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authorAstatin <[email protected]>2025-02-04 16:11:08 +0900
committerAstatin <[email protected]>2025-02-04 16:11:08 +0900
commit3b67c86b61b5d8640860dd5e8b016790ee4814c3 (patch)
treeff32913f93af19bd3a86e0ec2f129a2f3de065ad /entity
parentaa7b1f0505f8b0e9cebe7d1444075abb8d756d9e (diff)
Add penguins that can freeze the bunny and run away when it's already frozen
Diffstat (limited to 'entity')
-rw-r--r--entity/actions.gbasm4
-rw-r--r--entity/bunny.gbasm8
-rw-r--r--entity/fox.gbasm4
-rw-r--r--entity/frog.gbasm2
-rw-r--r--entity/init.gbasm2
-rw-r--r--entity/list.gbasm38
-rw-r--r--entity/penguin.gbasm146
7 files changed, 199 insertions, 5 deletions
diff --git a/entity/actions.gbasm b/entity/actions.gbasm
index 4de9f21..d6977e9 100644
--- a/entity/actions.gbasm
+++ b/entity/actions.gbasm
@@ -115,6 +115,10 @@ Turn_Jump_table:
JP =Frog_Turn
NOP
+ ; 04
+ JP =Penguin_Turn
+ NOP
+
Interaction_Jump_table:
; 00
RET
diff --git a/entity/bunny.gbasm b/entity/bunny.gbasm
index 3804b6a..40cd047 100644
--- a/entity/bunny.gbasm
+++ b/entity/bunny.gbasm
@@ -16,6 +16,13 @@ Move_Bunny:
LD A, $mem_bunny_direction
AND $07
LD $mem_bunny_direction, A
+
+ LD A, $mem_bunny_status_clear_turn_counter
+ DEC A
+ CP $00
+ LD $mem_bunny_status_clear_turn_counter, A
+ JR Z, =.Unfreeze
+
CALL =RNG_Step
CP $55
JP NC, =.Skip_turn
@@ -27,6 +34,7 @@ Move_Bunny:
CP $55
JP NC, =.Skip_turn
+ .Unfreeze:
LD A, $00
LD $mem_bunny_status, A
LD A, $mem_bunny_flags
diff --git a/entity/fox.gbasm b/entity/fox.gbasm
index 67723f8..d82cc66 100644
--- a/entity/fox.gbasm
+++ b/entity/fox.gbasm
@@ -110,7 +110,7 @@ Fox_Turn:
CP $00
JR Z, =.Try_Walking
- CALL =Basic_Attack
+ CALL =Basic_Enemy_Attack
JR =.Start_action_or_movement.end
@@ -147,7 +147,7 @@ Fox_Turn:
CP $00
JR Z, =.laser_sight_check_fail
- CALL =Laser_Attack
+ CALL =Laser_Enemy_Attack
LD A, L
AND $f0
diff --git a/entity/frog.gbasm b/entity/frog.gbasm
index b7d6511..428e88a 100644
--- a/entity/frog.gbasm
+++ b/entity/frog.gbasm
@@ -85,7 +85,7 @@ Frog_Turn:
LD A, E
CP $00
JR Z, =.Try_Walking
- CALL =Basic_Attack
+ CALL =Basic_Enemy_Attack
JR =.Start_action_or_movement.end
diff --git a/entity/init.gbasm b/entity/init.gbasm
index 361f600..2bb9242 100644
--- a/entity/init.gbasm
+++ b/entity/init.gbasm
@@ -217,7 +217,7 @@ Initialize_Enemy: ; HL => pointer to entity struct
LD (HL+), A
LD A, L
- ADD $07
+ ADD $06
LD L, A
RET
diff --git a/entity/list.gbasm b/entity/list.gbasm
index 9a2de26..054a563 100644
--- a/entity/list.gbasm
+++ b/entity/list.gbasm
@@ -25,7 +25,7 @@ Entity_list:
.DB $03
; Interaction Jump Table index
- .DB $03
+ .DB $01
; Starting health
.DB $02
@@ -35,6 +35,42 @@ Entity_list:
.PADTO =.Frog+8
+ .Cat:
+ ; Sprite address
+ .DB =OBJ_Tile_Image_Data.Cat
+
+ ; Turn Jump Table index
+ .DB $03
+
+ ; Interaction Jump Table index
+ .DB $01
+
+ ; Starting health
+ .DB $02
+
+ ; Starting mana
+ .DB $00
+
+ .PADTO =.Cat+8
+
+ .Penguin:
+ ; Sprite address
+ .DB =OBJ_Tile_Image_Data.Penguin
+
+ ; Turn Jump Table index
+ .DB $04
+
+ ; Interaction Jump Table index
+ .DB $01
+
+ ; Starting health
+ .DB $05
+
+ ; Starting mana
+ .DB $03
+
+ .PADTO =.Penguin+8
+
.Mouse:
; Sprite address
.DB =OBJ_Tile_Image_Data.Mouse
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