Monster data
|
|
HP
|
11
|
Points
|
300
|
Special
|
{{{special}}}
|
Resists
|
{{{resists}}}
|
Weak to
|
{{{weak_to}}}
|
Entity data
|
Entity pointer
|
$81:ABF5
|
The werewolf is a respawning monster. Werewolves will only spawn if the level has palette fade that has completed, though this condition can be bypassed by using $81:ABFB as the entity pointer instead.
Behavior
Werewolves can be in one of three states:
- Walking: Move towards the nearest targetable sprite at an average rate of 1.5 px/frame. Werewolves start in this state.
- If the werewolf is exactly 360 pixels away from the target, then despawn.
- If the werewolf's health has changed, jump in a random diagonal direction a distance of 20-51 pixels on the X axis and 15-46 pixels on the Y axis.
- If the werewolf is between 70 and 344 pixels of the target, then there is a 15/255 (5.88%) chance to jump at the target.
- If the target is a victim, jump 28 pixels past the target on the X axis.
- Otherwise, jump 124 pixels past the target on the X axis.
- If the werewolf is less than 4 pixels from the target on the Y axis and less than 29 pixels on the X axis, then attack.
- Jumping: Jumping is implemented as three separate states:
- Pre-jump: Do a 17 frame pre-jump animation.
- Main jump: Move at a constant speed towards the destination point. The total duration of the jump (in frames) is the distance on the larger of the two axes divided by 4. The werewolf has no collision during this phase. After the jump is complete, the game attempts to adjust the werewolf's position if it lands too close to the target, but this is bugged.
- Post-jump: Do a 15 frame landing animation. Then attack if the werewolf is less than 4 pixels from the target on the Y axis and less than 29 pixels on the X axis. If not attacking, wait a random amount of time from 1 to 16 frames, then go back to the walking state.
- Attacking: Perform a 27 frame attack animation. During the last 12 frames of this, there is an additional sprite hitbox created 25 pixels to the left or right of the werewolf. Once complete, go back to the walking state.
Weapon damage
Werewolves take normal damage from all weapons except silverware, which kills them in one hit.
Bugs
- Werewolves attempt to adjust their position upon landing if they are within 9 pixels of the target on the X axis. It is intended to move an additional 15 pixels on the X axis and 8 pixels on the Y axis, but there are several bugs in the implementation.
- The position offset table has the wrong values for the down-left entry (uses values for up-left instead).
- The table is indexed incorrectly and reads the wrong values for each direction.
- The function that determines the direction of the jump is bugged to only return left, right, or none. This bug actually prevents reading past the end of the table due to the incorrect indexing.
- The end result of these bugs is that the werewolf will move down 15 pixels if the jump was to the right, and up 15 pixels if it was to the left.
- Werewolves only despawn if they are exactly 360 pixels away from the nearest targetable sprite. Since players move at 2 px/frame orthogonally, the distance can go directly from 359 to 361, causing the werewolf not to despawn.
- It's not clear if this is a bug or intended behavior, but werewolves will never jump straight up or down. This is because their target position would be exactly on top of the sprite they are trying to jump at, and since all target sprites are solid to monsters, the jump is not allowed.
RAM map
Entity arguments
Address |
Length |
Type |
Name |
Description
|
$00 |
2 |
int16 |
x |
X position
|
$02 |
2 |
int16 |
y |
Y position
|
Entity memory
Address |
Length |
Type |
Name |
Description
|
$08 |
2 |
pointer16 |
sprite |
Pointer to sprite
|
