Enemy housekeeping

This commit is contained in:
scawful
2024-11-27 10:54:47 -05:00
parent 2d0942a1d9
commit 8c8611465f
3 changed files with 42 additions and 53 deletions

View File

@@ -56,9 +56,7 @@ Sprite_Goriya_Long:
Sprite_Goriya_Prep:
{
PHB : PHK : PLB
LDA.b #$08 : STA.w SprHealth, X
PLB
RTL
}

View File

@@ -1,6 +1,5 @@
; =========================================================
; Sprite Properties
; =========================================================
;
!SPRID = Sprite_HelmetChuchu
!NbrTiles = 03 ; Number of tiles used in a frame
@@ -35,7 +34,6 @@
Sprite_HelmetChuchu_Long:
{
PHB : PHK : PLB
JSR Sprite_HelmetChuchu_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
@@ -205,16 +203,11 @@ Sprite_CheckForHookshot:
{
PHX
LDX.b #$0A
.next_ancilla
LDA.w $0C4A,X
CMP.b #$1F ; ANCILLA 1F
BNE .not_hooker
PLX
SEC
RTS
LDA.w $0C4A, X : CMP.b #$1F : BNE .not_hooker
PLX
SEC
RTS
.not_hooker
DEX
BPL .next_ancilla

View File

@@ -167,41 +167,39 @@ SpawnLightningAttack:
{
PHX
LDA.b #$CD
JSL Sprite_SpawnDynamically
BMI .no_space
JSL Sprite_SpawnDynamically : BMI .no_space
; Use SprXSpeed, SprYSpeed, SprXRound, SprYRound
; SprX, SprY, SprXH, SprY, to cast the lightning spell
; and make it move off to the bottom left or bottom right
; Use SprXSpeed, SprYSpeed, SprXRound, SprYRound
; SprX, SprY, SprXH, SprY, to cast the lightning spell
; 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
; Y is the ID of the new attack sprite
; X is the ID of the current source sprite
; Left 0 or Right 1
PHY
JSL Sprite_IsToRightOfPlayer : TAY : CMP.b #$01 : BEQ +
LDA.b #$00
JMP .Continue
+
LDA.b #$01
.Continue
CLC : ADC.b #$03
PLY
STA.w SprSubtype, Y
STA.w SprAction, Y
; Left 0 or Right 1
PHY
JSL Sprite_IsToRightOfPlayer : TAY : CMP.b #$01 : BEQ +
LDA.b #$00
JMP .Continue
+
LDA.b #$01
.Continue
CLC : ADC.b #$03
PLY
STA.w SprSubtype, Y
STA.w SprAction, Y
LDA.w SprX, X : STA.w SprX, Y
LDA.w SprY, X : STA.w SprY, Y
LDA.w SprXH, X : STA.w SprXH, Y
LDA.w SprYH, X : STA.w SprYH, Y
LDA.w SprX, X : STA.w SprX, Y
LDA.w SprY, X : STA.w SprY, Y
LDA.w SprXH, X : STA.w SprXH, Y
LDA.w SprYH, X : STA.w SprYH, Y
LDA.w SprXSpeed, X : STA.w SprXSpeed, Y
LDA.w SprYSpeed, X : STA.w SprYSpeed, Y
LDA.b #$02 : STA.w SprXRound, Y
LDA.b #$02 : STA.w SprYRound, Y
LDA.b #$30 : STA.w SprTimerA, Y
LDA.b #$30 : STA.w SprTimerB, Y
LDA.b #$1A : STA.w SprHitbox, Y
LDA.w SprXSpeed, X : STA.w SprXSpeed, Y
LDA.w SprYSpeed, X : STA.w SprYSpeed, Y
LDA.b #$02 : STA.w SprXRound, Y
LDA.b #$02 : STA.w SprYRound, Y
LDA.b #$30 : STA.w SprTimerA, Y
LDA.b #$30 : STA.w SprTimerB, Y
LDA.b #$1A : STA.w SprHitbox, Y
.no_space
PLX