New animated water

This commit is contained in:
ln-zookeeper 2015-07-28 19:32:02 +03:00
parent f00744013b
commit 247955f122
72 changed files with 357 additions and 19 deletions

View file

@ -13,6 +13,7 @@ Version 1.13.1+dev:
* Gave Garak a new ability called Teaching (at the start of every turn,
his experience points are transferred to adjacent units on the same side)
* Graphics:
* New animated water.
* New standing animation for the Dwarvish Runesmith
* New generic portraits for the Troll and Troll Whelp
* Language and i18n:

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@ -499,14 +499,15 @@
#ANIMATED
# experimental macro using 1-hex rule to optimize water animation
{TERRAIN_BASE_SINGLEHEX_B (Wo) ANIMATION_15_SLOW water/ocean}
{ANIMATED_WATER_15 (Wot) "~CS(-45,-5,25)" 150 water/ocean} # Tropical Ocean color
{ANIMATED_WATER_15 (Wog) "~CS(15,0,-30)" 150 water/ocean} # Grey Ocean color
{NEW:WATER_342_180_TILE_FLAGS}
{ANIMATED_WATER_15 (Ww,Wwr,Wwf) "~CS(40,0,-30)" 110 water/coast-tropical} # Medium water color
{ANIMATED_WATER_15 (Wwg,Wwrg) "~CS(60,0,-55)" 110 water/coast-tropical} # Grey Water color
{TERRAIN_BASE_SINGLEHEX_B (Wwt,Wwrt) ANIMATION_15 water/coast-tropical}
{NEW:WATER_342_180 Wog "~CS(20,0,-10)" water/ocean 21}
{NEW:WATER_342_180 Wo "" water/ocean 21}
{NEW:WATER_342_180 Wot "~CS(-5,15,10)" water/ocean 21}
{NEW:WATER_342_180 Wwg,Wwrg "~CS(10,-5,-10)" water/water 17}
{NEW:WATER_342_180 Ww,Wwr,Wwf "" water/water 17}
{NEW:WATER_342_180 Wwt,Wwrt "~CS(5,20,10)" water/water 17}
# Castle base terrains
@ -811,19 +812,22 @@
# Double-sided animated transitions for water-to-water and sand-to-water
{TRANSITION_COMPLETE_LF Sm (!,Sm,!,W*,D*) -556 transition3 swamp/mud-long}
{ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*) -550 () 150 water/ocean-blend}
{ANIMATED_WATER_15_TRANSITION Wot (!,Wot,!,W*,S*) -551 "~CS(-45,-5,25)" 150 water/ocean-blend} # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog (!,Wog,!,W*,S*) -552 "~CS(15,0,-30)" 150 water/ocean-blend} # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*) -553 "~CS(40,0,-30)" 110 water/coast-tropical-long} # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (!,Wwg,Wwrg,!,W*,S*) -554 "~CS(60,0,-50)" 110 water/coast-tropical-long} # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (!,Wwt,Wwrt,!,W*,S*) -555 () 110 water/coast-tropical-long}
{TRANSITION_COMPLETE_LB Wo (Xv,_off^_usr) -560 ANIMATION_15_SLOW water/ocean-long}
{ANIMATED_WATER_15_TRANSITION Wot (Xv,_off^_usr) -561 "~CS(-40,0,30)" 150 water/ocean-long} # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog (Xv,_off^_usr) -562 "~CS(15,0,-30)" 150 water/ocean-long} # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (Xv,_off^_usr) -553 "~CS(40,0,-30)" 110 water/coast-tropical} # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (Xv,_off^_usr) -554 "~CS(60,0,-50)" 110 water/coast-tropical} # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (Xv,_off^_usr) -555 () 110 water/coast-tropical}
{NEW:WATER_342_180_TRANSITION Wog (!,Wog,!,W*,Sm) -550 "~CS(20,0,-10)~O(50%)" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wo (!,Wo,!,W*,Sm) -551 "~O(50%)" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wot (!,Wot,!,W*,Sm) -552 "~CS(-5,15,10)~O(50%)" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wwg,Wwrg (!,Wwg,Wwrg,!,W*,Sm) -553 "~CS(10,-5,-10)~O(50%)" water/water 17}
{NEW:WATER_342_180_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,Sm) -554 "~O(50%)" water/water 17}
{NEW:WATER_342_180_TRANSITION Wwt,Wwrt (!,Wwt,Wwrt,!,W*,Sm) -555 "~CS(5,20,10)~O(50%)" water/water 17}
{NEW:WATER_342_180_TRANSITION Wog Xv,_off^_usr -550 "~CS(20,0,-10)" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wo Xv,_off^_usr -551 "" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wot Xv,_off^_usr -552 "~CS(-5,15,10)" water/ocean 21}
{NEW:WATER_342_180_TRANSITION Wwg,Wwrg Xv,_off^_usr -553 "~CS(10,-5,-10)" water/water 17}
{NEW:WATER_342_180_TRANSITION Ww,Wwf,Wwr Xv,_off^_usr -554 "" water/water 17}
{NEW:WATER_342_180_TRANSITION Wwt,Wwrt Xv,_off^_usr -555 "~CS(5,20,10)" water/water 17}
# chasm to abyss ecetera transition
{TRANSITION_COMPLETE_LF Qxu,Qxe Qxua,Xv,_off^_usr -600 depths chasm/depths}

