add movement to darknut enemy
This commit is contained in:
@@ -2,8 +2,8 @@
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $00; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||
!SPRID = $00 ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; 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
|
||||
@@ -29,11 +29,13 @@
|
||||
!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_Darknut_Prep, Sprite_Darknut_Long)
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Darknut_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Darknut_Draw ; Call the draw code
|
||||
@@ -45,35 +47,71 @@ Sprite_Darknut_Long:
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
|
||||
|
||||
|
||||
Sprite_Darknut_Prep:
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Add more code here to initialize data
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Darknut_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
DarknutSpeed = $04
|
||||
|
||||
Sprite_Darknut_Main:
|
||||
{
|
||||
LDA.w SprAction, X; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
||||
dw Action00
|
||||
dw MoveDown
|
||||
dw MoveUp
|
||||
dw MoveLeft
|
||||
dw MoveRight
|
||||
|
||||
|
||||
Action00:
|
||||
MoveDown:
|
||||
{
|
||||
%PlayAnimation(0,1,10)
|
||||
LDA #DarknutSpeed : STA.w SprSpeedY, X
|
||||
JSL Sprite_Move
|
||||
RTS
|
||||
}
|
||||
|
||||
MoveUp:
|
||||
{
|
||||
%PlayAnimation(2,3,10)
|
||||
LDA #-DarknutSpeed : STA.w SprSpeedY, X
|
||||
JSL Sprite_Move
|
||||
RTS
|
||||
}
|
||||
|
||||
MoveLeft:
|
||||
{
|
||||
%PlayAnimation(4,5,10)
|
||||
LDA #-DarknutSpeed : STA.w SprSpeedX, X
|
||||
JSL Sprite_Move
|
||||
RTS
|
||||
}
|
||||
|
||||
RTS
|
||||
MoveRight:
|
||||
{
|
||||
%PlayAnimation(6,7,10)
|
||||
LDA #DarknutSpeed : STA.w SprSpeedX, X
|
||||
JSL Sprite_Move
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_Darknut_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
@@ -180,3 +218,4 @@ Sprite_Darknut_Draw:
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
db $02, $02
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user