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@ -175,7 +175,8 @@ PLAYER_ANIM_IN_DIR := $(ACTOR_IN_DIR)/SpongeBob/SbAnim/GinFiles
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# DUFF_ANIMS deathfall runjumpend runjumpstart
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PLAYER_ANIM_LIST := buttbounceend buttbouncestart deathbackwards deathdry deathforwards deathspin deathtar electricshock electricshockend electricshockstart faceback facefront \
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fall getup getuprun hitground hover hoverend hoverstart idlebreathe idlehoola idlelook idlewigglearm jumpend karate knockback knockforward run \
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runstart runstop soakup talk01 talk02 talk03 talk04 teeterback teeterfront
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runstart runstop soakup talk01 talk02 talk03 talk04 teeterback teeterfront \
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idlewind
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PLAYER_ANIM_IN := $(foreach FILE, $(PLAYER_ANIM_LIST),$(PLAYER_ANIM_IN_DIR)/$(FILE).gin)
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PLAYER_ANIM_OUT := $(ANIM_OUT_DIR)/Player.Abk
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@ -129,7 +129,13 @@ static const int s_runStopCount=sizeof(s_runStopSfx)/sizeof(CPlayer::AnimFrameSf
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// ANIM_PLAYER_ANIM_TEETERBACK
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// ANIM_PLAYER_ANIM_TEETERFRONT
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// ANIM_PLAYER_ANIM_IDLEWIND
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static const CPlayer::AnimFrameSfx s_idleWindSfx[]=
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{
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{ 7, CSoundMediator::SFX_HAZARD__SWAMP_GAS, },
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{ 24, CSoundMediator::SFX_SPONGEBOB_WALK_2, },
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};
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static const int s_idleWindCount=sizeof(s_idleWindSfx)/sizeof(CPlayer::AnimFrameSfx);
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@ -175,6 +181,7 @@ const CPlayer::AnimSfx CPlayer::s_animSfx[]=
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{ 0, NULL }, // ANIM_PLAYER_ANIM_TALK04
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{ 0, NULL }, // ANIM_PLAYER_ANIM_TEETERBACK
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{ 0, NULL }, // ANIM_PLAYER_ANIM_TEETERFRONT
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{ s_idleWindCount, s_idleWindSfx }, // ANIM_PLAYER_ANIM_IDLEWIND
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};
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@ -156,19 +156,16 @@ void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
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int animNo;
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if(m_idleTime<5)
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{
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m_currentIdleAnim=0; // First anim in list is the default idle
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// Run the default idle anim a number of times before
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// starting to do weird things..
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m_currentIdleAnim=0;
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}
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else
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{
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if(getNumIdleAnims()>1)
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{
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// Randomly choose the next anim to run
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int lastAnim;
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lastAnim=m_currentIdleAnim;
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do
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// Alternate random idle anims with the default one
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if(m_currentIdleAnim==0&&getNumIdleAnims()>1)
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{
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m_currentIdleAnim=getRndRange(getNumIdleAnims());
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}while(m_currentIdleAnim==lastAnim);
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}
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else
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{
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@ -195,7 +192,6 @@ void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
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m_idleTime++;
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}
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}
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@ -208,12 +204,18 @@ void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
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static IdleAnims s_unarmedIdleAnims[]=
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{
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// start frame loop frame end frame loop count
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 },
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 }, // default
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
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{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEHOOLA, ANIM_PLAYER_ANIM_FACEBACK, 3 },
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{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEWIGGLEARM, ANIM_PLAYER_ANIM_FACEBACK, 3 },
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{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEHOOLA, ANIM_PLAYER_ANIM_FACEBACK, 5 },
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{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEWIGGLEARM, ANIM_PLAYER_ANIM_FACEBACK, 5 },
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{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -1, 1 },
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{ -1, ANIM_PLAYER_ANIM_IDLEWIND, -1, 1 },
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};
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//idlekick
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//idlescratch
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//? - idlesleep* - wakeup
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//idlestretch
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//idlewind
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static int s_numUnarmedIdleAnims=sizeof(s_unarmedIdleAnims)/sizeof(IdleAnims);
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IdleAnims *CPlayerStateUnarmedIdle::getIdleAnimsDb(int _animNo)
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{
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@ -235,7 +237,7 @@ int CPlayerStateUnarmedIdle::getNumIdleAnims()
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static IdleAnims s_coralBlowerIdleAnims[]=
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{
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// start frame loop frame end frame loop count
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 },
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 }, // default
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
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{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -1, 1 },
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};
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