Difference between revisions of "NML:Spritegroup"
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A spritegroup combines several spritesets into a single unit. It is supported only for vehicles. A typical spritegroup looks like: |
A spritegroup combines several spritesets into a single unit. It is supported only for vehicles. A typical spritegroup looks like: |
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Revision as of 16:31, 21 August 2011
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
A spritegroup combines several spritesets into a single unit. It is supported only for vehicles. A typical spritegroup looks like:
spritegroup spritegroup_name { loading: (spriteset_name | [spriteset_name1, spriteset_name2, ...]) loaded: (spriteset_name | [spriteset_name1, spriteset_name2, ...]) }
Vehicles take two different series of spritesets; loading
is used when the vehicle is loading within the station, loaded
is used when the vehicle is travelling. Each of those can be a single spriteset, or a (bracketed) array of spritesets. Both loading
and loaded
are required and should provide at least one spriteset each. If a spritegroup would contain only one spriteset, it's better to omit the spritegroup and directly use the spriteset instead. Spritegroups are used to show different graphics depending on how much the vehicle is loaded, with increasing load from left to right. Furthermore, you can easily provide special graphics for when loading in the station (for example: wagon with doors open).
Below a simple example for defining a train engine with a livery override. The passenger wagon shows different sprites whether it is travelling empty or is filled with people.
// Define the sprites for the engine template tmpl_train_length78(x, y) { [x, y, 8,22, -3,-10] [x+ 16, y, 21,15, -14, -7] [x+ 48, y, 31,12, -16, -8] [x+ 96, y, 21,16, -6, -7] [x+118, y, 8,24, -3,-10] [x+144, y, 21,16, -15, -6] [x+196, y, 32,12, -16, -8] [x+224, y, 21,15, -6, -7] } spriteset(turbotrain_engine_set, "src/gfx/turbotrain.png") { tmpl_train_length78(142, 118) } // Define the sprites for the passenger wagon when used with this engine // Loading sprites with open doors spriteset(turbotrain_passenger_loading_set, "src/gfx/turbotrain.png") { tmpl_train_length78(142, 139) } // Passenger wagon is empty. No people shown spriteset(turbotrain_passenger_traveling_empty_set, "src/gfx/turbotrain.png") { tmpl_train_length78(142, 159) } // Passenger wagon is full. Show people through the window spriteset(turbotrain_passenger_traveling_full_set, "src/gfx/turbotrain.png") { // has slightly different dimensions, don't use template [142,159, 8,21, -3,-10] [158,159, 20,15, -13, -7] [190,159, 28,10, -12, -6] [238,159, 20,16, -6, -7] [270,159, 8,21, -3,-10] [286,159, 20,15, -15, -6] [318,159, 28,10, -16, -6] [366,159, 20,16, -6, -7] } // Engine has no sprite group, because it always looks the same the spriteset is used directly. // Associate graphics with the wagon for the different loading stages spritegroup turbotrain_passenger_group { loading: turbotrain_passenger_loading_set; loaded: [turbotrain_passenger_traveling_empty_set, turbotrain_passenger_traveling_full_set]; } // Define new graphics for the turbotrain (it has vehicleID 20): item(FEAT_TRAINS, turbotrain, 20) { property { sprite_id: SPRITE_ID_NEW_TRAIN; // We have our own sprites misc_flags: bitmask(TRAIN_FLAG_MU); // We use special sprites for passenger and mail wagons } graphics { // graphics for engine turbotrain_engine_set; // note that no spritegroup is used here, it is not needed } livery_override(passenger_wagon) { // graphics for alternative look of passenger wagon when used with this engine turbotrain_passenger_group; } }