And onwards we go. Enemies now get an annoyed state once they got hit. For some enemies annoyance is even increasing. And to top it off, a new jumping spider enemy was added.









Adding the new enemy follows the common pattern we've seen in earlier steps.



Add new constants:

SPRITE_SPIDER_STAND = SPRITE_BASE + 44 SPRITE_SPIDER_WALK_1 = SPRITE_BASE + 45 SPRITE_SPIDER_WALK_2 = SPRITE_BASE + 46 TYPE_SPIDER = 8



Add the behaviour code:

;------------------------------------------------------------ ;run left/right, jump off directional ;------------------------------------------------------------ !zone BehaviourSpider BehaviourSpider ;animate spider inc SPRITE_ANIM_DELAY,x lda SPRITE_ANIM_DELAY,x cmp #2 bne .NoAnimUpdate lda #0 sta SPRITE_ANIM_DELAY,x inc SPRITE_ANIM_POS,x lda SPRITE_ANIM_POS,x and #$3 sta SPRITE_ANIM_POS,x tay lda SPIDER_ANIMATION_TABLE,y sta SPRITE_POINTER_BASE,x .NoAnimUpdate lda SPRITE_JUMP_POS,x bne .NoFallHandling jsr UpdateSpriteFall sta SPRITE_FALLING,x .NoFallHandling lda #3 sta PARAM6 .MoveStep dec PARAM6 beq .MoveDone lda SPRITE_DIRECTION,x beq .MoveRight ;move left lda SPRITE_JUMP_POS,x ora SPRITE_FALLING,x bne .OnlyMoveLeft jsr ObjectWalkOrJumpLeft beq .ToggleDirection jmp .MoveStep .MoveDone lda SPRITE_JUMP_POS,x beq .NotJumping jsr UpdateSpriteJump .NotJumping rts .OnlyMoveLeft jsr ObjectMoveLeftBlocking beq .ToggleDirection jmp .MoveStep .MoveRight lda SPRITE_JUMP_POS,x ora SPRITE_FALLING,x bne .OnlyMoveRight jsr ObjectWalkOrJumpRight beq .ToggleDirection jmp .MoveStep .OnlyMoveRight jsr ObjectMoveRightBlocking beq .ToggleDirection jmp .MoveStep .ToggleDirection lda SPRITE_DIRECTION,x eor #1 sta SPRITE_DIRECTION,x jmp .MoveStep



The behaviour of this spider enemy: Walk. If a gap below is encountered, jump. If the way is blocked, turn. This behaviour is put in a general subroutine, since it might come in handy for other enemies later (and it will):

;------------------------------------------------------------ ;walk object left if could fall off jump if blocked turn ;x = object index ;------------------------------------------------------------ !zone ObjectWalkOrJumpLeft ObjectWalkOrJumpLeft lda SPRITE_CHAR_POS_X_DELTA,x beq .CheckCanMoveLeft .CanMoveLeft dec SPRITE_CHAR_POS_X_DELTA,x jsr MoveSpriteLeft lda #1 rts .CheckCanMoveLeft jsr CanWalkOrJumpLeft beq .Blocked cmp #1 beq .WalkLeft ;jump lda SPRITE_JUMP_POS,x bne .WalkLeft lda #1 sta SPRITE_JUMP_POS,x .WalkLeft lda #8 sta SPRITE_CHAR_POS_X_DELTA,x dec SPRITE_CHAR_POS_X,x jmp .CanMoveLeft .Blocked rts ;------------------------------------------------------------ ;checks if an object can walk or jump left (jump if would fall off) ;x = object index ;returns 0 if blocked ;returns 1 if possible ;returns 2 if jump required (not blocked, but in front of hole) ;------------------------------------------------------------ !zone CanWalkOrJumpLeft CanWalkOrJumpLeft ldy SPRITE_CHAR_POS_Y,x dey lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 lda SCREEN_BACK_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 ldy SPRITE_CHAR_POS_X,x dey lda (ZEROPAGE_POINTER_1),y jsr IsCharBlocking bne .BlockedLeft tya clc adc #40 tay lda (ZEROPAGE_POINTER_1),y jsr IsCharBlocking bne .BlockedLeft ;is a hole in front ldy SPRITE_CHAR_POS_Y,x lda SCREEN_LINE_OFFSET_TABLE_LO,y sta ZEROPAGE_POINTER_1 lda SCREEN_BACK_LINE_OFFSET_TABLE_HI,y sta ZEROPAGE_POINTER_1 + 1 lda SPRITE_CHAR_POS_X,x clc adc #39 tay lda (ZEROPAGE_POINTER_1),y jsr IsCharBlockingFall bne .NoHole lda #2 rts .NoHole lda #1 rts .BlockedLeft lda #0 rts





To get and show annoyed behaviour a new state array SPRITE_ANNOYED is created. Enemies are supposed to change color to see once they get angry. For this we add a new color table:

TYPE_ANNOYED_COLOR !byte 0 ;dummy !byte 10 ;player !byte 2 ;bat diagonal !byte 2 ;bat up down !byte 4 ;bat 8 !byte 2 ;mummy !byte 13 ;zombie !byte 2 ;bat vanish !byte 2 ;spider



Add a little change to the common HitBehaviourHurt routine to increase the annoyance state:



!zone HitBehaviourHurt HitBehaviourHurt inc SPRITE_ANNOYED,x ldy SPRITE_ACTIVE,x lda TYPE_ANNOYED_COLOR,y sta VIC_SPRITE_COLOR,x rts



Voila! In a later step we'll add some enemies that change behaviour once they get angry.

step35.zip



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