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- Thread starter briefs
- Start date

Something like this?

Code:

```
bounce:
LDA #$00
STA Object_v_speed_lo,x ; Just set this to 0, make things easier
SEC
SBC Object_v_speed_hi,x ; Make it bounce! -- we still have 0 loaded, now we subtract our speed
CLC ; Which gives us the inverse....
STA Object_v_speed_hi,x ; We set it.
```

;;BOUNCY TRAMPOLINE

;; trampoline

CPX player1_object

BNE notAPlayer_trampoline

LDA Object_v_speed_hi

BPL keepCheckingForTrampoline

;; should behave like solid.

notAPlayer_trampoline:

LDA #TILE_SOLID

STA tile_solidity

JMP doneWithTrampoline

keepCheckingForTrampoline:

ChangeObjectState #$02

LDA #$00

SEC

SBC #$02

STA Object_v_speed_hi,x

doneWithTrampoline: