1 module actorBarrel is "monster" "Barrel";
7 // setup actor animations
8 public void initializeAnim () {
10 animClearFrames("monster", "Barrel", "sleep");
12 animAddFrame("monster", "Barrel", "sleep", ACTOR_DIR_LEFT, "monsters/barrel/graphics/shared/bar1a0.vga");
14 animAddFrame("monster", "Barrel", "sleep", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/shared/bar1a0.vga");
16 animClearFrames("monster", "Barrel", "go");
18 animAddFrame("monster", "Barrel", "go", ACTOR_DIR_LEFT, "monsters/barrel/graphics/shared/bar1a0.vga");
20 animAddFrame("monster", "Barrel", "go", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/shared/bar1a0.vga");
22 animClearFrames("monster", "Barrel", "pain");
24 animAddFrame("monster", "Barrel", "pain", ACTOR_DIR_LEFT, "monsters/barrel/graphics/shared/bar1a0.vga");
26 animAddFrame("monster", "Barrel", "pain", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/shared/bar1a0.vga");
28 animClearFrames("monster", "Barrel", "wait");
30 animAddFrame("monster", "Barrel", "wait", ACTOR_DIR_LEFT, "monsters/barrel/graphics/shared/bar1a0.vga");
32 animAddFrame("monster", "Barrel", "wait", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/shared/bar1a0.vga");
34 animClearFrames("monster", "Barrel", "attack");
36 animAddFrame("monster", "Barrel", "attack", ACTOR_DIR_LEFT, "monsters/barrel/graphics/shared/bar1a0.vga");
38 animAddFrame("monster", "Barrel", "attack", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/shared/bar1a0.vga");
40 animClearFrames("monster", "Barrel", "die");
42 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpa0.vga");
43 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpa0.vga");
44 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpa0.vga");
45 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpb0.vga");
46 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpb0.vga");
47 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpb0.vga");
48 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpc0.vga");
49 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpc0.vga");
50 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpc0.vga");
51 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpd0.vga");
52 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpd0.vga");
53 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpd0.vga");
54 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpe0.vga");
55 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpe0.vga");
56 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_LEFT, "monsters/barrel/graphics/die/bexpe0.vga");
58 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpa0.vga");
59 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpa0.vga");
60 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpa0.vga");
61 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpb0.vga");
62 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpb0.vga");
63 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpb0.vga");
64 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpc0.vga");
65 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpc0.vga");
66 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpc0.vga");
67 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpd0.vga");
68 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpd0.vga");
69 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpd0.vga");
70 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpe0.vga");
71 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpe0.vga");
72 animAddFrame("monster", "Barrel", "die", ACTOR_DIR_RIGHT, "monsters/barrel/graphics/die/bexpe0.vga");
74 animClearFrames("monster", "Barrel", "slop");
78 animClearFrames("monster", "Barrel", "dead");
82 animClearFrames("monster", "Barrel", "mess");
88 // change actor animation
89 public void setAnim (Actor me, string state) {
92 case "sleep": me.animname = "sleep"; me.animstr = "A"; break;
93 case "go": me.animname = "go"; me.animstr = "A"; break;
94 case "pain": me.animname = "pain"; me.animstr = "A"; break;
95 case "wait": me.animname = "wait"; me.animstr = "A"; break;
96 case "attack": me.animname = "attack"; me.animstr = "A"; break;
97 case "die": me.animname = "die"; me.animstr = "CCCDDDEEEFFFGGG"; break;
98 case "slop": me.animname = "slop"; me.animstr = ""; break;
99 case "dead": me.animname = "dead"; me.animstr = ""; break;
100 case "mess": me.animname = "mess"; me.animstr = ""; break;
101 case "run": me.animname = "go"; me.animstr = "A"; break;
102 case "climb": me.animname = "go"; me.animstr = "A"; break;
103 case "runout": me.animname = "go"; me.animstr = "A"; break;
104 case "shoot": me.animname = "attack"; me.animstr = "A"; break;
105 case "revive": me.animname = "revive"; me.animstr = "GGGFFFEEEDDDCCC"; break;
106 default: me.animname = "sleep"; me.animstr = "A"; break;
108 me.actorSetAnimation(state);
112 // setup actor properties
113 public void initialize (Actor me) {
114 // `classname` and `classtype` will be set by the engine
115 //me.classname = "Barrel";
116 //me.classtype = "monster";
119 me.hitpoints = me.life = 20;
131 public void think (Actor me) {