Gamedev:MouseCursors

From Spring
Revision as of 03:39, 25 February 2011 by Jk (talk | contribs)
Jump to navigationJump to search

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
...

The hotspot tag is optional and can be either 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