Enemy collision improvements
This commit is contained in:
@@ -73,7 +73,7 @@ Sprite_Darknut_Main:
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long
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CMP.b #$50 : BCS .no_probe
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CMP.b #$80 : BCS .no_probe
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; JSL Sprite_SendOutProbe
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JSL Sprite_SpawnProbeAlways_long
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.no_probe
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@@ -89,10 +89,10 @@ Sprite_Darknut_Main:
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JSL Sprite_CheckIfRecoiling
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LDA.w SprTimerA, X : BEQ +
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LDA.b #$40 : STA.w SprTimerD, X
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LDA.b #$90 : STA.w SprTimerD, X
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+
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LDA.w SprTimerD, X : BEQ ++
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LDA.b #$04 : JSL Sprite_ApplySpeedTowardsPlayer
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LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer
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JSL Sprite_DirectionToFacePlayer
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TYA
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STA.w SprMiscC, X
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@@ -229,7 +229,7 @@ Sprite_Darknut_Draw:
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA.w .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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@@ -241,45 +241,54 @@ Sprite_Darknut_Draw:
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; =======================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E
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db $00, $03, $06, $09, $0C, $0E, $10, $12
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 1
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db 2, 2, 2, 2, 1, 1, 1, 1
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.x_offsets
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, 0, 0
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dw 0, -12
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dw 0, -12
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dw 0, 12
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dw 0, 12
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.y_offsets
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dw -12, 0
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dw -12, 0
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dw 0, 12
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dw 0, 12
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw -4, 0, -12
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dw -4, 0, -12
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dw 0, 12, 20
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dw 0, 12, 20
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dw 0, 8
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dw 0, 8
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dw 0, 8
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dw 0, 8
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.chr
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db $EE, $E6
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db $EE, $E6
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db $E2, $EE
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db $E2, $EE
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db $E4, $E8
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db $EF, $E6, $FF
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db $EF, $E6, $FF
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db $E2, $EF, $FF
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db $E2, $EF, $FF
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db $E0, $E8
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db $E4, $E8
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db $E0, $E8
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db $E4, $E8
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.properties
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db $B9, $39
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db $B9, $79
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db $B9, $39, $B9
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db $B9, $79, $B9
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db $39, $39, $39
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db $79, $39, $39
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db $39, $79
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db $79, $79
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db $39, $F9
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db $39, $F9
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db $79, $B9
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db $79, $B9
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db $39, $79
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db $79, $39
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db $79, $39
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.sizes
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db $00, $02, $00
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db $00, $02, $00
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db $02, $00, $00
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db $02, $00, $00
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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}
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@@ -140,24 +140,8 @@ GoriyaMovementSpeed = 10
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Goriya_HandleTileCollision:
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{
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JSL Sprite_CheckTileCollision
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LDA.w SprCollision, X : CMP.b #$08 : BEQ .up
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LDA.w SprCollision, X : CMP.b #$04 : BEQ .down
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LDA.w SprCollision, X : CMP.b #$02 : BEQ .left
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LDA.w SprCollision, X : CMP.b #$01 : BEQ .right
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JMP ++
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.up
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%GotoAction(1)
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JMP +
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.down
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%GotoAction(0)
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JMP +
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.left
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%GotoAction(3)
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JMP +
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.right
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%GotoAction(2)
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JMP +
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LDA.w SprCollision, X : BEQ ++
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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STA.w SprMiscE, X
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%SetTimerC(60)
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@@ -13,7 +13,7 @@
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -100,8 +100,9 @@ Sprite_ThunderGhost_Main:
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{
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%StartOnFrame(6)
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%PlayAnimation(6, 6, 16)
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_Move
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_MoveLong
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LDA.w SprTimerA, X : BNE +
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STZ.w SprState, X
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+
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@@ -112,8 +113,10 @@ Sprite_ThunderGhost_Main:
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{
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%StartOnFrame(6)
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%PlayAnimation(7, 7, 16)
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_Move
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JSL Sprite_CheckDamageToPlayer
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JSL Sprite_MoveLong
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LDA.w SprTimerA, X : BNE +
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STZ.w SprState, X
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+
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@@ -129,8 +132,10 @@ Sprite_ThunderGhost_Move:
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckIfRecoiling
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JSL GetRandomInt : AND #$7F : BNE ++
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JSR SpawnLightningAttack
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LDA.w SprTimerC, X : BNE ++
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JSL GetRandomInt : AND #$3F : BNE ++
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LDA.b #$40 : STA.w SprTimerC, X
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JSR SpawnLightningAttack
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++
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LDA.w SprTimerA, X : BNE +
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@@ -199,7 +204,6 @@ SpawnLightningAttack:
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LDA.b #$02 : STA.w SprYRound, Y
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LDA.b #$30 : STA.w SprTimerA, Y
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LDA.b #$30 : STA.w SprTimerB, Y
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LDA.b #$1A : STA.w SprHitbox, Y
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.no_space
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PLX
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