#include "Animation.h" #include "Crawler.h" #include "DEFINES.h" INCLUDE_game INCLUDE_ANIMATION_DATA void sig::Animation::InitializeAnimations(){ //Warrior animations. Animate2D::FrameSequence pl_warrior_walk_s{0.2}; pl_warrior_walk_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_warrior_walk_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{1,0}*24,{24,24}}}); pl_warrior_walk_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_warrior_walk_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{2,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_WALK_S]=pl_warrior_walk_s; Animate2D::FrameSequence pl_warrior_walk_e{0.2}; pl_warrior_walk_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_warrior_walk_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{1,3}*24,{24,24}}}); pl_warrior_walk_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_warrior_walk_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{2,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_WALK_E]=pl_warrior_walk_e; Animate2D::FrameSequence pl_warrior_walk_w{0.2}; pl_warrior_walk_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_warrior_walk_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{1,2}*24,{24,24}}}); pl_warrior_walk_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_warrior_walk_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{2,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_WALK_W]=pl_warrior_walk_w; Animate2D::FrameSequence pl_warrior_walk_n{0.2}; pl_warrior_walk_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_warrior_walk_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{1,1}*24,{24,24}}}); pl_warrior_walk_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_warrior_walk_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{2,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_WALK_N]=pl_warrior_walk_n; Animate2D::FrameSequence pl_warrior_idle_s; pl_warrior_idle_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_IDLE_S]=pl_warrior_idle_s; Animate2D::FrameSequence pl_warrior_idle_e; pl_warrior_idle_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_IDLE_E]=pl_warrior_idle_e; Animate2D::FrameSequence pl_warrior_idle_w; pl_warrior_idle_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_IDLE_W]=pl_warrior_idle_w; Animate2D::FrameSequence pl_warrior_idle_n; pl_warrior_idle_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{0,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WARRIOR_IDLE_N]=pl_warrior_idle_n; Animate2D::FrameSequence pl_warrior_swing_s(0.05),pl_warrior_swing_n(0.05),pl_warrior_swing_e(0.05),pl_warrior_swing_w(0.05); Animate2D::FrameSequence pl_warrior_sonic_swing_s(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_n(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_e(0.1,Animate2D::Style::OneShot),pl_warrior_sonic_swing_w(0.1,Animate2D::Style::OneShot); for (int i=0;i<4;i++){ pl_warrior_swing_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,0}*24,{24,24}}}); pl_warrior_sonic_swing_s.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,4}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,1}*24,{24,24}}}); pl_warrior_sonic_swing_n.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,5}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,2}*24,{24,24}}}); pl_warrior_sonic_swing_w.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,6}*24,{24,24}}}); } for (int i=0;i<4;i++){ pl_warrior_swing_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,3}*24,{24,24}}}); pl_warrior_sonic_swing_e.AddFrame({&game->GFX_Warrior_Sheet,{vi2d{4+i,7}*24,{24,24}}}); } ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_N]=pl_warrior_swing_n; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_E]=pl_warrior_swing_e; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_S]=pl_warrior_swing_s; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSWORD_W]=pl_warrior_swing_w; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_N]=pl_warrior_sonic_swing_n; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_E]=pl_warrior_sonic_swing_e; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_S]=pl_warrior_sonic_swing_s; ANIMATION_DATA[AnimationState::WARRIOR_SWINGSONICSWORD_W]=pl_warrior_sonic_swing_w; //Ranger animations Animate2D::FrameSequence pl_ranger_walk_s{0.2}; pl_ranger_walk_s.