From 132b7b1cc8073df9cc334cd277e9182c3aa8bca5 Mon Sep 17 00:00:00 2001 From: Miquel Sabaté Solà Date: Wed, 2 Apr 2025 21:38:45 +0200 Subject: Rename throttle to the proper wording MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Miquel Sabaté Solà --- src/player.s | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) (limited to 'src/player.s') diff --git a/src/player.s b/src/player.s index e86c491..5fe6d59 100644 --- a/src/player.s +++ b/src/player.s @@ -86,7 +86,7 @@ ;; ;; | Bit | Short name | Meaning when set | ;; |-----+------------+-----------------------------------------------| - ;; | 7 | throttle | Player is hitting the throttle | + ;; | 7 | thrust | Player is hitting the thrust | ;; | 6 | heading | heading right | ;; | 5-3 | - | Unused | ;; | 2 | update | Sprite (animation or heading) must be updated | @@ -218,7 +218,7 @@ ;; This happens whenever we fall from a platform by walking. The ;; original game then switched into airborne state, so let's do that. In ;; particular, we reset the walking counter, the walk state, and we flip - ;; the `throttle` flag. + ;; the `thrust` flag. lda #0 sta zp_walk_counter lda #%11111100 @@ -229,14 +229,14 @@ @do_update_sprites: ;; And with that, update all the sprites with the information we have - ;; collected (i.e. heading, throttle, coordinates). + ;; collected (i.e. heading, thrust, coordinates). JAL update_sprites .endproc ;; Updates the `zp_velocity_y` and the `zp_position_y` depending on whether ;; the player is throttling or gravity should just apply. .proc update_vertical_position - ;; Check if the player is asking to throttle, otherwise apply gravity. + ;; Check if the player is asking to thrust, otherwise apply gravity. lda #(Joypad::BUTTON_UP | Joypad::BUTTON_A) and Joypad::zp_buttons1 beq @set_gravity @@ -248,10 +248,10 @@ ;; If the current velocity is zero, then we are "blasting off", and a ;; bit of animation plus special velocity should occur. Otherwise we - ;; should apply the regular throttle velocity. + ;; should apply the regular thrust velocity. lda zp_velocity_y beq @blast_off - lda #THROTTLE_UP + lda #THRUST bne @compute_vertical @set_gravity: @@ -338,17 +338,17 @@ ora #%00000100 sta zp_state - ;; If we are throttling, then we need to apply the proper acceleration + ;; If we are thrusting, then we need to apply the proper acceleration ;; for it. Otherwise, if walking, then there's no acceleration and the ;; velocity is linear, so we just set the velocity and directly apply ;; it, skipping the whole acceleration part. bit zp_state - bmi @left_throttle + bmi @fly_left lda #WALK_LEFT sta zp_velocity_x bne @apply_velocity - @left_throttle: - lda #THROTTLE_LEFT + @fly_left: + lda #FLY_LEFT bne @apply_acceleration ;; Same as the part above but applied to going right. @@ -362,16 +362,16 @@ sta zp_state bit zp_state - bmi @right_throttle + bmi @fly_right lda #WALK_RIGHT sta zp_velocity_x bne @apply_velocity - @right_throttle: - lda #THROTTLE_RIGHT + @fly_right: + lda #FLY_RIGHT bne @apply_acceleration ;; If neither left nor right is being pressed we have to move to a - ;; resting state on the horizontal axis. When throttling this means an + ;; resting state on the horizontal axis. When thrusting this means an ;; acceleration of 0 (i.e. slow down), when walking this means going to ;; an immediate full stop. @nothing: @@ -571,7 +571,7 @@ ;; velocity with the bounce is enough. The amount of bounce applied ;; depends on whether we were at max velocity or not. lda zp_velocity_y - cmp #THROTTLE_UP + cmp #THRUST bne @reduced_velocity lda #REDUCE_FULL_SPEED bne @correct_vertical_velocity @@ -704,11 +704,11 @@ ;; IDs to use on each slot, and also the attributes to be used, as the ;; heading affects whether things are to be flipped horizontally or not. .proc update_player_tiles - ;; Throttle or walking? In any case, on the `x` register we will put one + ;; Flying or walking? In any case, on the `x` register we will put one ;; of the tile IDs, and on the `y` register the other. This way the code ;; dealing with heading can rely on these two registers. bit zp_state - bmi @throttle + bmi @flying ;; The walking sprites depends on the current walking animation set on ;; the player's state. @@ -732,8 +732,8 @@ ldy #$12 bne @heading - ;; There's only one set for the throttle, no animations here. - @throttle: + ;; There's only one set for the flying state, no animations here. + @flying: ldx #$23 ldy #$22 -- cgit v1.2.3