# CHUKYUU.PCX demo sprite sheet compiler script # (C) 2016 Jonathan Campbell # *spritesheet declares the section used by the sprite sheet cutting tool # # Sprites are declared by name (which becomes the .VRL file) at the + in the form: # +NAME@ID # # Sprite names are meant for temporary use when compiling the sprite sheet into VRLs. # At some point a longer name might be provided for use in your code. # This will fill the CURRENT WORKING DIRECTORY with .VRL files as directed when you # run PCXSSCUT, make sure your makefile does this in a temporary directory when # you integrate into your build and that your cleanup commands delete these files, # and that your .gitignore does not attempt to commit these files. # this format is a bit crap, but we'll improve it as needed. be patient. # begin spritesheet section *spritesheet # ---------------- player, walking, blue shirt with white cross. Frame 2/3 could be used for standing still # player, forward, frame 1/3 +CHUBFCW0@10 xy=0,0 wh=24,32 # player, forward, frame 2/3 +CHUBFCW1@11 xy=24,0 wh=24,32 # player, forward, frame 3/3 +CHUBFCW2@12 xy=48,0 wh=24,32 # player, left, frame 1/3 +CHUBLCW0@20 xy=0,32 wh=24,32 # player, left, frame 2/3 +CHUBLCW1@21 xy=24,32 wh=24,32 # player, left, frame 3/3 +CHUBLCW2@22 xy=48,32 wh=24,32 # player, right, frame 1/3 +CHUBRCW0@30 xy=0,64 wh=24,32 # player, right, frame 2/3 +CHUBRCW1@31 xy=24,64 wh=24,32 # player, right, frame 3/3 +CHUBRCW2@32 xy=48,64 wh=24,32 # player, away, frame 1/3 +CHUBACW0@40 xy=0,96 wh=24,32 # player, away, frame 2/3 +CHUBACW1@41 xy=24,96 wh=24,32 # player, away, frame 3/3 +CHUBACW2@42 xy=48,96 wh=24,32 # begin animation list section. must come after sprite sheet *animation # Chikyuu, forward, standing and walking animation cycles +CHUBFCW_STANDING@10 sprite=CHUBFCW1 +CHUBFCW_WALKING@11 sprite=CHUBFCW0 delay=3 -newframe sprite=CHUBFCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBFCW2 delay=3 -newframe sprite=CHUBFCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, left, standing and walking animation cycles +CHUBLCW_STANDING@20 sprite=CHUBLCW1 +CHUBLCW_WALKING@21 sprite=CHUBLCW0 delay=3 -newframe sprite=CHUBLCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBLCW2 delay=3 -newframe sprite=CHUBLCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, right, standing and walking animation cycles +CHUBRCW_STANDING@30 sprite=CHUBRCW1 +CHUBRCW_WALKING@31 sprite=CHUBRCW0 delay=3 -newframe sprite=CHUBRCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBRCW2 delay=3 -newframe sprite=CHUBRCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, away, standing and walking animation cycles +CHUBACW_STANDING@40 sprite=CHUBACW1 +CHUBACW_WALKING@41 sprite=CHUBACW0 delay=3 -newframe sprite=CHUBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBACW2 delay=3 -newframe sprite=CHUBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"