diff options
author | Astatin <[email protected]> | 2025-02-04 16:11:08 +0900 |
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committer | Astatin <[email protected]> | 2025-02-04 16:11:08 +0900 |
commit | 3b67c86b61b5d8640860dd5e8b016790ee4814c3 (patch) | |
tree | ff32913f93af19bd3a86e0ec2f129a2f3de065ad /entity/penguin.gbasm | |
parent | aa7b1f0505f8b0e9cebe7d1444075abb8d756d9e (diff) |
Add penguins that can freeze the bunny and run away when it's already frozen
Diffstat (limited to 'entity/penguin.gbasm')
-rw-r--r-- | entity/penguin.gbasm | 146 |
1 files changed, 146 insertions, 0 deletions
diff --git a/entity/penguin.gbasm b/entity/penguin.gbasm new file mode 100644 index 0000000..363516b --- /dev/null +++ b/entity/penguin.gbasm @@ -0,0 +1,146 @@ +Penguin_Turn: + LD A, $mem_map_loading_flags + BIT 3, A + RET Z + + PUSH HL + PUSH BC + PUSH DE + INC HL + LD A, (HL+) + LD B, A + LD A, (HL+) + LD C, A + LD A, (HL+) + LD D, A + + .Health_check: + LD A, L + AND $f0 + ADD $06 + LD L, A + + LD A, (HL) + CP $00 + JR NZ, =.Health_check.end + + LD A, L + AND $f0 + LD L, A + + LD (HL), $00 + LD A, $mem_enemies_alive_count + DEC A + LD $mem_enemies_alive_count, A + JP NZ, =.Skip_turn + .Health_check.end: + + .Freeze_shiver: + LD A, $mem_moving_animation_step + CP $00 + JP NZ, =.Freeze_shiver.end + LD A, L + AND $f0 + ADD $08 + LD L, A + LD A, $01 + CP (HL) + JR NZ, =.Freeze_shiver.end + LD A, D + AND $07 + LD D, A + CALL =RNG_Step + CP $55 + JP NC, =.Skip_turn + LD A, D + OR $40 + LD D, A + + CALL =RNG_Step + CP $55 + JP NC, =.Skip_turn + + LD A, $00 + LD (HL-), A + RES 1, (HL) + JP =.Skip_turn + .Freeze_shiver.end: + + .Should_turn_be_skipped: + LD A, L + AND $f0 + ADD $08 + LD L, A + + BIT 0, (HL) + JP NZ, =.Skip_turn + + .Start_action_or_movement: + LD A, $mem_moving_animation_step + CP $00 + JP NZ, =.Start_action_or_movement.end + + LD A, $mem_bunny_status + CP $01 + JR NZ, =.Try_Freeze_Attack + .Run_away: + CALL =Walking_Away + + JR =.Start_action_or_movement.end + + .Try_Freeze_Attack: + LD A, L + AND $f0 + ADD $09 + LD L, A + XOR A + CP (HL) + JR Z, =.Try_Walking + + CALL =Check_player_next_to + LD A, E + CP $00 + JR Z, =.Try_Walking + CALL =Freeze_Enemy_Attack + + LD A, L + AND $f0 + ADD $09 + LD L, A + + DEC (HL) + + JR =.Start_action_or_movement.end + + .Try_Walking: + CALL =Walking + .Start_action_or_movement.end: + + .End_movement: + LD A, $mem_moving_animation_step + CP $0f + JP NZ, =.End_movement.end + LD A, D + AND $07 + BIT 3, D + LD D, A + JR Z, =.End_movement.end + LD A, $01 + .ADD_A_TO_DIRECTION_BC + .End_movement.end: + + .Skip_Turn: + LD A, L + AND $f0 + LD L, A + INC HL + LD A, B + LD (HL+), A + LD A, C + LD (HL+), A + LD A, D + LD (HL+), A + POP DE + POP BC + POP HL + RET |