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3 лет назад | |
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| .. | ||
| blocking | 3 лет назад | |
| external | 3 лет назад | |
| internal | 4 лет назад | |
| ReadMe.md | 4 лет назад | |
Dolphin assets are split into 3 parts:
assets_dolphin_essential.[h,c].assets_dolphin_internal.[h,c].manifest.txt - contains animations enumeration that is used for random animation selection. Starting point for Dolphin.meta.txt - contains data that describes how animation is drawn.frame_X.bm - Flipper Compressed Bitmap.Flipper Format File with ordered keys.
Header:
Filetype: Flipper Animation Manifest
Version: 1
Name - name of animation. Must be exact animation directory name.Min butthurt, Max butthurt - range of dolphin's butthurt for this animation.Min level, Max level - range of dolphin's level for this animation. If 0, this animation doesn't participate in random idle animation selection and can only be selected by exact name.Weight - chance of this animation to be choosen at random animation selection.Some animations can be excluded from participation in random animation selection, such as L1_NoSd_128x49.
Flipper Format File with ordered keys.
Header:
Filetype: Flipper Animation
Version: 1
Width - animation width in px (<= 128)Height - animation height in px (<= 64)Passive frames - number of bitmap frames for passive animation stateActive frames - number of bitmap frames for active animation state (can be 0)Frames order - order of bitmap frames where first N frames are passive and following M are active. Each X number in order refers to bitmap frame, with name frame_X.bm. This file must exist. Any X number can be repeated to refer same frame in animation.Active cycles - cycles to repeat of N active frames for full active period. E.g. if frames for active cycles are 6 and 7, and active cycles is 3, so full active period plays 6 7 6 7 6 7. Full period of passive + active period are called total period.Frame rate - number of frames to play for 1 second.Duration - total amount of seconds to play 1 animation.Active cooldown - amount of seconds (after passive mode) to pass before entering next active mode.
Bubble slots - amount of bubble sequences.
Any bubble sequence plays whole sequence during active mode. There can be many bubble sequences and bubbles inside it. Bubbles in 1 bubble sequence have to reside in 1 slot. Bubbles order in 1 bubble sequence is determined by occurance in file. As soon as frame index goes out of EndFrame index of bubble - next animation bubble is choosen. There can also be free of bubbles frames between 2 bubbles.
Slot - number to unite bubbles for same sequence.
X, Y - are coordinates of left top corner of bubble.
Text - text in bubble. New line is \n
AlignH - horizontal place of bubble corner (Left, Center, Right)
AlignV - vertical place of bubble corner (Top, Center, Bottom)
StartFrame, EndFrame - frame index range inside whole period to show bubble.
For example we have
Passive frames: 6
Active frames: 2
Frames order: 0 1 2 3 4 5 6 7
Active cycles: 4
Then we have indexes
passive(6) active (2 * 4)
Real frames order: 0 1 2 3 4 5 6 7 6 7 6 7 6 7
Frames indexes: 0 1 2 3 4 5 6 7 8 9 10 11 12 13