Refactor animation data location.
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86867cd82c
commit
1e0e40c77b
6
Crawler/Animation.h
Normal file
6
Crawler/Animation.h
Normal file
@ -0,0 +1,6 @@
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#pragma once
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enum AnimationState{
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WALK_S,WALK_E,WALK_N,WALK_W,
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IDLE_S,IDLE_E,IDLE_N,IDLE_W
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};
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@ -129,6 +129,7 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="Animation.h" />
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<ClInclude Include="Monster.h" />
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<ClInclude Include="olcPGEX_TransformedView.h" />
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<ClInclude Include="olcPixelGameEngine.h" />
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@ -33,6 +33,9 @@
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<ClInclude Include="Monster.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Animation.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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@ -1,5 +1,7 @@
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#include "Monster.h"
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extern std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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MonsterData::MonsterData(){}
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MonsterData::MonsterData(int hp,int atk,float moveSpd,float size,MonsterStrategy strategy):
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hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy){
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@ -1,4 +1,6 @@
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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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enum MonsterStrategy{
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RUN_TOWARDS,
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@ -12,6 +14,7 @@ struct MonsterData{
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float moveSpd;//1.0=100%
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float size;
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MonsterStrategy strategy;
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Animate2D::Animation<AnimationState>animation;
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public:
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MonsterData();
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MonsterData(int hp,int atk,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS);
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@ -45,4 +48,10 @@ struct Monster{
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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};
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struct MonsterSpawner{
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vf2d pos;
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int range;
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std::vector<std::pair<MonsterData,vf2d>>monsters;
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};
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Binary file not shown.
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 29 KiB |
140
Crawler/main.cpp
140
Crawler/main.cpp
@ -5,15 +5,12 @@
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#include "olcPGEX_TransformedView.h"
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#include "olcUTIL_Animate2D.h"
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#include "Monster.h"
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#include "Animation.h"
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const vi2d WINDOW_SIZE={24*8,24*8};
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extern std::map<MonsterName,MonsterData>MONSTER_DATA;
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enum AnimationState{
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WALK_S,WALK_E,WALK_N,WALK_W,
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IDLE_S,IDLE_E,IDLE_N,IDLE_W
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};
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std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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struct Player{
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private:
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@ -72,8 +69,8 @@ struct Player{
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void Update(float fElapsedTime){
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animation.UpdateState(internal_animState,fElapsedTime);
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}
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void AddAnimation(AnimationState state,Animate2D::FrameSequence frame){
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animation.AddState(state,frame);
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void AddAnimation(AnimationState state){
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animation.AddState(state,ANIMATION_DATA[state]);
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};
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void UpdateAnimation(AnimationState animState){
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animation.ChangeState(internal_animState,animState);
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@ -119,48 +116,20 @@ public:
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GFX_Pl_sheet.Load("assets/nico-warrior.png");
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//Animations
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Animate2D::FrameSequence pl_walk_s{0.2};
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{1,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{2,0}*24,{24,24}}});
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Animate2D::FrameSequence pl_walk_e{0.2};
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{1,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{2,3}*24,{24,24}}});
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Animate2D::FrameSequence pl_walk_w{0.2};
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{1,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{2,2}*24,{24,24}}});
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Animate2D::FrameSequence pl_walk_n{0.2};
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{1,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{2,1}*24,{24,24}}});
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Animate2D::FrameSequence pl_idle_s;
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pl_idle_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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Animate2D::FrameSequence pl_idle_e;
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pl_idle_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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Animate2D::FrameSequence pl_idle_w;
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pl_idle_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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Animate2D::FrameSequence pl_idle_n;
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pl_idle_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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InitializeAnimations();
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player.AddAnimation(WALK_N,pl_walk_n);
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player.AddAnimation(WALK_E,pl_walk_e);
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player.AddAnimation(WALK_S,pl_walk_s);
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player.AddAnimation(WALK_W,pl_walk_w);
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player.AddAnimation(IDLE_N,pl_idle_n);
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player.AddAnimation(IDLE_E,pl_idle_e);
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player.AddAnimation(IDLE_S,pl_idle_s);
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player.AddAnimation(IDLE_W,pl_idle_w);
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player.AddAnimation(AnimationState::WALK_N);
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player.AddAnimation(AnimationState::WALK_E);
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player.AddAnimation(AnimationState::WALK_S);
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player.AddAnimation(AnimationState::WALK_W);
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player.AddAnimation(AnimationState::IDLE_N);
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player.AddAnimation(AnimationState::IDLE_E);
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player.AddAnimation(AnimationState::IDLE_S);
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player.AddAnimation(AnimationState::IDLE_W);
