PlayerSpritePattern], a ; set anim pattern idle
jp .clamp_velocity
.set_anim_walk1
ld a, PLAYER_ANIM_WALK1_PATTERN
ld [PlayerSpritePattern], a ; set anim pattern walk1
.clamp_velocity
ld a, d
and $80
jp nz, .clamp_vert_neg
ld a, d
cp (PLAYER_MAX_VERT_SPEED >> 8)
jp c, .move_player_rect ; nothing to clamp, move rect
ld a, e
cp (PLAYER_MAX_VERT_SPEED & $00ff)
jp c, .move_player_rect
ld de, PLAYER_MAX_VERT_SPEED
ld a, d
ld [fYVelocity], a
ld a, e
ld [fYVelocity + 1], a ; save clamped yvel
jp .move_player_rect
.clamp_vert_neg
ld a, [PlayerSprung]
cp PLAYER_SPRUNG_UP
jp z, .move_player_rect ; don't clamp when sprung upwards
ld a, (PLAYER_MIN_VERT_SPEED >> 8)
cp d
jp c, .move_player_rect
jp nz, .skip_low_byte_vert
ld a, e
cp (PLAYER_MIN_VERT_SPEED & $00ff)
jp nc, .move_player_rect
.skip_low_byte_vert
ld de, PLAYER_MIN_VERT_SPEED
ld a, d
ld [fYVelocity], a
ld a, e
ld [fYVelocity + 1], a ; save clamped yvel
.move_player_rect
ld a, [LevelColThresh]
ld hl, PlayerRect
call MoveRect_Fixed
ld b, a
bit BIT_COLLIDED_DOWN, a
jp z, .check_hit_up
; player hit something moving down, mark as grounded
ld a, 1
ld [PlayerGrounded], a ; player collided downward so load grounded = 1
ld [FermataCharge], a
ld a, 0
ld [PlayerSprung], a
; player collided with something moving down, zero y velocity
ld a, 0
ld [fYVelocity], a
ld [fYVelocity + 1], a
jp .check_hit_hori
.check_hit_up
bit BIT_COLLIDED_UP, a
jp z, .check_hit_hori
; player collided with something moving up, zero y velocity
ld a, 0
ld [fYVelocity], a
ld [fYVelocity + 1], a
.check_hit_hori
ld a, b ; get the collision bitfield again
and BIT_COLLIDED_LEFT | BIT_COLLIDED_RIGHT
jp z, .check_specials
ld a, 0
ld [fXVelocity], a
ld [fXVelocity + 1], a
.check_specials
ld hl, PlayerRect
call Rect_CheckSpecials
bit BIT_SPIKE, b
jp nz, .resolve_spikes
bit BIT_SPRING_UP, b
jp nz, .resolve_spring_up
bit BIT_SPRING_RIGHT, b
jp nz, .resolve_spring_right
bit BIT_SPRING_LEFT, b
jp nz, .resolve_spring_left
bit BIT_SPRING_DOWN, b
jp nz, .resolve_spring_down
bit BIT_DOOR, b
jp nz, .resolve_door
bit BIT_SECRET_DOOR, b
jp nz, .resolve_secret_door
jp .return
.resolve_spikes
ld a, 0
ld [PlayerHearts], a
jp .return
.resolve_spring_up
ld a, (SPRING_UP_SPEED >> 8)
ld [fYVelocity], a
ld a, (SPRING_UP_SPEED & $00ff)
ld [fYVelocity + 1], a
ld a, 0
ld [PlayerGrounded], a
ld a, PLAYER_SPRUNG_UP
ld [PlayerSprung], a
jp .return
.resolve_spring_down
ld a, (SPRING_DOWN_SPEED >> 8)
ld [fYVelocity], a
ld a, (SPRING_DOWN_SPEED & $00ff)
ld [fYVelocity + 1], a
ld a, 0
jp .return
.resolve_spring_right
ld a, (SPRING_RIGHT_SPEED >> 8)
ld [fXVelocity], a
ld a, (SPRING_RIGHT_SPEED & $00ff)
ld [fXVelocity + 1], a
ld a, 0
jp .return
.resolve_spring_left
ld a, (SPRING_LEFT_SPEED >> 8)
ld [fXVelocity], a
ld a, (SPRING_LEFT_SPEED & $00ff)
ld [fXVelocity + 1], a
ld a, 0
jp .return
.resolve_door
ld a, [InputsHeld]
and BUTTON_UP
jp z, .return
ld a, [LevelNum]
cp 22
jp nc, .resolve_door_bonus
inc a
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_door_bonus
cp 22
jp nz, .resolve_door_bonus_w2
ld a, 5
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_door_bonus_w2
cp 23
jp nz, .resolve_door_bonus_w3
ld a, 12
