Files
oracle-of-secrets/Sprites/Enemies/thunder_ghost.asm
2024-11-29 16:04:51 -05:00

321 lines
7.6 KiB
NASM

; =========================================================
; Sprite Properties
; =========================================================
!SPRID = Sprite_ThunderGhost
!NbrTiles = 03 ; 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 = 10 ; Number of Health the sprite have
!Damage = 00 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 00 ; Unused in this template (can be 0 to 7)
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
!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_ThunderGhost_Prep, Sprite_ThunderGhost_Long)
; =========================================================
Sprite_ThunderGhost_Long:
{
PHB : PHK : PLB
JSR Sprite_ThunderGhost_Draw
LDA.w SprAction, X : CMP.b #$03 : BCS +
JSL Sprite_DrawShadow
+
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_ThunderGhost_Main
.SpriteIsNotActive
PLB
RTL
}
Sprite_ThunderGhost_Prep:
{
PHB : PHK : PLB
LDA.l SWORD : DEC A : TAY
LDA.w .health, Y : STA.w SprHealth, X
LDA.b #$08 : STA.w SprTimerB, X
LDA.b #$08 : STA.w SprTimerA, X
PLB
RTL
.health
db $06, $0A, $0C, $10
}
; =========================================================
Sprite_ThunderGhost_Main:
{
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw ThunderGhostFaceForward
dw ThunderGhostLeft
dw ThunderGhostRight
dw CastThunderLeft
dw CastThunderRight
ThunderGhostFaceForward:
{
%PlayAnimation(0, 1, 16)
JSR Sprite_ThunderGhost_Move
RTS
}
ThunderGhostLeft:
{
%PlayAnimation(2, 3, 16)
JSR Sprite_ThunderGhost_Move
RTS
}
ThunderGhostRight:
{
%PlayAnimation(4, 5, 16)
JSR Sprite_ThunderGhost_Move
RTS
}
CastThunderLeft:
{
%StartOnFrame(6)
%PlayAnimation(6, 6, 16)
JSL Sprite_CheckDamageToPlayerSameLayer
JSL Sprite_Move
LDA.w SprTimerA, X : BNE +
STZ.w SprState, X
+
RTS
}
CastThunderRight:
{
%StartOnFrame(6)
%PlayAnimation(7, 7, 16)
JSL Sprite_CheckDamageToPlayerSameLayer
JSL Sprite_Move
LDA.w SprTimerA, X : BNE +
STZ.w SprState, X
+
RTS
}
}
Sprite_ThunderGhost_Move:
{
JSL Sprite_Move
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
JSL Sprite_DamageFlash_Long
JSL Sprite_CheckIfRecoiling
JSL GetRandomInt : AND #$7F : BNE ++
JSR SpawnLightningAttack
++
LDA.w SprTimerA, X : BNE +
JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight
%GotoAction(1)
JMP .Continue
.ToRight
%GotoAction(2)
LDA.b #$20 : STA.w SprTimerA, X
JMP .Continue
+
%GotoAction(0)
.Continue
LDA.w SprMiscB, X
JSL UseImplicitRegIndexedLocalJumpTable
dw ThunderGhostMove
ThunderGhostMove:
{
JSL GetRandomInt : AND.b #$03
JSL Sprite_ApplySpeedTowardsPlayer
JSL Sprite_CheckTileCollision
JSL Sprite_CheckDamageFromPlayer
JSL Sprite_CheckDamageToPlayer
RTS
}
}
SpawnLightningAttack:
{
PHX
LDA.b #$CD
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
; 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
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
.no_space
PLX
RTS
}
; =========================================================
Sprite_ThunderGhost_Draw:
{
JSL Sprite_PrepOamCoord
JSL Sprite_OAM_AllocateDeferToPlayer
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
LDA .start_index, Y : STA $06
LDA.w SprFlash, X : STA $08
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
PHX ; Save current Tile Index?
TXA : CLC : ADC $06 ; Add Animation Index Offset
PHA ; Keep the value with animation index offset?
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
LDA .chr, X : STA ($90), Y
INY
LDA .properties, X : ORA $08 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX
RTS
; =======================================================
.start_index
db $00, $03, $06, $09, $0C, $0F, $12, $15
.nbr_of_tiles
db 2, 2, 2, 2, 2, 2, 2, 2
.x_offsets
dw 0, 0, 8
dw 8, 0, 0
dw 0, 0, 8
dw 0, 0, 8
dw 0, 8, 0
dw 0, 8, 0
dw -12, -8, -16
dw 12, 16, 20
.y_offsets
dw -8, 0, -8
dw -8, 0, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 0, -8, -8
dw 12, 24, 20
dw 12, 24, 12
.chr
db $3A, $02, $3B
db $3A, $02, $3B
db $20, $00, $01
db $22, $10, $11
db $20, $00, $01
db $22, $10, $11
db $28, $2A, $2B
db $28, $2A, $2B
.properties
db $2B, $2B, $2B
db $6B, $6B, $6B
db $2B, $2B, $2B
db $2B, $2B, $2B
db $6B, $6B, $6B
db $6B, $6B, $6B
db $2B, $2B, $2B
db $6B, $2B, $2B
.sizes
db $00, $02, $00
db $00, $02, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
db $02, $00, $00
}