add goriya movement logic

This commit is contained in:
scawful
2024-06-26 23:42:58 -04:00
parent 274c74a8ea
commit 5f7bb05039

View File

@@ -2,8 +2,8 @@
; Goriya Sprite Properties
; =========================================================
!SPRID = $00 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!SPRID = $2C ; The sprite ID you are overwriting (HEX)
!NbrTiles = 03 ; 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 = 00 ; Number of Health the sprite have
@@ -29,6 +29,7 @@
!ImperviousArrow = 00 ; 01 = Impervious to arrows
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
%Set_Sprite_Properties(Sprite_Goriya_Prep, Sprite_Goriya_Long)
; =========================================================
@@ -38,6 +39,7 @@ Sprite_Goriya_Long:
PHB : PHK : PLB
JSR Sprite_Goriya_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
@@ -54,6 +56,8 @@ Sprite_Goriya_Prep:
{
PHB : PHK : PLB
LDA.b #$20 : STA.w SprHealth, X
PLB
RTL
}
@@ -65,17 +69,105 @@ Sprite_Goriya_Main:
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Goriya_MainAction
dw Goriya_WalkingDown
dw Goriya_WalkingLeftOrRight
dw Goriya_WalkingUp
Goriya_MainAction:
Goriya_WalkingDown:
{
%PlayAnimation(0, 1, 10)
JSR Sprite_Goriya_Move
RTS
}
Goriya_WalkingLeftOrRight:
{
%PlayAnimation(2, 3, 10)
JSR Sprite_Goriya_Move
RTS
}
Goriya_WalkingUp:
{
%PlayAnimation(4, 5, 10)
JSR Sprite_Goriya_Move
RTS
}
}
GoriyaMovementSpeed = 10
Sprite_Goriya_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageToPlayer
JSL Sprite_CheckDamageFromPlayer
LDA.w SprTimerC, X : BNE +
JSL GetRandomInt : AND.b #$03
STA.w SprMiscB, X
%SetTimerC(30)
+
LDA.w SprMiscB, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Goriya_MoveUp
dw Goriya_MoveDown
dw Goriya_MoveLeft
dw Goriya_MoveRight
Goriya_MoveUp:
{
LDA.b #-GoriyaMovementSpeed : STA.w SprYSpeed, X
STZ.w SprXSpeed, X
%GotoAction(2)
LDA.b #$00 : STA.w SprMiscE, X
RTS
}
Goriya_MoveDown:
{
LDA.b #GoriyaMovementSpeed : STA.w SprYSpeed, X
STZ.w SprXSpeed, X
%GotoAction(0)
LDA.b #$01 : STA.w SprMiscE, X
RTS
}
Goriya_MoveLeft:
{
STZ.w SprYSpeed, X
LDA.b #GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(1)
LDA.b #$02 : STA.w SprMiscE, X
RTS
}
Goriya_MoveRight:
{
STZ.w SprYSpeed, X
LDA.b #-GoriyaMovementSpeed : STA.w SprXSpeed, X
%GotoAction(1)
LDA.b #$03 : STA.w SprMiscE, X
RTS
}
}
; =========================================================
!BodyForward = $C6
!BodyLeft = $E2
!BodyBackward = $E4
!HeadLeft = $C4
!HeadForward = $C2
!HeadBackward = $C0
; 0-1 : Walking Down
; 2-3 : Walking Left
; 4-5 : Walking Up
@@ -84,49 +176,44 @@ Sprite_Goriya_Draw:
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprGfx, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA.w .start_index, Y : STA $06
LDA.w SprMiscA, X : STA $08
LDA.w SprMiscE, X : CMP.b #$02 : BCC .not_right
LDA.b $08 : EOR.b #$40 : STA.b $08
.not_right
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDX .nbr_of_tiles, Y ;amount of tiles - 1
LDY.b #$00
.nextTile
; -------------------------------------------------------
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
AND.w #$0100 : STA $0E : INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
; Put the sprite out of the way
LDA.b #$F0 : STA ($90), Y : STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
LDA .chr, X : STA ($90), Y : INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
@@ -151,30 +238,23 @@ Sprite_Goriya_Draw:
dw 0, 0
.y_offsets
dw 0, -10
dw 0, -11
dw -10, 0
dw 0, -10
dw 0, -10
dw -1, -10
dw -8, 0
dw -8, 0
dw 0, -8
dw 0, -8
.chr
db $C6, $C2
db $C6, $C2
db $C4, $E2
db $E2, $C4
db $E0, $C4
db $C0, $E4
db $C0, $E4
db $E4, $C0
db $E4, $C0
.properties
db $37, $37
db $77, $37
db $37, $37
db $37, $37
db $37, $37
db $37, $77
.sizes
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $02, $02
db $63, $63
db $73, $63
db $63, $63
db $73, $63
db $63, $63
db $73, $63
}