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eb52eb32a0
Several animations are not present for every Flux facing. There is an hardcoded table to handle this. svn-id: r53157
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef TOON_FLUX_H
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#define TOON_FLUX_H
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#include "toon/character.h"
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class ToonEngine;
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namespace Toon {
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class CharacterFlux : public Character {
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public:
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CharacterFlux(ToonEngine *vm);
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virtual ~CharacterFlux(void);
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void setPosition(int32 x, int32 y);
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void playStandingAnim();
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void playWalkAnim(int32 start, int32 end);
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void update(int32 timeIncrement);
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int32 getRandomIdleAnim();
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void setVisible(bool visible);
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static int32 fixFacingForAnimation(int32 originalFacing, int32 animationId);
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};
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} // End of namespace Toon
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#endif
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