163 lines
9.4 KiB
Markdown
163 lines
9.4 KiB
Markdown
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# The tutorial asset contract
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What `examples/sidescroller/` and `examples/jrpg/` are drawing, and the exact
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numbers they have to use. Licensing is in `PROVENANCE.md`; refreshing the art
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from upstream is `scripts/fetch_tutorial_assets.sh`.
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Every claim below was checked against `src/`, not against header prose, and the
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whole set was loaded through the real library -- `akgl_sprite_load_json`,
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`akgl_character_load_json`, `akgl_tilemap_load` -- before being committed.
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## Geometry
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| Thing | Value | Why it is that value |
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|-------------------------|--------|---------------------------------------------------------------------------|
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| Tile | 16x16 | Both tilesets ship on a 16x16 grid |
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| Tileset spacing, margin | 0, 0 | `akgl_tilemap_compute_tileset_offsets` gets nothing else right; see below |
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| Character frame | 32x32 | The fixed contract for these tutorials |
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| Art inside a frame | 16x16 | Composited at (8, 16): centred, sitting on the cell's bottom edge |
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| Frames per sheet row | all | Every sheet is a single row, so `coords_for_frame` never has to wrap |
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| Frames per animation | max 16 | `AKGL_SPRITE_MAX_FRAMES`; a 17th is `AKERR_OUTOFBOUNDS` at load |
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| Frame id | 0..255 | `uint8_t`; a larger id is `AKERR_OUTOFBOUNDS` at load |
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**The one alignment rule.** `akgl_actor_render` draws into a rectangle of
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`sprite->width` by `sprite->height` with its top-left at the actor's `x`, `y`.
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Because every frame's art is bottom-centred in its cell, an actor at `(x, y)`
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has its feet at `y + 32` and its 16 px body spanning `x + 8` to `x + 23`. Ground
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contact, pickup tests and hitboxes should use that inner rectangle, not the
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32x32 cell.
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## Sidescroller sheets
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`sidescroller/player.png` -- 192x32, six frames.
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| Frame | Facing | Pose | Used by |
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|-------|--------|---------------------------------|-----------------------------------------------|
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| 0 | right | contact | `ss_player_idle_right`, `ss_player_run_right` |
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| 1 | right | passing, airborne | `ss_player_run_right`, `ss_player_jump_right` |
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| 2 | right | opposite contact | `ss_player_run_right` |
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| 3 | left | contact (mirror of 0) | `ss_player_idle_left`, `ss_player_run_left` |
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| 4 | left | passing, airborne (mirror of 1) | `ss_player_run_left`, `ss_player_jump_left` |
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| 5 | left | opposite contact (mirror of 2) | `ss_player_run_left` |
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The left-facing frames exist as their own art because `akgl_actor_render` passes
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`SDL_FLIP_NONE` to `draw_texture` unconditionally (`src/actor.c`). There is no
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way to ask the library for a mirrored blit.
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`sidescroller/coin.png` -- 32x32, one frame. The pack ships no rotation frames.
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`sidescroller/hazard.png` -- 128x32, four frames.
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| Frame | What | Used by |
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|-------|--------------------------|------------------|
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| 0 | red blob, ground, pose A | `ss_hazard_blob` |
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| 1 | red blob, ground, pose B | `ss_hazard_blob` |
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| 2 | moth, flying, wings up | `ss_hazard_moth` |
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| 3 | moth, flying, wings down | `ss_hazard_moth` |
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## JRPG sheets
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`jrpg/player.png`, `jrpg/npc_shopkeeper.png` and `jrpg/npc_elder.png` are
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384x32, twelve frames, and share one layout.
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| Frames | Facing | Poses | Idle sprite uses | Walk sprite uses |
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|--------|--------|-----------------------|------------------|------------------|
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| 0-2 | down | stand, step A, step B | 0 | 1, 0, 2, 0 |
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| 3-5 | left | stand, step A, step B | 3 | 4, 3, 5, 3 |
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| 6-8 | right | stand, step A, step B | 6 | 7, 6, 8, 6 |
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| 9-11 | up | stand, step A, step B | 9 | 10, 9, 11, 9 |
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The stand frame between the two steps is what makes it read as a walk rather
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than a shuffle; it is the same three-frame cycle the source art was drawn for.
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## States
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A character's sprite map is keyed by `SDL_itoa(state)` and looked up with
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`SDL_GetPointerProperty` (`akgl_character_sprite_get`), so **the match is on the
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whole integer, not on a mask test**. A state the character has no exact entry
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for makes the actor invisible for that frame -- `actor_visible` treats
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`AKERR_KEY` as "nothing to draw", which is an answer, not an error.
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These are the values the library's own input handlers produce.
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`akgl_actor_cmhf_<dir>_on` clears every `FACE_*` and `MOVING_*` bit before
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setting its own pair, and `_off` clears only its `MOVING_*` bit, so the facing
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survives the key release and no two `MOVING_*` bits are ever set at once.
