Mercurial > touhou
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 |
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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