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At this moment we are able to read and parse in a very minimal .zsprite
file. So far we can do things like define frames, sequences, add
looping modifiers, etc.
Righut now there is a
Sprite
object, and aZSprite
object (which is achild of
Sprite). They are mainly ment to be dumb data containters that only are for managing the state of a sprite object (e.g. timing, which frame to show, etc). In the futur we plane to have sprites that are defined by the
Splineformat, so that's why I made the common
Sprite` base object. In case a game dev also wants to make their owncustom sprite they can two sub-object it too.
The rendering logic (and OpenGL state) is going to be put inside the
SpriteBatch
object. Right now it's only going to support ZSprites,but in the future will support SplineSprites. Since at the moment there
are some other things that need to be decided on (such as sprite
coordinate systems) and some other code implemented(e.g. a timing
system, instead of using
sdl.getTicks()
), they are only renderingtheir spritesheets at the moment, as proof that we can load up a ZSprite
and show something.
The example
03
for sprites isn't also done yet either, so I decidednot to include the code. I'm only reserving the name.
Don't consider issue #13 done yet. This is only the first step.