Author: cazfi
Date: Fri Mar 27 20:49:39 2015
New Revision: 28638

URL: http://svn.gna.org/viewcvs/freeciv?rev=28638&view=rev
Log:
Documented spritegrid definition fields.

See patch #5948

Modified:
    branches/S2_4/doc/README.graphics

Modified: branches/S2_4/doc/README.graphics
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_4/doc/README.graphics?rev=28638&r1=28637&r2=28638&view=diff
==============================================================================
--- branches/S2_4/doc/README.graphics   (original)
+++ branches/S2_4/doc/README.graphics   Fri Mar 27 20:49:39 2015
@@ -244,6 +244,27 @@
 then refers to individual tiles of the grid by row and column. The
 origin, and rows and columns, are counted as (0,0) = top left.
 
+x_top_left     : x-coordinate of the leftmost pixel of the leftomost cell
+y_top_left     : y-coordinate of the topmost pixel of the topmost cell
+dx             : cell width
+dy             : cell height
+pixel_border   : Number of pixels between cells
+tiles          : Table of tags, each line having "row", "column", and "tag"
+
+[grid_example]
+x_top_left   = 1   ; Border (in x=0) also in left side of the entire grid
+y_top_left   = 1   ; Border (in y=0) also in top side of the entire grid
+dx           = 96
+dy           = 48
+pixel_border = 1
+tiles = { "row", "column", "tag"
+ 0, 0, "tag1"
+ 0, 1, "tag2"
+ 1, 0, "tag3"
+ 1, 1, "tag4"
+}
+
+
 Each individual tile is given a "tag", which is a string which is
 referenced in the code and/or from ruleset files. A grid may be
 sparse, with some elements unused (simply don't mention their row and


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