diff options
-rw-r--r-- | src/makeYourOwnModelSprite.cpp | 265 |
1 files changed, 153 insertions, 112 deletions
diff --git a/src/makeYourOwnModelSprite.cpp b/src/makeYourOwnModelSprite.cpp index 9c54893..9cc65cc 100644 --- a/src/makeYourOwnModelSprite.cpp +++ b/src/makeYourOwnModelSprite.cpp @@ -88,243 +88,284 @@ int dMakeYourOwn::onCreate() { // A switch case, add extra models in here switch (this->model) { - // COPY FROM BELOW HERE + // TITLESCREEN STUFF + // DEFAULT - case 0: // If nyb 12 is 0, it'll load this model + case 0: //Red ballon, bobs - setupModel("arrow", "g3d/bre0.brres", "ballon_red"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre0.brres", "ballon_red"); SetupTextures_Item(&bodyModel, 0); this->pos.z = -3300.0; - setupAnim("anim00", 1.0); // AnmChr name, animation speed + setupAnim("anim00", 1.0); - break; // ends the case + break; - // TO HERE - // That is a 'block' of case code, which will run depending on your sprite setting + case 1: //Green ballon, bobs - case 1: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like! - - setupModel("arrow", "g3d/bre1.brres", "ballon_green"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre1.brres", "ballon_green"); SetupTextures_Item(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim01", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim01", 1.0); + break; - case 2: // If nyb 12 is 2, it'll load this model + case 2: // Mario, using "wait" with mouth open - setupModel("arrow", "g3d/bre2.brres", "mario_ts"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre2.brres", "mario_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = -3000.0; - setupAnim("anim02", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim02", 1.0); + break; - case 3: // If nyb 12 is 0, it'll load this model + case 3: // Peach, custom anim, bobs - setupModel("arrow", "g3d/bre3.brres", "peach_ts"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre3.brres", "peach_ts"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = -3000.0; - setupAnim("anim03", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim03", 1.0); + break; - case 4: // If nyb 12 is 0, it'll load this model + case 4: // Luigi with mouth open using "wait", bobs - setupModel("arrow", "g3d/bre4.brres", "luigi_ts"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre4.brres", "luigi_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim04", 1.0); // AnmChr name, animation speed - break; // ends the case - - case 5: // If nyb 12 is 0, it'll load this model + setupAnim("anim04", 1.0); + break; + + case 5: // Yellow Toad with mouth open, does wait, bobs - setupModel("arrow", "g3d/bre5.brres", "toady_ts"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre5.brres", "toady_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim05", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim05", 1.0); + break; - case 6: // If nyb 12 is 0, it'll load this model + case 6: // Blue Toad with mouth open, bobs head and himself - setupModel("arrow", "g3d/bre6.brres", "toadb_ts"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre6.brres", "toadb_ts"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim06", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim06", 1.0); + break; - case 7: // If nyb 12 is 0, it'll load this model + // BOWSER BEAT TS + + case 7: // Mario's clowncar, bobs, animates propeller - setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim07", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim07", 1.0); + break; - case 8: // If nyb 12 is 0, it'll load this model + case 8: // Weegee clowncar, bobs, animates propeller, spins - setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim08", 2.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim08", 2.0); + break; - case 9: // If nyb 12 is 0, it'll load this model + case 9: // Toad Yellow clowncar, bobs, animates propeller - setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim09", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim09", 1.0); + break; - case 10: // If nyb 12 is 0, it'll load this model + case 10: // Toad Blue, bobs, animates propeller - setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim10", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim10", 1.0); + break; - case 11: // If nyb 12 is 0, it'll load this model + case 11: // Peach clowncar, bobs, animates propeller - setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach"); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim11", 1.0); // AnmChr name, animation speed - break; // ends the case - - case 12: // If nyb 12 is 0, it'll load this model - - setupModel("block_arrow", "g3d/bre12.brres", "mario_end"); // arc name (no .arc), brres name, model name + setupAnim("anim11", 1.0); + break; + + case 12: // Mario in a clowncar, bobbing, with fist outstretched. + + setupModel("block_arrow", "g3d/bre12.brres", "mario_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim12", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim12", 1.0); + break; - case 13: // If nyb 12 is 0, it'll load this model + case 13: // Weegee failing - setupModel("block_arrow", "g3d/bre13.brres", "luigi_end"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre13.brres", "luigi_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim13", 2.