From 378c05fc20cd8c7f58ee6a15a7599b5b3683a81a Mon Sep 17 00:00:00 2001 From: scawful Date: Sun, 22 Sep 2024 10:51:48 -0400 Subject: [PATCH] Cleanup ThunderGhost sprite --- Sprites/Enemies/thunder_ghost.asm | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/Sprites/Enemies/thunder_ghost.asm b/Sprites/Enemies/thunder_ghost.asm index 7b8b3bc..fb2c273 100644 --- a/Sprites/Enemies/thunder_ghost.asm +++ b/Sprites/Enemies/thunder_ghost.asm @@ -1,6 +1,6 @@ -; ========================================================= +; ========================================================= ; Sprite Properties -; ========================================================= +; ========================================================= !SPRID = Sprite_ThunderGhost !NbrTiles = 03 ; Number of tiles used in a frame @@ -11,7 +11,7 @@ !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow -!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow +!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (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 @@ -53,9 +53,9 @@ Sprite_ThunderGhost_Long: Sprite_ThunderGhost_Prep: { PHB : PHK : PLB - - LDA.l SWORD : DEC A : TAY - LDA.w .health, Y : STA.w SprHealth, X + + LDA.l SWORD : DEC A : TAY + LDA.w .health, Y : STA.w SprHealth, X LDA.b #$08 : STA.w SprTimerB, X LDA.b #$08 : STA.w SprTimerA, X @@ -134,7 +134,7 @@ Sprite_ThunderGhost_Move: JSL Sprite_BounceFromTileCollision JSL Sprite_PlayerCantPassThrough JSL Sprite_DamageFlash_Long - + JSL GetRandomInt : AND #$7F : BNE ++ JSR SpawnLightningAttack ++ @@ -171,8 +171,8 @@ Sprite_ThunderGhost_Move: SpawnLightningAttack: { - PHX - LDA.b #$CD + PHX + LDA.b #$CD JSL Sprite_SpawnDynamically BMI .no_space @@ -181,7 +181,7 @@ SpawnLightningAttack: ; and make it move off to the bottom left or bottom right ; Y is the ID of the new attack sprite - ; X is the ID of the current source sprite + ; X is the ID of the current source sprite ; Left 0 or Right 1 PHY