handle multi-line comments

This commit is contained in:
2026-05-01 18:27:51 +02:00
parent 92ac475d58
commit c78a2ff7a0
8 changed files with 188 additions and 168 deletions

View File

@@ -10,9 +10,9 @@ include init
call drawing.draw_whole_map
;
; State initialization
;
/*
State initialization
*/
; Robot
const robot_initial_x = 1
const robot_initial_y = 1
@@ -51,9 +51,9 @@ mov r3, sprites.rotation_0
mov r4, sprites.ghost
call drawing.draw_sprite_at_map_coord
;
; Time initialization
;
/*
Time initialization
*/
add r1, zr, ptr.tick_duration_low
load_32 r2, [r1]
add r1, zr, ptr.tick_duration_high
@@ -74,13 +74,13 @@ add r1, zr, ptr.next_tick_high
store_32 [r1], r5
game_loop:
;
; Event handling
;
; r1 = keyboard event+key / direction
; r2 = keyboard key / direction address
; r3 = keyboard event
; r4 = jump address
/* Event handling
r1 = keyboard event+key / direction
r2 = keyboard key / direction address
r3 = keyboard event
r4 = jump address
*/
keyboard r1
and r2, r1, keyboard.mask_key
and r3, r1, keyboard.mask_event
@@ -109,7 +109,7 @@ game_loop:
jmp game_loop_event_handling_store_direction
; key_left:
mov r1, game.direction_left
; jmp game_loop_event_handling_end
;jmp game_loop_event_handling_end
game_loop_event_handling_store_direction:
add r2, zr, ptr.state_robot
@@ -118,15 +118,14 @@ game_loop:
game_loop_event_handling_end:
;
; Elapsed time check
;
; r1: address
; r2: now low / delay low
; r3: now high / delay high
; r4: next tick low
; r5: next tick high
;
/* Elapsed time check
r1: address
r2: now low / delay low
r3: now high / delay high
r4: next tick low
r5: next tick high
*/
time_0 r2
time_1 r3
@@ -159,18 +158,18 @@ game_loop:
store_32 [r1], r5
;
; Robot movement
;
; r1 = robot's state address
; r2 = x
; r3 = y
; r4 = direction
; r5 = new x
; r6 = new y
; r7 = new position address
; r8 = new position content
; r9 = jump address
/* Robot movement
r1 = robot's state address
r2 = x
r3 = y
r4 = direction
r5 = new x
r6 = new y
r7 = new position address
r8 = new position content
r9 = jump address
*/
add r1, zr, ptr.state_robot
load_8 r2, [r1]
add r1, r1, 1
@@ -209,9 +208,9 @@ game_loop:
mov r7, r13
pop r2
;
; Collision handling
;
/*
Collision handling
*/
load_8 r8, [r7]
cmp r8, map.tiles.wall
jne game_loop_robot_movement_some
@@ -249,20 +248,20 @@ game_loop:
game_loop_robot_movement_none:
;
; Ghost movement
;
; r1: ghost's state address
; r2: x
; r3: y
; r4: direction
; r5: x increment
; r6: y increment
; r7: new x
; r8: new y
; r9: new position address
; r10: new position content
; r11: jump address
/* Ghost movement
r1: ghost's state address
r2: x
r3: y
r4: direction
r5: x increment
r6: y increment
r7: new x
r8: new y
r9: new position address
r10: new position content
r11: jump address
*/
add r1, zr, ptr.state_ghost
load_8 r2, [r1]
add r1, r1, 1
@@ -331,9 +330,9 @@ game_loop:
mov r4, sprites.ghost
call drawing.draw_sprite_at_map_coord
;
; Check ahead for direction change
;
/*
Check ahead for direction change
*/
add r1, r7, r5
add r2, r8, r6
call game.get_tile_address_from_map_coord