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim13", 2.0); + break; - case 14: // If nyb 12 is 0, it'll load this model + case 14: // Toad Yellow, bobs head, bobs - setupModel("block_arrow", "g3d/bre14.brres", "toady_end"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre14.brres", "toady_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim14", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim14", 1.0); + break; - case 15: // If nyb 12 is 0, it'll load this model + case 15: // Blue Toad, bobs head, bobs - setupModel("block_arrow", "g3d/bre15.brres", "toadb_end"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre15.brres", "toadb_end"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim15", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim15", 1.0); + break; - case 16: // If nyb 12 is 0, it'll load this model + case 16: // Peach laughing, bobbing - setupModel("block_arrow", "g3d/bre16.brres", "peach_end"); // arc name (no .arc), brres name, model name + setupModel("block_arrow", "g3d/bre16.brres", "peach_end"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim16", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim16", 1.0); + break; + + //PERFECT FILE TS - case 17: // If nyb 12 is 0, it'll load this model + case 17: // This is the peach castle backdrop - setupModel("arrow", "g3d/bre17.brres", "ground_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre17.brres", "ground_perfect"); SetupTextures_Map(&bodyModel, 0); SetupTextures_MapObj(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim17", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim17", 1.0); + break; - case 18: // If nyb 12 is 0, it'll load this model + case 18: // Mario very small, looking up. - setupModel("arrow", "g3d/bre18.brres", "mario_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre18.brres", "mario_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3300.0; - setupAnim("anim18", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim18", 1.0); + break; - case 19: // If nyb 12 is 0, it'll load this model + case 19: // Weegee very small, looking up. - setupModel("arrow", "g3d/bre19.brres", "luigi_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre19.brres", "luigi_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim19", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim19", 1.0); + break; - case 20: // If nyb 12 is 0, it'll load this model + case 20: // Yellow Toad, very small, looking up. - setupModel("arrow", "g3d/bre16.brres", "toady_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre16.brres", "toady_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim20", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim20", 1.0); + break; - case 21: // If nyb 12 is 0, it'll load this model + case 21: // Blue Toad, very small, looking up. - setupModel("arrow", "g3d/bre16.brres", "toadb_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre16.brres", "toadb_perfect"); SetupTextures_Player(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim21", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim21", 1.0); + break; - case 22: // If nyb 12 is 0, it'll load this model + case 22: // I don't think this is used, actually :| - setupModel("arrow", "g3d/bre22.brres", "peach_perfect"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre22.brres", "peach_perfect"); SetupTextures_Enemy(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim22", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim22", 1.0); + break; - case 23: // If nyb 12 is 0, it'll load this model + case 23: // Starry Sky from Another. - setupModel("arrow", "g3d/bre23.brres", "backdrop"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre23.brres", "backdrop"); SetupTextures_Map(&bodyModel, 0); this->pos.z = 3000.0; - setupAnim("anim23", 1.0); // AnmChr name, animation speed - break; // ends the case + setupAnim("anim23", 1.0); + break; - case 24: // If nyb 12 is 0, it'll load this model + // A level thing + + case 24: // Small cloud, bobs up and down - setupModel("arrow", "g3d/bre24.brres", "cloud"); // arc name (no .arc), brres name, model name + setupModel("arrow", "g3d/bre24.brres", "cloud"); SetupTextures_Item(&bodyModel, 0); this->pos.z = -3300.0; - setupAnim("anim24", 1.0); // AnmChr name, animation speed + setupAnim("anim24", 1.0); + + break; + + // Here begins the ending crap + + case 25: // Ship fallen, with broken propellers and cannons. + + setupModel("cage_boss_koopa", "g3d/ShipFallen.brres", "KoopaShip"); + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("animation", 1.0); + + break; + + case 26: // A tree. From the ghost bg. + + setupModel("cage_boss_koopa", "g3d/tree_end.brres", "tree"); + SetupTextures_Map(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("animation", 1.0); + + break; + + case 27: // Bowser, laying down, eyes closed. Medic? Medic! + + setupModel("cage_boss_koopa", "g3d/bowser_dead.brres", "koopa"); + SetupTextures_Boss(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("animation", 1.0); + + break; + + case 28: // A car. The animation has it tilted slightly. It's a bit darker than usual. + + setupModel("cage_boss_koopa", "g3d/clown_car_end.brres", "car"); + SetupTextures_MapObj(&bodyModel, 0); + this->pos.z = 3000.0; + + setupAnim("animation", 1.0); - break; // ends the case - // COPY the entire case here, and then change the number - // - //case 2: - //case 3: - //etc, etc... + break; } allocator.unlink(); |