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view=TileTransformedView{GetScreenSize(),{1,1}};
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player.SetPos({4*24,4*24});
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player.UpdateAnimation(IDLE_S);
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player.UpdateAnimation(AnimationState::IDLE_S);
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std::cout<<MONSTER_DATA[SLIME_BLUE].GetHealth()<<std::endl;
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@ -176,6 +145,45 @@ public:
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return true;
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}
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void InitializeAnimations(){
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Animate2D::FrameSequence pl_walk_s{0.2};
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{1,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_sheet,{vi2d{2,0}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_S]=pl_walk_s;
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Animate2D::FrameSequence pl_walk_e{0.2};
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{1,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_sheet,{vi2d{2,3}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_E]=pl_walk_e;
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Animate2D::FrameSequence pl_walk_w{0.2};
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{1,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_sheet,{vi2d{2,2}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_W]=pl_walk_w;
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Animate2D::FrameSequence pl_walk_n{0.2};
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{1,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_sheet,{vi2d{2,1}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_N]=pl_walk_n;
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Animate2D::FrameSequence pl_idle_s;
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pl_idle_s.AddFrame({&GFX_Pl_sheet,{vi2d{0,0}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_S]=pl_idle_s;
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Animate2D::FrameSequence pl_idle_e;
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pl_idle_e.AddFrame({&GFX_Pl_sheet,{vi2d{0,3}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_E]=pl_idle_e;
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Animate2D::FrameSequence pl_idle_w;
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pl_idle_w.AddFrame({&GFX_Pl_sheet,{vi2d{0,2}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_W]=pl_idle_w;
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Animate2D::FrameSequence pl_idle_n;
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pl_idle_n.AddFrame({&GFX_Pl_sheet,{vi2d{0,1}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_N]=pl_idle_n;
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}
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void HandleUserInput(float fElapsedTime){
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bool setIdleAnimation=true;
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if(GetKey(RIGHT).bHeld){
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@ -184,7 +192,7 @@ public:
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} else {
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player.SetX(WORLD_SIZE.x*24-12);
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}
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player.UpdateAnimation(WALK_E);
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player.UpdateAnimation(AnimationState::WALK_E);
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setIdleAnimation=false;
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}
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if(GetKey(LEFT).bHeld){
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@ -194,7 +202,7 @@ public:
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player.SetX(12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(WALK_W);
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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setIdleAnimation=false;
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}
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@ -205,7 +213,7 @@ public:
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player.SetY(12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(WALK_N);
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player.UpdateAnimation(AnimationState::WALK_N);
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}
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setIdleAnimation=false;
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}
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@ -216,7 +224,7 @@ public:
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player.SetY(WORLD_SIZE.y*24-12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(WALK_S);
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player.UpdateAnimation(AnimationState::WALK_S);
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}
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setIdleAnimation=false;
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}
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@ -224,68 +232,68 @@ public:
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if(GetKey(UP).bReleased){
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player.SetLastReleasedMovementKey(UP);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(WALK_E);
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(WALK_S);
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(WALK_W);
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(GetKey(RIGHT).bReleased){
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player.SetLastReleasedMovementKey(RIGHT);
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(WALK_N);
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player.UpdateAnimation(AnimationState::WALK_N);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(WALK_S);
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(WALK_W);
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(GetKey(LEFT).bReleased){
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player.SetLastReleasedMovementKey(LEFT);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(WALK_E);
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(WALK_S);
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(WALK_N);
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player.UpdateAnimation(AnimationState::WALK_N);
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}
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}
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if(GetKey(DOWN).bReleased){
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player.SetLastReleasedMovementKey(DOWN);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(WALK_E);
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(WALK_N);
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player.UpdateAnimation(AnimationState::WALK_N);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(WALK_W);
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(setIdleAnimation){
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switch(player.GetLastReleasedMovementKey()){
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case UP:{
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player.UpdateAnimation(IDLE_N);
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player.UpdateAnimation(AnimationState::IDLE_N);
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}break;
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case DOWN:{
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player.UpdateAnimation(IDLE_S);
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player.UpdateAnimation(AnimationState::IDLE_S);
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}break;
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case LEFT:{
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player.UpdateAnimation(IDLE_W);
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player.UpdateAnimation(AnimationState::IDLE_W);
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}break;
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case RIGHT:{
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player.UpdateAnimation(IDLE_E);
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player.UpdateAnimation(AnimationState::IDLE_E);
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}break;
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default:{
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player.UpdateAnimation(IDLE_S);
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player.UpdateAnimation(AnimationState::IDLE_S);
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}
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}
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}
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