update puffstool ai, add damage flash to draw code

This commit is contained in:
scawful
2024-06-16 21:02:14 -04:00
parent 12dc64ba3f
commit 7b7ffa294c

View File

@@ -1,17 +1,17 @@
; =========================================================
!SPRID = $00; The sprite ID you are overwriting (HEX)
!NbrTiles = 0 ; Number of tiles used in a frame
!SPRID = $B1 ; The sprite ID you are overwriting (HEX)
!NbrTiles = 02 ; 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 = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!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
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -19,7 +19,7 @@
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
@@ -37,6 +37,7 @@ Sprite_Puffstool_Long:
PHB : PHK : PLB
JSR Sprite_Puffstool_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
@@ -53,7 +54,7 @@ Sprite_Puffstool_Prep:
{
PHB : PHK : PLB
LDA.b #$80 : STA.w SprHealth, X
PLB
RTL
@@ -72,12 +73,42 @@ Sprite_Puffstool_Main:
Puffstool_Walking:
{
%PlayAnimation(0,6,10)
JSL Sprite_PlayerCantPassThrough
LDA.b #$02
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_Move
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
%GotoAction(1)
LDA.b #$60 : STA.w SprTimerA, X
LDA.b #$60 : STA.w SprTimerF, X
.no_dano
RTS
}
Puffstool_Stunned:
{
%PlayAnimation(7,7,10)
JSL Sprite_CheckIfLifted
JSL Sprite_DamageFlash_Long
LDA.w SprTimerA, X : BNE +
%GotoAction(0)
LDA.b #$4A ; SPRITE 4A
LDY.b #$0B
JSL Sprite_SpawnDynamically : BMI .no_space
JSL Sprite_SetSpawnedCoordinates
JSL Sprite_TransmuteToBomb
.no_space
+
RTS
}
}
@@ -92,7 +123,7 @@ Sprite_Puffstool_Draw:
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprMiscA, X : STA $08 ; Palette damage flash
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
@@ -125,7 +156,7 @@ Sprite_Puffstool_Draw:
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : STA ($90), Y
LDA .properties, X : ORA $08 : STA ($90), Y
PHY