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synced 2026-03-07 12:21:52 +09:00
enabling sprite glow again (dunno why it was disabled tho)
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@@ -1,5 +1,5 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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37
assets/mods/basegame/sprites/test_sprite_glow.properties
Normal file
37
assets/mods/basegame/sprites/test_sprite_glow.properties
Normal file
@@ -0,0 +1,37 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/testglow_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 48,56;ORIGINX 29
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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# besides, you have "ALL" key.
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! a skeleton also defines what body parts (images) be used.
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! you can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time? In that case, certain names (e.g. headgear, held_item) will act as an anchor.
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SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
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ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\
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HAIR 0,32;HEAD 0,32;\
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UPPER_TORSO 0,23;LOWER_TORSO 0,15;\
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FOOT_RIGHT -2,2;LEG_REST_RIGHT -2,7;\
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FOOT_LEFT 2,2;LEG_REST_LEFT 2,7;\
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ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12;\
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TAIL0 0,13
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 1,1;FOOT_RIGHT 1,1;LEG_REST_LEFT -1,0;FOOT_LEFT -1,0
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ANIM_RUN_2=ALL 0,1;LEG_REST_RIGHT 0,-1;FOOT_RIGHT 0,-1;LEG_REST_LEFT 0,1;FOOT_LEFT 0,1
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ANIM_RUN_3=LEG_REST_RIGHT -1,0;FOOT_RIGHT -1,0;LEG_REST_LEFT 1,1;FOOT_LEFT 1,1
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ANIM_RUN_4=ALL 0,1;LEG_REST_RIGHT 0,1;FOOT_RIGHT 0,1;LEG_REST_LEFT 0,-1;FOOT_LEFT 0,-1
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=
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! ANIM_IDLE_1 will not make any transformation
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ANIM_IDLE_2=UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAND_REST_LEFT 0,-1;HAND_REST_RIGHT 0,-1;HAIR_FORE 0,-1;HEADGEAR 0,-1
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@@ -16,7 +16,7 @@ object PlayerBuilderSigrid {
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operator fun invoke(): IngamePlayer {
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val p = IngamePlayer("lol", "lol_glow", - 9223372036854775807L) // XD
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p.referenceID = 0x51621D // the only constant of this procedural universe
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//p.referenceID = 0x51621D // the only constant of this procedural universe
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p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/test_player.tga"), 28, 51))
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@@ -12,7 +12,7 @@ object PlayerBuilderTestSubject1 {
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operator fun invoke(): IngamePlayer {
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val p: IngamePlayer = IngamePlayer(
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ModMgr.getPath("basegame", "sprites/test_sprite.properties"),
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null,//ModMgr.getPath("basegame", "sprites/test_sprite_glow.properties"),
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ModMgr.getPath("basegame", "sprites/test_sprite_glow.properties"),
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-589141658L // random value thrown
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)
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InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
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@@ -29,7 +29,7 @@ object PlayerBuilderTestSubject1 {
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p.sprite!!.setRowsAndFrames(2, 4)*/
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p.sprite = SpriteAnimation(p)
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//p.spriteGlow = SpriteAnimation(p)
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p.spriteGlow = SpriteAnimation(p)
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p.reassembleSprite(p.sprite!!, p.spriteGlow)
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p.setHitboxDimension(15, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 21, 0)
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@@ -35,7 +35,7 @@ object PlayerBuilderWerebeastTest {
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p.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] = 0
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p.actorValue[AVKey.__ACTION_TIMER] = 0.0
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p.actorValue[AVKey.ACTION_INTERVAL] = ActorHumanoid.BASE_ACTION_INTERVAL
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p.actorValue[AVKey.NAME] = "Test Subject 1"
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p.actorValue[AVKey.NAME] = "Taimu"
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/*p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/npc_template_anim_prototype.tga"), 48, 52))
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@@ -43,7 +43,7 @@ object PlayerBuilderWerebeastTest {
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p.sprite!!.setRowsAndFrames(2, 4)*/
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p.sprite = SpriteAnimation(p)
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//p.spriteGlow = SpriteAnimation(p)
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p.spriteGlow = SpriteAnimation(p)
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p.reassembleSprite(p.sprite!!, p.spriteGlow)
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p.setHitboxDimension(28, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 24, 0)
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