Update AntiKirby

This commit is contained in:
scawful
2024-01-08 00:09:22 -05:00
parent 8959de6414
commit 0b37bcdf7c

View File

@@ -2,20 +2,20 @@
; Sprite Properties
;==============================================================================
!SPRID = $9F ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; Number of tiles used in a frame
!NbrTiles = 02 ; Number of tiles used in a frame
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 10 ; Number of Health the sprite have
!Health = 20 ; Number of Health the sprite have
!Damage = 04 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this AntiKirby (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 01 ; 01 = will check both layer for collision
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
@@ -32,51 +32,83 @@
Sprite_AntiKirby_Long:
PHB : PHK : PLB
{
PHB : PHK : PLB
JSR Sprite_AntiKirby_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_AntiKirby_Draw ; Call the draw code
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_AntiKirby_Main ; Call the main sprite code
JSR Sprite_AntiKirby_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
Sprite_AntiKirby_Prep:
PHB : PHK : PLB
{
PHB : PHK : PLB
; Add more code here to initialize data
; Add more code here to initialize data
PLB
RTL
PLB
RTL
}
!RecoilTime = $30
Sprite_AntiKirby_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw AntiKirby_Start
dw AntiKirby_WalkRight
dw AntiKirby_WalkLeft
; dw AntiKirby_Main
; dw AntiKirby_Moving
; dw AntiKirby_Collision
dw AntiKirby_Hurt
dw AntiKirby_Suck
dw AntiKirby_Full
dw AntiKirby_Death
; AntiKirby_Main:
; {
; %PlayAnimation(0, 0, 10) ; Idle
; .TileCollision
; ; Reset some stuff
; JSL Sprite_CheckDamageToPlayer
; JSL Sprite_CheckDamageFromPlayer
; JSL Sprite_MoveLong
; JSL Sprite_CheckTileCollision
; LDA $0E70, X : BNE .TileCollision
; RTS
; }
AntiKirby_Start:
{
; %PlayAnimation(0, 0, 10) ; Idle
JSL Sprite_DirectionToFacePlayer
TYA : CMP.b #$02 : BCC .WalkRight
.WalkLeft
; JSL Sprite_IsBelowPlayer : BCS .WalkRight
%GotoAction(2)
RTS
.WalkRight
JSL Sprite_IsBelowPlayer : BCS .WalkLeft
%GotoAction(1)
RTS
}
@@ -85,13 +117,21 @@ Sprite_AntiKirby_Main:
{
%PlayAnimation(0, 3, 10) ; Walk Right
; JSL Sprite_CheckTileCollision : BEQ .Collision
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
LDA #!RecoilTime : STA SprTimerA, X
%GotoAction(3) ; Hurt
PLX : RTS
.NoDamage
%DoDamageToPlayerSameLayerOnContact()
PLX
%MoveTowardPlayer(10)
.Collision
%GotoAction(0)
RTS
@@ -102,7 +142,11 @@ Sprite_AntiKirby_Main:
%PlayAnimation(4, 7, 10) ; Walk Left
PHX
JSL Sprite_CheckDamageFromPlayerLong
JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
LDA #!RecoilTime : STA SprTimerA, X
%GotoAction(3) ; Hurt
PLX : RTS
.NoDamage
%DoDamageToPlayerSameLayerOnContact()
PLX
@@ -117,7 +161,16 @@ Sprite_AntiKirby_Main:
{
%PlayAnimation(8, 8, 10) ; Hurt
%MoveTowardPlayer(10)
; Check health
LDA SprHealth, X : BNE .NotDead
%GotoAction(6)
RTS
.NotDead
LDA SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
RTS
}
@@ -125,31 +178,37 @@ Sprite_AntiKirby_Main:
AntiKirby_Suck:
{
%PlayAnimation(9, 10, 10) ; Suck
%MoveTowardPlayer(10)
RTS
}
AntiKirby_Full:
{
%PlayAnimation(11, 11, 10) ; Full
%MoveTowardPlayer(10)
RTS
}
AntiKirby_Death:
{
%PlayAnimation(8, 8, 10) ; Death
LDA.b #$06
STA.w $0DD0,X
LDA.b #$0A
STA.w $0DF0,X
STZ.w $0BE0,X
LDA.b #$09 ; SFX2.1E
JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
RTS
}
}
;==================================================================================================
; Sprite Draw code
; --------------------------------------------------------------------------------------------------
; Draw the tiles on screen with the data provided by the sprite maker editor
;==================================================================================================
Sprite_AntiKirby_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer