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* Now a Cel has a z-index property to change the order of layers per frame * A new doc::RenderPlan class can calculate the order of cels to be rendered * z-index is saved as a int16_t in the .aseprite files * This new field can be set/get from Lua with Cel.zIndex
39 lines
919 B
Lua
39 lines
919 B
Lua
-- Copyright (C) 2023 Igara Studio S.A.
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-- Copyright (C) 2018 David Capello
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--
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-- This file is released under the terms of the MIT license.
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-- Read LICENSE.txt for more information.
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local s = Sprite(32, 64)
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assert(#s.layers == 1)
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assert(#s.cels == 1)
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local c = s.cels[1]
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assert(c.sprite == s)
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assert(c.layer == s.layers[1])
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assert(c.frame == s.frames[1])
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assert(c.frame.frameNumber == 1)
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assert(c.frameNumber == 1)
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assert(c.image)
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assert(c.bounds == Rectangle(0, 0, 32, 64))
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assert(c.position == Point(0, 0))
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assert(c.color == Color())
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assert(c.data == "")
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c.color = Color{ r=255, g=100, b=20 }
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c.data = "test"
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assert(c.color == Color{ r=255, g=100, b=20 })
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assert(c.data == "test")
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c.position = Point(2, 4)
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assert(c.position == Point(2, 4))
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assert(c.bounds == Rectangle(2, 4, 32, 64))
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assert(c.opacity == 255)
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c.opacity = 128
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assert(c.opacity == 128)
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assert(c.zIndex == 0)
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c.zIndex = -2
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assert(c.zIndex == -2)
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