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| State | Bits | Sidescroller sprite | JRPG sprite |
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|-------|-------------------------------------|---------------------|------------------|
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| 16 | ALIVE | (coin, hazards) | -- |
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| 17 | ALIVE, FACE_DOWN | `..._idle_right` | `..._idle_down` |
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| 18 | ALIVE, FACE_LEFT | `..._idle_left` | `..._idle_left` |
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| 20 | ALIVE, FACE_RIGHT | `..._idle_right` | `..._idle_right` |
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| 24 | ALIVE, FACE_UP | -- | `..._idle_up` |
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| 146 | ALIVE, FACE_LEFT, MOVING_LEFT | `..._run_left` | `..._walk_left` |
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| 276 | ALIVE, FACE_RIGHT, MOVING_RIGHT | `..._run_right` | `..._walk_right` |
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| 530 | ALIVE, FACE_LEFT, MOVING_UP | `..._jump_left` | -- |
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| 532 | ALIVE, FACE_RIGHT, MOVING_UP | `..._jump_right` | -- |
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| 536 | ALIVE, FACE_UP, MOVING_UP | `..._jump_right` | `..._walk_up` |
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| 658 | ALIVE, FACE_LEFT, MOVING_LEFT, UP | `..._jump_left` | -- |
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| 788 | ALIVE, FACE_RIGHT, MOVING_RIGHT, UP | `..._jump_right` | -- |
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| 1041 | ALIVE, FACE_DOWN, MOVING_DOWN | -- | `..._walk_down` |
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The four jump states are there because a sidescroller that routes its jump
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through `akgl_actor_cmhf_up_on` lands on 536 -- that handler clears `FACE_RIGHT`
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and sets `FACE_UP`, which in a side view is not a facing at all. A game that
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sets `ey` directly instead never reaches those states, and nothing breaks
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either way.
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State names in character JSON are the **prefixed** spellings from
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`src/actor_state_string_names.c`: `AKGL_ACTOR_STATE_ALIVE`, not
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`ACTOR_STATE_ALIVE`. `util/assets/littleguy.json` uses the old unprefixed names
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and `velocity_x`, and does not load against the current library. Do not copy it.
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## Maps
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Both maps are Tiled 1.8 TMJ with the tileset **embedded**.
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`akgl_tilemap_load` reads `columns`, `firstgid`, `tilecount`, `image`,
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`imagewidth`, `imageheight`, `margin`, `spacing`, `tilewidth`, `tileheight` and
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`name` straight out of each element of the map's `tilesets` array
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(`akgl_tilemap_load_tilesets_each`). The string `source` appears nowhere in
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`src/tilemap.c` and nothing in the library ever opens a `.tsj`, so an external
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tileset reference fails with `AKERR_KEY` on the missing `columns`. `README.md`
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in the repository root says the opposite; it is wrong.
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| Map | Cells | Layers | Objects |
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|---------------------------|-------|-------------------------------------------|---------|
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| `sidescroller/level1.tmj` | 40x15 | background (tile), terrain (tile), actors | 7 |
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| `jrpg/town.tmj` | 30x20 | ground (tile), decoration (tile), actors | 3 |
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Global tile ids are `(row * columns) + column + 1`; `0` means an empty cell and
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is skipped. `sidescroller/tiles.png` has ten columns and 60 tiles;
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`jrpg/tiles.png` has twenty-seven columns and 486 tiles, the last four columns
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of which are the character art the sheets above were cut from. Those cells are
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never referenced by `town.tmj`.
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Other things the loader insists on, all of them checked:
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- **Every object needs a `type` string**, including ones that are not actors. A
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missing `type` fails the whole load, not just that object.
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- An actor object needs a non-empty `name`, a `character` **string** property
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and a `state` **int** property. The string-array form of `state` works in
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character JSON and is not accepted here.
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- The `character` named must already be in `AKGL_REGISTRY_CHARACTER`, which
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means every sprite and character JSON has to be loaded before the map.
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- A map's `properties` are optional; if present, `physics.model` must name a
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backend that exists (`null` or `arcade`) or the load fails. Gravity and drag
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keys are `float`.
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- Tileset image paths resolve through `akgl_path_relative` against the map's own
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directory. Image-layer paths do not -- those go through a plain `"%s/%s"`
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join, so an absolute path there does not work. Keep every path relative.
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## Physics
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The sidescroller map asks for the `arcade` backend with `physics.gravity.y`
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900.0 and `physics.drag.y` 1.5. There is no terminal velocity in the backend;
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`ey` approaches `gravity_y / drag_y`, so those two numbers set it to 600 px/s.
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The JRPG map asks for `arcade` with both gravity components at 0.0.
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`ss_player` has `speed_y` and `acceleration_y` of 0.0 on purpose: a zero top
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speed on an axis means `akgl_physics_simulate` zeroes that axis's thrust
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outright, so holding a vertical direction cannot make the player fly. A jump
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belongs in `ey`.
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