.WPLS2 LDY LSX2 \ If LSX2 is non-zero (which indicates the ball line BNE WP1 \ heap is empty), jump to WP1 to reset the line heap \ without redrawing the planet \ Otherwise Y is now 0, so we can use it as a counter to \ loop through the lines in the line heap, redrawing \ each one to remove the planet from the screen, before \ resetting the line heap once we are done .WPL1 CPY LSP \ If Y >= LSP then we have reached the end of the line BCS WP1 \ heap and have finished redrawing the planet (as LSP \ points to the end of the heap), so jump to WP1 to \ reset the line heap, returning from the subroutine \ using a tail call LDA LSY2,Y \ Set A to the y-coordinate of the current heap entry CMP #&FF \ If the y-coordinate is &FF, this indicates that the BEQ WP2 \ next point in the heap denotes the start of a line \ segment, so jump to WP2 to put it into (X1, Y1) STA Y2 \ Set (X2, Y2) to the x- and y-coordinates from the LDA LSX2,Y \ heap STA X2 JSR LOIN \ Draw a line from (X1, Y1) to (X2, Y2) INY \ Increment the loop counter to point to the next point LDA SWAP \ If SWAP is non-zero then we swapped the coordinates BNE WPL1 \ when filling the heap in BLINE, so loop back WPL1 \ for the next point in the heap LDA X2 \ Swap (X1, Y1) and (X2, Y2), so the next segment will STA X1 \ be drawn from the current (X2, Y2) to the next point LDA Y2 \ in the heap STA Y1 JMP WPL1 \ Loop back to WPL1 for the next point in the heap .WP2 INY \ Increment the loop counter to point to the next point LDA LSX2,Y \ Set (X1, Y1) to the x- and y-coordinates from the STA X1 \ heap LDA LSY2,Y STA Y1 INY \ Increment the loop counter to point to the next point JMP WPL1 \ Loop back to WPL1 for the next point in the heapName: WPLS2 [Show more] Type: Subroutine Category: Drawing planets Summary: Remove the planet from the screen Deep dive: The ball line heapContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * PL2 calls WPLS2 * PL9 (Part 1 of 3) calls WPLS2
We do this by redrawing it using the lines stored in the ball line heap when the planet was originally drawn by the BLINE routine.
Draw a line: Calculate the line gradient in the form of deltas
Reset the ball line heap
Label WP2 is local to this routine
Label WPL1 is local to this routine