Check the Metroidvania tutorial project, the jumpOn kill is already implemented (the code is in the "handle player hurt" script).
Thanks for the reply. I've watch them and the platform tutorial and in the platform tutorial it show that he can do it but not how he did it. I seen in the post that it should already be implemented but when I jump on my monster, my hurt action shows and takes health. That is were I'm a little confused on.
;;;;;;;;;;;;;;;;;; Presumes there is a variable called myLives defined in user variables.
;;;;;;;;;;;;;;;;;; You could also create your own variable for this.
LDA gameHandler
AND #%10000000
BEQ +canHurtPlayer
JMP +skipHurt
+canHurtPlayer:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;; is the monster below our feet?
;;;;;;;;;; and are we moving downward?
+doHurtPlayer
TXA
STA temp
GetActionStep temp
CMP #$07
BNE +canHurtPlayer
JMP +skipHurt
+canHurtPlayer
;;; will presume there is a variable myHealth
;;; and that player hurt state is action state 7.
GetActionStep player1_object
CMP #$07 ;; hurt state.
BEQ +notAlreadyInHurtState
DEC myHealth
BMI +healthBelowZero
BEQ +healthBelowZero
JMP +notDeadYet
+healthBelowZero
JMP +playerHealthIsZero
+notDeadYet
UpdateHudElement #$02
ChangeActionStep player1_object, #$07
;; recoil
LDA #$00
STA Object_h_speed_hi,x
STA Object_h_speed_lo,x
STA Object_v_speed_hi,x
STA Object_v_speed_lo,x
LDA xPrev
STA Object_x_hi,x
LDA yPrev
STA Object_y_hi,x
+notAlreadyInHurtState
LDA Object_x_hi,x
CLC
ADC self_center_x
STA tempA
LDA Object_y_hi,x
CLC
ADC self_center_y
STA tempB
TXA
PHA
LDX otherObject
LDA Object_x_hi,x
CLC
ADC other_center_x
STA tempC
LDA Object_y_hi,x
CLC
ADC other_center_y
STA tempD
PLA
TAX
;;; RECOIL L/R
;+recoilHor
LDA tempA
CMP tempC
BCS +recoilRight
LDA Object_direction,x
AND #%00001111
ORA #%10000000
STA Object_direction,x
JMP +skipHurt
+recoilRight
LDA Object_direction,x
AND #%00001111
ORA #%11000000
STA Object_direction,x
JMP +skipHurt
+playerHealthIsZero:
LDA continueMap
STA warpMap
LDA continueX
STA newX
LDA continueY
STA newY
LDA continueScreen
STA warpToScreen
STA camScreen
LDA myMaxHealth
STA myHealth
WarpToScreen warpToMap, warpToScreen, #$02
;; arg0 = warp to map. 0= map1. 1= map2.
;; arg1 = screen to warp to.
;; arg2 = screen transition type - most likely use 1 here.
;; 1 = warp, where it observes the warp in position for the player.
+skipHurt
This is my code that I'm running. Does it look right for this. I know its a simple things so I thought that I had it right but I seem to be missing something. When I jump on my monsters, I just get hurt. I've watch the Metroidvania tutorial project and Im getting the same results.
Thanks again
@dale_coop you are always a huge help. I know you have seen and answered this questions a 100 times. I just don't think I am getting it right