
// forward references
procedure MoveNibblerHeadUp();
procedure MoveNibblerHeadRight();
procedure MoveNibblerHeadDown();
procedure MoveNibblerHeadLeft();

procedure MoveNibblerHead();
begin
			
	stopped := false;

	// move head
	if head[0] = @HEADUP then 
	begin
		MoveNibblerHeadUp();
		return();
	end;

	if head[0] = @HEADRIGHT then // right
	begin
		MoveNibblerHeadRight();
		return();
	end;

	if head[0] = @HEADDOWN then
	begin
		MoveNibblerHeadDown();
		return();
	end;

	MoveNibblerHeadLeft();

end;

// move Nibblers tail
procedure MoveNibblerTail();
begin

	// move tail only if tailWait counter is ZERO
	if tailWait <> 0 then
	begin
		tailWait := tailWait - 1;
		return();
	end;
	
	if tail[0] = @TAILUP onpage then // up
	begin
		tail[0] := 0;
		tail := tail - @SCREEN_WIDTH;
		tailc := tailc - @SCREEN_WIDTH;
		tailc[0] := YELLOW;
		// test if change dir
		if tail[0] = @BODYBL then // LEFT
		begin
			tail[0] := @TAILLEFT;
			return();
		end;
		if tail[0] = @BODYBR then // RIGHT
		begin
			tail[0] := @TAILRIGHT;
			return();
		end;
		tail[0] := @TAILUP;		
		return();
	end;
	
	if tail[0] = @TAILRIGHT onpage then // right
	begin
		tail[0] := 0;
		tail := tail + 1;
		tailc := tailc + 1;
		tailc[0] := YELLOW;
		// test if change dir
		if tail[0] = @BODYTL then // up
		begin
			tail[0] := @TAILUP;
			return();
		end;
		if tail[0] = @BODYBL then // down
		begin
			tail[0] := @TAILDOWN;
			return();
		end;
		tail[0] := @TAILRIGHT;
		return();
	end;
	
	if tail[0] = @TAILDOWN onpage then // down
	begin
		tail[0] := 0;
		tail := tail + @SCREEN_WIDTH;
		tailc := tailc + @SCREEN_WIDTH;
		tailc[0] := YELLOW;
		// test if change dir
		if tail[0] = @BODYTL then // LEFT
		begin
			tail[0] := @TAILLEFT;
			return();
		end;
		if tail[0] = @BODYTR then // RIGHT
		begin
			tail[0] := @TAILRIGHT;
			return();
		end;
		tail[0] := @TAILDOWN;	
		return();
	end;
	
	// Left (is the only choice left)
	tail[0] := 0;
	tail := tail - 1;
	tailc := tailc - 1;
	tailc[0] := YELLOW;
	// test if change dir
	if tail[0] = @BODYTR then // up
	begin
		tail[0] := @TAILUP;
		return();
	end;
	if tail[0] = @BODYBR then // down
	begin
		tail[0] := @TAILDOWN;
		return();
	end;
	tail[0] := @TAILLEFT;

end;

// tests head[0] for FOOD
procedure EatFood();
begin
	if head[0] = @FOOD then begin
		snd2Freq := @SOUND_COLLECTSTART;
		tailWait := tailWait + tailGrow;
		tailGrow := tailGrow + 1; // next time eating food the tail will be longer
		if tailGrow = @TAILGROWMAX then tailGrow := 1;
		if numFood < 8 then tailWait := tailWait + 2; // last 7 food grow longer

		stopTime := stopTime + 1;
		if stopTime >= @STOPTIMEMAX then stopTime := @STOPTIMEMAX;
		score := score + 1;
		numFood := numFood - 1;
		// speed up at the end
		//if numFood < 3 then 
		//	if moveTimeReset >4 then moveTimeReset := moveTimeReset - 1;
		DrawUIScore();
	end;
end;
// Stop Time - hit a wall
procedure DecStopTime();
begin
	if stopTime <> 0 then dec(stopTime);	// time allowed to rest
	stopped := true;
end;

procedure ProcessJoyResultTime();
begin

	// player is not pressing a direction right now
	// check if we have a joytstick direction ready from last time?
	if (JoyResult2Time > 0) then
	begin
		
