/** * \brief Starts the "stopped" animation with sprites that represent * the hero swimming. */ void HeroSprites::set_animation_stopped_swimming() { set_animation_stopped_common(); tunic_sprite->set_current_animation("swimming_stopped"); stop_displaying_sword(); stop_displaying_shield(); stop_displaying_trail(); }
/** * \brief Starts the "stopped" animation with sprites that represent * the hero carrying something. * * If the hero actually carries an item, the carried item also takes a "stopped" animation. */ void HeroSprites::set_animation_stopped_carrying() { set_animation_stopped_common(); tunic_sprite->set_current_animation("carrying_stopped"); if (lifted_item != NULL) { lifted_item->set_animation_stopped(); } stop_displaying_trail(); }
/** * \brief Starts the "stopped" animation with sprites that represent * the hero carrying something. * * If the hero actually carries an item, the carried item also takes a "stopped" animation. */ void HeroSprites::set_animation_stopped_carrying() { set_animation_stopped_common(); set_tunic_animation("carrying_stopped"); if (lifted_item != nullptr) { lifted_item->set_animation_stopped(); } stop_displaying_trail(); }
/** * \brief Starts the basic "stopped" animation of the hero's sprites. */ void HeroSprites::set_animation_stopped_normal() { set_animation_stopped_common(); if (equipment.has_ability("shield")) { tunic_sprite->set_current_animation("stopped_with_shield"); shield_sprite->set_current_animation("stopped"); shield_sprite->set_current_direction(get_animation_direction()); } else { tunic_sprite->set_current_animation("stopped"); } stop_displaying_sword(); stop_displaying_trail(); }
/** * \brief Starts the "stopped" animation of the hero's sprites with the sword loading. */ void HeroSprites::set_animation_stopped_sword_loading() { set_animation_stopped_common(); int direction = get_animation_direction(); tunic_sprite->set_current_animation("sword_loading_stopped"); sword_sprite->set_current_animation("sword_loading_stopped"); sword_sprite->set_current_direction(direction); sword_stars_sprite->set_current_animation("loading"); sword_stars_sprite->set_current_direction(direction); if (equipment.has_ability("shield")) { shield_sprite->set_current_animation("sword_loading_stopped"); shield_sprite->set_current_direction(direction); } stop_displaying_trail(); }