X-Git-Url: http://4ch.mooo.com/gitweb/?a=blobdiff_plain;f=data%2Fspri%2Fptmp.sht;h=0b2d3f96ba7703016aac08600aa7a1d38e958c12;hb=e2dc030c9e52911ed9808a9e4a65bc9e0e9d8e9b;hp=e69de29bb2d1d6434b8b29ae775ad8c2e48c5391;hpb=cc007b37128ec162cad22a0ff5cca85733905740;p=16.git diff --git a/data/spri/ptmp.sht b/data/spri/ptmp.sht index e69de29b..0b2d3f96 100755 --- a/data/spri/ptmp.sht +++ b/data/spri/ptmp.sht @@ -0,0 +1,153 @@ +# 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" +