		JoyResult2Time := JoyResult2Time - 1;
		joy1 := JoyResult2; // retrieve last saved joy dir
			
	end
	else
	begin
		
		JoyResult2 := 0; // time up, stop remembering

	end;
	
end;

// read the joystick or keys, or load up the last remembered direction
procedure GetJoyKeyInput();
begin

	ReadJoy1( );
	if (^@KEYB = KEY_Q or ^@KEYB = KEY_I) then joy1 := JOY_UP;
	if (^@KEYB = KEY_A or ^@KEYB = KEY_M) then joy1 := JOY_DOWN;
	if (^@KEYB = KEY_O or ^@KEYB = KEY_J) then joy1 := JOY_LEFT;
	if (^@KEYB = KEY_P or ^@KEYB = KEY_K) then joy1 := JOY_RIGHT;

	// sticky joy - store current joytstick dir if a direction pressed
	if (joy1 <> 0) then
	begin
	
		// player is pressing a direction, so save it
		JoyResult2 := joy1;
		JoyResult2Time := @JOYRESULTTIME; // amount of time to remember
	
	end;

end;

// test for user input to control Nibbler
procedure NibblerControl();
var
	joke: string = ("AWFUL-JOKES.COM-TIME FLIES LIKE AN ARROW.FUIT FLIES LIKE A BANANA");
begin

	// retrieve last direction on key/joy that is saved
	ProcessJoyResultTime();

	// clear flag JUSTMOVED
	justMoved := 0;

	if (joy1 & @JOY_LEFT = @JOY_LEFT) then begin 
		if head[0] <> @HEADLEFT then // if travelling left or right, this key is invalid
		if head[0] <> @HEADRIGHT then // arcade peanalises you for this!
		begin
			p1 := head - 1;
			if p1[0] >= 2 then return(); // it is not clear
			
			if head[0] = @HEADDOWN then head[0] := @BODYTL;
			if head[0] = @HEADUP then head[0] := @BODYBL;
			
			hissDuration:=@SOUND_HISSDURATION;
			snd1Freq := 0;
			
			head := p1;
			EatFood();
			head[0] := @HEADLEFT;
			headc := headc - 1;
			headc[0] := GREEN;
			//MoveNibblerTail();
			justMoved := 1;
			// stop remembering last joy move
			//JoyResult2 := 0;
			JoyResult2Time := 0;
		end;
		//return();
	end;
	

	if (joy1 & @JOY_RIGHT = @JOY_RIGHT) then begin 
		if head[0] <> @HEADRIGHT then // if travelling left or right, this key is invalid
		if head[0] <> @HEADLEFT then // arcade peanalises you for this!
		begin
			p1 := head + 1;
			if p1[0] >= 2 then return(); // it is not clear
			
			if head[0] = @HEADDOWN then head[0] := @BODYTR;
			if head[0] = @HEADUP then head[0] := @BODYBR;
			
			hissDuration:=@SOUND_HISSDURATION;
			snd1Freq := 0;
			
			head := p1;
			EatFood();
			head[0] := @HEADRIGHT;
			headc := headc + 1;
			headc[0] := GREEN;
			//MoveNibblerTail();
			justMoved := 1;
			// stop remembering last joy move
			//JoyResult2 := 0;
			JoyResult2Time := 0;
		end;
		//return();
	end;

	if (joy1 & @JOY_UP = @JOY_UP) then begin 
		if head[0] <> @HEADUP then // if travelling up or down, this key is invalid
		if head[0] <> @HEADDOWN then // arcade peanalises you for this!
		begin
			p1 := head - @SCREEN_WIDTH;
			if p1[0] >= 2 then return(); // it is not clear
			
			if head[0] = @HEADRIGHT then head[0] := @BODYTL;
			if head[0] = @HEADLEFT then head[0] := @BODYTR;
			
