The frame_* attributes are quite self-explanatory, but basically the most essential part when defining animations.The names can be anything, but it has to match with whatever's using them. The animation name is "stand", and it's referenced as the default one aswell.The main element has only one child element, it could have multiple of these, one for each animation (normal for any characters).Here we finally reference the actual image file we want to draw.Thus no documentation can be found for the XML elements in the component_documentation.txt, because these are not components nor entities. ![]() These separate metadata files are essentially outside of the Entity Component System, and simply define the sprite metadata in the same XML format as everything else. Lets take a look at the image file data/props_gfx/banner.xml next: If your sprite is a still image, you can reference it directly here aswell. Here an XML file is defined as the source for the image, which is required when you want to add animated sprites to an entity.
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