Beispiel #1
0
};

//
// Animation locations for episode 0 (1).
// Using patches saves a lot of space,
//  as they replace 320x200 full screen frames.
//

#define ANIM(type, period, nanims, x, y, nexttic)                  \
            { (type), (period), (nanims), { (x), (y) }, (nexttic), \
              0, { NULL, NULL, NULL }, 0, 0, 0, 0 }

static anim_t epsd0animinfo[] =
{
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3, 224, 104, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3, 184, 160, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3, 112, 136, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3,  72, 112, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3,  88,  96, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3,  64,  48, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3, 192,  40, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3, 136,  16, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3,  80,  16, 0),
    ANIM(ANIM_ALWAYS, TICRATE / 3, 3,  64,  24, 0),
};

static anim_t epsd1animinfo[] =
{
    ANIM(ANIM_LEVEL, TICRATE / 3, 1, 128, 136, 1),
    ANIM(ANIM_LEVEL, TICRATE / 3, 1, 128, 136, 2),
Beispiel #2
0
#include "anim.h"

const struct anim animations[] = {
	ANIM(ANIM_P1_MOVE_N, 40, 4),
	ANIM(ANIM_P1_MOVE_NW, 64, 4),
	ANIM(ANIM_P1_MOVE_W, 48, 4),
	ANIM(ANIM_P1_MOVE_SW, 60, 4),
	ANIM(ANIM_P1_MOVE_S, 44, 4),
	ANIM(ANIM_P1_MOVE_SO, 56, 4),
	ANIM(ANIM_P1_MOVE_O, 52, 4),
	ANIM(ANIM_P1_MOVE_NO, 68, 4),
	ANIM(ANIM_P1_DIE, 80, 8),
	ANIM(ANIM_P1_THROW_N, 72, 1),
	ANIM(ANIM_P1_THROW_NW, 78, 1),
	ANIM(ANIM_P1_THROW_W, 74, 1),
	ANIM(ANIM_P1_THROW_SW, 77, 1),
	ANIM(ANIM_P1_THROW_S, 73, 1),
	ANIM(ANIM_P1_THROW_SO, 76, 1),
	ANIM(ANIM_P1_THROW_O, 75, 1),
	ANIM(ANIM_P1_THROW_NO, 79, 1),
	ANIM(ANIM_P2_MOVE_N, 0, 4),
	ANIM(ANIM_P2_MOVE_NW, 24, 4),
	ANIM(ANIM_P2_MOVE_W, 8, 4),
	ANIM(ANIM_P2_MOVE_SW, 20, 4),
	ANIM(ANIM_P2_MOVE_S, 4, 4),
	ANIM(ANIM_P2_MOVE_SO, 16, 4),
	ANIM(ANIM_P2_MOVE_O, 12, 4),
	ANIM(ANIM_P2_MOVE_NO, 28, 4),
	ANIM(ANIM_P2_DIE, 88, 4), // FIXME: the last 4 sprites are from ANIM_P1_DIE, so it's actually 8
	ANIM(ANIM_P2_THROW_N, 32, 1),
	ANIM(ANIM_P2_THROW_NW, 38, 1),