skeleton datasets from sprite_joints.psd

This commit is contained in:
minjaesong
2019-01-05 16:23:19 +09:00
parent 4b725a56d7
commit e9a8c75fa1
2 changed files with 18 additions and 9 deletions

View File

@@ -52,6 +52,7 @@ class ADPropertyObject(propertyRaw: String) {
get() = when (type) { get() = when (type) {
ADPropertyType.IVEC2 -> field!! as Vector2i ADPropertyType.IVEC2 -> field!! as Vector2i
ADPropertyType.FLOAT -> field!! as Float ADPropertyType.FLOAT -> field!! as Float
ADPropertyType.STRING_PAIR -> field!! as String
else -> null else -> null
} }
val type: ADPropertyType val type: ADPropertyType
@@ -72,13 +73,14 @@ class ADPropertyObject(propertyRaw: String) {
input = toADfloat(inputStr) input = toADfloat(inputStr)
} }
else { else {
throw IllegalArgumentException("Malformed input, input property seems not ivec2, float nor string: $propertyRaw") type = ADPropertyType.STRING_PAIR
input = inputStr
} }
} }
else { else {
variable = propertyRaw variable = propertyRaw
input = null input = null
type = ADPropertyType.STRING type = ADPropertyType.NAME_ONLY
} }
} }
@@ -106,7 +108,10 @@ class ADPropertyObject(propertyRaw: String) {
data class Vector2i(var x: Int, var y: Int) data class Vector2i(var x: Int, var y: Int)
enum class ADPropertyType { enum class ADPropertyType {
STRING, IVEC2, FLOAT NAME_ONLY, // "sprite/test.tga" to nothing
IVEC2, // "LEG_RIGHT" to (1,-1)
FLOAT, // "DELAY" to 0.15
STRING_PAIR // "SKELETON" to "SKELETON_DEFAULT"
} }
override fun toString(): String { override fun toString(): String {

View File

@@ -12,21 +12,25 @@ class ADLParsingTest {
SPRITESHEET=sprites/test SPRITESHEET=sprites/test
EXTENSION=.tga.gz EXTENSION=.tga.gz
ANIM_RUN=DELAY 0.15;ROW 2 # note to self: don't implement skeleton hierarchy: there's too many exceptions
ANIM_RUN_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_LEFT;LEG_RIGHT # besides, you have "ALL" key.
! a skeleton also defines what body parts (images) be used.
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
# skeleton_stand is used for testing purpose
ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_RIGHT 1,-1;LEG_LEFT -1,0 ANIM_RUN_1=LEG_RIGHT 1,-1;LEG_LEFT -1,0
ANIM_RUN_2=ALL 0,-1;LEG_RIGHT 0,1;LEG_LEFT 0,-1 ANIM_RUN_2=ALL 0,-1;LEG_RIGHT 0,1;LEG_LEFT 0,-1
ANIM_RUN_3=LEG_RIGHT -1,0;LEG_LEFT 1,-1 ANIM_RUN_3=LEG_RIGHT -1,0;LEG_LEFT 1,-1
ANIM_RUN_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_LEFT 0,1 ANIM_RUN_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_LEFT 0,1
ANIM_IDLE=DELAY 2;ROW 1 ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_REST_LEFT;ARM_REST_RIGHT;LEG_LEFT;LEG_RIGHT
ANIM_IDLE_1= ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation ! ANIM_IDLE_1 will not make any transformation
ANIM_IDLE_2=UPPER_TORSO 0,-1 ANIM_IDLE_2=UPPER_TORSO 0,-1
ANIM_CROUCH=DELAY 1;ROW 3 ANIM_CROUCH=DELAY 1;ROW 3;SKELETON SKELETON_CROUCH
ANIM_CROUCH_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_CROUCH_LEFT;LEG_CROUCH_RIGHT
ANIM_CROUCH_1= ANIM_CROUCH_1=
""".trimIndent() """.trimIndent()