refactor deku scrub enemy

This commit is contained in:
scawful
2024-06-17 00:43:35 -04:00
parent 95a6ee24cd
commit afe78e55f6

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@@ -50,8 +50,8 @@ Sprite_DekuScrubEnemy_Prep:
PHB : PHK : PLB
LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
LDA #$06 : STA SprAction, X ; Pea Shot State
LDA.b #$20 : STA.b SprPrize, X
LDA.b #$06 : STA SprAction, X ; Pea Shot State
LDA.b #$A0 : STA.b SprPrize, X
.normal_scrub
PLB
@@ -85,6 +85,7 @@ Sprite_DekuScrubEnemy_Main:
%PlayAnimation(13,13,1)
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
JSL Sprite_IsBelowPlayer : TYA
CMP #$00 : BNE .is_below_player
@@ -93,7 +94,7 @@ Sprite_DekuScrubEnemy_Main:
LDA $20 : STA $03
LDA SprX, X : STA $04
LDA SprY, X : STA $05
JSR GetDistance8bit : CMP.b #$18 : BCC .too_close
JSR GetDistance8bit : CMP.b #$24 : BCC .too_close
; The player is below the scrub, so it should pop up
LDA #$20 : STA SprTimerA, X
%GotoAction(1)
@@ -110,9 +111,10 @@ Sprite_DekuScrubEnemy_Main:
JSL Sprite_PlayerCantPassThrough
LDA SprTimerA, X : BNE .not_done
JSR SpawnPeaShot
LDA #$80 : STA SprTimerA, X
LDA #$40 : STA SprTimerA, X
INC.w SprAction, X
.not_done
@@ -133,42 +135,8 @@ Sprite_DekuScrubEnemy_Main:
%PlayAnimation(0,0,4)
JSL Sprite_PlayerCantPassThrough
JSR CheckForPeaShotRedirect
LDA.w $0D10,X : STA.b $00
LDA.w $0D30,X : STA.b $08
LDA.b #$04 : STA.b $02
STZ $03
LDA.w $0D00,X : STA.b $01
LDA.w $0D20,X : STA.b $09
PHX
LDA Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
JSL CheckIfHitBoxesOverlap : BCC .no_dano
INC.w SprAction, X
.no_dano
; Wait while the pea shot is on screen
; Link may redirect it towards us
LDA SprTimerA, X : BNE .not_done
; If the pea shot and deku scrub hitboxes intersect
; We will go to recoil
PHX
LDA Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
JSL CheckIfHitBoxesOverlap : BCC .not_done2
%GotoAction(4)
RTS
.not_done2
; However, he may also dodge it and try to attack
; So if he gets too close, we go back to hiding
%GotoAction(0)
.not_done
RTS
}
@@ -240,6 +208,46 @@ Sprite_DekuScrubEnemy_Main:
}
}
CheckForPeaShotRedirect:
{
LDA.w $0D10, X : STA.b $00
LDA.w $0D30, X : STA.b $08
LDA.b #$04 : STA.b $02
STZ $03
LDA.w $0D00, X : STA.b $01
LDA.w $0D20, X : STA.b $09
PHX
LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
JSL CheckIfHitBoxesOverlap : BCC .no_dano
INC.w SprAction, X
.no_dano
; Wait while the pea shot is on screen
; Link may redirect it towards us
LDA SprTimerA, X : BNE .not_done
; If the pea shot and deku scrub hitboxes intersect
; We will go to recoil
PHX
LDA.w Offspring1_Id : TAX
JSL Sprite_SetupHitBox
PLX
JSL CheckIfHitBoxesOverlap : BCC .not_done2
%GotoAction(3)
RTS
.not_done2
; However, he may also dodge it and try to attack
; So if he gets too close, we go back to hiding
%GotoAction(0)
.not_done
RTS
}
SpawnPeaShot:
{
LDA.b #$14