90 lines
2.4 KiB
Plaintext
90 lines
2.4 KiB
Plaintext
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# ssc files (sparrow sprite collection) are like other ini-files.
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# The file format is line based (every line one command).
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# comments begin with # - like this one - or with ;
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# every section (started with [ and ended with ]) is one sprite. The
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# name of the section is between [ and ]
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# Every key before the first section is for global keys. Every key
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# after the first section is a local key for the last defined sprite.
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# A key looks like this "keyname = keyvalue". The count of space between
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# doesn't matter. Only the name, the = and the value of the key are
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# important.
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# first some global defines.
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# the default sprite is the first defined or this one defined here:
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author = Ziz
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license = CC-BY-SA
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default = run right
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# if no image in the section is defined, this shall be the default. The
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# image is, where the parts are used from
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image = ./data/sprite/scientist.png
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# if no fps in the section is defined, this shall be the default.
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# The fps say, how long a sprite-frame is seeable. E.g. with fps = 24
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# every frame is 1000/24 ~ 42 ms seeable (internal it is always rounded
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# down, so it would be 41 ms per frame).
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fps = 10
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# if no framesize in the section is defined, this shall be the default.
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# The framesize is, how much you see, when you draw the sprite.
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framesize = 22, 46
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# if no bordersize in the section is defined, this shall be the default.
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# The bordersize is, how much is jumped, if you define multiply frames
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# at once (sprite sheet). Furthermore the sparrow3d rotozoom function is
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# a bit inaccurate. That means: a colorless border (pink is alpha color)
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# may prevent you from dirty artifacts.
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# The frame (with it framesize) is centered in the border!
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bordersize = 24, 48
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# Defining a new sprite:
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[stand right]
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# frame defines the frame(s) of the sprite. It can be just one frame
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# like here, multiply calls of frame or a third parameter as count of
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# the frames, which are loaded at once (a whole spritesheet at once).
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# If there is just one frame, obviously the fps doesn't matter.
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# The first both parameters are the x and y position of the border (!)
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# of the frame in the image.
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frame = 0, 0
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[stand left]
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frame = 0, 96
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[run right]
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# the default fps is used
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frame = 0, 0, 8
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[run left]
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frame = 0, 96, 8
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[push right]
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# the default fps (10) is to "fast" for the push animation, so we define
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# a own fps
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fps = 8
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frame = 24, 48, 6
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[push left]
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fps = 8
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frame = 24, 144, 6
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[jump right]
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frame = 0, 48
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[jump left]
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frame = 0, 144, 1
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