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#pragma once
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#include "olcUTIL_Animate2D.h"
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enum AnimationState{
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WARRIOR_WALK_S,WARRIOR_WALK_E,WARRIOR_WALK_N,WARRIOR_WALK_W,
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WARRIOR_IDLE_S,WARRIOR_IDLE_E,WARRIOR_IDLE_N,WARRIOR_IDLE_W,
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GREEN_SLIME_IDLE,GREEN_SLIME_ROLL,GREEN_SLIME_JUMP,GREEN_SLIME_SPIT,GREEN_SLIME_DIE,
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BLUE_SLIME_IDLE,BLUE_SLIME_ROLL,BLUE_SLIME_JUMP,BLUE_SLIME_SPIT,BLUE_SLIME_DIE,
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RED_SLIME_IDLE,RED_SLIME_ROLL,RED_SLIME_JUMP,RED_SLIME_SPIT,RED_SLIME_DIE,
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YELLOW_SLIME_IDLE,YELLOW_SLIME_ROLL,YELLOW_SLIME_JUMP,YELLOW_SLIME_SPIT,YELLOW_SLIME_DIE,
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GROUND_SLAM_ATTACK_BACK,GROUND_SLAM_ATTACK_FRONT,
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WARRIOR_SWINGSWORD_S,WARRIOR_SWINGSWORD_E,WARRIOR_SWINGSWORD_N,WARRIOR_SWINGSWORD_W,
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RANGER_WALK_S,RANGER_WALK_E,RANGER_WALK_N,RANGER_WALK_W,
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RANGER_IDLE_S,RANGER_IDLE_E,RANGER_IDLE_N,RANGER_IDLE_W,
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WIZARD_WALK_S,WIZARD_WALK_E,WIZARD_WALK_N,WIZARD_WALK_W,
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WIZARD_IDLE_S,WIZARD_IDLE_E,WIZARD_IDLE_N,WIZARD_IDLE_W,
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BATTLECRY_EFFECT,SONICSLASH,
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WARRIOR_SWINGSONICSWORD_S,WARRIOR_SWINGSONICSWORD_E,WARRIOR_SWINGSONICSWORD_N,WARRIOR_SWINGSONICSWORD_W,
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WIZARD_IDLE_ATTACK_S,WIZARD_IDLE_ATTACK_E,WIZARD_IDLE_ATTACK_N,WIZARD_IDLE_ATTACK_W,
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WIZARD_ATTACK_S,WIZARD_ATTACK_E,WIZARD_ATTACK_N,WIZARD_ATTACK_W,
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ENERGY_BOLT,ENERGY_PARTICLE,SPLASH_EFFECT,DOT_PARTICLE,
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LIGHTNING_BOLT,LIGHTNING_BOLT_PARTICLE1,LIGHTNING_BOLT_PARTICLE2,LIGHTNING_BOLT_PARTICLE3,LIGHTNING_BOLT_PARTICLE4,
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CHAIN_LIGHTNING,LIGHTNING_SPLASH,
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WIZARD_CAST_S,WIZARD_CAST_N,WIZARD_CAST_E,WIZARD_CAST_W,METEOR,
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FIRE_RING1,FIRE_RING2,FIRE_RING3,FIRE_RING4,FIRE_RING5,ARROW,
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RANGER_SHOOT_S,RANGER_SHOOT_N,RANGER_SHOOT_E,RANGER_SHOOT_W,
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};
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namespace sig{
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class Animation{
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public:
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static void InitializeAnimations();
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static void SetupPlayerAnimations();
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};
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}
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struct AnimationData{
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float frameDuration=0.1f;
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Animate2D::Style style=Animate2D::Style::Repeat;
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};
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