Modules/game pawn/Usage
From MSX Game Library
Define pawn's sprites
The visual of a pawn is defined by one or more sprite layers. The Game_Sprite structure allows to define the parameters of each layer : The X/Y offset of the layer relative to the Pawn position, the pattern number offset from the pattern number defined in the animation, the sprite color and a special flag for display.
Example:
A two color sprite (2 layer): const Game_Sprite g_SpriteLayers[] = { { 0, 0, 0, COLOR_WHITE, 0 }, // Sprite position offset: 0,0. Pattern offset: 0. Color: White. No special flag { 0, -8, 4, COLOR_GRAY, 0 }, // Sprite position offset: 0,-8. Pattern offset: 4. Color: Gray. No special flag };
Define pawn's animations
Each animation is defined by a list of Game_Frame structures that determine : The pattern number of the animation frame, the duration of the frame in number of display cycles, and a function to call when the character reach a given frame of the animation. Create a structure for each animation. You have to provide a complete list of all action that the pawn can do.
Example:
Push animation with function to trigger const Game_Frame g_FramePunch[] = { { 0, 4, NULL}, // Display pattern 0 for 4 render cycles { 8, 4, NULL}, { 8, 1, DoPunch }, // call function DoPunch() when Pawn is displaying this frame { 16, 4, NULL }, { 24, 4, NULL }, };
Define pawn's actions
An action is defined in the Game_Action structure and include a animation plus some parameters like the looping of the animation or a flag to determine if the action can be interrupted.
Examples: const Game_Action g_AnimActions[] = { // Frames Number Loop? Interrupt? { g_FramesIdle, numberof(g_FramesIdle), TRUE, TRUE }, { g_FramesMove, numberof(g_FramesMove), TRUE, TRUE }, { g_FramesJump, numberof(g_FramesJump), TRUE, TRUE }, { g_FramePunch, numberof(g_FramesFall), FALSE, FALSE }, // Play once, can't be interrupted };