I have been working some more on the engine and I have added the functionality of the Bow and Arrow. You might ask why I had chosen the bow & arrow to implement as the next functionality. The reasons are simple:
1) Thanks to Frozenfire there are some actual sprites of the item in use. At least ones I could find next to the Mole Mitts and Roc's Cape. Apparently TSR has some nice spritesheets with Link animations but they don't really contain any items.
2) The introduction of some new things, like the usage of item buttons, projectiles and a limited amount of ammo.
3) It is the simplest item that also has subactions:
* Loading an arrow.
* Walking with the bow and arrow (just the walk engine by 4Sword).
* Shooting the arrow.
So down to the engine. I hope I did a nice job on it, I would really appreciate some comments on it.
For the projectile part I had two options for dealing with it. Option 1 is to let objLink keep track of all the arrows shot. Drawing them and dealing with the events entailing of the arrows hitting something. This one gave me major headaches and wasn't chosen. The second option is to make a new Arrow object and let it deal with its own problems and events. This has more overhead but is a whole lot easier to program. So I ran with this option. If anyone thinks this is a mistake and knows how to implement option one, please let me know or implement it yourself. Any input is greatly appreciated.
Well, like I said earlier there aren't really any spritesheets for items, so I had to do with what I got. But I noticed in the Minish Cap, that once the arrow hit something it would waggle a bit. I don't know if this is done through animation or that the arrow is simply rotated. I used the rotation option, purely because I couldn't find any animation. But this part could use some tweaking.
I really appreciate comments, so please leave some.
Update: 09/09/2009
Corrected the error in the assumption made towards ice movement.