⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 motiondata.c

📁 凌阳32位单片机开发的小游戏
💻 C
字号:
/******************************************************************************
 *
 *     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]},
};

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -