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more work on the transitions
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doofus-01 committed Oct 2, 2016
1 parent 4bd2c00 commit 16e730e
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Showing 27 changed files with 33 additions and 4 deletions.
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4 changes: 2 additions & 2 deletions data/core/terrain-graphics.cfg
Expand Up @@ -591,8 +591,8 @@
{NEW:WALL2 Km !,Ket,!,C*,Ke* (!,C*,K*) castle/aquatic-castle/keep}
{NEW:WALL Km (!,C*,K*) castle/aquatic-castle/keep}

{DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
# {AQUATIC:DISABLE_CORNER_TRANSITION Km !,Ket,!,C*,Ke* (!,C*,K*) non_fading}
# {DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
{DISABLE_BASE_TRANSITIONS (Km,Cm)}
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (non_fading) (castle/aquatic-castle)}
{TRANSITION_COMPLETE_LF (Cm) (!,Km*,Cm*,W*,Ss,Q*) 0 non_fading castle/aquatic-castle/castle-to-ground}
{TRANSITION_COMPLETE_LF (Km) (!,Km*,Cm*,W*,Ss,Q*) 0 non_fading castle/aquatic-castle/keep-to-ground}
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33 changes: 31 additions & 2 deletions data/core/terrain-graphics/aquatic.cfg
Expand Up @@ -163,6 +163,8 @@

#define AQUATIC:KEEP_CORNER_TRANSITION KEEP CASTLE WATER FLAG IMAGESTEM

######################################################################
# special crowded cases - It may be possible to write better rules to avoid this, but the bloat isn't too bad yet.
[terrain_graphics]
map="
, 2
Expand All @@ -177,6 +179,7 @@
# set_no_flag={FLAG}-[@R0,@R1,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/keep-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
[/image]
[/tile]
Expand Down Expand Up @@ -206,6 +209,7 @@
# set_no_flag={FLAG}-[@R0,@R1,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/castle-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
[/image]
[/tile]
Expand All @@ -221,6 +225,10 @@
# rotations=n,ne,se,s,sw,nw

[/terrain_graphics]
# end special cases
########################################################
########################################################
# land-based transitions
[terrain_graphics]
map="
, 2
Expand All @@ -236,7 +244,14 @@

[image]
layer=0
name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png))
base=36,36
name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
# name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png))
[/image]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png)
[/image]
[/tile]
[tile]
Expand All @@ -249,6 +264,7 @@
[/tile]

rotations=n,ne,se,s,sw,nw
# rotations=n,ne,foo,foo,foo,nw

[/terrain_graphics]
[terrain_graphics]
Expand All @@ -264,7 +280,14 @@
set_no_flag={FLAG}-[@R0,@R1]
[image]
layer=0
name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png) ~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png))
base=36,36
name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
# name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png))
[/image]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png)
[/image]
[/tile]
[tile]
Expand All @@ -279,6 +302,8 @@
rotations=n,ne,se,s,sw,nw

[/terrain_graphics]
########################################################
# water-based transitions
[terrain_graphics]
map="
, 2
Expand All @@ -293,6 +318,7 @@

[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-water-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
[/image]
[/tile]
Expand Down Expand Up @@ -321,6 +347,7 @@
set_no_flag={FLAG}-[@R0,@R1]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-water-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
[/image]
[/tile]
Expand All @@ -337,7 +364,9 @@

[/terrain_graphics]
#enddef
########################################################

# this can probably be deleted
#define AQUATIC:DISABLE_CORNER_TRANSITION_old TERRAINLIST ADJACENT1 ADJACENT2 FLAG

[terrain_graphics]
Expand Down

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