Difference between revisions of "NML:Graphics"
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A graphics block must be placed in an item-block. It allows to define the graphics for a particular item, as well as various callbacks. Callbacks are used to define various things at run time, based on information (variables) of the item itself. This provides a much greater degree of flexibility than setting properties. An example (using fictional callback names): |
A graphics block must be placed in an item-block. It allows to define the graphics for a particular item, as well as various callbacks. Callbacks are used to define various things at run time, based on information (variables) of the item itself. This provides a much greater degree of flexibility than setting properties. An example (using fictional callback names): |
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Revision as of 16:30, 21 August 2011
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
A graphics block must be placed in an item-block. It allows to define the graphics for a particular item, as well as various callbacks. Callbacks are used to define various things at run time, based on information (variables) of the item itself. This provides a much greater degree of flexibility than setting properties. An example (using fictional callback names):
graphics { callback_a: switch_a; callback_b: return 42 + some_var; default: some_spritegroup; }
The callbacks that are available differ per feature, refer to the feature-specific pages for more information. The 'default'-callback is usually used to resolve the graphics. For each callback a return value may be specified, in the same way as for switch-blocks. Note that all callbacks have to be defined in a single graphics-block.