View file

@ -971,3 +971,333 @@
probability={PROB}
[/terrain_graphics]
#enddef
# This needs to be called only once, to set the flags used by all 12-hex 324x180
# water animations.
#define NEW:WATER_342_180_TILE_FLAGS
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=0,0
set_no_flag=342x180_water01
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=1,0
set_no_flag=342x180_water02
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=2,0
set_no_flag=342x180_water03
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=3,0
set_no_flag=342x180_water04
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=4,0
set_no_flag=342x180_water05
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=5,0
set_no_flag=342x180_water06
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=0,1
set_no_flag=342x180_water07
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=1,1
set_no_flag=342x180_water08
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=2,1
set_no_flag=342x180_water09
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=3,1
set_no_flag=342x180_water10
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=4,1
set_no_flag=342x180_water11
[/tile]
[/terrain_graphics]
[terrain_graphics]
mod_x=6
mod_y=2
[tile]
x,y=5,1
set_no_flag=342x180_water12
[/tile]
[/terrain_graphics]
#enddef
#define WATER_342_180_TILE_VARIANTS MASKIPF LAYER IPF IMAGESTEM FRAMES
[image]
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(0,0,72,72){MASKIPF}{IPF}:100
random_start=no
[variant]
has_flag=342x180_water02
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(54,36,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water03
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(108,0,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water04
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(162,36,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water05
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(216,0,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water06
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(270,36,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water07
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(0,72,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water08
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(54,108,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water09
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(108,72,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water10
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(162,108,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water11
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(216,72,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[variant]
has_flag=342x180_water12
layer={LAYER}
name={IMAGESTEM}[01~{FRAMES}].png~CROP(270,108,72,72){MASKIPF}{IPF}:100
random_start=no
[/variant]
[/image]
#enddef
#define NEW:WATER_342_180 TERRAINLIST IPF IMAGESTEM FRAMES
[terrain_graphics]
# This rule is not necessary; its purpose is to fill as many hexes as
# possible with the full-size animation, so that not all hexes need to
# be cropped and masked individually.
map="
1, 2, 2
, 2, 2, 2
2, 2, 2
, 2, 2, 2"
[tile]
pos=1
type={TERRAINLIST}
has_flag=342x180_water01
set_no_flag=base
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag=base
[/tile]
[image]
layer=-1000
name={IMAGESTEM}[01~{FRAMES}].png{IPF}:100
random_start=no
[/image]
[/terrain_graphics]
[terrain_graphics]
[tile]
x,y=0,0
type={TERRAINLIST}
set_no_flag=base
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/alphamask.png)" -1000 {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
[/terrain_graphics]
#enddef
#define NEW:WATER_342_180_TRANSITION TERRAINLIST ADJACENT LAYER IPF IMAGESTEM FRAMES
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={ADJACENT}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/concave-long-@R0-@R1.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/concave-long-@R0-@R5.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
rotations=tr,r,br,bl,l,tl
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
[/tile]
[tile]
pos=2
type={ADJACENT}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/convex-long-@R0-@R5.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
[tile]
pos=3
type={ADJACENT}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/convex-long-@R0-@R1.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
rotations=tr,r,br,bl,l,tl
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
[/tile]
[tile]
pos=2
type={ADJACENT}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/convex-long-@R0-@R5.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
[tile]
pos=3
type=!,{TERRAINLIST},{ADJACENT}
[/tile]
rotations=tr,r,br,bl,l,tl
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
[/tile]
[tile]
pos=2
type=!,{TERRAINLIST},{ADJACENT}
[/tile]
[tile]
pos=3
type={ADJACENT}
{WATER_342_180_TILE_VARIANTS "~MASK(terrain/masks/convex-long-@R0-@R1.png)" {LAYER} {IPF} {IMAGESTEM} {FRAMES}}
[/tile]
rotations=tr,r,br,bl,l,tl
[/terrain_graphics]
#enddef

View file

@ -11,6 +11,9 @@ Version 1.13.1+dev:
* Gave Garak a new ability called Teaching (at the start of every turn,
his experience points are transferred to adjacent units on the same side)
* Graphics:
* New animated water.
* Language and i18n:
* Updated translations: Galician.