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sprite assembler test assets
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src/net/torvald/spriteassembler/test_sprite.properties
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src/net/torvald/spriteassembler/test_sprite.properties
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SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
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EXTENSION=.tga
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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_RIGHT -2,7;\
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FOOT_LEFT 2,2;LEG_LEFT 2,7;\
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ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12
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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_RIGHT 1,-1;LEG_LEFT -1,0
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ANIM_RUN_2=ALL 0,-1;LEG_RIGHT 0,1;LEG_LEFT 0,-1
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ANIM_RUN_3=LEG_RIGHT -1,0;LEG_LEFT 1,-1
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ANIM_RUN_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_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
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