Mortal Kombat Plus
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subzero.c
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1#include "fighters.h"
2#include "sprites.h"
3#include "estruturas.h"
4#include "game_vars.h"
5
6void playerState_SubZero(int numPlayer, u16 State)
7{
8 switch (State)
9 {
10 case PARADO:
11 player[numPlayer].y = gAlturaDoPiso;
12 player[numPlayer].w = 16 * 8;
13 player[numPlayer].h = 15 * 8;
14 player[numPlayer].dataAnim[1] = 5;
15 player[numPlayer].dataAnim[2] = 5;
16 player[numPlayer].dataAnim[3] = 5;
17 player[numPlayer].dataAnim[4] = 5;
18 player[numPlayer].dataAnim[5] = 5;
19 player[numPlayer].dataAnim[6] = 5;
20 player[numPlayer].dataAnim[7] = 5;
21 player[numPlayer].dataAnim[8] = 5;
22 player[numPlayer].dataAnim[9] = 5;
23 player[numPlayer].dataAnim[10] = 5;
24 player[numPlayer].dataAnim[11] = 5;
25 player[numPlayer].dataAnim[12] = 5;
26 player[numPlayer].animFrameTotal = 12;
27 player[numPlayer].sprite = SPR_addSpriteExSafe(&spr_subzero, player[numPlayer].x - player[numPlayer].axisX,
28 player[numPlayer].y - player[numPlayer].axisY,
29 TILE_ATTR(player[numPlayer].paleta, FALSE, FALSE, FALSE),
30 SPR_FLAG_DISABLE_DELAYED_FRAME_UPDATE | SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD);
31 break;
32
33 default:
34 break;
35 }
36
37 if(player[numPlayer].direcao == 1)
38 {
39 PAL_setPalette(PAL2, spr_subzero.palette->data, DMA);
40 } else {
41 PAL_setPalette(PAL3, spr_subzero.palette->data, DMA);
42 }
43}
Player player[2]
Definição game_vars.c:24
u8 gAlturaDoPiso
Definição game_vars.c:11
void playerState_SubZero(int numPlayer, u16 State)
Definição subzero.c:6