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_door_bonus_w3
cp 24
jp nz, .return
ld a, 20
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_secret_door
ld a, [InputsHeld]
and BUTTON_UP
jp z, .return
ld a, [LevelNum]
cp 21
jp nz, .resolve_secret_door_check1
ld b, STATE_FINALE
call SwitchState
.resolve_secret_door_check1
cp 5
jp nz, .resolve_secret_door_check2
ld a, 22
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_secret_door_check2
cp 12
jp nz, .resolve_secret_door_check3
ld a, 23
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.resolve_secret_door_check3
cp 20
jp nz, .return
ld a, 24
ld [LevelNum], a
ld b, STATE_GAME
call SwitchState
jp .return
.return
ret
Player_UpdateLocalOAM::
; Update fermata pulse visual
ld a, [FermataPulseCounter]
cp 0
jp z, .no_pulse
; Dec counter
dec a
ld [FermataPulseCounter], a ; save new counter val
ld a, [FermataPulseY]
inc a
ld [FermataPulseY], a
ld hl, LocalOAM + PULSE_OBJ_INDEX*4
add a, 16
ld [hl+], a
ld a, [FermataPulseX]
add a, 8
ld [hl+], a
ld a, ITEM_TILE_FERMATA_PULSE
ld [hl+], a
ld a, 0
ld [hl+], a
jp .update_player_oam
.no_pulse
ld a, 0
ld hl, LocalOAM + PULSE_OBJ_INDEX*4
ld [hl+], a
ld [hl+], a
;jp .update_player_oam
.update_player_oam
; Update player OAM
ld hl, PlayerRect
ld a, [PlayerSpritePattern]
ld b, a
ld c, 0 ; oam index = 0
ld d, 4 ; rect x offseet = 4
ld e, 4 ; rect y offset = 4
ld a, [PlayerFlipX]
call UpdateOAMFromRect_2x2
ld a, [PlayerDamaged]
cp 1
jp nz, .return
ld a, [PlayerDamagedCounter]
bit 3, a
jp nz, .return
ld hl, LocalOAM + PLAYER_OBJ_INDEX*4
ld a, 0
ld [hl+], a ; disable player sprites
ld [hl+], a
inc hl
inc hl
ld [hl+], a
ld [hl+], a
inc hl
inc hl
ld [hl+], a
ld [hl+], a
inc hl
inc hl
ld [hl+], a
ld [hl+], a
inc hl
inc hl
.return
ret
Player_SetPositionFromTiles::
ld a, [MapOriginX]
ld d, a
ld a, b
sub d
sla a
sla a
sla a
ld [PlayerRect], a
ld a, [MapOriginY]
ld d, a
ld a, c
sub d
sla a
sla a
sla a
ld [PlayerRect+2], a
ret
Player_LoadGraphics::
ld b, 0 ; load sprite tiles
ld c, 16 ; player needs 16 sprite tiles
ld d, PlayerSpriteTilesBank ;rom bank
ld e, 0 ; player sprite tiles start from index 0
ld hl, PlayerSpriteTiles
call LoadTiles
ret
Player_Bounce::
; Launch player slightly into air. This proc should be called
; when the player jumps on an enemy.
ld a, 0
ld [PlayerGrounded], a
ld a, (PLAYER_BOUNCE_SPEED & $ff00) >> 8
ld [fYVelocity], a
ld a, (PLAYER_BOUNCE_SPEED & $00ff)
ld [fYVelocity + 1], a
ret
Player_Damage::
ld b, a ; store contact x coordinate
; Do nothing if player is already damaged
ld a, [PlayerDamaged]
cp 1
jp z, .return
ld a, 1
ld [PlayerDamaged], a ; set damaged flag for correct logic in player-update
ld a, PLAYER_DAMAGE_COUNTER_MAX
ld [PlayerDamagedCounter], a
ld a, [PlayerHearts]
dec a
ld [PlayerHearts], a
; Now set the players x velocity based on contact
ld a, [PlayerRect]
add a, PLAYER_WIDTH/2
cp b
jp c, .push_left
.push_right
ld a, (PLAYER_DAMAGE_XVEL & $ff00) >> 8
ld [fXVelocity], a
ld a, (PLAYER_DAMAGE_XVEL & $00ff)
ld [fXVelocity+1], a
jp .return
.push_left
ld a, ((0 - PLAYER_DAMAGE_XVEL) & $ff00) >> 8
ld [fXVelocity], a
ld a, ((0 - PLAYER_DAMAGE_XVEL) & $00ff)
ld [fXVelocity+1], a
; jp .return