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- <?xml version='1.0' encoding='utf-8'?>
- <!--
- Copyright (c) 2003-onwards Shaven Puppy Ltd
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are
- met:
-
- * Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
-
- * Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
-
- * Neither the name of 'Shaven Puppy' nor the names of its contributors
- may be used to endorse or promote products derived from this software
- without specific prior written permission.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -->
- <!-- Describes the tiles -->
- <resources>
- <include resource="tags.xml" />
-
- <!-- Declare the tags -->
- <map tag="empty" class="worm.tiles.EmptyTile" />
- <map tag="floor" class="worm.tiles.FloorTile" />
- <map tag="wall" class="worm.tiles.WallTile" />
- <map tag="toxic" class="worm.tiles.FloorTile" />
- <map tag="space" class="worm.tiles.SpaceTile" />
- <map tag="detail" class="worm.tiles.Detail" />
- <map tag="obstacle" class="worm.tiles.Obstacle" />
- <map tag="ruin" class="worm.tiles.Ruin" />
- <map tag="spawnpoint" class="worm.tiles.SpawnPoint" />
- <map tag="basepoint" class="worm.tiles.BasePoint" />
- <map tag="exclude" class="worm.tiles.Exclude" />
- <map tag="totalexclude" class="worm.tiles.TotalExclude" />
- <map tag="crystal" class="worm.tiles.Crystal" />
-
- <!--
- First specify the tile images as GL textures. I tweaked build.xml so the pack-images command finds images
- in the resources/tiles subdir as well as just /resources
- -->
- <texture name="tiles.floor.texture" url="classpath:tiles.floor.jgimage" dst="GL_RGB" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles.road.texture" url="classpath:tiles.road.01.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles.road.mars.top.texture" url="classpath:tiles.road.mars.top.01.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles.road.mars.back.texture" url="classpath:tiles.road.mars.back.01.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles.road.titan.glow.texture" url="classpath:tiles.road.titan.glow.01.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles.road.titan.back.texture" url="classpath:tiles.road.titan.back.01.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
- <texture name="tiles-transition.texture" url="classpath:tiles-transition.jgimage" dst="GL_RGB" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />
-
- <!-- <texture name="stencils-earth.texture" url="classpath:stencils-earth.jgimage" dst="GL_RGBA" target="GL_TEXTURE_2D" min="GL_LINEAR" mag="GL_LINEAR" wrap="GL_FALSE" />-->
- <!--
- Then get SPGL to automatically carve up the images into grids with coordinate names. Each grid square
- gets a unique name eg. tileset0.5.6 meaning 6th column 7th row. This is just a convenience really as
- each tile then needs to be defined with an animation or a spriteimage anyway, so you could do it the
- usual way and have all the tiles individually in the sprites directory and packed as normal if you want.
- -->
- <imagebank
- name="tiles.floor"
- texture="tiles.floor.texture"
- defaultstyle="opaque.style"
- tilesacross="16"
- tilesdown="16"
- tilewidth="16"
- tileheight="16"
- hotspotx="0"
- hotspoty="0"
- grid="true"
- />
- <imagebank
- name="tiles.road"
- texture="tiles.road.texture"
- defaultstyle="transparent.style"
- tilesacross="16"
- tilesdown="16"
- tilewidth="16"
- tileheight="16"
- hotspotx="0"
- hotspoty="4"
- grid="true"
- />
- <imagebank
- name="tiles.road.mars.top"
- texture="tiles.road.mars.top.texture"
- defaultstyle="transparent.style"
- tilesacross="10"
- tilesdown="5"
- tilewidth="48"
- tileheight="48"
- hotspotx="8"
- hotspoty="15"
- grid="true"
- />
- <imagebank
- name="tiles.road.mars.back"
- texture="tiles.road.mars.back.texture"
- defaultstyle="transparent.style"
- tilesacross="10"
- tilesdown="5"
- tilewidth="48"
- tileheight="48"
- hotspotx="8"
- hotspoty="15"
- grid="true"
- />
- <imagebank
- name="tiles.road.titan.glow"
- texture="tiles.road.titan.glow.texture"
- defaultstyle="transparent.style"
- tilesacross="10"
- tilesdown="5"
- tilewidth="48"
- tileheight="48"
- hotspotx="8"
- hotspoty="15"
- grid="true"
- />
- <imagebank
- name="tiles.road.titan.back"
- texture="tiles.road.titan.back.texture"
- defaultstyle="transparent.style"
- tilesacross="10"
- tilesdown="5"
- tilewidth="48"
- tileheight="48"
- hotspotx="8"
- hotspoty="15"
- grid="true"
- />
- <imagebank
- name="tiles-transition"
- texture="tiles-transition.texture"
- defaultstyle="opaque.style"
- tilesacross="16"
- tilesdown="16"
- tilewidth="16"
- tileheight="16"
- hotspotx="0"
- hotspoty="0"
- grid="true"
- />
-
- <!-- <imagebank
- name="stencils-earth"
- texture="stencils-earth.texture"
- defaultstyle="transparent.style"
- tilesacross="16"
- tilesdown="16"
- tilewidth="16"
- tileheight="16"
- hotspotx="0"
- hotspoty="0"
- grid="true"
- />
- -->
-
- <!--
- Now for the tile definitions themselves. Because they have an index number the order is no longer important
- but if any map is designed and uses that index number it's stuck forever. Tile 0 is the empty tile - don't use it!
- -->
- <empty i="0" layer="0"/>
- <wall i="1" layer="0" image="spriteimage.fog" spriteLayer="8"/>
-
- <!-- The exclude tiles: used to prevent gidrahs walking over it. Lives on the buildings & obstacles layerr -->
- <exclude i="2" layer="2"/>
- <totalexclude i="3" layer="2"/>
- <!-- Get all the common tiles -->
- <include resource="tiles-common.xml"/>
- <include resource="tiles-transition.xml"/>
-
- <!-- Then the tiles for each of the worlds -->
- <include resource="tiles-earth.xml"/>
- <include resource="tiles-moon.xml"/>
- <include resource="tiles-mars.xml"/>
- <include resource="tiles-saturn.xml"/>
- <include resource="tiles-titan.xml"/>
- </resources>
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