# 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