Cleanup IceBlock sprite, add TODO plan for improving collision

This commit is contained in:
scawful
2024-11-21 20:51:31 -05:00
parent ec785dafb6
commit b630bf90d9

View File

@@ -27,38 +27,34 @@
!ImperviousArrow = 01 ; 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_IceBlock_Prep, Sprite_IceBlock_Long);
%Set_Sprite_Properties(Sprite_IceBlock_Prep, Sprite_IceBlock_Long)
Sprite_IceBlock_Long:
{
PHB : PHK : PLB
LDA.w SprMiscC, X : BEQ .not_being_pushed
STZ.w SprMiscC, X
STZ.b $5E : STZ.b $48
STZ.b $5E ; Clear Links speed
STZ.b $48 ; Clear push actions bitfield
.not_being_pushed
LDA.w SprTimerA, X : BEQ .retain_momentum
LDA.b #$01 : STA.w SprMiscC, X
LDA.b #$84 : STA $48
LDA.b #$04 : STA.b $5E
LDA.b #$84 : STA.b $48 ; Set statue and push block actions
LDA.b #$04 : STA.b $5E ; Slipping into pit speed
.retain_momentum
JSR Sprite_IceBlock_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_IceBlock_Main ; Call the main sprite code
JSR Sprite_IceBlock_Draw
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_IceBlock_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
Sprite_IceBlock_Prep:
{
PHB : PHK : PLB
; Cache Sprite position
LDA.w SprX, X : STA.w SprMiscD, X
LDA.w SprY, X : STA.w SprMiscE, X
@@ -66,41 +62,22 @@ Sprite_IceBlock_Prep:
LDA.w SprYH, X : STA.w SprMiscG, X
STZ.w SprDefl, X
PLB
RTL
}
StatueDirection:
db $04, $06, $00, $02
StatuePressMask:
db $01, $02, $04, $08
StatueSpeed:
.x
db -16, 16 ; bleeds into next
.y
db 0, 0, -16, 16
Sprite_IceBlock_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw MovementHandler
dw NotInContact
; 0x00
MovementHandler:
{
%PlayAnimation(0, 0, 1)
JSR Statue_BlockSprites
JSL Sprite_CheckDamageFromPlayer
BCC .no_damage
JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
LDA.w SprMiscD, X : STA.w SprX, X
LDA.w SprMiscE, X : STA.w SprY, X
LDA.w SprMiscF, X : STA.w SprXH, X
@@ -108,8 +85,6 @@ Sprite_IceBlock_Main:
STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
.no_damage
; JSR IceBlock_CheckForGround
STZ.w $0642
JSR Sprite_IceBlock_CheckForSwitch : BCC .no_switch
STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
@@ -119,122 +94,64 @@ Sprite_IceBlock_Main:
JSL Sprite_Move ; Sprite MoveXY
JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
JSL Sprite_CheckTileCollision ; Check Tile collision
JSL Sprite_CheckDamageToPlayerSameLayer
BCC NotInContact
; ----udlr , u = up, d = down, l = left, r = right
LDA.w SprCollision, X : AND.b #$0F : BEQ +
STZ.w SprMiscA, X
+
; TODO: Update Link push collision reaction
; If link is in contact, register a push with the sprite
; Run a timer briefly, and confirm the facing direction
; matches the push direction (cached) and then initiate
; the speed changes if they agree
JSL Sprite_CheckDamageToPlayerSameLayer : BCC NotInContact
LDA.w SprMiscA, X : BNE .push_cached
