Strona 8 z 8
Przykłady
Sceny
Plik logo.def z motywu "KFM"
[Info] localcoord = 320,240 ;------------------------------------ [SceneDef] spr = logo.sff ;------------------------------------ [Scene 0] ; Fade fadein.time = 60 fadeout.time = 60 ; Screen color clearcolor = 255,255,255 ; Overlay Anims (from 0 to 9) layerall.pos = 160,120 ;Default position for all layers layer0.anim = 0 ;Anim action number ; Total time end.time = 180 ;------------------------------------ ;Animation for logo [Begin Action 0] 0,0, 0,0, -1
Plik gameover.def z motywu "KFM"
;Game over storyboard. [Info] localcoord = 320,240 ;------------------------------------ [SceneDef] spr = gameover.sff ;------------------------------------ ; Display "game over" animation [Scene 0] ; Fade fadein.time = 30 fadeout.time = 30 fadeout.col = 255,255,255 ; Screen color clearcolor = 255,255,255 ; Overlay Anims (from 0 to 9) layerall.pos = 160,120 ;Default position for all layers layer0.anim = 0 ;Anim action number layer0.starttime = 30 ;Time to start displaying the anim ; Total time end.time = 200 ; Fade from white to black [Scene 1] fadein.time = 30 fadein.col = 255,255,255 ; Screen color clearcolor = 0,0,0 ; Total time end.time = 30 ;------------------------------------ ;Animation for game over (shakes the sprite) [Begin Action 0] 0,0, 0,125, 1 0,0, 0,-100, 1 0,0, 0,-80, 1 0,0, 0,64, 1 0,0, 0,-51, 1 0,0, 0,41, 1 0,0, 0,-32, 1 0,0, 0,26, 1 0,0, 0,-21, 1 0,0, 0,16, 1 0,0, 0,-13, 1 0,0, 0,10, 1 0,0, 0,-8, 1 0,0, 0,7, 1 0,0, 0,-5, 1 0,0, 0,4, 1 0,0, 0,-4, 1 0,0, 0,3, 1 0,0, 0,-2, 1 0,0, 0,1, 1 0,0, 0,-1, 1 0,0, 0,0, -1
Sceny z obiektami graficznymi
Plik credits.def z motywu "KFM"
; Scrolling ending credits ; This storyboard has just one scene. It makes use of a background ; with associated background controllers to scroll the credits ; upwards. ; Overlay anims are used to put the darkening bands at the top ; and bottom of the screen for a "fading text" effect. [Info] localcoord = 320,240 ;------------------------------------ [SceneDef] spr = credits.sff startscene = 0 ;Starting scene number (for debugging) ;------------------------------------ [Scene 0] ; Fade fadeout.time = 90 fadeout.col = 0,0,0 ;Use 255,255,255 for white-fade ; Screen color clearcolor = 0,0,0 ; BG bg.name = BG0 ; Overlay Anims (from 0 to 9) layerall.pos = 0,0 ;Default position for all layers layer0.anim = 10 ;Anim action number layer0.offset = 0,24 ;Position offset layer0.starttime = 0 ;Time to start display layer1.anim = 11 layer1.offset = 0,215 ; Music bgm = credits.mp3 ;Name of music file to play bgm.loop = 0 ; Total time end.time = 1600 ;------------------------------------ ;BG def for scrolling credit text [BG0Def] ;------------------------------------ [BG0 Credits] id = 1 type = normal spriteno = 0,0 start = 0,240 window = 0,24, 319,215 ;------------------------------------ ;BG controller to stop text from scrolling [BG0CtrlDef Credits] CtrlID = 1 looptime = -1 ;------------------------------------ [BG0Ctrl Start scrolling] type = VelSet time = 0 y = -1 ;------------------------------------ [BG0Ctrl Stop scrolling] type = VelSet time = 1270 y = 0 ;------------------------------------ ;Top fade bar [Begin Action 10] 10,0, 0,0, -1, , S ;------------------------------------ ;Bottom fade bar [Begin Action 11] 10,0, 0,0, -1, V, S
