SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_ EXTENSION=.tga # 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? SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\ ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\ HAIR 0,32;HEAD 0,32;\ UPPER_TORSO 0,23;LOWER_TORSO 0,15;\ FOOT_RIGHT -2,2;LEG_RIGHT -2,7;\ FOOT_LEFT 2,2;LEG_LEFT 2,7;\ ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12 # 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_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_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_LEFT 0,1 ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND ANIM_IDLE_1= ! ANIM_IDLE_1 will not make any transformation ANIM_IDLE_2=UPPER_TORSO 0,-1