Sprite housekeeping

This commit is contained in:
scawful
2024-11-21 21:29:50 -05:00
parent d4843293f2
commit daf8d4c39d
3 changed files with 107 additions and 133 deletions

View File

@@ -37,17 +37,13 @@
Sprite_Booki_Long:
{
PHB : PHK : PLB
JSR Sprite_Booki_Draw ; Call the draw code
JSR Sprite_Booki_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Booki_Main ; Call the main sprite code
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Booki_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PLB
RTL
}
; =========================================================
@@ -55,11 +51,9 @@ Sprite_Booki_Long:
Sprite_Booki_Prep:
{
PHB : PHK : PLB
LDA.l SWORD : DEC A : TAY
LDA.w .health, Y : STA.w SprHealth, X
STZ.w SprMiscB, X
PLB
RTL

View File

@@ -34,97 +34,82 @@
Sprite_Poltergeist_Long:
{
PHB : PHK : PLB
JSR Sprite_Poltergeist_Draw ; Call the draw code
LDA $E0 : CMP #$F0 : BNE .onscreen
LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
STZ.w SprState, X ; kill the sprite if offscreen and activated
.onscreen
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Poltergeist_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
PHB : PHK : PLB
JSR Sprite_Poltergeist_Draw
LDA $E0 : CMP #$F0 : BNE .onscreen
LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
STZ.w SprState, X ; kill the sprite if offscreen and activated
.onscreen
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Poltergeist_Main
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
Sprite_Poltergeist_Prep:
{
PHB : PHK : PLB
PHB : PHK : PLB
LDA #$00 : STA.w SprHitbox, X ; Persist
LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
LDA #$01 : STA.w SprAction, X ; by default it's a chair
LDA #$00 : STA.w SprHitbox, X ; Persist
LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
LDA #$01 : STA.w SprAction, X ; by default it's a chair
LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
STZ.w SprMiscA, X
STZ.w SprAction, X
JMP .done
LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
STZ.w SprMiscA, X
STZ.w SprAction, X
JMP .done
.notPictureFrame
.notPictureFrame
CMP #$11 : BNE .notAxe
LDA #$07 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
LDA #$04 : STA.w SprNbrOAM, X
BRA .done
.notAxe
CMP #$11 : BNE .notAxe
LDA #$07 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
LDA #$04 : STA.w SprNbrOAM, X
BRA .done
CMP #$12 : BNE .notKnife
LDA #15 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
BRA .done
.notKnife
.notAxe
CMP #$13 : BNE .notFork
LDA #37 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
BRA .done
.notFork
CMP #$12 : BNE .notKnife
LDA #15 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
BRA .done
CMP #$14 : BNE .notBed
LDA #5 : STA.w SprFrame, X
LDA #$01 : STA.w SprAction, X
LDA #$06 : STA.w SprNbrOAM, X
BRA .done
.notBed
.notKnife
CMP #$15 : BNE .notDoor
LDA #36 : STA.w SprFrame, X
LDA #$01 : STA.w SprAction, X
LDA #$04 : STA.w SprNbrOAM, X
LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
BRA .done
.notDoor
CMP #$13 : BNE .notFork
LDA #37 : STA.w SprFrame, X
LDA #$02 : STA.w SprAction, X
BRA .done
LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
BRA .done
.secondset
.notFork
LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
LDA.w SprSubtype, X
CMP #$14 : BNE .notBed
LDA #5 : STA.w SprFrame, X
LDA #$01 : STA.w SprAction, X
LDA #$06 : STA.w SprNbrOAM, X
BRA .done
.notBed
CMP #$15 : BNE .notDoor
LDA #36 : STA.w SprFrame, X
LDA #$01 : STA.w SprAction, X
LDA #$04 : STA.w SprNbrOAM, X
LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
BRA .done
.notDoor
LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
BRA .done
.secondset
LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
LDA.w SprSubtype, X
.done
PLB
RTL
.done
PLB
RTL
}
; Subtype:
@@ -153,12 +138,12 @@ Sprite_Poltergeist_Prep:
Sprite_Poltergeist_Main:
{
LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
dw PictureFrame
dw Chair
dw Axe
dw SpawnerTester
dw PictureFrame
dw Chair
dw Axe
dw SpawnerTester
}
PictureFrame:
@@ -392,23 +377,20 @@ Axe:
PlayAxe:
{
%PlayAnimation(7, 14, 6)
RTS
%PlayAnimation(7, 14, 6)
RTS
}
PlayFork:
{
%PlayAnimation(37, 44, 6)
RTS
%PlayAnimation(37, 44, 6)
RTS
}
PlayKnife:
{
%PlayAnimation(15, 22, 6)
RTS
%PlayAnimation(15, 22, 6)
RTS
}
SpawnerTester:

View File

@@ -45,10 +45,10 @@ Sprite_MoveHoriz:
; make the sprite move both directions (also height)
Sprite_MoveXyz:
JSL Sprite_MoveAltitude
JSL Sprite_MoveAltitude
Sprite_Move:
JSL Sprite_MoveHoriz
; no RTL, just continue into Sprite_MoveVert
JSL Sprite_MoveHoriz
; no RTL, just continue into Sprite_MoveVert
; =========================================================
; make the sprite move Y axis
@@ -99,12 +99,11 @@ Sprite_MoveAltitude:
; movement, collision are handled by this function
; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
Sprite_BounceTowardPlayer:
{
JSL Sprite_MoveAltitude
DEC.w SprTimerF, X : DEC.w SprTimerF, X
LDA.w SprHeight, X : BPL .aloft
JSL Sprite_MoveAltitude
DEC.w SprTimerF, X : DEC.w SprTimerF, X
LDA.w SprHeight, X : BPL .aloft
STZ.w SprHeight, X
LDA.b $08 : STA.w SprTimerF, X ; set height from 08
LDA.b $09 : JSL Sprite_ApplySpeedTowardsPlayer
@@ -113,7 +112,7 @@ Sprite_BounceTowardPlayer:
LDA.w SprHeight, X : BEQ .dontmove
JSL Sprite_Move
.dontmove
RTL
RTL
}
; A = Speed
@@ -700,7 +699,6 @@ GetDistance8bit_Long:
RTL
}
; =========================================================
Intro_Dungeon_Main: