Loaded slime animation sheet
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@ -2,5 +2,9 @@
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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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IDLE_S,IDLE_E,IDLE_N,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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};
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
@ -94,7 +94,7 @@ class Crawler : public olc::PixelGameEngine
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Camera2D camera;
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TileTransformedView view;
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Player player=Player{{}};
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Renderable GFX_Pl_sheet;
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Renderable GFX_Pl_Sheet,GFX_Slime_Sheet;
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public:
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Crawler()
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@ -113,7 +113,8 @@ public:
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camera.EnableWorldBoundary(true);
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//Graphics
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GFX_Pl_sheet.Load("assets/nico-warrior.png");
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GFX_Pl_Sheet.Load("assets/nico-warrior.png");
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GFX_Slime_Sheet.Load("assets/slime.png");
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//Animations
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InitializeAnimations();
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@ -147,41 +148,50 @@ public:
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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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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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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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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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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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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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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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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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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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for(int slime=0;slime<4;slime++){
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for(int state=0;state<5;state++){
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Animate2D::FrameSequence anim;
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for (int frame=0;frame<10;frame++){
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anim.AddFrame({&GFX_Slime_Sheet,{vi2d{frame,state+5*slime}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState(AnimationState::GREEN_SLIME_IDLE+state+slime*5)]=anim;
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}
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}
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}
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void HandleUserInput(float fElapsedTime){
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