Update AntiKirby
This commit is contained in:
@@ -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
|
||||
}
|
||||
@@ -85,12 +117,20 @@ 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)
|
||||
|
||||
@@ -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
|
||||
RTS
|
||||
}
|
||||
|
||||
%MoveTowardPlayer(10)
|
||||
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
|
||||
Reference in New Issue
Block a user