Reformat Kydreeok Head sprite actions

This commit is contained in:
scawful
2024-03-30 11:51:32 -04:00
parent 8f5d58560e
commit 2e5a5908c0

View File

@@ -70,12 +70,12 @@ Sprite_KydreeokHead_Main:
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw KydreeokHead_ForwardAnim
dw KydreeokHead_SideAnim
dw KydreeokHead_SummonFire
dw KydreeokHead_ForwardAnim ; 0x00
dw KydreeokHead_SideAnim ; 0x01
dw KydreeokHead_SummonFire ; 0x02
; -------------------------------------------------------
; 0x00
KydreeokHead_ForwardAnim:
{
%StartOnFrame(0)
@@ -88,9 +88,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
@@ -120,12 +120,13 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
%GotoAction(1)
%GotoAction(1)
.not_right
RTS
}
; -------------------------------------------------------
; 0x01
KydreeokHead_SideAnim:
{
%StartOnFrame(3)
@@ -138,9 +139,9 @@ Sprite_KydreeokHead_Main:
LDA.w SprTimerA, X : BNE .noSpeedChange
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
JSL GetRandomInt : AND #$0F : TAY
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
; LDA #$40 : STA.w SprTimerA, X
.noSpeedChange
JSL Sprite_Move
@@ -153,12 +154,14 @@ Sprite_KydreeokHead_Main:
JSR RandomlyAttack
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
RTS
RTS
.not_right
%GotoAction(0)
RTS
}
; -------------------------------------------------------
; 0x02
KydreeokHead_SummonFire:
{
; %StartOnFrame(5)
@@ -169,18 +172,18 @@ Sprite_KydreeokHead_Main:
%DoDamageToPlayerSameLayerOnContact()
JSR Sprite_Twinrova_FireAttack
JSL Sprite_Move
LDA SprTimerA, X : BNE .not_done
LDA #$00 : STA $0DD0, X
LDA #$00 : STA $0DD0, X
.not_done
RTS
}
}
; =========================================================
CoordinateBasedRotation:
{
LDA Neck_Index : TAY