$0A |
2 |
pointer16 |
state |
Current state subroutine pointer
|
$0C |
2 |
uint16 |
animationFrame |
Current animation frame (x2 during attack animation)
|
$0E |
2 |
int16 0-based |
framesUntilAnimUpdate |
Number of frames until next animation frame
|
$10 |
2 |
boolean |
dead |
Dead
|
$12 |
2 |
int16 |
x |
X position
|
$14 |
2 |
int16 |
y |
Y position
|
$16 |
2 |
int16 |
newX |
New X position
|
$18 |
2 |
int16 |
newY |
New Y position
|
$1A |
2 |
direction |
direction |
Current direction
|
$1C |
2 |
unused |
|
Unused
|
$1E |
2 |
optional pointer16 |
jumpTargetSprite |
Pointer to sprite that is being jumped at (0xFFFF if empty)
|
$20 |
2 |
int16 |
jumpTargetX |
Jump target X position
|
$22 |
2 |
int16 |
jumpTargetY |
Jump target Y position
|
$24 |
2 |
int16 x4 |
zVelocity |
Z velocity during jump
|
$26 |
2 |
uint16 |
jumpDuration |
Duration of jump in frames
|
$28 |
2 |
uint16 |
xFraction |
Fractional portion of X position during jump (full X position = $12 + ($28/$26))
|
$2A |
2 |
uint16 |
yFraction |
Fractional portion of Y position during jump (full Y position = $14 + ($2A/$26))
|
$2C |
2 |
uint16 |
jumpXMagnitude |
Jump distance X magnitude
|
$2E |
2 |
uint16 |
jumpYMagnitude |
Jump distance Y magnitude
|
$30 |
2 |
int16 |
jumpXSign |
Jump distance X sign (1 if jump is right, -1 if left)
|
$32 |
2 |
int16 |
jumpYSign |
Jump distance Y sign (1 if jump is down, -1 if up)
|
$34 |
2 |
direction |
jumpDirection |
Jump direction (only left or right due to a bug)
|
$36 |
2 |
uint16 |
temp |
Temporary storage
|
$38 |
2 |
optional pointer16 |
attackSprite |
Extra attack hitbox sprite (0xFFFF if empty)
|
$3A |
2 |
int16 0-based |
prevHealth |
Previous health
|
$3C |
2 |
int16 0-based |
health |
Health
|
$3E |
2 |
sprite type |
collidedSpriteType |
Type of weapon shot sprite collided with
|
$40 |
2 |
unused |
|
Unused
|
$42 |
2 |
pointer16 |
targetSprite |
Pointer to target sprite
|
$44 |
2 |
uint16 |
targetDistance |
Distance to target sprite
|
$7E |
2 |
int16 0-based |
freezeTimer |
Amount of time to stay frozen
|
Pseudocode
init() {
createMonsterSprite()
this.x = args.x
this.y = args.y
this.sprite.tileData = $90:E9D8
this.sprite.alternatePalette = 6
this.sprite.visible = true
this.sprite.type = MONSTER
this.animationFrame = 0
this.framesUntilAnimUpdate = 0
this.attackSprite = -1
this.jumpTargetSprite = -1
this.freezeTimer = 0
this.collidedSpriteType = NONE
this.dead = false
waitFrames(20)
this.health = 10
this.prevHealth = 10
setStateToWalking()
}
updateWalkingAnimation() {
if (this.direction == 0) {
return
}
this.sprite.tileData.bank = 0x90
this.sprite.tileData.lowBytes = walkingAnimations[this.direction - 1][this.animationFrame][1]
this.sprite.flipX = walkingAnimations[this.direction - 1][this.animationFrame][0]
}
walkingAnimations = {
{ false, 0xEA3A }, { false, 0xEA6B }, { false, 0xEA9C }, { false, 0xEACD },
{ false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 },
{ false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 },
{ false, 0xE8B2 }, { false, 0xE8E3 }, { false, 0xE914 }, { false, 0xE945 },
{ false, 0xE976 }, { false, 0xE9A7 }, { false, 0xE9D8 }, { false, 0xEA09 },
{ true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 },
{ true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 },
{ true , 0xE8B2 }, { true , 0xE8E3 }, { true , 0xE914 }, { true , 0xE945 }
}
walk() {
if (getRandomByte() & 2 == 0) {
doWalk()
}
doWalk()
}
doWalk() {
if (this.targetDistance == 360) {
this.dead = true
this.collidedSpriteType = NONE
return
}
snapToTarget(this.sprite, this.targetSprite)
this.direction = getDirectionToTarget(this.sprite, this.targetSprite)
if (this.direction == NONE) {
return
}
this.newX = this.sprite.x + moveAmount[this.direction][0]
this.newY = this.sprite.y + moveAmount[this.direction][1]
