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Use MEGA_PUNCH constant in explosion animation routine (#434)
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* Use MEGA_PUNCH constant in explosion animation routine

* Add AnimationType constants and assert

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Co-authored-by: vulcandth <vulcandth@gmail.com>
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BlueZangoose and vulcandth committed Nov 22, 2023
1 parent 66b6c51 commit 9827190
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Showing 4 changed files with 19 additions and 8 deletions.
8 changes: 8 additions & 0 deletions constants/battle_anim_constants.asm
@@ -0,0 +1,8 @@
; AnimationTypePointerTable indexes (see engine/battle/animations.asm)
const_def 1
const ANIMATIONTYPE_SHAKE_SCREEN_VERTICALLY ; 1
const ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_HEAVY ; 2
const ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_SLOW ; 3
const ANIMATIONTYPE_BLINK_ENEMY_MON_SPRITE ; 4
const ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_LIGHT ; 5
const ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_SLOW_2 ; 6
14 changes: 8 additions & 6 deletions engine/battle/core.asm
Expand Up @@ -3154,9 +3154,9 @@ handleIfPlayerMoveMissed:
getPlayerAnimationType:
ld a, [wPlayerMoveEffect]
and a
ld a, 4 ; move has no effect other than dealing damage
ld a, ANIMATIONTYPE_BLINK_ENEMY_MON_SPRITE ; move has no effect other than dealing damage
jr z, playPlayerMoveAnimation
ld a, 5 ; move has effect
ld a, ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_LIGHT ; move has effect
playPlayerMoveAnimation:
push af
ld a, [wPlayerBattleStatus2]
Expand Down Expand Up @@ -5681,9 +5681,9 @@ handleIfEnemyMoveMissed:
GetEnemyAnimationType:
ld a, [wEnemyMoveEffect]
and a
ld a, $1
ld a, ANIMATIONTYPE_SHAKE_SCREEN_VERTICALLY
jr z, playEnemyMoveAnimation
ld a, $2
ld a, ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_HEAVY
jr playEnemyMoveAnimation
handleExplosionMiss:
call SwapPlayerAndEnemyLevels
Expand Down Expand Up @@ -6752,9 +6752,11 @@ HandleExplodingAnimation:
ld a, [wMoveMissed]
and a
ret nz
ld a, 5
ld a, ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_LIGHT
ld [wAnimationType], a

assert ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_LIGHT == MEGA_PUNCH
; ld a, MEGA_PUNCH
; fallthrough
PlayMoveAnimation:
ld [wAnimationID], a
vc_hook_red Reduce_move_anim_flashing_Confusion
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4 changes: 2 additions & 2 deletions engine/battle/effects.asm
Expand Up @@ -1460,9 +1460,9 @@ PlayBattleAnimation2:
ld [wAnimationID], a
ldh a, [hWhoseTurn]
and a
ld a, $6
ld a, ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_SLOW_2
jr z, .storeAnimationType
ld a, $3
ld a, ANIMATIONTYPE_SHAKE_SCREEN_HORIZONTALLY_SLOW
.storeAnimationType
ld [wAnimationType], a
jp PlayBattleAnimationGotID
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1 change: 1 addition & 0 deletions includes.asm
Expand Up @@ -23,6 +23,7 @@ INCLUDE "constants/serial_constants.asm"
INCLUDE "constants/script_constants.asm"
INCLUDE "constants/type_constants.asm"
INCLUDE "constants/battle_constants.asm"
INCLUDE "constants/battle_anim_constants.asm"
INCLUDE "constants/move_constants.asm"
INCLUDE "constants/move_animation_constants.asm"
INCLUDE "constants/move_effect_constants.asm"
Expand Down

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