LDA.b $26 : STA.w SprMiscA, X
JSR ApplyPush
; Set timer
.push_cached
LDA.b #$07 : STA.w SprTimerA, X
JSL $079291 ; Sprite_RepelDash_long
LDA.w SprTimerB,X : BNE Statue_CancelHookshot
; JSL Sprite_DirectionToFacePlayer
; LDA.w StatueSpeed_x,Y
; STA.w SprXSpeed,X
; LDA.w StatueSpeed_y,Y
; STA.w SprYSpeed,X
; JSR Statue_HandleGrab
LDA.w SprX, X : AND #$F0 : STA.w SprX, X
LDA.w SprY, X : AND #$F0 : STA.w SprY, X
STZ.b $5E
JSL Sprite_RepelDash
LDA.w SprTimerB, X : BNE .CancelHookshot
LDA.w SprX, X : AND #$F8 : STA.w SprX, X
LDA.w SprY, X : AND #$F8 : STA.w SprY, X
RTS
.not_in_contact
%GotoAction(1)
.dont_move
RTS
}
Statue_CancelHookshot:
{
.CancelHookshot:
JSL $0FF540
RTS
}
; 0x01
NotInContact:
{
%PlayAnimation(0, 0, 1)
LDA.w SprTimerA,X : BNE .delay_timer
.NotInContact:
LDA.w SprTimerA, X : BNE .delay_timer
LDA.b #$0D : STA.w SprTimerB,X
.delay_timer
REP #$20
LDA.w SprCachedX
SEC : SBC.b $22
CLC : ADC.w #$0010
CMP.w #$0023 : BCS .reset_contact
LDA.w SprCachedY
SEC : SBC.b $20
CLC : ADC.w #$000C
CMP.w #$0024 : BCS .reset_contact
SEP #$30
JSL Sprite_DirectionToFacePlayer
; LDA.b $2F
; CMP.w StatueDirection,Y : BNE .reset_contact
; LDA.w $0372 : BNE .reset_contact
; LDA.b #$01 : STA.w $02FA
; LDA.b #$01 : STA.w SprFrame,X
; LDA.w $0376 : AND.b #$02 : BEQ .exit
; LDA.b $F0 : AND.w StatuePressMask,Y : BEQ .exit
; LDA.b $30 : ORA.b $31 : BEQ .exit
; TYA : EOR.b #$01 : TAY
; LDA.w StatueSpeed_x,Y : STA.w SprXSpeed,X
; LDA.w StatueSpeed_y,Y : STA.w SprYSpeed,X
; JMP.w Statue_HandleGrab
.reset_contact
SEP #$30
LDA.w SprFrame,X : BEQ .exit
STZ.w SprFrame,X
STZ.b $5E
STZ.w $0376
STZ.w $02FA
LDA.b $50 : AND.b #$FE : STA.b $50
.exit
%GotoAction(0)
RTS
}
ApplyPush:
{
; Only apply the push if the facing direction
; and pushing direction agree with each other
LDA $26 : CMP.b #$01 : BEQ .push_right
CMP.b #$02 : BEQ .push_left
CMP.b #$04 : BEQ .push_down
CMP.b #$08 : BEQ .push_up
.push_right
LDA #16 : STA.w SprXSpeed,X
LDA #00 : STA.w SprYSpeed,X
JMP .push_done
LDA #16 : STA.w SprXSpeed, X
STZ.w SprYSpeed, X
JMP +
.push_left
LDA #-16 : STA.w SprXSpeed,X
LDA #00 : STA.w SprYSpeed,X
JMP .push_done
LDA #-16 : STA.w SprXSpeed, X
STZ.w SprYSpeed, X
JMP +
.push_down
LDA #00 : STA.w SprXSpeed,X
LDA #16 : STA.w SprYSpeed,X
JMP .push_done
STZ.w SprXSpeed, X
LDA #16 : STA.w SprYSpeed, X
JMP +
.push_up
LDA #00 : STA.w SprXSpeed,X
LDA #-16 : STA.w SprYSpeed,X
.push_done
STZ.w SprXSpeed, X
LDA #-16 : STA.w SprYSpeed, X
+
RTS
}
}
@@ -305,7 +222,6 @@ Sprite_IceBlock_CheckForSwitch:
db $23, $24, $25, $3B
}
Statue_BlockSprites:
{
LDY.b #$0F
@@ -386,7 +302,6 @@ Statue_BlockSprites:
RTS
}
Sprite_IceBlock_Draw:
{
JSL Sprite_PrepOamCoord
@@ -395,7 +310,6 @@ Sprite_IceBlock_Draw:
LDA $0DC0, X : CLC : ADC.w SprFrame, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00