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Add dying animation
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parent
fae1c5c4c0
commit
a99882eb97
19
assets.h
19
assets.h
@ -951,6 +951,25 @@ SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[][SFG_TEXTURE_STORE_SIZE] =
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124,16,0,0,0,0,0,0,0,0,1,32,1,131,16,1,70,57,0,0,0,0,0,0,0,0,1,18,33,129,0,0,19,
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187,144,0,0,0,0,0,0,0,0,17,17,129,0,0,5,155,153,0,0,0,0,0,0,0,0,0,1,16,0,0,0,5,
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80,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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},
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{ // 17 universal dying sprite
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175,0,223,1,3,4,5,2,6,73,135,79,26,159,131,37,0,0,0,0,0,0,0,0,0,0,0,51,0,0,0,0,
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0,0,0,0,0,2,0,0,0,34,32,51,0,0,0,0,0,0,0,0,0,2,32,0,2,163,34,0,0,0,0,0,0,0,0,0,
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0,0,0,0,42,3,50,33,16,0,0,0,0,0,0,0,0,0,1,16,32,0,2,22,97,16,0,0,0,0,0,0,0,1,24,
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129,16,0,1,119,85,81,0,0,0,0,0,0,0,24,134,134,1,16,1,68,119,84,16,0,0,0,0,0,0,
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24,102,136,102,81,0,20,68,116,16,0,0,0,0,0,1,102,102,104,134,65,2,20,68,151,113,
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0,0,0,0,0,1,101,86,102,101,48,2,1,68,73,113,0,0,0,0,0,1,101,85,102,100,48,35,52,
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17,73,16,0,0,0,0,0,1,85,85,85,71,51,37,84,48,17,0,0,0,0,0,0,1,84,80,80,71,50,34,
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36,48,0,0,0,0,0,0,0,0,20,68,68,115,34,85,34,35,0,51,0,0,0,0,0,0,1,68,19,50,42,
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51,85,34,3,48,0,0,0,0,0,0,0,17,34,34,163,101,51,67,32,0,0,0,0,0,0,0,0,2,42,68,
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83,67,85,49,0,0,0,0,0,0,0,0,2,34,0,53,51,53,51,84,16,0,0,0,0,0,0,0,0,32,0,1,187,
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211,115,21,16,0,0,0,0,0,0,0,2,32,0,27,189,211,48,23,16,0,0,0,0,0,0,0,2,0,0,27,
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221,209,1,97,0,0,0,0,0,0,0,0,0,0,1,155,221,65,1,112,1,17,16,0,0,0,0,0,0,0,22,
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153,145,17,22,49,22,117,16,0,0,0,0,0,0,1,101,84,113,0,23,54,102,53,16,0,0,0,0,0,
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0,33,85,84,121,16,1,85,68,55,81,0,0,0,0,0,2,33,68,73,17,193,1,68,71,115,65,0,0,
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0,0,0,34,42,153,145,1,195,16,23,119,115,65,0,0,0,0,0,32,2,170,34,31,236,49,23,
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116,17,17,0,0,0,0,0,0,0,34,2,24,238,193,1,17,0,0,0,0,0,0,0,0,0,32,0,24,254,193,
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0,35,48,0,0,0,0,0,0,0,0,0,0,1,17,16,2,32,48,0,0,0,0,0,0,0,0,0,0,0,1,0,2,0,0,0
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}
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};
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BIN
assets/monster_dying.png
Normal file
BIN
assets/monster_dying.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 964 B |
93
main.c
93
main.c
@ -510,59 +510,60 @@ static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x)
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const uint8_t *SFG_getMonsterSprite(
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uint8_t monsterType, uint8_t state, uint8_t frame)
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{
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uint8_t index = 0; // makes the code smaller compared to returning pointers
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uint8_t index = 17; // makes the code smaller compared to returning pointers
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switch (monsterType)
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{
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case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 1; break;
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case SFG_MONSTER_STATE_IDLE: index = 0; break;
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default: index = frame ? 0 : 2; break;
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}
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break;
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if (state != SFG_MONSTER_STATE_DYING)
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switch (monsterType)
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{
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case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 1; break;
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case SFG_MONSTER_STATE_IDLE: index = 0; break;
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default: index = frame ? 0 : 2; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_WARRIOR:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 6 : 7;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_WARRIOR:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 6 : 7;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_DESTROYER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 4; break;
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case SFG_MONSTER_STATE_IDLE: index = 3; break;
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default: index = frame ? 3 : 5; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_DESTROYER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 4; break;
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case SFG_MONSTER_STATE_IDLE: index = 3; break;
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default: index = frame ? 3 : 5; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 8 : 9;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT:
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index = state != SFG_MONSTER_STATE_ATTACKING ? 8 : 9;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_ENDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 12; break;
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case SFG_MONSTER_STATE_IDLE: index = 10; break;
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default: index = frame ? 10 : 11; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_ENDER:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 12; break;
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case SFG_MONSTER_STATE_IDLE: index = 10; break;
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default: index = frame ? 10 : 11; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_TURRET:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 15; break;
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case SFG_MONSTER_STATE_IDLE: index = 13; break;
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default: index = frame ? 13 : 14; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_TURRET:
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switch (state)
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{
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case SFG_MONSTER_STATE_ATTACKING: index = 15; break;
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case SFG_MONSTER_STATE_IDLE: index = 13; break;
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default: index = frame ? 13 : 14; break;
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}
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break;
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case SFG_LEVEL_ELEMENT_MONSTER_EXPLODER:
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default:
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index = 16;
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break;
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}
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case SFG_LEVEL_ELEMENT_MONSTER_EXPLODER:
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default:
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index = 16;
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break;
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}
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return SFG_monsterSprites[index];
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}
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