Update VillageDog and EonDog lifting logic

This commit is contained in:
scawful
2024-11-28 00:54:06 -05:00
parent 194695abf8
commit 033d2e76f0

View File

@@ -32,36 +32,29 @@
%Set_Sprite_Properties(Sprite_VillageDog_Prep, Sprite_VillageDog_Long)
Sprite_VillageDog_Long:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ .village
JSR Sprite_EonDog_Draw
JMP +
.village
JSR Sprite_VillageDog_Draw ; Call the draw code
JSR Sprite_VillageDog_Draw
+
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_VillageDog_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_VillageDog_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
Sprite_VillageDog_Prep:
{
PHB : PHK : PLB
LDA.w WORLDFLAG : BEQ .village
LDA.b #$07 : STA.w SprAction, X
.village
PLB
RTL
}
@@ -74,7 +67,8 @@ HandleTossedDog:
RTS
}
macro LiftOrTalk()
LiftOrTalk:
{
LDA.w $02B2 : BEQ .lifting
CMP.b #$03 : BEQ .wolf
CMP.b #$05 : BEQ .minish
@@ -86,8 +80,9 @@ macro LiftOrTalk()
.lifting
JSL Sprite_CheckIfLifted
JSL ThrownSprite_TileAndSpriteInteraction_long
+
endmacro
+
RTS
}
Sprite_VillageDog_Main:
{
@@ -109,20 +104,16 @@ Sprite_VillageDog_Main:
Dog_Handler:
{
%PlayAnimation(8,8,8) ; Sitting
JSR HandleTossedDog
LDA $0309 : AND #$03 : BNE .lifting
LDA #$20 : STA.w SprTimerD, X
JSL Sprite_IsToRightOfPlayer : TYA : BEQ .walk_right
%GotoAction(1)
JMP .lifting
.walk_right
%GotoAction(2)
%LiftOrTalk()
%GotoAction(2)
.lifting
JSR LiftOrTalk
JSL Sprite_Move
RTS
}
@@ -134,7 +125,7 @@ Sprite_VillageDog_Main:
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
LDA.b #$60 : STA.w SprTimerD, X
%GotoAction(3)
+
RTS
@@ -147,7 +138,7 @@ Sprite_VillageDog_Main:
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
; Load the timer for the run
LDA #$60 : STA.w SprTimerD, X
LDA.b #$60 : STA.w SprTimerD, X
%GotoAction(4)
+
RTS
@@ -170,11 +161,11 @@ Sprite_VillageDog_Main:
.no_collision
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
%LiftOrTalk()
JSR LiftOrTalk
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
@@ -198,10 +189,10 @@ Sprite_VillageDog_Main:
.no_collision
LDA.b #$0A
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
%LiftOrTalk()
JSL Sprite_ApplySpeedTowardsPlayer
STZ $06 : STZ $07
JSL Sprite_MoveLong
JSR LiftOrTalk
LDA.w SprTimerD, X : BNE ++
%GotoAction(0)
@@ -213,9 +204,7 @@ Sprite_VillageDog_Main:
Dog_WagTailLeft:
{
%PlayAnimation(0,1, 8)
%LiftOrTalk()
JSR LiftOrTalk
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
@@ -227,8 +216,7 @@ Sprite_VillageDog_Main:
Dog_WagTailRight:
{
%PlayAnimation(11,12,8)
%LiftOrTalk()
JSR LiftOrTalk
JSR HandleTossedDog
LDA.w SprTimerD, X : BNE +
%GotoAction(0)
@@ -239,21 +227,18 @@ Sprite_VillageDog_Main:
EonDog_Handler:
{
%PlayAnimation(0,1,8)
JSR LiftOrTalk
JSR HandleTossedDog
RTS
}
EonDog_Right:
{
%PlayAnimation(2,3,8)
JSR LiftOrTalk
JSR HandleTossedDog
RTS
}
}
CheckIfPlayerIsNearby:
@@ -290,7 +275,6 @@ Sprite_VillageDog_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY ; Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ; amount of tiles -1
LDY.b #$00
@@ -423,7 +407,6 @@ Sprite_EonDog_Draw:
LDA.w SprFrame, X : TAY ;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00