📄 bitmaptables.h
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{1 /* Num bitmaps */, &m_Bitmaps[151] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 123
// Mine
{2 /* Num bitmaps */, &m_Bitmaps[152] /* Bitmap */, TRUE /* Cyclic anim */, 500 /* Frame delay */}, // 124
// Shells bonus
{20/* Num bitmaps */, &m_Bitmaps[214] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 125
// Bullets bonus
{20/* Num bitmaps */, &m_Bitmaps[174] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 126
// Mines bonus
{9 /* Num bitmaps */, &m_Bitmaps[243] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 127
// Aerial support bonus
{20/* Num bitmaps */, &m_Bitmaps[154] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 128
// Faster fire rate bonus
{20/* Num bitmaps */, &m_Bitmaps[194] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 129
// Shield repair bonus
{9 /* Num bitmaps */, &m_Bitmaps[234] /* Bitmap */, TRUE /* Cyclic anim */, 100 /* Frame delay */}, // 130
// Game over animation
{60/* Num bitmaps */, &m_Bitmaps[252] /* Bitmap */, TRUE /* Cyclic anim */, 66 /* Frame delay */}, // 131
// Bomber
{1 /* Num bitmaps */, &m_Bitmaps[312] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 132
{1 /* Num bitmaps */, &m_Bitmaps[313] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 133
{1 /* Num bitmaps */, &m_Bitmaps[314] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 134
{1 /* Num bitmaps */, &m_Bitmaps[315] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 135
{1 /* Num bitmaps */, &m_Bitmaps[316] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 136
{1 /* Num bitmaps */, &m_Bitmaps[317] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 137
{1 /* Num bitmaps */, &m_Bitmaps[318] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 138
{1 /* Num bitmaps */, &m_Bitmaps[319] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 139
{1 /* Num bitmaps */, &m_Bitmaps[320] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 140
{1 /* Num bitmaps */, &m_Bitmaps[321] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 141
{1 /* Num bitmaps */, &m_Bitmaps[322] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 142
{1 /* Num bitmaps */, &m_Bitmaps[323] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 143
{1 /* Num bitmaps */, &m_Bitmaps[324] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 144
{1 /* Num bitmaps */, &m_Bitmaps[325] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 145
{1 /* Num bitmaps */, &m_Bitmaps[326] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 146
{1 /* Num bitmaps */, &m_Bitmaps[327] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 147
{1 /* Num bitmaps */, &m_Bitmaps[328] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 148
{1 /* Num bitmaps */, &m_Bitmaps[329] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 149
{1 /* Num bitmaps */, &m_Bitmaps[330] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 150
{1 /* Num bitmaps */, &m_Bitmaps[331] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 151
{1 /* Num bitmaps */, &m_Bitmaps[332] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 152
{1 /* Num bitmaps */, &m_Bitmaps[333] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 153
{1 /* Num bitmaps */, &m_Bitmaps[334] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 154
{1 /* Num bitmaps */, &m_Bitmaps[335] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */}, // 155
{11/* Num bitmaps */, &m_Bitmaps[336] /* Bitmap */, FALSE /* Cyclic anim */,120/* Frame delay */}, // 156
{1 /* Num bitmaps */, &m_Bitmaps[347] /* Bitmap */, FALSE /* Cyclic anim */, 0 /* Frame delay */} // 157
};
CImageManager::ImageInfoType CImageManager::m_ImagesInfo[] = {
// Image 0 (TANK1): 24 SubImages
{
24, // Number of sub images
&m_SubImages[ 0]// Pointer to 1st sub-image
},
// Image 1 (TANK2): 24 SubImages
{
24, // Number of sub images
&m_SubImages[24]// Pointer to 1st sub-image
},
// Image 2 (TANK3): 24 SubImages
{
24, // Number of sub images
&m_SubImages[48]// Pointer to 1st sub-image
},
// Image 3 (TANK4): 24 SubImages
{
24, // Number of sub images
&m_SubImages[72]// Pointer to 1st sub-image
},
// Image 4 (TANK_EXPLODE): 1 SubImage - 16 frames
{
1, // Number of sub images
&m_SubImages[120] // Pointer to 1st sub-image
},
// Image 5 (SHELL): 24 SubImages
{
24, // Number of sub images
&m_SubImages[96]// Pointer to 1st sub-image
},
// Image 6 (SHELL_EXPLODE): 1 SubImage - 28 frames
{
1, // Number of sub images
&m_SubImages[121] // Pointer to 1st sub-image
},
// Image 7 (BULLET): 1 SubImage
{
1, // Number of sub images
&m_SubImages[122] // Pointer to 1st sub-image
},
// Image 8 (BOARD): 1 SubImage
{
1, // Number of sub images
&m_SubImages[123] // Pointer to 1st sub-image
},
// Image 9 (MINE): 1 SubImage - 2 frame
{
1, // Number of sub images
&m_SubImages[124] // Pointer to 1st sub-image
},
// Image 10 (Shells bonus): 1 SubImage - 20 frames
{
1, // Number of sub images
&m_SubImages[125] // Pointer to 1st sub-image
},
// Image 11 (Bullets bonus): 1 SubImage - 20 frames
{
1, // Number of sub images
&m_SubImages[126] // Pointer to 1st sub-image
},
// Image 12 (Mines bonus): 1 SubImage - 9 frames
{
1, // Number of sub images
&m_SubImages[127] // Pointer to 1st sub-image
},
// Image 13 (Aerial support bonus): 1 SubImage - 20 frames
{
1, // Number of sub images
&m_SubImages[128] // Pointer to 1st sub-image
},
// Image 14 (Faster fire rate bonus): 1 SubImage - 20 frames
{
1, // Number of sub images
&m_SubImages[129] // Pointer to 1st sub-image
},
// Image 15 (Shield repair bonus): 1 SubImage - 9 frames
{
1, // Number of sub images
&m_SubImages[130] // Pointer to 1st sub-image
},
// Image 16 (GameOver animation): 1 SubImage - 60 frames
{
1, // Number of sub images
&m_SubImages[131] // Pointer to 1st sub-image
},
// Image 17 (Bomber): 24 SubImages
{
24, // Number of sub images
&m_SubImages[132] // Pointer to 1st sub-image
},
// Image 18 (Falling bomb): 1 SubImage - 11 frames
{
1, // Number of sub images
&m_SubImages[156] // Pointer to 1st sub-image
},
// Image 19 (zombie overaly): 1 Sub image - 1 frame
{
1, // Number of sub images
&m_SubImages[157] // Pointer to 1st sub-image
}
};
#endif
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