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-rw-r--r--space/src/states/bullets.s32
1 files changed, 16 insertions, 16 deletions
diff --git a/space/src/states/bullets.s b/space/src/states/bullets.s
index af74ce7..a51e7e8 100644
--- a/space/src/states/bullets.s
+++ b/space/src/states/bullets.s
@@ -13,10 +13,10 @@
;; deal.
.scope Bullets
;; The number of bullets shown on screen for the current frame.
- m_bullets_screen = $40
+ zp_bullets_screen = $40
;; Frame counter. See `FRAMES` below.
- m_frames = $41
+ zp_frames = $41
;; How many frames have to pass to allow the user to shoot another bullet
;; after the previous one.
@@ -27,14 +27,14 @@
;; Initializing variables.
lda #0
- sta m_bullets_screen
+ sta zp_bullets_screen
lda #FRAMES
- sta m_frames
+ sta zp_frames
;; Set X and Y positions off-screen for the three available slots.
- lda #$ff
+ lda #$FF
sta $208
sta $20C
sta $210
@@ -64,10 +64,10 @@
;; If the frame counter has the same value as our allowed one, we can go
;; into the `bullets_pressed` subroutine, otherwise we will skip it
;; altogether.
- lda m_frames
+ lda zp_frames
cmp #FRAMES
beq @check
- inc m_frames
+ inc zp_frames
jmp @position
@check:
jsr bullets_pressed
@@ -81,7 +81,7 @@
;; and it is possible.
.proc bullets_pressed
;; If we reached the maximum of bullets on screen, return early.
- lda m_bullets_screen
+ lda zp_bullets_screen
cmp #3
bne :+
rts
@@ -117,9 +117,9 @@
;; At the current index we have a bullet to initialize. Hence, give it
;; the Y value from the player and the X one (+4 so it's at the center
;; of the ship on the X axis).
- lda Player::m_screen_y
+ lda Player::zp_screen_y
sta $208, x
- lda Player::m_screen_x
+ lda Player::zp_screen_x
clc
adc #4
inx
@@ -127,11 +127,11 @@
inx
sta $208, x
- ;; Reset the `m_frames` so to disallow too many bullets being shot at
- ;; once, and increate the `m_bullets_screen` variable.
+ ;; Reset the `zp_frames` so to disallow too many bullets being shot at
+ ;; once, and increate the `zp_bullets_screen` variable.
lda #0
- sta m_frames
- inc m_bullets_screen
+ sta zp_frames
+ inc zp_bullets_screen
@end:
rts
.endproc
@@ -158,9 +158,9 @@
sbc #10
jmp @save
@free:
- ;; This bullet should be freed, decrease `m_bullets_screen` and set `a`
+ ;; This bullet should be freed, decrease `zp_bullets_screen` and set `a`
;; to an off-screen value.
- dec m_bullets_screen
+ dec zp_bullets_screen
lda #$FF
@save:
;; Either way you reach this, in `a` we have the Y value to be stored.