Plik intro.def z motywu "KFM"
; Kung Fu Man motif introduction storyboard [Info] localcoord = 320,240 ;------------------------------------ [SceneDef] spr = intro.sff ;------------------------------------ ;Scrolling mountain ;This scene uses a background to achieve the movement [Scene 0] fadein.time = 120 fadeout.time = 30 ; BG bg.name = BG0 ;Name of BG to show (no spaces allowed) ; Total time end.time = 240 ;------------------------------------ ;BG def for scrolling mountain ;Note: the name for this BG must correspond to the value of bg.name in ; Scene 0. For example, if you used "Scene0bg" instead of "BG0" for ; bg.name, then the background definition group name should be ; [Scene0bgDef]. [BG0Def] ;------------------------------------ [BG0 Mountains] type = normal spriteno = 0,0 start = 0,48 velocity = 6 tile = 1,0 ;------------------------------------ [BG0 Wall] type = normal spriteno = 1,0 start = 0,48 velocity = 12 tile = 1,0 mask = 1 ;------------------------------------ [BG0 Shadows] type = normal spriteno = 5,0 start = -7000,48 velocity = 36 tile = 2,0 tilespacing = 480 mask = 1 trans = sub ;------------------------------------ ;Flash Suave Dude [Scene 1] ; Fade fadein.time = 15 fadein.col = 255,255,255 fadeout.time = 30 ; Screen color clearcolor = 221,248,248 ; Overlay Anims (from 0 to 9) layerall.pos = 160,24 ;Default position for all layers layer0.offset = -40,150 layer0.anim = 10 ;Anim action number ; Total time end.time = 45 ;Animation for Suave [Begin Action 10] 10,0, 0,0, -1 ;------------------------------------ ;Black wait [Scene 2] ; Screen color clearcolor = 0,0,0 end.time = 15 ;------------------------------------ ;Flash Kung Fu Man [Scene 3] ; Fade fadein.time = 15 fadein.col = 255,255,255 fadeout.time = 30 ; Screen color clearcolor = 221,248,248 ; Overlay Anims (from 0 to 9) layerall.pos = 160,24 ;Default position for all layers layer0.offset = 40,150 layer0.anim = 11 ;Anim action number ; Total time end.time = 45 ;Animation for Kung Fu Man [Begin Action 11] 11,0, 0,0, -1 ;------------------------------------ ;Black wait [Scene 4] ; Screen color clearcolor = 0,0,0 end.time = 30 ;------------------------------------ ;Kung Fu Man text ;Uses 3 layers for each word, and a starttime parameter to make the ;words show up one after another. [Scene 5] ; Fade fadein.time = 5 fadeout.time = 30 ; Screen color clearcolor = 255,255,255 ; Overlay Anims (from 0 to 9) layerall.pos = 160,24 ;Default position for all layers layer0.offset = 0,26 layer0.anim = 100 layer0.starttime = 30 layer1.offset = 0,26 layer1.anim = 101 layer1.starttime = 60 layer2.offset = 0,26 layer2.anim = 102 layer2.starttime = 90 ; Total time end.time = 180 ;Shaking "Kung" text [Begin Action 100] 100,0, 0,20, 1 100,0, 0,-15, 1 100,0, 0,11, 1 100,0, 0,-8, 1 100,0, 0,6, 1 100,0, 0,-4, 1 100,0, 0,2, 1 100,0, 0,-1, 1 100,0, 0,0, -1 ;Shaking "Fu" text [Begin Action 101] 100,1, 0,20, 1 100,1, 0,-15, 1 100,1, 0,11, 1 100,1, 0,-8, 1 100,1, 0,6, 1 100,1, 0,-4, 1 100,1, 0,2, 1 100,1, 0,-1, 1 100,1, 0,0, -1 ;Shaking "Man" text [Begin Action 102] 100,2, 0,20, 1 100,2, 0,-15, 1 100,2, 0,11, 1 100,2, 0,-8, 1 100,2, 0,6, 1 100,2, 0,-4, 1 100,2, 0,2, 1 100,2, 0,-1, 1 100,2, 0,0, -1