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