Gamedev:MouseCursors: Difference between revisions
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=Mouse Cursors= | =Mouse Cursors= | ||
==Location== | ==Location== | ||
Cursors for Spring are stored in the <code>Anims</code> directory. | Cursors for Spring are stored in the <code>Anims/</code> directory. | ||
==Supported Image Formats== | ==Supported Image Formats== | ||
| Line 11: | Line 11: | ||
==Filename== | ==Filename== | ||
Even if your cursor isn't animated, it must have the _0 at the end of its name. | Even if your cursor isn't animated, it must have the _0 at the end of its name. | ||
Only when using a .txt this isn't needed. | |||
==Animated Cursors== | ==Animated Cursors== | ||
To make animated cursors, just make a sequence where the filenames start with '_0' at the end of the first in the sequence, going on sequentially until the last frame. | ===Via Filenames=== | ||
To make animated cursors, just make a sequence where the filenames start with '_0' at the end of the first in the sequence, going on sequentially until the last frame. This uses the default `frame time` (= the time each sprite is visible) of 0.1sec. | |||
===Via .txt=== | |||
You can also create a .txt file with further specifications for your cursor: | |||
<code>cursorattack.txt:</code> | |||
<code><pre> | |||
hotspot %hotspot | |||
frame %filename_0 %timespan_0 | |||
frame %filename_1 %timespan_1 | |||
frame %filename_2 %timespan_2 | |||
... | |||
lastframe %i | |||
</pre></code> | |||
Neither the <code>hotspot</code> nor the <code>lastframe</code> tag are needed. | |||
The <code>hotspot</code> can either be "topleft" or "center". | |||
Note, the filenames have to contain the full path, e.g. <code>Anims/CursorMove.png</code>. | |||
==Default Cursors== | ==Default Cursors== | ||
Revision as of 03:32, 25 February 2011
Mouse Cursors
Location
Cursors for Spring are stored in the Anims/ directory.
Supported Image Formats
The cursors have to be in either:
- png
- tga
- bmp
To make transparent sections in bmp's use RGB(84, 84, 252).
Filename
Even if your cursor isn't animated, it must have the _0 at the end of its name. Only when using a .txt this isn't needed.
Animated Cursors
Via Filenames
To make animated cursors, just make a sequence where the filenames start with '_0' at the end of the first in the sequence, going on sequentially until the last frame. This uses the default `frame time` (= the time each sprite is visible) of 0.1sec.
Via .txt
You can also create a .txt file with further specifications for your cursor:
cursorattack.txt:
hotspot %hotspot
frame %filename_0 %timespan_0
frame %filename_1 %timespan_1
frame %filename_2 %timespan_2
...
lastframe %i
Neither the hotspot nor the lastframe tag are needed.
The hotspot can either be "topleft" or "center".
Note, the filenames have to contain the full path, e.g. Anims/CursorMove.png.
Default Cursors
All cursors must also be present in one form or another, even if they are not used by your mod or else Spring will whine. Here's a list of the various cursor names used in the game:
| Sequence name | Description |
|---|---|
| cursorattack_0 | Attack Command Cursor |
| cursorcapture_0 | Capture Command Cursor |
| cursordefend_0 | Guard Command Cursor |
| cursormove_0 | Move Command Cursor |
| cursornormal_0 | Default (unactive) cursor |
| cursorpatrol_0 | Patrol Command Cursor |
| cursorpickup_0 | Load Command Cursor |
| cursorreclamate_0 | Reclaim Command Cursor |
| cursorrepair_0 | Repair Command Cursor |
| cursorrevive_0 | Revive (resurrect) Command Cursor |
| cursorunload_0 | Unload Command Cursor |