📄 motiondata.c
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/******************************************************************************
*
* The information contained herein is the exclusive property of
* Sunplus Technology Co. And shall not be distributed, reproduced,
* or disclosed in whole in part without prior written permission.
*
* (C) COPYRIGHT 2005 SUNPLUS TECHNOLOGY CO.
* ALL RIGHTS RESERVED
*
* The entire notice above must be reproduced on all authorized copies.
*
*****************************************************************************/
/******************************************************************************
* Filename: MotionData.c
* Author: Robin.xjliu (eMail: xjliu@sunplus.com)
* Tel: 00885-028-87848688-5884
* Date: 2005-12-12
* Description: action define
* Reference:
* Version history:
*-----------------------------------------------------------------------------
* Version YYYY-MM-DD-INDEX Modified By Description
* 1.0.0 2005-12-12 xjliu Create
*
*****************************************************************************/
#include "MotionData.h"
extern const FRAME Actor_sp[];
extern const FRAME Fish_1_1_sp[];
extern const FRAME Fish_1_2_sp[];
extern const FRAME Fish_1_3_sp[];
extern const FRAME Fish_2_1_sp[];
extern const FRAME Fish_2_2_sp[];
extern const FRAME Fish_3_1_sp[];
extern const FRAME Fish_3_2_sp[];
extern const FRAME Fish_4_1_sp[];
extern const FRAME Warning_sp[];
extern const FRAME Bone_sp[];
extern const FRAME Cowry_sp[];
extern const FRAME CountBone_sp[];
extern const FRAME CountTrough_sp[];
extern const FRAME Select_sp[];
extern const FRAME Start_sp[];
extern const FRAME Sensor_sp[];
extern const FRAME Mp4_sp[];
extern const FRAME Menu_sp[];
extern const FRAME Hide_sp[];
extern const FRAME Crazy_sp[];
extern const FRAME PoPo4_sp[];
extern const FRAME PoPo3_sp[];
extern const FRAME PoPo1_sp[];
extern const FRAME Octopus_sp[];
extern const FRAME CountBone_sp[];
extern const FRAME CountTrough_sp[];
extern const FRAME Complete_sp[];
extern const FRAME Thanks_sp[];
const ACTION Actor_Action[] = {
//Hide
{ {1,3,0}, (void*)NULL, &Hide_sp[0]},
//Level1
{ {10,3,1}, (void*)ProcActor, &Actor_sp[0]},//LeftMove
{ {10,3,2}, (void*)ProcActor, &Actor_sp[10]},//RightMove
{ {1,2,2}, (void*)ProcActor, &Actor_sp[20+3]},//L2R
{ {1,2,1}, (void*)ProcActor, &Actor_sp[26+2]},//R2L
{ {6,2,1}, (void*)ProcActor, &Actor_sp[32]},//LeftEat
{ {6,2,2}, (void*)ProcActor, &Actor_sp[38]},//RightEat
{ {6,2,1}, (void*)NULL, &Actor_sp[44]},//LeftDurp
{ {6,2,2}, (void*)NULL, &Actor_sp[50]},//RightDurp
{ {13,2,9}, (void*)NULL, &Actor_sp[56]},//LeftCrazy
{ {13,2,10}, (void*)NULL, &Actor_sp[69]},//RightCrazy
{ {4,3,1}, (void*)NULL, &Actor_sp[82]},//LeftElect
{ {4,3,2}, (void*)NULL, &Actor_sp[86]},//RightElect
//Level2
{ {10,3,1+12}, (void*)ProcActor, &Actor_sp[90+0]},//LeftMove
{ {10,3,2+12}, (void*)ProcActor, &Actor_sp[90+10]},//RightMove
{ {1,2,2+12}, (void*)ProcActor, &Actor_sp[90+20+3]},//L2R
{ {1,2,1+12}, (void*)ProcActor, &Actor_sp[90+26+2]},//R2L
{ {6,2,1+12}, (void*)ProcActor, &Actor_sp[90+32]},//LeftEat
{ {6,2,2+12}, (void*)ProcActor, &Actor_sp[90+38]},//RightEat
{ {6,2,1+12}, (void*)NULL, &Actor_sp[90+44]},//LeftDurp
