enabling sprite glow again (dunno why it was disabled tho)

This commit is contained in:
minjaesong
2021-07-07 23:13:31 +09:00
parent 93854c92a2
commit 1b1b1641ff
7 changed files with 46 additions and 9 deletions

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@@ -1,5 +1,5 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX

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@@ -0,0 +1,37 @@
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/testglow_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
CONFIG=SIZE 48,56;ORIGINX 29
# note to self: don't implement skeleton hierarchy: there's too many exceptions
# besides, you have "ALL" key.
! a skeleton also defines what body parts (images) be used.
! you can also write multiline text using reverse solidus; this is a feature of .properties
! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
! are painted first, and any object that comes before it will paint over it. In other words, this list is
! first reversed then being iterated.
! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
# 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.
SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\
HAIR 0,32;HEAD 0,32;\
UPPER_TORSO 0,23;LOWER_TORSO 0,15;\
FOOT_RIGHT -2,2;LEG_REST_RIGHT -2,7;\
FOOT_LEFT 2,2;LEG_REST_LEFT 2,7;\
ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12;\
TAIL0 0,13
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_REST_RIGHT 1,1;FOOT_RIGHT 1,1;LEG_REST_LEFT -1,0;FOOT_LEFT -1,0
ANIM_RUN_2=ALL 0,1;LEG_REST_RIGHT 0,-1;FOOT_RIGHT 0,-1;LEG_REST_LEFT 0,1;FOOT_LEFT 0,1
ANIM_RUN_3=LEG_REST_RIGHT -1,0;FOOT_RIGHT -1,0;LEG_REST_LEFT 1,1;FOOT_LEFT 1,1
ANIM_RUN_4=ALL 0,1;LEG_REST_RIGHT 0,1;FOOT_RIGHT 0,1;LEG_REST_LEFT 0,-1;FOOT_LEFT 0,-1
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation
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 {
operator fun invoke(): IngamePlayer {
val p = IngamePlayer("lol", "lol_glow", - 9223372036854775807L) // XD
p.referenceID = 0x51621D // the only constant of this procedural universe
//p.referenceID = 0x51621D // the only constant of this procedural universe
p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/test_player.tga"), 28, 51))

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@@ -12,7 +12,7 @@ object PlayerBuilderTestSubject1 {
operator fun invoke(): IngamePlayer {
val p: IngamePlayer = IngamePlayer(
ModMgr.getPath("basegame", "sprites/test_sprite.properties"),
null,//ModMgr.getPath("basegame", "sprites/test_sprite_glow.properties"),
ModMgr.getPath("basegame", "sprites/test_sprite_glow.properties"),
-589141658L // random value thrown
)
InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
@@ -29,7 +29,7 @@ object PlayerBuilderTestSubject1 {
p.sprite!!.setRowsAndFrames(2, 4)*/
p.sprite = SpriteAnimation(p)
//p.spriteGlow = SpriteAnimation(p)
p.spriteGlow = SpriteAnimation(p)
p.reassembleSprite(p.sprite!!, p.spriteGlow)
p.setHitboxDimension(15, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 21, 0)

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@@ -35,7 +35,7 @@ object PlayerBuilderWerebeastTest {
p.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] = 0
p.actorValue[AVKey.__ACTION_TIMER] = 0.0
p.actorValue[AVKey.ACTION_INTERVAL] = ActorHumanoid.BASE_ACTION_INTERVAL
p.actorValue[AVKey.NAME] = "Test Subject 1"
p.actorValue[AVKey.NAME] = "Taimu"
/*p.makeNewSprite(TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/npc_template_anim_prototype.tga"), 48, 52))
@@ -43,7 +43,7 @@ object PlayerBuilderWerebeastTest {
p.sprite!!.setRowsAndFrames(2, 4)*/
p.sprite = SpriteAnimation(p)
//p.spriteGlow = SpriteAnimation(p)
p.spriteGlow = SpriteAnimation(p)
p.reassembleSprite(p.sprite!!, p.spriteGlow)
p.setHitboxDimension(28, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 24, 0)