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_ranger_walk_s.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{1,0}*24,{24,24}}}); pl_ranger_walk_s.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_ranger_walk_s.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{2,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_WALK_S]=pl_ranger_walk_s; Animate2D::FrameSequence pl_ranger_walk_e{0.2}; pl_ranger_walk_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_ranger_walk_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{1,3}*24,{24,24}}}); pl_ranger_walk_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_ranger_walk_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{2,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_WALK_E]=pl_ranger_walk_e; Animate2D::FrameSequence pl_ranger_walk_w{0.2}; pl_ranger_walk_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_ranger_walk_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{1,2}*24,{24,24}}}); pl_ranger_walk_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_ranger_walk_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{2,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_WALK_W]=pl_ranger_walk_w; Animate2D::FrameSequence pl_ranger_walk_n{0.2}; pl_ranger_walk_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_ranger_walk_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{1,1}*24,{24,24}}}); pl_ranger_walk_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_ranger_walk_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{2,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_WALK_N]=pl_ranger_walk_n; Animate2D::FrameSequence pl_ranger_idle_s; pl_ranger_idle_s.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_IDLE_S]=pl_ranger_idle_s; Animate2D::FrameSequence pl_ranger_idle_e; pl_ranger_idle_e.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_IDLE_E]=pl_ranger_idle_e; Animate2D::FrameSequence pl_ranger_idle_w; pl_ranger_idle_w.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_IDLE_W]=pl_ranger_idle_w; Animate2D::FrameSequence pl_ranger_idle_n; pl_ranger_idle_n.AddFrame({&game->GFX_Ranger_Sheet,{vi2d{0,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::RANGER_IDLE_N]=pl_ranger_idle_n; //Wizard animations Animate2D::FrameSequence pl_wizard_walk_s{0.2}; pl_wizard_walk_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_wizard_walk_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{1,0}*24,{24,24}}}); pl_wizard_walk_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,0}*24,{24,24}}}); pl_wizard_walk_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{2,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_WALK_S]=pl_wizard_walk_s; Animate2D::FrameSequence pl_wizard_walk_e{0.2}; pl_wizard_walk_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_wizard_walk_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{1,3}*24,{24,24}}}); pl_wizard_walk_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,3}*24,{24,24}}}); pl_wizard_walk_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{2,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_WALK_E]=pl_wizard_walk_e; Animate2D::FrameSequence pl_wizard_walk_w{0.2}; pl_wizard_walk_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_wizard_walk_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{1,2}*24,{24,24}}}); pl_wizard_walk_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,2}*24,{24,24}}}); pl_wizard_walk_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{2,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_WALK_W]=pl_wizard_walk_w; Animate2D::FrameSequence pl_wizard_walk_n{0.2}; pl_wizard_walk_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_wizard_walk_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{1,1}*24,{24,24}}}); pl_wizard_walk_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,1}*24,{24,24}}}); pl_wizard_walk_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{2,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_WALK_N]=pl_wizard_walk_n; Animate2D::FrameSequence pl_wizard_idle_s; pl_wizard_idle_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_S]=pl_wizard_idle_s; Animate2D::FrameSequence