view data/ST/etama3.script @ 222:5cac48b328ad

Refactor rendering code a bit. Move duplicated camera setup code to a new “setup_camera” method, and move common methods to a new “Renderer” module in order to make individual sprite rendering easier.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 18 Dec 2011 20:47:48 +0100
parents 174324a4da51
children
line wrap: on
line source

ENTRY 0
Name: data/etama/etama3.png
Format: 1
Width: 256
Height: 256

# Items
Sprite: 0 16*16+0+32 # Power item
Sprite: 1 16*16+16+32 # Point item
Sprite: 2 16*16+32+32 # Big power item
Sprite: 3 16*16+48+32 # Bomb item
Sprite: 4 16*16+64+32 # Full power item
Sprite: 5 16*16+80+32 # Life item
Sprite: 6 16*16+96+32 # Star item

Sprite: 7 16*16+112+32 # HARDCODED: Power item indicator
Sprite: 8 16*16+128+32 # HARDCODED: Point item indicator
Sprite: 9 16*16+144+32 # HARDCODED: Big power item indicator
Sprite: 10 16*16+160+32 # HARDCODED: Bomb item indicator
Sprite: 11 16*16+176+32 # HARDCODED: Full power indicator
Sprite: 12 16*16+192+32 # HARDCODED: Life item indicator
Sprite: 13 16*16+208+32 # HARDCODED: Star item indicator

# Energy bullets
Sprite: 14 16*16+0+0
Sprite: 15 16*16+16+0
Sprite: 16 16*16+32+0
Sprite: 17 16*16+48+0
Sprite: 18 16*16+64+0
Sprite: 29 16*16+80+0
Sprite: 30 16*16+96+0
Sprite: 31 16*16+112+0
Sprite: 32 16*16+128+0
Sprite: 33 16*16+144+0
Sprite: 34 16*16+160+0
Sprite: 35 16*16+176+0
Sprite: 36 16*16+192+0
Sprite: 37 16*16+208+0
Sprite: 38 16*16+224+0
Sprite: 39 16*16+240+0

# "focused" things
Sprite: 40 8*16+4+16
Sprite: 41 8*16+20+16
Sprite: 42 8*16+36+16
Sprite: 43 8*16+52+16
Sprite: 44 8*16+68+16
Sprite: 45 8*16+84+16
Sprite: 46 8*16+100+16
Sprite: 47 8*16+116+16
Sprite: 48 8*16+132+16
Sprite: 49 8*16+148+16
Sprite: 50 8*16+164+16
Sprite: 51 8*16+180+16
Sprite: 52 8*16+196+16
Sprite: 53 8*16+212+16
Sprite: 54 8*16+228+16
Sprite: 55 8*16+244+16

# Numbered bullets
Sprite: 56 16*16+0+48   # 0
Sprite: 57 16*16+16+48  # 1
Sprite: 58 16*16+32+48  # 2
Sprite: 59 16*16+48+48  # 3
Sprite: 60 16*16+64+48  # 4
Sprite: 61 16*16+80+48  # 5
Sprite: 62 16*16+96+48  # 6
Sprite: 63 16*16+112+48 # 7
Sprite: 64 16*16+128+48 # 8
Sprite: 65 16*16+144+48 # ⑨
Sprite: 66 16*16+160+48 # 10 (A)
Sprite: 67 16*16+176+48 # 11 (B)
Sprite: 68 16*16+192+48 # 12 (C)
Sprite: 69 16*16+208+48 # 13 (D)
Sprite: 70 16*16+224+48 # 14 (E)
Sprite: 71 16*16+240+48 # 15 (F)

# Lasers
Sprite: 72 16*16+0+64
Sprite: 73 16*16+16+64
Sprite: 74 16*16+32+64
Sprite: 75 16*16+48+64
Sprite: 76 16*16+64+64
Sprite: 77 16*16+80+64
Sprite: 78 16*16+96+64
Sprite: 79 16*16+112+64
Sprite: 80 16*16+128+64
Sprite: 81 16*16+144+64
Sprite: 82 16*16+160+64
Sprite: 83 16*16+176+64
Sprite: 84 16*16+192+64
Sprite: 85 16*16+208+64
Sprite: 86 16*16+224+64
Sprite: 87 16*16+240+64

# Lasers type 2
Sprite: 88 16*16+0+80
Sprite: 89 16*16+16+80
Sprite: 90 16*16+32+80
Sprite: 91 16*16+48+80
Sprite: 92 16*16+64+80
Sprite: 93 16*16+80+80
Sprite: 94 16*16+96+80
Sprite: 95 16*16+112+80
Sprite: 96 16*16+128+80
Sprite: 97 16*16+144+80
Sprite: 98 16*16+160+80
Sprite: 99 16*16+176+80
Sprite: 100 16*16+192+80
Sprite: 101 16*16+208+80
Sprite: 102 16*16+224+80
Sprite: 103 16*16+240+80

# HARDCODED laser ends
Sprite: 140 16*16+0+81
Sprite: 141 16*16+32+81
Sprite: 142 16*16+64+81
Sprite: 143 16*16+96+81
Sprite: 144 16*16+128+81
Sprite: 145 16*16+160+81


# Scripts: some are hardcoded in the game

# HARDCODED: Bullet type 0
Script: 0 # Numeroted balls
Instruction: 0 0 1 56
Instruction: 0 0 15

# HARDCODED: Bullet type 1
Script: 1 # Energy balls
Instruction: 0 0 1 14
Instruction: 0 0 15

# HARDCODED: Bullet type 2
Script: 2 # Focused things
Instruction: 0 0 1 40
Instruction: 0 0 26 1
Instruction: 0 0 15

# HARDCODED: Bullet type 3
Script: 3
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 4
Script: 4
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 5
Script: 5
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 6
Script: 6
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 7
Script: 7
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 8
Script: 8
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Laser type 0
Script: 9
Instruction: 0 0 1 72
Instruction: 0 0 13
Instruction: 0 0 15

# HARDCODED: Laser type 1
Script: 10
Instruction: 0 0 1 88
Instruction: 0 0 13
Instruction: 0 0 15

# HARDCODED: cancel anim for bullet type 0
Script: 11
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: cancel anim for bullet type 1, 2, 3, 4, 5
Script: 12
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: cancel anim for bullet type 6, 7, 8
Script: 13
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: launch anim for bullet type 0, flag 2
Script: 14
Instruction: 0 0 1 56
Instruction: 20 0 0

# HARDCODED: launch anim for bullet type 0, flag 4
Script: 15
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type 0, flag 8
Script: 16
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 2
Script: 17
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 4
Script: 18
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 8
Script: 19
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (6, 7, 8), flag (2, 4, 8)
Script: 20
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: Power item
Script: 21
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Point item
Script: 22
Instruction: 0 0 1 1
Instruction: 0 0 15

# HARDCODED: Big power item
Script: 23
Instruction: 0 0 1 2
Instruction: 0 0 15

# HARDCODED: Bomb item
Script: 24
Instruction: 0 0 1 3
Instruction: 0 0 15

# HARDCODED: Full power item
Script: 25
Instruction: 0 0 1 4
Instruction: 0 0 15

# HARDCODED: Life item
Script: 26
Instruction: 0 0 1 5
Instruction: 0 0 15

# HARDCODED: Star item
Script: 27
Instruction: 0 0 1 6
Instruction: 0 0 15