# player.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 +PRSBFCW0@10 xy=0,0 wh=24,32 # player, forward, frame 2/3 +PRSBFCW1@11 xy=24,0 wh=24,32 # player, forward, frame 3/3 +PRSBFCW2@12 xy=48,0 wh=24,32 # player, left, frame 1/3 +PRSBLCW0@20 xy=0,32 wh=24,32 # player, left, frame 2/3 +PRSBLCW1@21 xy=24,32 wh=24,32 # player, left, frame 3/3 +PRSBLCW2@22 xy=48,32 wh=24,32 # player, right, frame 1/3 +PRSBRCW0@30 xy=0,64 wh=24,32 # player, right, frame 2/3 +PRSBRCW1@31 xy=24,64 wh=24,32 # player, right, frame 3/3 +PRSBRCW2@32 xy=48,64 wh=24,32 # player, away, frame 1/3 +PRSBACW0@40 xy=0,96 wh=24,32 # player, away, frame 2/3 +PRSBACW1@41 xy=24,96 wh=24,32 # player, away, frame 3/3 +PRSBACW2@42 xy=48,96 wh=24,32 # begin animation list section. must come after sprite sheet *animation # Chikyuu, forward, standing and walking animation cycles +PRSBFCW_STANDING@10 sprite=PRSBFCW1 +PRSBFCW_WALKING@11 sprite=PRSBFCW0 delay=3 -newframe sprite=PRSBFCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=PRSBFCW2 delay=3 -newframe sprite=PRSBFCW1 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 +PRSBLCW_STANDING@20 sprite=PRSBLCW1 +PRSBLCW_WALKING@21 sprite=PRSBLCW0 delay=3 -newframe sprite=PRSBLCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=PRSBLCW2 delay=3 -newframe sprite=PRSBLCW1 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 +PRSBRCW_STANDING@30 sprite=PRSBRCW1 +PRSBRCW_WALKING@31 sprite=PRSBRCW0 delay=3 -newframe sprite=PRSBRCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=PRSBRCW2 delay=3 -newframe sprite=PRSBRCW1 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 +PRSBACW_STANDING@40 sprite=PRSBACW1 +PRSBACW_WALKING@41 sprite=PRSBACW0 delay=3 -newframe sprite=PRSBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=PRSBACW2 delay=3 -newframe sprite=PRSBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"