score increment
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@ -464,21 +464,25 @@ EndRoutine:
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cmp #ActorType::AIRPLANE
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bne NextEnemy ; If not an airplane - skip to next enemy type
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;; LOAD BOUNDING BOX X1,Y1,X2,Y2
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lda ActorsArray+Actor::XPos,x ; Bounding Box X1Y1
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lda ActorsArray+Actor::Type,x ; Load the type of the actor we are looping
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cmp #ActorType::AIRPLANE
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bne NextEnemy ; If it's NOT Airplane, bypass this enemy and move check the next one
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;; LOAD BOUNDING BOX X1, Y1, X2, and Y2
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lda ActorsArray+Actor::XPos,x ; Bounding Box X1
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sta ParamRectX1
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lda ActorsArray+Actor::YPos,y
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lda ActorsArray+Actor::YPos,x ; Bouding Box Y1
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sta ParamRectY1
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lda ActorsArray+Actor::XPos,x ; Bounding Box X2Y2
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lda ActorsArray+Actor::XPos,x
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clc
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adc #22 ; Get right value of the airplane bounding box by adding 22
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sta ParamRectX2
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adc #22 ; Get right value of the airplane bounding box by adding 22 pixels to the right
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sta ParamRectX2 ; Bounding Box X2
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lda ActorsArray+Actor::YPos,y ; Bottom of box by adding 8, one sprite tall
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lda ActorsArray+Actor::YPos,x
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clc
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adc #8
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sta ParamRectY2
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adc #8 ; Get the bottom of the airplane bounding box by adding 8
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sta ParamRectY2 ; Bouding Box Y2
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jsr IsPointInsideBoundingBox
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@ -568,7 +572,7 @@ FinishCollisionCheck:
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adc #3
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sta ParamXPos ; Missile position to be checked X += 3
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lda ActorsArray+Actor::YPos,y
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lda ActorsArray+Actor::YPos,x
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clc
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adc #1
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sta ParamYPos ; Missile position to be checked Y += 1
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@ -579,8 +583,9 @@ FinishCollisionCheck:
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beq NoCollisionFound
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lda #ActorType::NULL ; Delete missile Actor
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sta ActorsArray+Actor::Type,x
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;; TODO: increment Score
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jsr IncrementScore
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jsr DrawScore
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NoCollisionFound:
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@ -1054,10 +1059,6 @@ SetGameClock:
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inc Clock60 ; But if it is 60, then increment Clock60 and zero Frame counter
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lda #0
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sta Frame
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;; TODO: REMOVE
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jsr IncrementScore
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jsr DrawScore
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:
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SetDrawComplete:
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