mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-15 08:06:06 +09:00
furred npc test might delete later
This commit is contained in:
BIN
assets/mods/basegame/blocks/223.tga
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assets/mods/basegame/blocks/223.tga
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assets/mods/basegame/blocks/wire.tga
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assets/mods/basegame/blocks/wire.tga
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@@ -1,5 +1,6 @@
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"id";"classname"
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"8448";"net.torvald.terrarum.modulebasegame.items.PickaxeCopper"
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"8449";"net.torvald.terrarum.modulebasegame.items.PickaxeIron"
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"8450";"net.torvald.terrarum.modulebasegame.items.PickaxeSteel"
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"8466";"net.torvald.terrarum.modulebasegame.items.WirePieceSignalWire"
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"8448";"net.torvald.terrarum.modulebasegame.gameitems.PickaxeCopper"
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"8449";"net.torvald.terrarum.modulebasegame.gameitems.PickaxeIron"
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"8450";"net.torvald.terrarum.modulebasegame.gameitems.PickaxeSteel"
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"8466";"net.torvald.terrarum.modulebasegame.gameitems.WirePieceSignalWire"
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"8467";"net.torvald.terrarum.modulebasegame.gameitems.TikiTorchTester"
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@@ -1,4 +1,4 @@
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import net.torvald.terrarum.itemproperties.GameItem
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.itemproperties.Material
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import org.jetbrains.annotations.NotNull
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import org.jetbrains.annotations.Nullable
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@@ -9,7 +9,7 @@ import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.itemproperties.Calculate
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import net.torvald.terrarum.itemproperties.GameItem
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.itemproperties.Material
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import net.torvald.terrarum.blockproperties.Block
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// following two are NOT UNUSED!
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assets/mods/basegame/sprites/furry_sprite.properties
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assets/mods/basegame/sprites/furry_sprite.properties
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_furry/furbud_
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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?
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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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TAIL_0 0,13;TAIL_1 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=TAIL_0 0,-999;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=TAIL_1 0,-999;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=TAIL_1 0,-999;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=TAIL_0 0,-999;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=TAIL_1 0,-999
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ANIM_IDLE_2=TAIL_1 0,-999;\
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UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;\
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ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAND_REST_LEFT 0,-1;HAND_REST_RIGHT 0,-1;\
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HAIR_FORE 0,-1;HEADGEAR 0,-1
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assets/mods/basegame/sprites/furry_sprite_glow.properties
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assets/mods/basegame/sprites/furry_sprite_glow.properties
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_furry/furbudglow_
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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?
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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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TAIL_0 0,13;TAIL_1 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=TAIL_0 0,-999;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=TAIL_1 0,-999;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=TAIL_1 0,-999;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=TAIL_0 0,-999;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=TAIL_1 0,-999
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ANIM_IDLE_2=TAIL_1 0,-999;\
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UPPER_TORSO 0,-1;HEAD 0,-1;HAIR 0,-1;HELD_ITEM 0,-1;\
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ARM_REST_LEFT 0,-1;ARM_REST_RIGHT 0,-1;HAND_REST_LEFT 0,-1;HAND_REST_RIGHT 0,-1;\
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HAIR_FORE 0,-1;HEADGEAR 0,-1
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assets/mods/basegame/sprites/test_furry/furbud_arm_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_arm_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_arm_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_arm_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_foot_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_foot_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_foot_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_foot_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_hand_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_hand_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_hand_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_hand_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_head.tga
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assets/mods/basegame/sprites/test_furry/furbud_head.tga
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assets/mods/basegame/sprites/test_furry/furbud_leg_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_leg_rest_left.tga
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assets/mods/basegame/sprites/test_furry/furbud_leg_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_leg_rest_right.tga
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assets/mods/basegame/sprites/test_furry/furbud_lower_torso.tga
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assets/mods/basegame/sprites/test_furry/furbud_lower_torso.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_0.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_0.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_1.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_1.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_2.tga
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assets/mods/basegame/sprites/test_furry/furbud_tail_2.tga
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assets/mods/basegame/sprites/test_furry/furbud_upper_torso.tga
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assets/mods/basegame/sprites/test_furry/furbud_upper_torso.tga
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assets/mods/basegame/sprites/test_furry/furbudglow_head.tga
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assets/mods/basegame/sprites/test_furry/furbudglow_head.tga
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@@ -2,6 +2,7 @@
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SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
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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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@@ -13,14 +14,15 @@ CONFIG=SIZE 48,56;ORIGINX 29
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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?
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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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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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