{ {6,2,2+12}, (void*)NULL, &Actor_sp[90+50]},//RightDurp
{ {13,2,9+12}, (void*)NULL, &Actor_sp[90+56]},//LeftCrazy
{ {13,2,10+12}, (void*)NULL, &Actor_sp[90+69]},//RightCrazy
{ {4,2,1+12}, (void*)NULL, &Actor_sp[90+82]},//LeftElect
{ {4,2,2+12}, (void*)NULL, &Actor_sp[90+86]},//RightElect
};
const ACTION Fish_1_1_Action[] = {
{ {1,3,0}, (void*)NULL, &Fish_1_1_sp[0]},
{ {1,3,1}, (void*)NULL, &Fish_1_1_sp[1]},
};
const ACTION Fish_1_2_Action[] = {
{ {6,3,0}, (void*)ProcFish1, &Fish_1_2_sp[0]},//LeftMove
{ {6,3,1}, (void*)ProcFish1, &Fish_1_2_sp[6]},//RightMove
{ {6,3,1}, (void*)ProcFish1, &Fish_1_2_sp[12]},//L2R
{ {6,3,0}, (void*)ProcFish1, &Fish_1_2_sp[18]},//R2L
};
const ACTION Fish_1_3_Action[] = {
{ {6,3,0}, (void*)ProcFish1, &Fish_1_3_sp[0]},//LeftMove
{ {6,3,1}, (void*)ProcFish1, &Fish_1_3_sp[6]},//RightMove
{ {6,3,1}, (void*)ProcFish1, &Fish_1_3_sp[12]},//L2R
{ {6,3,0}, (void*)ProcFish1, &Fish_1_3_sp[18]},//R2L
};
const ACTION Fish_2_1_Action[] = {
{ {6,2,0}, (void*)ProcFish1, &Fish_2_1_sp[0]},//LeftMove
{ {6,2,1}, (void*)ProcFish1, &Fish_2_1_sp[6]},//RightMove
{ {6,2,1}, (void*)ProcFish1, &Fish_2_1_sp[12]},//L2R
{ {6,2,0}, (void*)ProcFish1, &Fish_2_1_sp[18]},//R2L
{ {10,2,0}, (void*)ProcFish1, &Fish_2_1_sp[24]},//LeftEat
{ {10,2,1}, (void*)ProcFish1, &Fish_2_1_sp[34]},//RightEat
};
const ACTION Fish_2_2_Action[] = {
{ {4,3,1}, (void*)ProcSeajelly, &Fish_2_2_sp[40]},//flap 40-43
{ {1,3,2}, (void*)ProcSeajelly, &Fish_2_2_sp[44]},//flap 44
{ {1,3,3}, (void*)ProcSeajelly, &Fish_2_2_sp[43]},//flap 43
{ {1,3,4}, (void*)ProcSeajelly, &Fish_2_2_sp[42]},//flap 42
{ {1,3,0}, (void*)ProcSeajelly, &Fish_2_2_sp[41]},//flap 41
{ {5,2,6}, (void*)ProcSeajelly, &Fish_2_2_sp[45]},//init press down 45-49
{ {10,2,7}, (void*)ProcSeajelly, &Fish_2_2_sp[0]},//press down 0-9
{ {20,2,8}, (void*)ProcSeajelly, &Fish_2_2_sp[10]},//float up 10-29
{ {10,2,0}, (void*)ProcSeajelly, &Fish_2_2_sp[30]},//float down 30-39
};
const ACTION Fish_3_1_Action[] = {
{ {6,3,0}, (void*)ProcFish1, &Fish_3_1_sp[0]},//LeftMove
{ {6,3,1}, (void*)ProcFish1, &Fish_3_1_sp[6]},//RightMove
{ {6,3,1}, (void*)ProcFish1, &Fish_3_1_sp[12]},//L2R
{ {6,3,0}, (void*)ProcFish1, &Fish_3_1_sp[18]},//R2L
{ {9,2,0}, (void*)ProcFish1, &Fish_3_1_sp[24]},//LeftEat
{ {9,2,1}, (void*)ProcFish1, &Fish_3_1_sp[33]},//RightEat
};
const ACTION Fish_3_2_Action[] = {
{ {6,3,0}, (void*)ProcFish1, &Fish_3_2_sp[0]},//LeftMove
{ {6,3,1}, (void*)ProcFish1, &Fish_3_2_sp[6]},//RightMove
{ {6,3,1}, (void*)ProcFish1, &Fish_3_2_sp[12]},//L2R
{ {6,3,0}, (void*)ProcFish1, &Fish_3_2_sp[18]},//R2L
{ {8,2,0}, (void*)ProcFish1, &Fish_3_2_sp[24]},//LeftEat
{ {8,2,1}, (void*)ProcFish1, &Fish_3_2_sp[32]},//RightEat
};
const ACTION Fish_4_1_Action[] = {
{ {1,3,0}, (void*)NULL, &Hide_sp[0]}, //shark move out
{ {6,2,1}, (void*)ProcShark, &Fish_4_1_sp[0]}, //shark move to left
{ {6,2,2}, (void*)ProcShark, &Fish_4_1_sp[6]}, //shark move to right
{ {11,2,1}, (void*)ProcShark, &Fish_4_1_sp[12]},//shark swallow to left
{ {11,2,2}, (void*)ProcShark, &Fish_4_1_sp[23]},//shark swallow to right
{ {6,3,5}, (void*)ProcShark, &Warning_sp[0]}, //shark warning
};
const ACTION Cowry_Action[] = {
{ {1,3,0}, (void*)ProcCowry, &Cowry_sp[0]}, //close static state
