mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
skeleton datasets from sprite_joints.psd
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@@ -52,6 +52,7 @@ class ADPropertyObject(propertyRaw: String) {
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get() = when (type) {
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ADPropertyType.IVEC2 -> field!! as Vector2i
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ADPropertyType.FLOAT -> field!! as Float
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ADPropertyType.STRING_PAIR -> field!! as String
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else -> null
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}
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val type: ADPropertyType
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@@ -72,13 +73,14 @@ class ADPropertyObject(propertyRaw: String) {
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input = toADfloat(inputStr)
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}
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else {
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throw IllegalArgumentException("Malformed input, input property seems not ivec2, float nor string: $propertyRaw")
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type = ADPropertyType.STRING_PAIR
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input = inputStr
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}
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}
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else {
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variable = propertyRaw
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input = null
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type = ADPropertyType.STRING
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type = ADPropertyType.NAME_ONLY
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}
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}
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@@ -106,7 +108,10 @@ class ADPropertyObject(propertyRaw: String) {
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data class Vector2i(var x: Int, var y: Int)
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enum class ADPropertyType {
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STRING, IVEC2, FLOAT
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NAME_ONLY, // "sprite/test.tga" to nothing
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IVEC2, // "LEG_RIGHT" to (1,-1)
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FLOAT, // "DELAY" to 0.15
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STRING_PAIR // "SKELETON" to "SKELETON_DEFAULT"
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}
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override fun toString(): String {
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@@ -12,21 +12,25 @@ class ADLParsingTest {
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SPRITESHEET=sprites/test
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EXTENSION=.tga.gz
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ANIM_RUN=DELAY 0.15;ROW 2
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ANIM_RUN_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_LEFT;LEG_RIGHT
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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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SKELETON_STAND=HEAD 0,32;UPPER_TORSO 0,23;LOWER_TORSO 0,15;LEG_LEFT 2,7;LEG_RIGHT -2,7;FOOT_LEFT 2,2;FOOT_RIGHT -2,2;ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12;ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11
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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
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ANIM_IDLE_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_REST_LEFT;ARM_REST_RIGHT;LEG_LEFT;LEG_RIGHT
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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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ANIM_CROUCH=DELAY 1;ROW 3
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ANIM_CROUCH_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_CROUCH_LEFT;LEG_CROUCH_RIGHT
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ANIM_CROUCH=DELAY 1;ROW 3;SKELETON SKELETON_CROUCH
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ANIM_CROUCH_1=
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""".trimIndent()
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