pl_wizard_idle_e; pl_wizard_idle_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_E]=pl_wizard_idle_e; Animate2D::FrameSequence pl_wizard_idle_w; pl_wizard_idle_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_W]=pl_wizard_idle_w; Animate2D::FrameSequence pl_wizard_idle_n; pl_wizard_idle_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{0,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_N]=pl_wizard_idle_n; Animate2D::FrameSequence pl_wizard_idle_attack_s; pl_wizard_idle_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,0}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_ATTACK_S]=pl_wizard_idle_attack_s; Animate2D::FrameSequence pl_wizard_idle_attack_e; pl_wizard_idle_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,3}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_ATTACK_E]=pl_wizard_idle_attack_e; Animate2D::FrameSequence pl_wizard_idle_attack_w; pl_wizard_idle_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,2}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_ATTACK_W]=pl_wizard_idle_attack_w; Animate2D::FrameSequence pl_wizard_idle_attack_n; pl_wizard_idle_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,1}*24,{24,24}}}); ANIMATION_DATA[AnimationState::WIZARD_IDLE_ATTACK_N]=pl_wizard_idle_attack_n; Animate2D::FrameSequence pl_wizard_attack_s(0.2); for(int i=0;i<3;i++){ pl_wizard_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,0}*24,{24,24}}}); if(i==1){ pl_wizard_attack_s.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,0}*24,{24,24}}}); } } ANIMATION_DATA[AnimationState::WIZARD_ATTACK_S]=pl_wizard_attack_s; Animate2D::FrameSequence pl_wizard_attack_e(0.2); for(int i=0;i<3;i++){ pl_wizard_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,3}*24,{24,24}}}); if(i==1){ pl_wizard_attack_e.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,3}*24,{24,24}}}); } } ANIMATION_DATA[AnimationState::WIZARD_ATTACK_E]=pl_wizard_attack_e; Animate2D::FrameSequence pl_wizard_attack_w(0.2); for(int i=0;i<3;i++){ pl_wizard_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,2}*24,{24,24}}}); if(i==1){ pl_wizard_attack_w.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,2}*24,{24,24}}}); } } ANIMATION_DATA[AnimationState::WIZARD_ATTACK_W]=pl_wizard_attack_w; Animate2D::FrameSequence pl_wizard_attack_n(0.2); for(int i=0;i<3;i++){ pl_wizard_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4+i,1}*24,{24,24}}}); if(i==1){ pl_wizard_attack_n.AddFrame({&game->GFX_Wizard_Sheet,{vi2d{4,1}*24,{24,24}}}); } } ANIMATION_DATA[AnimationState::WIZARD_ATTACK_N]=pl_wizard_attack_n; //Load slime animations. for(int slime=0;slime<4;slime++){ for(int state=0;state<5;state++){ Animate2D::FrameSequence anim; if(state==4){//These are death animations. anim=Animate2D::FrameSequence(0.1f,Animate2D::Style::OneShot); } if(state==2){//These are death animations. anim=Animate2D::FrameSequence(0.06f); } for (int frame=0;frame<10;frame++){ anim.AddFrame({&game->GFX_Slime_Sheet,{vi2d{frame,state+5*slime}*24,{24,24}}}); } ANIMATION_DATA[AnimationState(AnimationState::GREEN_SLIME_IDLE+state+slime*5)]=anim; } } Animate2D::FrameSequence effect_groundslam_back(0.02f,Animate2D::Style::OneShot),effect_groundslam_front(0.02f,Animate2D::Style::OneShot); for(int i=0;i<5;i++){ effect_groundslam_back.AddFrame({&game->GFX_Effect_GroundSlam_Back,{{i*64,0},{64,64}}}); effect_groundslam_front.AddFrame({&game->GFX_Effect_GroundSlam_Front,{{i*64,0},{64,64}}}); } ANIMATION_DATA[AnimationState::GROUND_SLAM_ATTACK_BACK]=effect_groundslam_back; ANIMATION_DATA[AnimationState::GROUND_SLAM_ATTACK_FRONT]=effect_groundslam_front; Animate2D::FrameSequence battlecry_effect(0.02f,Animate2D::Style::OneShot); for(int i=0;i<5;i++){ battlecry_effect.AddFrame({&game->GFX_Battlecry_Effect,{{i*84,0},{84,84}}}); } ANIMATION_DATA[AnimationState::BATTLECRY_EFFECT]=battlecry_effect; Animate2D::FrameSequence sonicslash_effect(0.04f,Animate2D::Style::OneShot); for(int i=0;i<4;i++){ sonicslash_effect.AddFrame({&game->GFX_SonicSlash,{{i*60,0},{60,60}}}); } ANIMATION_DATA[AnimationState::SONICSLASH]=sonicslash_effect; Animate2D::FrameSequence energy_bolt; energy_bolt.AddFrame({&game->GFX_EnergyBolt,{{0,0},{24,24}}}); ANIMATION_DATA[AnimationState::ENERGY_BOLT]=energy_bolt; Animate2D::FrameSequence energy_particle; for(int i=0;i<3;i++){ energy_particle.AddFrame({&game->GFX_EnergyParticle,{{i*3,0},{3,3}}}); } ANIMATION_DATA[AnimationState::ENERGY_PARTICLE]=energy_particle; Animate2D::FrameSequence splash_animation(0.05); for(int i=0;i<5;i++){ splash_animation.AddFrame({&game->GFX_Splash_Effect,{{i*24,0},{24,24}}}); } ANIMATION_DATA[AnimationState::SPLASH_EFFECT]=splash_animation; Animate2D::FrameSequence dot_particle; dot_particle.AddFrame({&game->GFX_BulletCircle,{{0,0},{3,3}}}); ANIMATION_DATA[AnimationState::DOT_PARTICLE]=dot_particle; Animate2D::FrameSequence lightningbolt(0.03,Animate2D::Style::PingPong); for(int i=0;i<5;i++){ lightningbolt.AddFrame({&game->GFX_LightningBolt,{{i*24,0},{24,24}}}); } ANIMATION_DATA[AnimationState::LIGHTNING_BOLT]=lightningbolt; Animate2D::FrameSequence lightningboltpart1; lightningboltpart1.AddFrame({&game->GFX_LightningBoltParticle1,{{0,0},{5,5}}}); ANIMATION_DATA[AnimationState::LIGHTNING_BOLT_PARTICLE1]=lightningboltpart1; Animate2D::FrameSequence lightningboltpart2; lightningboltpart2.AddFrame({&game->GFX_LightningBoltParticle2,{{0,0},{5,5}}}); ANIMATION_DATA[AnimationState::LIGHTNING_BOLT_PARTICLE2]=lightningboltpart2; Animate2D::FrameSequence lightningboltpart3; lightningboltpart3.AddFrame({&game->GFX_LightningBoltParticle3,{{0,0},{5,5}}}); ANIMATION_DATA[AnimationState::LIGHTNING_BOLT_PARTICLE3]=lightningboltpart3; Animate2D::FrameSequence lightningboltpart4; lightningboltpart4.AddFrame({&game->GFX_LightningBoltParticle4,{{0,0},{5,5}}}); ANIMATION_DATA[AnimationState::LIGHTNING_BOLT_PARTICLE4]=lightningboltpart4; Animate2D::FrameSequence chainlightning; chainlightning.AddFrame({&game->GFX_ChainLightning,{{0,0},{1,9}}}); ANIMATION_DATA[AnimationState::CHAIN_LIGHTNING]=chainlightning; Animate2D::FrameSequence lightningsplash; for(int i=0;i<5;i++){ lightningsplash.AddFrame({&game->GFX_LightningSplash,{{i*24,0},{24,24}}}); } ANIMATION_DATA[AnimationState::LIGHTNING_SPLASH]=lightningsplash; } void sig::Animation::SetupPlayerAnimations(){ game->player.AddAnimation(AnimationState::WARRIOR_WALK_N); game->player.AddAnimation(AnimationState::WARRIOR_WALK_E); game->player.AddAnimation(AnimationState::WARRIOR_WALK_S); game->player.AddAnimation(AnimationState::WARRIOR_WALK_W); game->player.AddAnimation(AnimationState::WARRIOR_IDLE_N); game->player.AddAnimation(AnimationState::WARRIOR_IDLE_E); game->player.AddAnimation(AnimationState::WARRIOR_IDLE_S); game->player.AddAnimation(AnimationState::WARRIOR_IDLE_W); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSWORD_E); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSWORD_S); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSWORD_N); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSWORD_W); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N); game->player.AddAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W); game->player.AddAnimation(AnimationState::RANGER_WALK_N); game->player.AddAnimation(AnimationState::RANGER_WALK_E); game->player.AddAnimation(AnimationState::RANGER_WALK_S); game->player.AddAnimation(AnimationState::RANGER_WALK_W); game->player.AddAnimation(AnimationState::RANGER_IDLE_N); game->player.AddAnimation(AnimationState::RANGER_IDLE_E); game->player.AddAnimation(AnimationState::RANGER_IDLE_S); game->player.AddAnimation(AnimationState::RANGER_IDLE_W); game->player.AddAnimation(AnimationState::WIZARD_WALK_N); game->player.AddAnimation(AnimationState::WIZARD_WALK_E); game->player.AddAnimation(AnimationState::WIZARD_WALK_S); game->player.AddAnimation(AnimationState::WIZARD_WALK_W); game->player.AddAnimation(AnimationState::WIZARD_IDLE_N); game->player.AddAnimation(AnimationState::WIZARD_IDLE_E); game->player.AddAnimation(AnimationState::WIZARD_IDLE_S); game->player.AddAnimation(AnimationState::WIZARD_IDLE_W); game->player.AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_N); game->player.AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_E); game->player.AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_S); game->player.AddAnimation(AnimationState::WIZARD_IDLE_ATTACK_W); game->player.AddAnimation(AnimationState::WIZARD_ATTACK_N); game->player.AddAnimation(AnimationState::WIZARD_ATTACK_E); game->player.AddAnimation(AnimationState::WIZARD_ATTACK_S); game->player.AddAnimation(AnimationState::WIZARD_ATTACK_W); }