			hissDuration:=@SOUND_HISSDURATION;
			snd1Freq := 0;
			
			head := p1;
			EatFood();
			head[0] := @HEADUP;
			headc := headc - @SCREEN_WIDTH;
			headc[0] := GREEN;
			//MoveNibblerTail();
			justMoved := 1;
			// stop remembering last joy move
			//JoyResult2 := 0;
			JoyResult2Time := 0;
		end;
		//return();
	end;
	

	if (joy1 & @JOY_DOWN = @JOY_DOWN) then begin 
		if head[0] <> @HEADDOWN then // if travelling up or down, this key is invalid
		if head[0] <> @HEADUP then // arcade peanalises you for this!
		begin
			p1 := head + @SCREEN_WIDTH;
			if p1[0] >= 2 then return(); // it is not clear
			
			if head[0] = @HEADRIGHT then head[0] := @BODYBL;
			if head[0] = @HEADLEFT then head[0] := @BODYBR;
			
			hissDuration:=@SOUND_HISSDURATION;
			snd1Freq := 0;
			
			head := p1;
			EatFood();
			head[0] := @HEADDOWN;
			headc := headc + @SCREEN_WIDTH;
			headc[0] := GREEN;
			//MoveNibblerTail();
			justMoved := 1;
			// stop remembering last joy move
			//JoyResult2 := 0;
			JoyResult2Time := 0;
		end;
		//return();
	end;
	
end;



// -------------------------------------------------------------------

procedure MoveNibblerHeadUp();
begin
	p1 := head - @SCREEN_WIDTH;
	 
	if p1[0] < 2 then // clear ahead 0=space, 1=food
	begin
		head[0] := @BODYUP;
		head := p1;
		EatFood();
		head[0] := @HEADUP;
		headc := headc - @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	// reached something
	p2 := head - 1;
	if head[1] < 2 then // saves bytes having nested IF's instead of AND 
	if p2[0] < 2 then   // at t-juction
	begin
		if snd1Freq =0 then snd1Freq := @SOUND_TJUNCSTART;
		DecStopTime(); // time allowed to rest
		inc(tailWait);
		return();
	end;
	
	DecStopTime(); // time allowed to rest
	
	if head[1] < 2 then // right is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYBR; // bend up char
		head := head + 1;
		EatFood();
		head[0] := @HEADRIGHT;
		headc := headc + 1;
		headc[0] := GREEN;
		return();
	end;
	if (p2[0] < 2) then // left is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYBL; // bend up char
		head := p2;
		EatFood();
		head[0] := @HEADLEFT;
		headc := headc - 1;
		headc[0] := GREEN;
		return();
	end;
	//inc(tailWait);
	gameState := @GAMESTATE_LOOSELIFE;
	headc[0] := RED;
end;

// -------------------------------------------------------------------

procedure MoveNibblerHeadRight();
begin

	if head[1] < 2 then // clear ahead
	begin
		head[0] := @BODYRIGHT;
		head := head + 1;
		EatFood();
		head[0] := @HEADRIGHT;
		headc := headc + 1;
		headc[0] := GREEN;
		return();
	end;
	// ahead is not clear, change direction?

	p1 := head - @SCREEN_WIDTH;
	p2 := head + @SCREEN_WIDTH;
	if p1[0] < 2 then // optimisation instead of AND 
	if p2[0] < 2 then // at t-juction
	begin
		if snd1Freq =0 then snd1Freq := @SOUND_TJUNCSTART;
		DecStopTime(); // time allowed to rest
		inc(tailWait);
		return();
	end;
	
	DecStopTime(); // time allowed to rest

	if p1[0] < 2 then // Only Up is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYTL; // bend up char
		head := p1;
		EatFood();
		head[0] := @HEADUP;
		headc := headc - @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	if p2[0] < 2 then // Only Down is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYBL; // bend down char ooer
		head := p2;
		EatFood();
		head[0] := @HEADDOWN;
		headc := headc + @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	//inc(tailWait);
	gameState := @GAMESTATE_LOOSELIFE;
	headc[0] := RED;
end;

