From 270d60d58d3ef206a11057d399e360976546e439 Mon Sep 17 00:00:00 2001 From: Miquel Sabaté Solà Date: Fri, 6 Mar 2026 21:38:32 +0100 Subject: Rename scoped variables without being redundant MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Some variables had the same name of the scope in their names as well. Remove this redundancy everywhere. Signed-off-by: Miquel Sabaté Solà --- src/bullets.s | 66 +++++++++++++++++++++++++++++------------------------------ 1 file changed, 33 insertions(+), 33 deletions(-) (limited to 'src/bullets.s') diff --git a/src/bullets.s b/src/bullets.s index cdbcafc..8b93bac 100644 --- a/src/bullets.s +++ b/src/bullets.s @@ -27,10 +27,10 @@ ;; bullet. ;; 2. Y coordinate. ;; 3. X coordinate. - zp_bullets_pool_base = $A0 ; asan:reserve BULLETS_POOL_CAPACITY_BYTES + zp_pool_base = $A0 ; asan:reserve BULLETS_POOL_CAPACITY_BYTES ;; The current amount of bullets on screen. - zp_bullets_pool_size = $E0 + zp_pool_size = $E0 ;; The index on the pool where the next bullet can start iterating from. ;; This is a small optimization so not to start from the beginning every @@ -45,7 +45,7 @@ ;; The amount of time we are not allowing B presses. This is a rather low ;; value so you can have quite some presses per frame. - zp_bullet_timer = $35 + zp_timer = $35 BULLET_TIMER_VALUE = HZ / 15 ;; Maximum moves that a bullet can do. The tile also transitions depending @@ -64,11 +64,11 @@ ;; Initialize the pool of bullets. .proc init lda #0 - sta zp_bullet_timer - sta zp_bullets_pool_size - sta zp_last_allocated_index - sta zp_current_bullet_y - sta zp_current_bullet_x + sta Bullets::zp_timer + sta Bullets::zp_pool_size + sta Bullets::zp_last_allocated_index + sta Bullets::zp_current_bullet_y + sta Bullets::zp_current_bullet_x ;; Initializing the pool is a matter of setting to $FF the state byte ;; for each bullet object. @@ -76,7 +76,7 @@ ldy #BULLETS_POOL_CAPACITY lda #$FF @pool_init_loop: - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x NEXT_BULLET_INDEX_X dey @@ -91,14 +91,14 @@ ;; 3. Check background/enemy collisions. .proc update ;; Are we already full of bullets on screen? If so go move them. - lda zp_bullets_pool_size + lda Bullets::zp_pool_size cmp #BULLETS_POOL_CAPACITY beq @move_bullets ;; Can the B button be pressed? If not go to `@move_bullets` directly. - lda zp_bullet_timer + lda Bullets::zp_timer beq @check_bullets_pressed - dec zp_bullet_timer + dec Bullets::zp_timer jmp @move_bullets @check_bullets_pressed: @@ -109,15 +109,15 @@ ;; The B button was pressed. Reset the bullet timer. lda #BULLET_TIMER_VALUE - sta zp_bullet_timer + sta Bullets::zp_timer ;; Let's fetch a free spot for the new bullet. Note that since we have ;; checked that the pools size is not the same as the capacity, there ;; *must* be a free spot. If that's not the case and we get into an ;; infinite loop, then that's a bug we have to fix :) - ldx zp_last_allocated_index + ldx Bullets::zp_last_allocated_index @find_free_bullet_bucket: - lda zp_bullets_pool_base, x + lda Bullets::zp_pool_base, x cmp #$FF beq @initialize_bucket @@ -138,14 +138,14 @@ lda Player::zp_state asl and #%10000000 - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x ;; Set the Y coordinate to the player's waist. inx lda Player::zp_screen_y clc adc #(Player::PLAYER_WAIST - 1) - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x ;; Set the X coordinate to the player while also adjusting to the future ;; velocity applied on `@move_bullets` which, in turn, depends on the @@ -160,7 +160,7 @@ @set_bullet_left: adc #BULLET_VELOCITY @set_bullet_x: - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x ;; Save the index so it can be used in future bullet creation. Also be ;; careful to wrap around. @@ -169,15 +169,15 @@ bne @set_last_allocated ldx #0 @set_last_allocated: - stx zp_last_allocated_index + stx Bullets::zp_last_allocated_index ;; Increase the number of bullets on screen. - inc zp_bullets_pool_size + inc Bullets::zp_pool_size @move_bullets: ;; We will have on the 'y' register the amount of bullets on screen ;; pending to be moved. If there are none, we can return early. - ldy zp_bullets_pool_size + ldy Bullets::zp_pool_size bne @do_move rts @@ -190,7 +190,7 @@ @move_loop: ;; Is the current bullet active? - lda zp_bullets_pool_base, x + lda Bullets::zp_pool_base, x cmp #$FF bne @move_active_bullet @@ -210,12 +210,12 @@ ;; Yes! Then mark it as over. lda #$FF - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x ;; Decrease the number of bullets active and go check collisions if we ;; are done checking for bullets. In this case, if this was the last ;; bullet active, return early. - dec zp_bullets_pool_size + dec Bullets::zp_pool_size bne @decrease_y jmp @end @decrease_y: @@ -231,13 +231,13 @@ @do_move_active_bullet: ;; Increase the number of moves that this bullet has done. stx Globals::zp_idx - inc zp_bullets_pool_base, x + inc Bullets::zp_pool_base, x ;; Save the position on the Y axis as the value for the current bullet, ;; then convert it into tile coordinates so it can be used later for ;; background collision check. - lda zp_bullets_pool_base + 1, x - sta zp_current_bullet_y + lda Bullets::zp_pool_base + 1, x + sta Bullets::zp_current_bullet_y lsr lsr lsr @@ -246,7 +246,7 @@ ;; Grab the position on the X axis and apply the velocity depending on ;; the direction, which was stored back on the `Globals::zp_tmp1` ;; variable. - lda zp_bullets_pool_base + 2, x + lda Bullets::zp_pool_base + 2, x bit Globals::zp_tmp1 bmi @move_right sec @@ -260,7 +260,7 @@ ;; We now have the future value for the X axis. Store it as the current ;; value and then convert it into tile coordinates so it can be used for ;; background collision check. - sta zp_current_bullet_x + sta Bullets::zp_current_bullet_x lsr lsr lsr @@ -273,10 +273,10 @@ ;; There was a collision! Disable the bullet. ldx Globals::zp_idx lda #$FF - sta zp_bullets_pool_base, x + sta Bullets::zp_pool_base, x ;; Decrement the number of bullets active. - dec zp_bullets_pool_size + dec Bullets::zp_pool_size beq @end dey beq @end @@ -321,8 +321,8 @@ ;; decrease the number of active bullets to be moved. If we are already ;; into no bullets to be moved, then fall through and consider ;; collisions. - lda zp_current_bullet_x - sta zp_bullets_pool_base, x + lda Bullets::zp_current_bullet_x + sta Bullets::zp_pool_base, x inx dey beq @end -- cgit v1.2.3