Cloning Zelda, part 5B
I haven't yet finished writing up all that I've done for the next installment of my Cloning Zelda series, but in the meanwhile, I wanted to share the test page I've created to evaluate monster behavior, AI, and state management. It's here, at the Canvassa Bestiary.
A few notes on what the Bestiary does: arrow keys allow you to move Link around the canvas. Pushing the first set of buttons and selecting different radio options will change Link's animation and appearance; right now if you push the "Die" button, Link will in fact die, and the game simulation will end; you'll have to refresh the page to start it up again.
The next two sets of buttons will let you spawn enemies into the canvas... the first group is for overworld enemies, and the second group is for dungeon enemies, which I hadn't yet tried to do. Each will spawn in the correct way for that monster type (e.g. Armos enemies start out in their statue state), and all have basic AI that will determine how they move (even Peahats, Zolas and Leevers now work more or less correctly, although Tectites still look strange when jumping). I haven't yet added projectile attacks or sprite collisions; that's why I haven't blogged a full entry about the Bestiary yet (I hope to have that for this week's regular update on Tuesday).