// -------------------------------------------------------------------

procedure MoveNibblerHeadDown();
begin

	if head[@SCREEN_WIDTH] < 2 then // clear ahead
	begin
		head[0] := @BODYDOWN;
		head := head + @SCREEN_WIDTH;
		EatFood();
		head[0] := @HEADDOWN;
		headc := headc + @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	// reached something
	p2 := head - 1;
	if head[1] < 2 then // saves bytes having nested IF's instead of AND 
	if p2[0] < 2 then// at t-juction
	begin
		if snd1Freq =0 then snd1Freq := @SOUND_TJUNCSTART;
		DecStopTime(); // time allowed to rest
		inc(tailWait);
		return();
	end;
	
	DecStopTime(); // time allowed to rest
	
	if head[1] < 2 then // right is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYTR; // bend char
		head := head + 1;
		EatFood();
		head[0] := @HEADRIGHT;
		headc := headc + 1;
		headc[0] := GREEN;
		return();
	end;
	if p2[0] < 2 then // left is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYTL; // bend char
		head := p2;
		EatFood();
		head[0] := @HEADLEFT;
		headc := headc - 1;
		headc[0] := GREEN;
		return();
	end;
	//inc(tailWait);
	gameState := @GAMESTATE_LOOSELIFE;
	headc[0] := RED;
end;

// -------------------------------------------------------------------

procedure MoveNibblerHeadLeft();
begin

	p1 := head - 1;

	if p1[0] < 2 then // clear ahead
	begin
		head[0] := @BODYLEFT;
		head := p1;
		EatFood();
		head[0] := @HEADLEFT;
		headc := headc - 1;
		headc[0] := GREEN;
		return();
	end;
	// ahead is not clear, change direction?

	p1 := head - @SCREEN_WIDTH;
	p2 := head + @SCREEN_WIDTH;
	if p1[0] < 2 then // optimisation instead of AND 
	if p2[0] < 2 then // at t-juction
	begin
		if snd1Freq =0 then snd1Freq := @SOUND_TJUNCSTART;
		DecStopTime(); // time allowed to rest
		inc(tailWait);
		return();
	end;
	
	DecStopTime(); // time allowed to rest
	
	if p1[0] < 2 then // Only Up is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYTR; // bend up char
		head := p1;
		EatFood();
		head[0] := @HEADUP;
		headc := headc - @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	if p2[0] < 2 then // Only Down is clear
	begin
		hissDuration:=@SOUND_HISSDURATION;

		head[0] := @BODYBR; // bend down char ooer
		head := p2;
		EatFood();
		head[0] := @HEADDOWN;
		headc := headc + @SCREEN_WIDTH;
		headc[0] := GREEN;
		return();
	end;
	// not clear ahead - are we dead ?
	//inc(tailWait);
	gameState := @GAMESTATE_LOOSELIFE;
	headc[0] := RED;
end;

// -------------------------------------------------------------------




// Scroll the character data for Nibblers boddy
procedure AnimateNibblerBody();
begin

	asm("
	; scroll vertical body up
	ldy $1c38+8
	ldx #0
Scroll1tA26758
	lda $1c39+8,x
	sta $1c38+8,x
	inx
	cpx #7
	bne Scroll1tA26758
	sty $1c3f+8
	
	; scroll vertical body down
	ldy $1c47+8
	ldx #7
Scroll2tA26758
	lda $1c40+7,x
	sta $1c41+7,x
	dex
	cpx #0
	bne Scroll2tA26758
	sty $1c40+8

	; scroll horizontal body right
	ldx #0
RightBitshiftA26758
	lda $1c28+8,x
	lsr
	ror $1c28+8,x
	inx
	cpx #8
	bne RightBitshiftA26758
	
	; scroll horizontal body left
	ldx #0
LeftBitshiftA16895
	lda $1c30+8,x
	asl
	rol $1c30+8,x
	inx
	cpx #8
	bne LeftBitshiftA16895
	");

end;