Restoring blinking
This commit is contained in:
@ -23,4 +23,6 @@ void pokerCharacterJennyInit(vncharacter_t *vnc) {
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608, 250,
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280, 123
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);
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vnc->breathing = false;
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}
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@ -12,19 +12,19 @@ void pokerCharacterJulieInit(vncharacter_t *vnc) {
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vnCharacterLayerAdd(vnc, 1, 0, 0, 0, 0, 1053, 1961);
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// Layers
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vnCharacterLayerAdd(vnc, 4,
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vnc->layerEyes = vnCharacterLayerAdd(vnc, 4,
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1053, 0,
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353, 119,
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344, 351
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);
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vnCharacterLayerAdd(vnc, 12,
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vnc->layerMouth = vnCharacterLayerAdd(vnc, 12,
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1053, 351,
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353, 119,
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344, 351
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);
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vnCharacterLayerAdd(vnc, 4,
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vnc->layerEyebrows = vnCharacterLayerAdd(vnc, 4,
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1053, 702,
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353, 119,
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344, 351
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@ -13,20 +13,19 @@ void pokerCharacterLucyInit(vncharacter_t *vnc) {
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vnCharacterLayerAdd(vnc, 1, 0, 0, 0, 0, 1440, 2240);
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// Layers
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vnCharacterLayerAdd(vnc, 5,
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vnc->layerEyes = vnCharacterLayerAdd(vnc, 5,
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1440, 0,
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675, 327,
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295, 235
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);
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vnCharacterLayerAdd(vnc, 12,
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vnc->layerMouth = vnCharacterLayerAdd(vnc, 12,
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1440, 235,
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675, 327,
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295, 235
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);
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vnCharacterLayerAdd(vnc, 5,
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vnc->layerEyebrows = vnCharacterLayerAdd(vnc, 5,
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1440, 470,
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675, 327,
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295, 235
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@ -12,19 +12,19 @@ void pokerCharacterPennyInit(vncharacter_t *vnc) {
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vnCharacterLayerAdd(vnc, 1, 0, 0, 0, 0, 1000, 1920);
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// Layers
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vnCharacterLayerAdd(vnc, 5,
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vnc->layerEyebrows = vnCharacterLayerAdd(vnc, 5,
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1000, 0,
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367, 256,
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280, 280
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);
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vnCharacterLayerAdd(vnc, 4,
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vnc->layerEyes = vnCharacterLayerAdd(vnc, 4,
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1000, 280,
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367, 256,
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280, 280
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);
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vnCharacterLayerAdd(vnc, 12,
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vnc->layerMouth = vnCharacterLayerAdd(vnc, 12,
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1000, 560,
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367, 256,
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280, 280
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@ -12,19 +12,19 @@ void pokerCharacterSammyInit(vncharacter_t *vnc) {
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vnCharacterLayerAdd(vnc, 1, 0, 0, 0, 0, 731, 2122);
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// Layers
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vnCharacterLayerAdd(vnc, 4,
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vnc->layerEyes = vnCharacterLayerAdd(vnc, 4,
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731, 0,
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215, 264,
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307, 213
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);
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vnCharacterLayerAdd(vnc, 12,
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vnc->layerMouth = vnCharacterLayerAdd(vnc, 12,
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731, 213,
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215, 264,
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307, 213
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);
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vnCharacterLayerAdd(vnc, 5,
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vnc->layerEyebrows = vnCharacterLayerAdd(vnc, 5,
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731, 426,
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215, 264,
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307, 213
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@ -43,7 +43,6 @@ void pokerGameUpdate(pokergame_t *game) {
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game->poker.players
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);
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// Bind the shader.