{ {16,2,2}, (void*)ProcCowry, &Cowry_sp[0]}, //open action
{ {1,18,3}, (void*)ProcCowry, &Cowry_sp[15]}, //open static state
{ {1,2,4}, (void*)ProcCowry, &Cowry_sp[14]}, //close action
{ {1,2,5}, (void*)ProcCowry, &Cowry_sp[13]},
{ {1,2,6}, (void*)ProcCowry, &Cowry_sp[12]},
{ {1,2,7}, (void*)ProcCowry, &Cowry_sp[11]},
{ {1,2,8}, (void*)ProcCowry, &Cowry_sp[10]},
{ {1,2,9}, (void*)ProcCowry, &Cowry_sp[9]},
{ {1,2,10}, (void*)ProcCowry, &Cowry_sp[8]},
{ {1,2,11}, (void*)ProcCowry, &Cowry_sp[7]},
{ {1,2,12}, (void*)ProcCowry, &Cowry_sp[6]},
{ {1,2,13}, (void*)ProcCowry, &Cowry_sp[5]},
{ {1,2,14}, (void*)ProcCowry, &Cowry_sp[4]},
{ {1,2,15}, (void*)ProcCowry, &Cowry_sp[3]},
{ {1,2,16}, (void*)ProcCowry, &Cowry_sp[2]},
{ {1,2,0}, (void*)ProcCowry, &Cowry_sp[1]},
{ {1,12,1}, (void*)ProcCowry, &Cowry_sp[0]}, //close static state
};
const ACTION PoPo1_Action[] = {
{ {1,3,0}, (void*)ProcPoPo, &Hide_sp[0]},
{ {15,2,0}, (void*)ProcPoPo, &PoPo1_sp[0]}, //once
{ {15,2,3}, (void*)ProcPoPo, &PoPo1_sp[0]}, //twice
{ {15,2,0}, (void*)ProcPoPo, &PoPo1_sp[0]},
};
const ACTION PoPo3_Action[] = {
{ {1,3,0}, (void*)ProcPoPo, &Hide_sp[0]},
{ {20,2,0}, (void*)ProcPoPo, &PoPo3_sp[0]}, //once
{ {20,2,3}, (void*)ProcPoPo, &PoPo3_sp[0]}, //twice
{ {20,2,0}, (void*)ProcPoPo, &PoPo3_sp[0]},
};
const ACTION PoPo4_Action[] = {
{ {1,3,0}, (void*)ProcPoPo, &Hide_sp[0]},
{ {15,2,0}, (void*)ProcPoPo, &PoPo4_sp[0]}, //once
{ {15,2,3}, (void*)ProcPoPo, &PoPo4_sp[0]}, //twice
{ {15,2,0}, (void*)ProcPoPo, &PoPo4_sp[0]},
};
const ACTION Octopus_Action[] = {
{ {1,3,0}, (void*)ProcOctopus, &Octopus_sp[0]}, //normal
{ {6,2,0}, (void*)ProcOctopus, &Octopus_sp[0]}, //blink
{ {11,3,0}, (void*)ProcOctopus, &Octopus_sp[5]}, //goggle
{ {18,2,4}, (void*)ProcOctopus, &Octopus_sp[15]}, //out
{ {9,2,5}, (void*)ProcOctopus, &Octopus_sp[32]}, //turn head
{ {15,2,0}, (void*)ProcOctopus, &Octopus_sp[41]}, //in
};
const ACTION CountBone_Action[] = {
{ {1,3,0}, (void*)NULL, &CountBone_sp[0]}, //normal
};
const ACTION CountTrough_Action[] = {
{ {1,3,0}, (void*)NULL, &Hide_sp[0]}, //0
{ {1,3,1}, (void*)NULL, &CountTrough_sp[0]}, //1
{ {1,3,2}, (void*)NULL, &CountTrough_sp[1]}, //2
{ {1,3,3}, (void*)NULL, &CountTrough_sp[2]}, //3
{ {1,3,4}, (void*)NULL, &CountTrough_sp[3]}, //4
{ {1,3,5}, (void*)NULL, &CountTrough_sp[4]}, //5
{ {1,3,6}, (void*)NULL, &CountTrough_sp[5]}, //6
{ {1,3,7}, (void*)NULL, &CountTrough_sp[6]}, //7
{ {1,3,8}, (void*)NULL, &CountTrough_sp[7]}, //8
{ {1,3,9}, (void*)NULL, &CountTrough_sp[8]}, //9
{ {1,3,10}, (void*)NULL, &CountTrough_sp[9]}, //10
};
const ACTION Menu_Action[] = {
{ {1,3,0}, (void*)NULL, &Menu_sp[0]}, //Menu
};
const ACTION Select_Action[] = {
{ {1,3,0}, (void*)NULL, &Select_sp[0]}, //Select
};
const ACTION Start_Action[] = {
{ {1,3,0}, (void*)NULL, &Start_sp[0]},
};
const ACTION Sensor_Action[] = {
{ {1,3,0}, (void*)NULL, &Sensor_sp[0]},
};
//const ACTION Mp4_Action[] = {
// { {1,2,0}, (void*)NULL, &Mp4_sp[0]},
//};
const ACTION Complete_Action[] = {
{ {1,3,0}, (void*)NULL, &Complete_sp[0]},
};
const ACTION Thanks_Action[] = {
{ {1,3,0}, (void*)NULL, &Thanks_sp[0]},
};
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