#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
FieldState FIELDSTG_state
s32 stepLoopingAnimation(AnimState *anim, AnimFrame *frames, s32 depth)
Steps ANIM through FRAMES by the frame time (at most 4), looping at the end (frame 0xFF),...
StageTile * objects
the map objects, up to the first margin 0
The task that animates the map objects.
void(* nextState)(struct StageTileAnims *task)
AnimState anims[4]
as many as the stage uses
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
u8 margin
how far off the view it is still drawn; 0 ends the table
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
void updateTileAnims(StageTileAnims *task)
Animates the map objects of animations 1 to 4 with updateTileAnimsFrames0 to 3, each stepped again fo...
AnimFrame updateTileAnimsFrames0[]
Defined below, after the code that uses them.
AnimFrame updateTileAnimsFrames1[]
AnimFrame updateTileAnimsFrames2[]
AnimFrame updateTileAnimsFrames3[]