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shaderUse(&game->assets.shader);
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@ -51,6 +51,6 @@
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#define randRange(n, min, max) (mathMod(n, (max-min)) + min)
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#define randInt32Range(min, max) randRange(randInt32(), min, max)
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#define randFloatRange(min, max) (fmod(randFloat(), max- min) + min)
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#define randFloatRange(min, max) ((float)fmod(randFloat(), max- min) + min)
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#define randUint32Range(min, max) randRange(randUint32(), min, max)
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#define randUint8Range(min, max) randRange(randUint8(), min, max)
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@ -7,7 +7,6 @@
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#include "vncharacter.h"
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void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
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character->x = 0;
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character->y = 0;
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@ -22,6 +21,12 @@ void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
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character->layerCount = 0;
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character->texture = texture;
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character->layerEyes = 0xFF;
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character->layerMouth = 0xFF;
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character->layerEyebrows = 0xFF;
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character->breathing = true;
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character->blinkStart = 0;
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// Init the primitive.
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primitiveInit(&character->primitive,
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QUAD_VERTICE_COUNT * VN_CHARACTER_LAYERS_MAX,
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@ -30,10 +35,25 @@ void vnCharacterInit(vncharacter_t *character, texture_t *texture) {
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}
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void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
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float t;
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float t, n;
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float speed, amount;
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// Setup frames based on the emotion.
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if(character->layerEyes != 0xFF) {
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n = (engine->time.current-character->blinkStart)*VN_CHARACTER_BLINK_SPEED;
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if(n > 1.0f) {
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character->blinkStart = engine->time.current + randFloatRange(
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1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
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);
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} else if(n > 0) {
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n = (
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easeInQuad(animForwardAndBackwardScaled(n)) *
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character->layers[character->layerEyes].frames
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);
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vnCharacterLayerSetFrame(character, character->layerEyes, (int32_t)n);
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}
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}
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// mouth = character->emotion % 0x04;
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// eyes = (character->emotion/0x04) % 0x04;
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// eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
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@ -76,14 +96,19 @@ void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
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// }
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// Update the scale frames for breathing / talk breathing
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speed = 0.2f;
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amount = 90.0f;
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t = animForwardAndBackwardScaled(
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mathModFloat(engine->time.current, 1 / speed) * speed
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);
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t = easeInOutQuad(t) / amount - (1/(amount*2));
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character->scaleX = 1 + t;
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character->scaleY = 1 - t;
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if(character->breathing) {
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speed = 0.2f;
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amount = 90.0f;
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t = animForwardAndBackwardScaled(
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mathModFloat(engine->time.current, 1 / speed) * speed
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);
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t = easeInOutQuad(t) / amount - (1/(amount*2));
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character->scaleX = 1 + t;
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character->scaleY = 1 - t;
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} else {
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character->scaleX = 1;
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character->scaleY = 1;
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}
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}
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@ -17,10 +17,11 @@
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#include "../display/animation/easing.h"
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#define VN_CHARACTER_BLINK_TIME_RANGE_MAX 6
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#define VN_CHARACTER_BLINK_SPEED 3.0f
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#define VN_CHARACTER_LAYERS_MAX 6
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typedef struct {
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int32_t lx, ly, x, y, width, height;
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int16_t lx, ly, x, y, width, height;
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uint8_t frames;
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} vncharacterlayer_t;
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@ -35,18 +36,24 @@ typedef struct {
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/** Texture sheet for the character */
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texture_t *texture;
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/** Count of layers */
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/** Layer Information */
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vncharacterlayer_t layers[VN_CHARACTER_LAYERS_MAX];
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uint8_t layerCount;
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uint8_t layerEyes;
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uint8_t layerMouth;
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uint8_t layerEyebrows;
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bool breathing;
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float blinkStart;
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} vncharacter_t;
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void vnCharacterInit(vncharacter_t *character, texture_t *texture);
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uint8_t vnCharacterLayerAdd(vncharacter_t *character,
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uint8_t frames,
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int32_t lx, int32_t ly,
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int32_t x, int32_t y,
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int32_t width, int32_t height
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int16_t lx, int16_t ly,
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int16_t x, int16_t y,
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int16_t width, int16_t height
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);
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void vnCharacterLayerSetFrame(vncharacter_t *character, uint8_t l, uint8_t f);
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