Enemy collision improvements

This commit is contained in:
scawful
2024-12-02 13:01:05 -05:00
parent 0c97c2f475
commit 5a5dc38712
3 changed files with 54 additions and 57 deletions

View File

@@ -73,7 +73,7 @@ Sprite_Darknut_Main:
LDA.w SprX, X : STA $04 LDA.w SprX, X : STA $04
LDA.w SprY, X : STA $05 LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long JSL GetDistance8bit_Long
CMP.b #$50 : BCS .no_probe CMP.b #$80 : BCS .no_probe
; JSL Sprite_SendOutProbe ; JSL Sprite_SendOutProbe
JSL Sprite_SpawnProbeAlways_long JSL Sprite_SpawnProbeAlways_long
.no_probe .no_probe
@@ -89,10 +89,10 @@ Sprite_Darknut_Main:
JSL Sprite_CheckIfRecoiling JSL Sprite_CheckIfRecoiling
LDA.w SprTimerA, X : BEQ + LDA.w SprTimerA, X : BEQ +
LDA.b #$40 : STA.w SprTimerD, X LDA.b #$90 : STA.w SprTimerD, X
+ +
LDA.w SprTimerD, X : BEQ ++ LDA.w SprTimerD, X : BEQ ++
LDA.b #$04 : JSL Sprite_ApplySpeedTowardsPlayer LDA.b #$08 : JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_DirectionToFacePlayer JSL Sprite_DirectionToFacePlayer
TYA TYA
STA.w SprMiscC, X STA.w SprMiscC, X
@@ -229,7 +229,7 @@ Sprite_Darknut_Draw:
TYA : LSR #2 : TAY TYA : LSR #2 : TAY
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer LDA.w .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY PLY : INY
@@ -241,45 +241,54 @@ Sprite_Darknut_Draw:
; ======================================================= ; =======================================================
.start_index .start_index
db $00, $02, $04, $06, $08, $0A, $0C, $0E db $00, $03, $06, $09, $0C, $0E, $10, $12
.nbr_of_tiles .nbr_of_tiles
db 1, 1, 1, 1, 1, 1, 1, 1 db 2, 2, 2, 2, 1, 1, 1, 1
.x_offsets .x_offsets
dw 0, 0 dw 0, 0, 0
dw 0, 0 dw 0, 0, 0
dw 0, 0 dw 0, 0, 0
dw 0, 0 dw 0, 0, 0
dw 0, -12 dw 0, -12
dw 0, -12 dw 0, -12
dw 0, 12 dw 0, 12
dw 0, 12 dw 0, 12
.y_offsets .y_offsets
dw -12, 0 dw -4, 0, -12
dw -12, 0 dw -4, 0, -12
dw 0, 12 dw 0, 12, 20
dw 0, 12 dw 0, 12, 20
dw 0, 0 dw 0, 8
dw 0, 0 dw 0, 8
dw 0, 0 dw 0, 8
dw 0, 0 dw 0, 8
.chr .chr
db $EE, $E6 db $EF, $E6, $FF
db $EE, $E6 db $EF, $E6, $FF
db $E2, $EE db $E2, $EF, $FF
db $E2, $EE db $E2, $EF, $FF
db $E4, $E8
db $E0, $E8 db $E0, $E8
db $E4, $E8 db $E4, $E8
db $E0, $E8 db $E0, $E8
db $E4, $E8
.properties .properties
db $B9, $39 db $B9, $39, $B9
db $B9, $79 db $B9, $79, $B9
db $39, $39, $39
db $79, $39, $39
db $39, $79 db $39, $79
db $79, $79 db $39, $79
db $39, $F9 db $79, $39
db $39, $F9 db $79, $39
db $79, $B9 .sizes
db $79, $B9 db $00, $02, $00
db $00, $02, $00
db $02, $00, $00
db $02, $00, $00
db $02, $02
db $02, $02
db $02, $02
db $02, $02
} }

View File

@@ -140,24 +140,8 @@ GoriyaMovementSpeed = 10
Goriya_HandleTileCollision: Goriya_HandleTileCollision:
{ {
JSL Sprite_CheckTileCollision JSL Sprite_CheckTileCollision
LDA.w SprCollision, X : CMP.b #$08 : BEQ .up LDA.w SprCollision, X : BEQ ++
LDA.w SprCollision, X : CMP.b #$04 : BEQ .down JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
LDA.w SprCollision, X : CMP.b #$02 : BEQ .left
LDA.w SprCollision, X : CMP.b #$01 : BEQ .right
JMP ++
.up
%GotoAction(1)
JMP +
.down
%GotoAction(0)
JMP +
.left
%GotoAction(3)
JMP +
.right
%GotoAction(2)
JMP +
+ +
STA.w SprMiscE, X STA.w SprMiscE, X
%SetTimerC(60) %SetTimerC(60)

View File

@@ -13,7 +13,7 @@
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !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) !Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Hitbox = 09 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen !Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision !CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -100,8 +100,9 @@ Sprite_ThunderGhost_Main:
{ {
%StartOnFrame(6) %StartOnFrame(6)
%PlayAnimation(6, 6, 16) %PlayAnimation(6, 6, 16)
JSL Sprite_CheckDamageToPlayerSameLayer JSL Sprite_CheckDamageToPlayer
JSL Sprite_Move JSL Sprite_MoveLong
LDA.w SprTimerA, X : BNE + LDA.w SprTimerA, X : BNE +
STZ.w SprState, X STZ.w SprState, X
+ +
@@ -112,8 +113,10 @@ Sprite_ThunderGhost_Main:
{ {
%StartOnFrame(6) %StartOnFrame(6)
%PlayAnimation(7, 7, 16) %PlayAnimation(7, 7, 16)
JSL Sprite_CheckDamageToPlayerSameLayer
JSL Sprite_Move JSL Sprite_CheckDamageToPlayer
JSL Sprite_MoveLong
LDA.w SprTimerA, X : BNE + LDA.w SprTimerA, X : BNE +
STZ.w SprState, X STZ.w SprState, X
+ +
@@ -129,8 +132,10 @@ Sprite_ThunderGhost_Move:
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
JSL Sprite_DamageFlash_Long JSL Sprite_DamageFlash_Long
JSL Sprite_CheckIfRecoiling JSL Sprite_CheckIfRecoiling
JSL GetRandomInt : AND #$7F : BNE ++ LDA.w SprTimerC, X : BNE ++
JSR SpawnLightningAttack JSL GetRandomInt : AND #$3F : BNE ++
LDA.b #$40 : STA.w SprTimerC, X
JSR SpawnLightningAttack
++ ++
LDA.w SprTimerA, X : BNE + LDA.w SprTimerA, X : BNE +
@@ -199,7 +204,6 @@ SpawnLightningAttack:
LDA.b #$02 : STA.w SprYRound, Y LDA.b #$02 : STA.w SprYRound, Y
LDA.b #$30 : STA.w SprTimerA, Y LDA.b #$30 : STA.w SprTimerA, Y
LDA.b #$30 : STA.w SprTimerB, Y LDA.b #$30 : STA.w SprTimerB, Y
LDA.b #$1A : STA.w SprHitbox, Y
.no_space .no_space
PLX PLX