Hi,

I finish the code to use weapon position relative to hand position. The
main improvment is the xml <hand> tool. I also merged skins images.scr
and config.xml into one uniq config.xml file. So, it's now something
like that :

---------------------------
<?xml version="1.0" encoding="iso-8859-1"?>
<resources>

<author>
  <name>Laurent Defert Simonneau</name>
  <email>lodesi2 AT yahoo.fr</email>
</author>

<sprite name="walking">
  <image file="alien.png">
    <grid size="40,41" array="8,1" />
  </image>

  <collision_rect dx="10" top="1" bottom="3" />
  <wormux repetition="3" />

  <hand frame="1" x="22" y="26" />
  <hand frame="2" x="18" y="27" />
  <hand frame="3" x="16" y="27" />
  <hand frame="4" x="10" y="28" />
  <hand frame="5" x="18" y="28" />
  <hand frame="6" x="26" y="21" />
  <hand frame="7" x="28" y="15" />
  <hand frame="8" x="25" y="21" />
</sprite>

<sprite name="animation">
  <image file="clope-anim.png">
    <grid pos="0,0" size="42,42" array="17,1" />
  </image>
  <animation speed="150" />
  <translation origin="top_left" x="31" y="0" />
</sprite>

<sprite name="dead">
  <image file="alien_mort.png" />
  <collision_rect dx="0" top="0" bottom="4" />
</sprite>

</resources>
---------------------------

For hand position, you can use :
  <hand frame="*" x="0" y="0" />
or
  <hand frame="1" x="4" y="0" />
  <hand frame="2" x="5" y="0" />
  <hand frame="3" x="4" y="1" />

Another changes :
- team/ subdir partially translated in english
- data/graphism.scr renamed data/graphism.xml
- weapons resources move to data/weapons.xml

Todo :
- Rename data/sound.scr
- Move weapons resources (gfx & sound) in one folder per weapon (like a
begin to do with dynamite)
- Translate ~/.wormux/config.xml and game mode XML file
- Remove sky folder : maps have to be indenpendent
- Fix hand position for skins : someone can do this ? It's quite boring
(some skins have 20 frames :-P)

My aim is to prepare Wormux to be modulable : in the future, Wormux will
be able to load one map in only one file (archive .zip), and the same
for a weapon ... But for weapon, we have to add Python/C++/something
else binding.

Bye, Haypo


Répondre à