mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
38 lines
1.8 KiB
Properties
38 lines
1.8 KiB
Properties
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
|
|
SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
|
|
EXTENSION=.tga
|
|
# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
|
|
# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
|
|
CONFIG=SIZE 64,98;ORIGINX 40
|
|
|
|
# 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;\
|
|
ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
|
|
HEAD 2,83;\
|
|
TORSO_0 0,55;\
|
|
TORSO_1 0,55;\
|
|
LEG_REST_RIGHT -4,22;\
|
|
LEG_REST_LEFT 7,22;\
|
|
ARM_REST_RIGHT 11,51;\
|
|
TAIL_0 -11,27
|
|
|
|
# skeleton_stand is used for testing purpose
|
|
ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
|
|
ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
|
|
ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
|
|
ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
|
|
ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
|
|
|
|
ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
|
|
ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
|
|
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
|