Changeset 93


Ignore:
Timestamp:
06/05/09 08:20:27 (10 years ago)
Author:
maximinus_parpg
Message:

gfxsplit works - at last!
Cleaned up all the testing files.
Added new buildings to map.
Cleaned up map.

Location:
trunk/PARPG
Files:
2 added
4 deleted
11 edited

Legend:

Unmodified
Added
Removed
  • trunk/PARPG/objects/buildings/shanty/shantye.xml

    r92 r93  
    11<?fife type="object"?> 
    22<object id="shantye" namespace="PARPG" blocking="1" static="1"> 
    3     <image source="shantye.png" direction="0" y_offset="-86" /> 
     3    <image source="shantye.png" direction="0" y_offset="-68" /> 
    44</object> 
    55 
  • trunk/PARPG/objects/buildings/shanty/shantyf.xml

    r92 r93  
    11<?fife type="object"?> 
    22<object id="shantyf" namespace="PARPG" blocking="1" static="1"> 
    3     <image source="shantyf.png" direction="0" y_offset="-95" /> 
     3    <image source="shantyf.png" direction="0" y_offset="-59" /> 
    44</object> 
    55 
  • trunk/PARPG/objects/buildings/shanty/shantyg.xml

    r92 r93  
    11<?fife type="object"?> 
    22<object id="shantyg" namespace="PARPG" blocking="1" static="1"> 
    3     <image source="shantyg.png" direction="0" y_offset="-104" /> 
     3    <image source="shantyg.png" direction="0" y_offset="-50" /> 
    44</object> 
    55 
  • trunk/PARPG/objects/buildings/shanty/shantyh.xml

    r92 r93  
    11<?fife type="object"?> 
    22<object id="shantyh" namespace="PARPG" blocking="1" static="1"> 
    3     <image source="shantyh.png" direction="0" y_offset="-113" /> 
     3    <image source="shantyh.png" direction="0" y_offset="-41" /> 
    44</object> 
    55 
  • trunk/PARPG/objects/buildings/shanty/shantyi.xml

    r92 r93  
    11<?fife type="object"?> 
    22<object id="shantyi" namespace="PARPG" blocking="1" static="1"> 
    3     <image source="shantyi.png" direction="0" y_offset="-122" /> 
     3    <image source="shantyi.png" direction="0" y_offset="-32" /> 
    44</object> 
    55 
  • trunk/PARPG/utilities/gfxsplit.py

    r92 r93  
    108108    for t in data: 
    109109        yoff = yoff_next 
    110          
    111         print t 
    112          
    113110        if(t == 'm'): 
    114111            # switchback, so this tile must fill the whole width 
    115             width += TILE_WIDTH 
     112            width += TILE_WIDTH / 2 
    116113            height_adjust = TILE_HEIGHT / 2 
    117             yoff_next += TILE_HEIGHT / 4  
     114            yoff_next += (TILE_HEIGHT / 4) + (TILE_HEIGHT / 2) 
     115            xoff = 0 
    118116        elif(t == 'r'): 
    119117            # moving forward on the y axis 
    120118            width = TILE_WIDTH / 2 
    121119            height_adjust = - (TILE_HEIGHT / 2) 
    122             yoff_next -= TILE_HEIGHT / 4 
     120            yoff_next += TILE_HEIGHT / 4 
     121            xoff = TILE_WIDTH / 2 
    123122        elif(t == 'l'): 
    124123            # moving forward on the x axis 
     
    126125            height_adjust = TILE_HEIGHT / 2 
    127126            yoff_next -= TILE_HEIGHT / 4 
     127            xoff = 0 
    128128        else: 
    129129            # TODO: Handle integer moves (i.e. > 1 tile up down) 
     
    133133        new_surface = pygame.Surface((TILE_WIDTH, height), pygame.SRCALPHA, 32) 
    134134        # now blit a strip of the image across 
    135         new_surface.blit(image, (0, 0), pygame.Rect(xpos, 0, width, height)) 
     135        new_surface.blit(image, (0+xoff, 0), pygame.Rect(xpos, 0, width, height)) 
    136136        # store the image for later 
    137137        tiles.append(TileImage(new_surface, 
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