if (!bgSolidToMonsters(this.newX, this.y) &&
!touchingSpriteSolidToMonsters(this.sprite, this.newX, this.y)) {
this.x = this.newX
}
if (!bgSolidToMonsters(this.x, this.newY) &&
!touchingSpriteSolidToMonsters(this.sprite, this.x, this.newY)) {
this.y = this.newY
}
this.sprite.x = this.x
this.sprite.y = this.y
}
moveAmount = {
{ 0, 0 },
{ 0, -1 },
{ 1, -1 },
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
{ -1, 1 },
{ -1, 0 },
{ -1, -1 }
}
canJumpToTarget() {
// Note: the following function is bugged to only return LEFT, RIGHT, or NONE
this.jumpDirection = getDirectionToTargetPosition(this.sprite, this.jumpTargetX, this.jumpTargetY)
offset = this.jumpTargetX - this.x
this.jumpXMagnitude = abs(offset)
this.jumpXSign = offset < 0 ? -1 : 1
if (this.jumpXMagnitude == 19) {
return false
}
offset = this.jumpTargetY - this.y
this.jumpYMagnitude = abs(offset)
this.jumpYSign = offset < 0 ? -1 : 1
greaterMagnitude = max(this.jumpXMagnitude, this.jumpYMagnitude)
this.jumpDuration = greaterMagnitude / 4
this.zVelocity = greaterMagnitude / 8
if (!bgSolidToSpecialMonsters(this.jumpTargetX, this.jumpTargetY) &&
!touchingSpriteSolidToMonsters(this.sprite, this.jumpTargetX, this.jumpTargetY) &&
!outsideOfLevel(this.jumpTargetX, this.jumpTargetY))
this.xFraction = 0
this.yFraction = 0
return true, this.zVelocity, this.jumpDirection
}
return false
}
updateJumpZ() {
this.sprite.z += this.zVelocity / 4
this.zVelocity -= 1
}
updateJumpPosition() {
f = this.xFraction + this.jumpXMagnitude
while (f >= this.jumpDuration) {
this.x += this.jumpXSign
f -= this.jumpDuration
}
this.xFraction = f
f = this.yFraction + this.jumpYMagnitude
while (f >= this.jumpDuration) {
this.y += this.jumpYSign
f -= this.jumpDuration
}
this.yFraction = f
}
checkIfShouldJump() {
if (health != prevHealth) {
this.temp = getRandomByte()
this.jumpTargetX = (getRandomByte() % 32) + 20 // Random value 20-51
this.jumpTargetY = (getRandomByte() % 32) + 15 // Random value 15-46
if (this.temp & 1 != 0) {
this.jumpTargetX = -this.jumpTargetX
}
if (this.temp & 2 != 0) {
this.jumpTargetY = -this.jumpTargetY
}
this.jumpTargetX += this.x
this.jumpTargetY += this.y
this.prevHealth = this.health
this.jumpTargetSprite = -1
} else {
if (getRandomByte() >= 15 || this.targetDistance >= 325) {
return
}
this.jumpTargetSprite = this.targetSprite
this.jumpTargetX = this.jumpTargetSprite.x
this.jumpTargetY = this.jumpTargetSprite.y
if (abs(this.jumpTargetX - this.x) + abs(this.jumpTargetY - this.y) < 70) {
return
}
this.jumpTargetX += jumpXSpacing[this.direction]
if (this.jumpTargetSprite.type != VICTIM) {
this.jumpTargetX += nonVictimJumpAdditionalXSpacing[this.direction]
}
}
canJump, zVelocity, jumpDirection = canJumpToTarget()
if (canJump) {
this.zVelocity = zVelocity
this.direction = jumpDirection
setStateToPreJump()
}
}
nonVictimJumpAdditionalXSpacing = { 0, 0, 96, 96, 96, 0, -96, -96, -96 }
jumpXSpacing = { 0, 0, 28, 28, 28, 0, -28, -28, -28 }
setStateToPreJump() {
this.state = preJumpState
}
preJumpState() {
this.sprite.flipX = preJumpFlipPerDirection[this.direction]
showAnimation(preJumpAnimation)
setStateToJumping()
}
preJumpAnimation = { { 0xEAFE, 7 }, { 0xEB27, 5 }, { 0xEB58, 5 }, { 0, 0 } }
preJumpFlipPerDirection = { false, false, false, false, false, false, true, true, true }
setStateToJumping() {
this.state = jumpingState
this.sprite.tileData.lowBytes = 0xEB89
this.sprite.visible = true
this.sprite.bgPriority = true
this.sprite.type = NONE
}
jumpingState() {
updateJumpZ()
updateJumpPosition()
this.sprite.x = this.x
this.sprite.y = this.y
if (this.sprite.z == 0) {
if (this.jumpTargetSprite >= 0 && abs(this.jumpTargetSprite.x - this.jumpTargetX) < 9) {
this.jumpTargetX += jumpLandingOffsets[this.direction * 2]
this.jumpTargetY += jumpLandingOffsets[this.direction * 2 + 1]
