#pragma once #define TEX_GROUND 0 #define TEX_KNIGHT 1 #define TEX_MOUSE_CURSOR 2 #define TEX_TARGET_RETICLE 3 #define ANIM_KNIGHT_IDLE 0 #define ANIM_KNIGHT_RUN 1 #define ANIM_KNIGHT_ATTACK_SIDE1 2 #define ANIM_KNIGHT_ATTACK_SIDE2 3 #define ANIM_KNIGHT_ATTACK_TOP1 4 #define ANIM_KNIGHT_ATTACK_TOP2 5 #define ANIM_KNIGHT_ATTACK_BACK1 6 #define ANIM_KNIGHT_ATTACK_BACK2 7 // SpriteSheet knight_spritesheet = { // .name = "blue_knight", // .texture = {0}, // // .anim_count = 8, // .size = { 1152, 1536 }, // }; const u16 knight_sprite_size = 192; const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35}; const Size knight_col_size = {50, 75}; // TODO: We probably want this as a helper function somewhere const Rectangle knight_colrect_select = { -knight_col_size.width / 2, -knight_col_size.height / 2 - 35, knight_col_size.width, knight_col_size.height, }; SpriteAnimation knight_idle = { .total_frames = 6, .loop = true, }; SpriteAnimation knight_run = { .total_frames = 6, .loop = true, }; SpriteAnimation knight_attack_side1 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_attack_side2 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_attack_front1 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_attack_front2 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_attack_back1 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_attack_back2 = { .total_frames = 6, .loop = false, }; SpriteAnimation knight_anims[8]; // knight_anims[ANIM_KNIGHT_IDLE] = knight_idle; // knight_anims[ANIM_KNIGHT_RUN] = knight_run; // knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1; // knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2; // knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1; // knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2; // knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1; // knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;