All magic behaviour for constructing sprite filenames
has been removed in favour of an explicit Filename
(and TilesetFilenames for tileset-specific sequences)
property.
The previous MiniYaml.Merge implementation interacted
poorly with yaml inheritance, making it complicated
(or impossible) to override certain keys from Defaults.
The new implementation is simpler: If a key is defined
it will be used. If it isn't, the default (if defined)
will be used. Defaults can be masked by making sure
the same key is defined (even with an empty value)
in the sequence.
This also fixes naming within the sequence code to
distinguish between images (a group of sequences),
sequences (defining a specific sprite/animation),
and filenames for a specific sprite/animation.
To prepare them for documentation generation.
Also added descriptions to SpriteSequence implementations and their properties.
Also made a few code style fixes.
This is less realistic, but better matches the original
game and is the only practical way to reduce visual issues
caused by long shadows being cast over multiple cells.
Bibs and other effects that should be drawn at ground level
can now simply define ZRamp: 1, Offset: <X>,<Y>,1, avoiding the
need to account for the Y offset or internal sprite offsets.
Alpha can specify a single value for the sequence
or values for each frame in the sequence.
AlphaFade: True can be specified to linearly fade
to transparent over the length of the animation.
- Distinguish between missing sequences and missing sprites
- Lint default sequences as well as maps
- Improved performance
- Correctly handle null images