CLOSES #503, CLOSES #511, CLOSES #515, CLOSES #518, CLOSES #522, CLOSES #523, CLOSES #525, CLOSES #528, CLOSES #529, CLOSES #533, CLOSES #535, CLOSES #536

This commit is contained in:
bryanthaboi
2026-07-31 20:20:37 -04:00
parent 1bc252741a
commit fdab15a6dc
37 changed files with 1729 additions and 81 deletions
+7 -3
View File
@@ -12,9 +12,13 @@ local Player = {}
Player.__index = Player
local STEP_FRAMES = 16
-- a turn in place holds for the ~2 frames the original spends on the
-- extra OverworldLoop pass (home/overworld.asm .handleDirectionButtonPress
-- returns to the loop without moving after a direction change)
-- a turn in place blocks movement for the one extra OverworldLoop pass the
-- original spends after a direction change: .handleDirectionButtonPress ends
-- `jp OverworldLoop` (home/overworld.asm), and OverworldLoop burns two
-- DelayFrame calls before the next JoypadOverworld, so the sample that can
-- commit to a step lands exactly 2 fixed steps after the turn -- the same
-- 2-frames-per-iteration cadence that makes STEP_FRAMES 16 above
-- (wWalkCounter = 8, 2px per AdvancePlayerSprite) (#415)
local TURN_FRAMES = 2
function Player.new(data, cx, cy, facing)