; Define constants
PivotX = $00 ; x-coordinate of the pivot point
PivotY = $01 ; y-coordinate of the pivot point
Width = $30 ; width of the Fire Bar's rectangle (24 / 8 = 3 tiles, each tile is 8 pixels wide)
Height = $08 ; height of the Fire Bar's rectangle
Angle = $04 ; current angle of rotation
Step = $05 ; amount to increment/decrement the angle each frame
Direction = $06 ; user variable that controls direction of rotation
; Initialize variables
lda #0 ; initialize angle to 0
sta Angle
lda #1 ; initialize step to 1
sta Step
lda #0 ; initialize direction to clockwise
sta Direction
; Main loop
Loop:
; Calculate new angle based on direction and step
lda Direction
beq RotateClockwise
; if direction is counterclockwise
dec Angle ; decrement angle by step
jmp CalculateCoordinates
RotateClockwise:
; if direction is clockwise
inc Angle ; increment angle by step
; Calculate new coordinates based on angle and pivot point
CalculateCoordinates:
; Convert angle to radians
lda Angle
clc
adc #90 ; adjust for starting angle of 0
asl ; multiply by 2 (since angle is in 0.5 degree increments)
tax
lda #0
sta sinTable+2
lda #>sinTable
sta $00
lda #<sinTable
sta $01
lda ($00),y
sta $02
lda #0
sta $03
lda ($00,x)
sta $04
lda ($00),y
sta $05
; Calculate sine and cosine of angle
lda Angle
clc
adc #90 ; adjust for starting angle of 0
lda #0
sta temp1
sta temp2
cmp #360 ; if angle exceeds 360, wrap around to 0
bcc SkipWrap
lda #0
SkipWrap:
jsr CalculateSine
sta temp1
jsr CalculateCosine
sta temp2
; Calculate new coordinates of rectangle based on angle, sine, cosine, and pivot point
lda PivotX
sta x
lda PivotY
sta y
lda temp1
clc
adc y
sta y
lda temp2
clc
adc x
sta x
lda Width
clc
adc x
sta x2
lda Height
clc
adc y
sta y2
; Draw the Fire Bar's rectangle on the screen using the calculated coordinates
; (code for drawing the rectangle is not shown here)
; Wait for the next frame
jmp Loop
; Subroutine to calculate sine of angle (in 0.5 degree increments)
CalculateSine:
pha
ldy #0
tay
lda #0
sta sinTable,y
lda #0
sta sinTable+1,y
lda #1
sta temp1
Loop1:
lda temp1
sta temp3
; Subroutine to calculate cosine of angle (in 0.5 degree increments)
CalculateCosine:
pha
ldy #0
tay
lda #256
sta cosTable+1,y
lda #0
sta cosTable,y
lda #1
sta temp1
Loop1:
lda temp1
sta temp3
sta temp4
Loop2:
lda cosTable+1,y
sbc temp3
sta cosTable+1,y
lda cosTable,y
sbc temp4
sta cosTable,y
ldx #0
Loop3:
lda cosTable+1,y
rol
sta cosTable+1,y
lda cosTable,y
rol
sta cosTable,y
inx
cpx #8
bne Loop3
lda cosTable,y
and #%11110000
sta cosTable,y
pla
rts
cosTable:
ds 2
temp1:
ds 1
temp3:
ds 1
temp4:
ds 1