}
this.x = this.jumpTargetX
this.sprite.x = this.jumpTargetX
this.y = this.jumpTargetY
this.sprite.y = this.jumpTargetY
setStateToPostJump()
}
}
jumpLandingOffsets = {
0,
15, -9,
15, -9,
15, 0,
15, 8,
15, 8,
-15, -9,
-15, 0,
-15, -9
}
setStateToPostJump() {
this.state = postJumpState
}
postJumpState() {
this.sprite.bgPriority = false
this.sprite.type = MONSTER
showAnimation(postJumpAnimation)
if (canAttack()) {
setStateToAttacking()
} else {
waitFrames((getRandomByte % 16) + 1)
setStateToWalking()
}
}
postJumpAnimation = { { 0xEBC2, 5 }, { 0xEBFB, 5 }, { 0xEC24, 5 }, { 0, 0 } }
setStateToAttacking() {
this.state = attackingState
this.attackSprite = createAttackSprite()
this.framesUntilAnimUpdate = 0
this.animationFrame = 0
this.sprite.flipX = attackFlipPerDirection[this.direction]
}
attackingState() {
this.framesUntilAnimUpdate -= 1
if (this.framesUntilAnimUpdate < 0) {
this.framesUntilAnimUpdate = 2
this.animationFrame += 1
tileData = attackAnimation[this.animationFrame]
if (tileData != 0) {
this.sprite.tileData.lowBytes = tileData
if (this.animationFrame >= 6) {
this.attackSprite.visible = true
}
} else {
deleteSprite(this.attackSprite)
this.attackSprite = -1
setStateToWalking()
}
}
}
attackAnimation = {
0, 0xEC55, 0xEC7E, 0xECAF, 0xECF8, 0xED29, 0xED52, 0xED8B
0xEDBC, 0xEDF5, 0
}
attackFlipPerDirection = { false, false, false, false, false, false, true, true, true }
createAttackSprite() {
sprite = createSprite()
sprite.x = this.sprite.x + attackSpriteXOffsetPerDirection[this.direction]
sprite.z = 0
sprite.y = this.sprite.y
sprite.type = MONSTER
sprite.entity = currentEntity
sprite.tileData = null
return sprite
}
attackSpriteXOffsetPerDirection = { 0, 0, -25, -25, -25, 0, 25, 25, 25 }
canAttack() {
if (this.targetDistance >= 325) {
return false
}
if (abs(this.targetSprite.y - this.y) >= 4) {
return false
}
xOffset = this.targetSprite.x - this.x
if (abs(xOffset) >= 29) {
return false
}
this.direction = xOffset >= 0 ? LEFT : RIGHT // Note: this is backwards
return true
}
setStateToWalking() {
setCollisionHandler(collisionHandler)
this.state = walkingState
}
walkingState() {
this.targetDistance, this.targetSprite = findTarget(this.x, this.y)
walk()
this.framesUntilAnimUpdate -= 1
if (framesUntilAnimUpdate < 0) {
this.framesUntilAnimUpdate = 3
this.animationFrame = (this.animationFrame + 1) % 4
updateWalkingAnimation()
}
checkIfShouldJump()
if (canAttack()) {
setStateToAttacking()
}
}
main() {
if (!paletteFadeComplete) {
return
}
$7E:00DE += 0x1C
if (currentExtraSounds == 1) {
playSound(0x2B)
}
init()
while (!this.dead) {
waitFrames(1)
this.state()
}
setCollisionHandler(null)
if (this.attackSprite != -1) {
deleteSprite(this.attackSprite)
}
if (this.collidedSpriteType != NONE) {
givePoints(this.collidedSpriteType & 0x8000, 300)
werewolvesKilled += 1
this.sprite.type = NONE
this.sprite.tileData.bank = 0x8F
playSound(0x2D)
showAnimation(deathAnimation)
}
$7E:00DE -= 0x1C
while ($7E:00DE < 0) { }
deleteSprite(this.sprite)
}
deathAnimation = {
{ 0xDA43, 12 }, { 0xDA7C, 12 }, { 0xDACD, 12 }, { 0xDB26, 12 },
{ 0xDB6F, 12 }, { 0, 0 }
}
collisionHandler(spriteType) {
if (spriteType < SQUIRT_GUN) {
return false
}
this.collidedSpriteType = spriteType
weaponType = spriteType & 0x7FFF
if (weaponType == MARTIAN_BUBBLE_GUN) {
return bubbleMonster()
} else if (weaponType == FIRE_EXTINGUISHER) {
return freezeMonster()
} else if (weaponType == SILVERWARE) {
return killed(weaponType)
} else {
newHealth = this.health - weaponDamage[weaponType - SQUIRT_GUN]
if (newHealth < 0) {
return killed(newHealth)
} else if (newHealth != this.health) {
this.health = newHealth
return showDamageAnimation()
}
return false
}
}
killed(newHealth) {
this.dead = true
this.health = newHealth
this.freezeTimer = 0
return true
}