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Benji23245

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Mar 8th, 2018
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  1. enum HUDTextureIndex
  2. {
  3. HUD_gauge, HUD_rings, HUD_lives, HUD_score, HUD_timer, HUD_sonic_lv1, HUD_sonic_lv2, HUD_sonic_lv3, HUD_shadow_lv1, HUD_shadow_lv2, HUD_shadow_lv3,
  4. HUD_metal_lv1, HUD_metal_lv2, HUD_metal_lv3, HUD_sonic_life, HUD_tails_life, HUD_knuckles_life, HUD_shadow_life, HUD_amy_life, HUD_gamma_life,
  5. HUD_metalsonic_life, HUD_tailsdoll_life, HUD_metalknuckles_life, HUD_0, HUD_1, HUD_2, HUD_3, HUD_4, HUD_5, HUD_6, HUD_7, HUD_8, HUD_9
  6. };
  7.  
  8.  
  9.  
  10. static NJS_TEXNAME HUD_TEXNAME[8];
  11. static NJS_TEXLIST HUD_TEXLIST = { arrayptrandlength(HUD_TEXNAME) }; //MY OWN HUD STUFF
  12.  
  13.  
  14. static NJS_TEXANIM HUD_TEXANIM[] = {
  15. // w, h, cx, cy, u1, v1, u2, v2, texid, attr
  16. // u2 and v2 must be 0xFF
  17. { 375, 85, -810, -660, 0, 0, 0xFF, 0xFF, HUD_gauge, 0 },//width and height must be the texture's size
  18. { 314, 55, 44, -170, 0, 0, 0xFF, 0xFF, HUD_rings, 0 },//cx and cy are the position on the screen cx => + or - to go left or right; cy => + or - to go up or down
  19. { 314, 55, 44, -220, 0, 0, 0xFF, 0xFF, HUD_lives, 0 },
  20. { 394, 55, 44, -70, 0, 0, 0xFF, 0xFF, HUD_score, 0 },
  21. { 394, 55, 44, -120, 0, 0, 0xFF, 0xFF, HUD_timer, 0 },
  22. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_sonic_lv1, 0 },
  23. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_sonic_lv2, 0 },
  24. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_sonic_lv3, 0 },
  25. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_shadow_lv1, 0 },
  26. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_shadow_lv2, 0 },
  27. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_shadow_lv3, 0 },
  28. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_metal_lv1, 0 },
  29. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_metal_lv2, 0 },
  30. { 75, 25, -1104, -700, 0, 0, 0xFF, 0xFF, HUD_metal_lv3, 0 },
  31. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_sonic_life, 0 },
  32. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_tails_life, 0 },
  33. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_knuckles_life, 0 },
  34. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_shadow_life, 0 },
  35. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_amy_life, 0 },
  36. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_gamma_life, 0 },
  37. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_metalsonic_life, 0 },
  38. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_tailsdoll_life, 0 },
  39. { 75, 75, -110, -205, 0, 0, 0xFF, 0xFF, HUD_metalknuckles_life, 0 },
  40. { 40, 40, -149, -124, 0, 0, 0xFF, 0xFF, HUD_0, 0 },
  41. { 40, 40, -203, -72, 0, 0, 0xFF, 0xFF, HUD_1, 0 },
  42. { 40, 40, -190, -173, 0, 0, 0xFF, 0xFF, HUD_2, 0 },
  43. { 40, 40, -257, -72, 0, 0, 0xFF, 0xFF, HUD_3, 0 },
  44. { 40, 40, -202, -124, 0, 0, 0xFF, 0xFF, HUD_4, 0 },
  45. { 40, 40, -184, -124, 0, 0, 0xFF, 0xFF, HUD_5, 0 }, //18 between 2 numbers
  46. { 40, 40, -275, -124, 0, 0, 0xFF, 0xFF, HUD_6, 0 }, //37 between the doublecoma numbers
  47. { 40, 40, -190, -173, 0, 0, 0xFF, 0xFF, HUD_7, 0 }, //35 between the coma numbers
  48. { 40, 40, -131, -124, 0, 0, 0xFF, 0xFF, HUD_8, 0 },
  49. { 40, 40, -239, -124, 0, 0, 0xFF, 0xFF, HUD_9, 0 }, //-158 for ring digit 1; -18 for 2; -18 for 3
  50. };
  51.  
  52.  
  53. static NJS_TEXANIM HUD_TEXANIM_NUMBERS[] = {
  54. // w, h, cx, cy, u1, v1, u2, v2, texid, attr
  55. // u2 and v2 must be 0xFF
  56. { 40, 40, -149, -124, 0, 0, 0xFF, 0xFF, HUD_0, 0 },
  57. { 40, 40, -203, -72, 0, 0, 0xFF, 0xFF, HUD_1, 0 },
  58. { 40, 40, -190, -173, 0, 0, 0xFF, 0xFF, HUD_2, 0 },
  59. { 40, 40, -257, -72, 0, 0, 0xFF, 0xFF, HUD_3, 0 },
  60. { 40, 40, -202, -124, 0, 0, 0xFF, 0xFF, HUD_4, 0 },
  61. { 40, 40, -184, -124, 0, 0, 0xFF, 0xFF, HUD_5, 0 }, //18 between 2 numbers
  62. { 40, 40, -275, -124, 0, 0, 0xFF, 0xFF, HUD_6, 0 }, //37 between the doublecoma numbers
  63. { 40, 40, -190, -173, 0, 0, 0xFF, 0xFF, HUD_7, 0 }, //35 between the coma numbers
  64. { 40, 40, -131, -124, 0, 0, 0xFF, 0xFF, HUD_8, 0 },
  65. { 40, 40, -239, -124, 0, 0, 0xFF, 0xFF, HUD_9, 0 }, //-158 for ring digit 1; -18 for 2; -18 for 3
  66. };
  67.  
  68.  
  69.  
  70.  
  71. NJS_SPRITE HUD_SPRITE = { { 0.0f, 0.0f, 0.0f }, 1.3f, 1.3f, 0, &HUD_TEXLIST, HUD_TEXANIM };//the three numbers in the brackets are X, Y, and Z position, then X and Y scaling, rotation, texlist, and texanim
  72. NJS_SPRITE HUD_SPRITE2 = { { 0.0f, 0.0f, 0.0f }, 1.0f, 1.0f, 0, &HUD_TEXLIST, HUD_TEXANIM };
  73. NJS_SPRITE HUD_SPRITE_NUMBERS = { { 0.0f, 0.0f, 0.0f }, 1.0f, 1.0f, 0, &HUD_TEXLIST, HUD_TEXANIM_NUMBERS };
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