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efemmera/data/sprite/scientist.ssc

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2020-06-03 01:05:18 -05:00
# ssc files (sparrow sprite collection) are like other ini-files.
# The file format is line based (every line one command).
# comments begin with # - like this one - or with ;
# every section (started with [ and ended with ]) is one sprite. The
# name of the section is between [ and ]
# Every key before the first section is for global keys. Every key
# after the first section is a local key for the last defined sprite.
# A key looks like this "keyname = keyvalue". The count of space between
# doesn't matter. Only the name, the = and the value of the key are
# important.
# first some global defines.
# the default sprite is the first defined or this one defined here:
author = Ziz
license = CC-BY-SA
default = run right
# if no image in the section is defined, this shall be the default. The
# image is, where the parts are used from
image = ./data/sprite/scientist.png
# if no fps in the section is defined, this shall be the default.
# The fps say, how long a sprite-frame is seeable. E.g. with fps = 24
# every frame is 1000/24 ~ 42 ms seeable (internal it is always rounded
# down, so it would be 41 ms per frame).
fps = 10
# if no framesize in the section is defined, this shall be the default.
# The framesize is, how much you see, when you draw the sprite.
framesize = 22, 46
# if no bordersize in the section is defined, this shall be the default.
# The bordersize is, how much is jumped, if you define multiply frames
# at once (sprite sheet). Furthermore the sparrow3d rotozoom function is
# a bit inaccurate. That means: a colorless border (pink is alpha color)
# may prevent you from dirty artifacts.
# The frame (with it framesize) is centered in the border!
bordersize = 24, 48
# Defining a new sprite:
[stand right]
# frame defines the frame(s) of the sprite. It can be just one frame
# like here, multiply calls of frame or a third parameter as count of
# the frames, which are loaded at once (a whole spritesheet at once).
# If there is just one frame, obviously the fps doesn't matter.
# The first both parameters are the x and y position of the border (!)
# of the frame in the image.
frame = 0, 0
[stand left]
frame = 0, 96
[run right]
# the default fps is used
frame = 0, 0, 8
[run left]
frame = 0, 96, 8
[push right]
# the default fps (10) is to "fast" for the push animation, so we define
# a own fps
fps = 8
frame = 24, 48, 6
[push left]
fps = 8
frame = 24, 144, 6
[jump right]
frame = 0, 48
[jump left]
frame = 0, 144, 1