Entity construct_Player(int x, int y, int orientation) { Entity player = construct_Entity(x, y, orientation); player.update = &Player_update; Part torso = construct_Part(); torso.addFrame(&torso, "north_idle", 2, 2, '@', WHITE); torso.addFrame(&torso, "east_idle", 2, 2, '@', WHITE); torso.addFrame(&torso, "south_idle", 2, 2, '@', WHITE); torso.addFrame(&torso, "west_idle", 2, 2, '@', WHITE); torso.addFrame(&torso, "north_swing_0", 2, 2, '@', WHITE); torso.addFrame(&torso, "north_swing_1", 2, 2, '@', WHITE); torso.addFrame(&torso, "north_swing_2", 2, 2, '@', WHITE); torso.addFrame(&torso, "east_swing_0", 2, 2, '@', WHITE); torso.addFrame(&torso, "east_swing_1", 2, 2, '@', WHITE); torso.addFrame(&torso, "east_swing_2", 2, 2, '@', WHITE); torso.addFrame(&torso, "south_swing_0", 2, 2, '@', WHITE); torso.addFrame(&torso, "south_swing_1", 2, 2, '@', WHITE); torso.addFrame(&torso, "south_swing_2", 2, 2, '@', WHITE); torso.addFrame(&torso, "west_swing_0", 2, 2, '@', WHITE); torso.addFrame(&torso, "west_swing_1", 2, 2, '@', WHITE); torso.addFrame(&torso, "west_swing_2", 2, 2, '@', WHITE); Part front = construct_Part(); front.isSolid = false; front.addFrame(&front, "north_idle", 2, 1, '^', WHITE); front.addFrame(&front, "east_idle", 3, 2, '>', WHITE); front.addFrame(&front, "south_idle", 2, 3, 'v', WHITE); front.addFrame(&front, "west_idle", 1, 2, '<', WHITE); Part sword_part_1 = construct_Part(); sword_part_1.isWeapon = true; sword_part_1.isSolid = false; sword_part_1.addFrame(&sword_part_1, "north_swing_0", 1, 1, '\\', WHITE); sword_part_1.addFrame(&sword_part_1, "north_swing_1", 2, 1, '|', WHITE); sword_part_1.addFrame(&sword_part_1, "north_swing_2", 3, 1, '/', WHITE); sword_part_1.addFrame(&sword_part_1, "east_swing_0", 3, 1, '/', WHITE); sword_part_1.addFrame(&sword_part_1, "east_swing_1", 3, 2, '-', WHITE); sword_part_1.addFrame(&sword_part_1, "east_swing_2", 3, 3, '\\', WHITE); sword_part_1.addFrame(&sword_part_1, "south_swing_0", 3, 3, '\\', WHITE); sword_part_1.addFrame(&sword_part_1, "south_swing_1", 2, 3, '|', WHITE); sword_part_1.addFrame(&sword_part_1, "south_swing_2", 1, 3, '/', WHITE); sword_part_1.addFrame(&sword_part_1, "west_swing_0", 1, 3, '/', WHITE); sword_part_1.addFrame(&sword_part_1, "west_swing_1", 1, 2, '-', WHITE); sword_part_1.addFrame(&sword_part_1, "west_swing_2", 1, 1, '\\', WHITE); Part sword_part_2 = construct_Part(); sword_part_2.isWeapon = true; sword_part_2.isSolid = false; sword_part_2.addFrame(&sword_part_2, "north_swing_1", 2, 0, '.', WHITE); sword_part_2.addFrame(&sword_part_2, "east_swing_1", 4, 2, '-', WHITE); sword_part_2.addFrame(&sword_part_2, "south_swing_1", 2, 4, '`', WHITE); sword_part_2.addFrame(&sword_part_2, "west_swing_1", 0, 2, '-', WHITE); player.addPart(&player, torso); player.addPart(&player, front); player.addPart(&player, sword_part_1); player.addPart(&player, sword_part_2); strcpy(player.currentFrame, "north_idle"); return player; }