Actualizando el código
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@@ -75,11 +75,6 @@ void Player::init()
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// Inicia el contador para la cadencia de disparo
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mCooldown = 10;
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// Inicia el sprite
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mSpriteLegs->init();
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mSpriteBody->init();
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mSpriteHead->init();
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// Establece el alto y ancho del sprite
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mSpriteLegs->setWidth(mWidth);
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mSpriteLegs->setHeight(mHeight);
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@@ -110,25 +105,6 @@ void Player::init()
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mSpriteHead->setCurrentFrame(0);
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mSpriteHead->setAnimationCounter(0);
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// Establece el numero de frames de cada animacion
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mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_STOP, 4);
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mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 4);
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mSpriteLegs->setAnimationNumFrames(PLAYER_ANIMATION_LEGS_WALKING_RIGHT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_LEFT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_LEFT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_RIGHT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_RIGHT, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_WALKING_STOP, 4);
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mSpriteBody->setAnimationNumFrames(PLAYER_ANIMATION_BODY_FIRING_UP, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_LEFT, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_LEFT, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_RIGHT, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_RIGHT, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_WALKING_STOP, 4);
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mSpriteHead->setAnimationNumFrames(PLAYER_ANIMATION_HEAD_FIRING_UP, 4);
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// Establece la velocidad de cada animación
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mSpriteLegs->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_STOP, 10);
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mSpriteLegs->setAnimationSpeed(PLAYER_ANIMATION_LEGS_WALKING_LEFT, 5);
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@@ -381,100 +357,134 @@ void Player::setAnimation()
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switch (mStatusWalking)
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{
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case PLAYER_STATUS_WALKING_LEFT:
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mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_LEFT);
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mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_LEFT);
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mSpriteLegs->animate();
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_NO:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_LEFT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_LEFT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_LEFT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_LEFT);
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mSpriteHead->animate();
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break;
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default:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteHead->animate();
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break;
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}
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break;
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case PLAYER_STATUS_WALKING_RIGHT:
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mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_RIGHT);
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mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_RIGHT);
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mSpriteLegs->animate();
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_NO:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_RIGHT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_RIGHT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_RIGHT);
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mSpriteHead->animate();
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break;
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default:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteHead->animate();
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break;
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}
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break;
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case PLAYER_STATUS_WALKING_STOP:
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mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_STOP);
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mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
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mSpriteLegs->animate();
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switch (mStatusFiring)
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{
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case PLAYER_STATUS_FIRING_UP:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_UP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_UP);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_LEFT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_LEFT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_LEFT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_RIGHT:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_FIRING_RIGHT);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_FIRING_RIGHT);
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mSpriteHead->animate();
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break;
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case PLAYER_STATUS_FIRING_NO:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteHead->animate();
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break;
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default:
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mSpriteBody->animate(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteHead->animate(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteBody->setCurrentAnimation(PLAYER_ANIMATION_BODY_WALKING_STOP);
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mSpriteBody->animate();
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mSpriteHead->setCurrentAnimation(PLAYER_ANIMATION_HEAD_WALKING_STOP);
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mSpriteHead->animate();
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break;
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}
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break;
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default:
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mSpriteLegs->animate(PLAYER_ANIMATION_LEGS_WALKING_STOP);
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mSpriteLegs->setCurrentAnimation(PLAYER_ANIMATION_LEGS_WALKING_STOP);
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mSpriteLegs->animate();
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break;
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}
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}
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