new furbud sprite for yet another testing

This commit is contained in:
minjaesong
2022-06-05 15:22:04 +09:00
parent fc59a1d0b2
commit 27509a7291
15 changed files with 221 additions and 8 deletions

71
.idea/artifacts/SpriteAssemblerApp.xml generated Normal file
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<option name="VM_PARAMETERS" value="-ea" />
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<option name="ALTERNATIVE_JRE_PATH_ENABLED" value="true" />
<option name="ALTERNATIVE_JRE_PATH" value="17" />
<module name="terrarum.terrarum" />
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# Velki Whitevalley is a character made and copyrighted to Pederont, 2018. All rights reserved.
# Used with permission for testing purpose only.
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/velki/velki_
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?
BODYPARTS=HEADGEAR 11,11;\
HEAD 11,11;\
ARM_REST_RIGHT 4,2;\
ARM_REST_LEFT 4,2;\
LEG_REST_RIGHT 4,7;\
LEG_REST_LEFT 4,7;\
TORSO 10,4;\
TAIL_0 8,1;\
HELD_ITEM 0,0
SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
ARM_REST_RIGHT -7,23;HELD_ITEM -6,11;\
HAIR 0,32;HEAD 0,32;\
TORSO 0,22;\
LEG_REST_RIGHT -2,7;\
LEG_REST_LEFT 2,7;\
ARM_REST_LEFT 5,24;\
TAIL_0 0,13;TAIL_1 0,13
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=TAIL_0 0,-999;LEG_REST_RIGHT 1,1;LEG_REST_LEFT -1,0
ANIM_RUN_2=TAIL_1 0,-999;ALL 0,1;LEG_REST_RIGHT 0,-1;LEG_REST_LEFT 0,1
ANIM_RUN_3=TAIL_1 0,-999;LEG_REST_RIGHT -1,0;LEG_REST_LEFT 1,1
ANIM_RUN_4=TAIL_0 0,-999;ALL 0,1;LEG_REST_RIGHT 0,1;LEG_REST_LEFT 0,-1
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TAIL_1 0,-999
ANIM_IDLE_2=TAIL_1 0,-999;\
TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;\
ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;\
HAIR_FORE 0,-1;HEADGEAR 0,-1

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@@ -0,0 +1,52 @@
# Velki Whitevalley is a character made and copyrighted to Pederont, 2018. All rights reserved.
# Used with permission for testing purpose only.
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/velki/velkiglow_
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?
BODYPARTS=HEADGEAR 11,11;\
HEAD 11,11;\
ARM_REST_RIGHT 4,2;\
ARM_REST_LEFT 4,2;\
LEG_REST_RIGHT 4,7;\
LEG_REST_LEFT 4,7;\
TORSO 10,4;\
TAIL_0 8,1;\
HELD_ITEM 0,0
SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
ARM_REST_RIGHT -7,23;HELD_ITEM -6,11;\
HAIR 0,32;HEAD 0,32;\
TORSO 0,22;\
LEG_REST_RIGHT -2,7;\
LEG_REST_LEFT 2,7;\
ARM_REST_LEFT 5,24;\
TAIL_0 0,13;TAIL_1 0,13
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=TAIL_0 0,-999;LEG_REST_RIGHT 1,1;LEG_REST_LEFT -1,0
ANIM_RUN_2=TAIL_1 0,-999;ALL 0,1;LEG_REST_RIGHT 0,-1;LEG_REST_LEFT 0,1
ANIM_RUN_3=TAIL_1 0,-999;LEG_REST_RIGHT -1,0;LEG_REST_LEFT 1,1
ANIM_RUN_4=TAIL_0 0,-999;ALL 0,1;LEG_REST_RIGHT 0,1;LEG_REST_LEFT 0,-1
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TAIL_1 0,-999
ANIM_IDLE_2=TAIL_1 0,-999;\
TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;\
ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;\
HAIR_FORE 0,-1;HEADGEAR 0,-1

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@@ -1,7 +1,6 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.spriteanimation.AssembledSpriteAnimation
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.gameactors.AVKey
@@ -11,8 +10,8 @@ import net.torvald.terrarum.gameactors.AVKey
object PlayerBuilderTestSubject1 {
operator fun invoke(): IngamePlayer {
val p: IngamePlayer = IngamePlayer(
ModMgr.getGdxFile("basegame", "sprites/test_sprite.properties").path(),
ModMgr.getGdxFile("basegame", "sprites/test_sprite_glow.properties").path(),
ModMgr.getGdxFile("basegame", "sprites/velki_whitevalley.properties").path(),
ModMgr.getGdxFile("basegame", "sprites/velki_whitevalley_glow.properties").path(),
-589141658L // random value thrown
)
InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")

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@@ -0,0 +1,3 @@
Manifest-Version: 1.0
Main-Class: net.torvald.terrarum.spriteassembler.SpriteAssemblerAppKt