diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/LivingVillage.Desktop.Tests/PrototypeTests.fs | 29 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/Assets/jiangnan-characters.png | bin | 2539 -> 3047 bytes | |||
| -rw-r--r-- | src/LivingVillage.Desktop/VillageArt.fs | 15 |
3 files changed, 38 insertions, 6 deletions
diff --git a/src/LivingVillage.Desktop.Tests/PrototypeTests.fs b/src/LivingVillage.Desktop.Tests/PrototypeTests.fs index d77abd6..450e94b 100644 --- a/src/LivingVillage.Desktop.Tests/PrototypeTests.fs +++ b/src/LivingVillage.Desktop.Tests/PrototypeTests.fs @@ -324,7 +324,7 @@ type PrototypeTests () = Assert.IsTrue(first.PanelY + first.PanelHeight <= 720) [<TestMethod>] - member _.NpcVariantsAreStableAndAnimationCoversFourDirectionsAndTwoFrames () = + member _.NpcVariantsAreStableAndAnimationCoversFourDirectionsAndFourFrames () = let sameNpc = npcVisualVariant (NpcId 7) let repeatedNpc = npcVisualVariant (NpcId 7) let otherNpc = npcVisualVariant (NpcId 8) @@ -341,7 +341,9 @@ type PrototypeTests () = Assert.IsTrue(sprites |> List.forall (fun sprite -> sprite.Frame = FrameTwo)) Assert.AreEqual<AnimationFrame>(FrameOne, (VillageArt.animationFrame 0L)) Assert.AreEqual<AnimationFrame>(FrameTwo, (VillageArt.animationFrame 4L)) - Assert.AreEqual<AnimationFrame>(FrameOne, (VillageArt.animationFrame 8L)) + Assert.AreEqual<AnimationFrame>(FrameThree, (VillageArt.animationFrame 8L)) + Assert.AreEqual<AnimationFrame>(FrameFour, (VillageArt.animationFrame 12L)) + Assert.AreEqual<AnimationFrame>(FrameOne, (VillageArt.animationFrame 16L)) [<TestMethod>] member _.VillagersUseFourDistinctVariantsDistinctFromTheAvatar () = @@ -359,7 +361,28 @@ type PrototypeTests () = rect.X) |> Set.ofList Assert.AreEqual<int>(4, variantXes.Count) - Assert.AreEqual<int>(1280, VillageArt.characterAtlasWidth) + Assert.AreEqual<int>(2560, VillageArt.characterAtlasWidth) + + [<TestMethod>] + member _.WalkAnimationCoversFourFramesDeterministically () = + // 16-tick cycle, new frame every 4 sim ticks, no wall-clock dependency. + let frames = [ 0L; 4L; 8L; 12L; 16L; 20L ] |> List.map VillageArt.animationFrame + Assert.AreEqual<AnimationFrame list>([ FrameOne; FrameTwo; FrameThree; FrameFour; FrameOne; FrameTwo ], frames) + + let cycleFrames = + [ 0L; 4L; 8L; 12L ] + |> List.map VillageArt.animationFrame + |> List.distinct + Assert.AreEqual<AnimationFrame list>([ FrameOne; FrameTwo; FrameThree; FrameFour ], cycleFrames) + + // Every frame maps to a distinct atlas cell column across the five variants. + // Every frame maps to a distinct atlas cell column across the five variants. + let perFrameX = + [ FrameOne; FrameTwo; FrameThree; FrameFour ] + |> List.map (fun frame -> + let rect = characterSourceRectangle { Variant = IndigoRobe; Direction = NorthFacing; Frame = frame } + rect.X / 32) + Assert.AreEqual<int list>([ 0; 1; 2; 3 ], perFrameX) [<TestMethod>] member _.ChineseCopyProvidesFormalSceneTimeMenuAndStatusLabels () = diff --git a/src/LivingVillage.Desktop/Assets/jiangnan-characters.png b/src/LivingVillage.Desktop/Assets/jiangnan-characters.png Binary files differindex cbbe570..f6c8711 100644 --- a/src/LivingVillage.Desktop/Assets/jiangnan-characters.png +++ b/src/LivingVillage.Desktop/Assets/jiangnan-characters.png diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs index db25757..6f5af07 100644 --- a/src/LivingVillage.Desktop/VillageArt.fs +++ b/src/LivingVillage.Desktop/VillageArt.fs @@ -84,6 +84,8 @@ module VillageArt = type AnimationFrame = | FrameOne | FrameTwo + | FrameThree + | FrameFour type NpcSpriteSpec = { Variant: NpcVisualVariant @@ -250,8 +252,13 @@ module VillageArt = let remainder = value % divisor if remainder < 0L then remainder + divisor else remainder + /// Four-pose walk cycle over a 16-tick window (one pose per 4 sim ticks). let animationFrame (tick: int64) : AnimationFrame = - if positiveModulo64 8L tick < 4L then FrameOne else FrameTwo + match positiveModulo64 4L (tick / 4L) with + | 0L -> FrameOne + | 1L -> FrameTwo + | 2L -> FrameThree + | _ -> FrameFour /// Water surface ripple phase: flips every 32 simulation ticks, fully deterministic. let waterFrameTick (tick: int64) : int = @@ -303,7 +310,9 @@ module VillageArt = match spec.Frame with | FrameOne -> 0 | FrameTwo -> 1 - let cellIndex = (variantIndex * 4 + directionIndex) * 2 + frameIndex + | FrameThree -> 2 + | FrameFour -> 3 + let cellIndex = (variantIndex * 4 + directionIndex) * 4 + frameIndex Microsoft.Xna.Framework.Rectangle(cellIndex * 32, 0, 32, 48) let private rgba (r: int) (g: int) (b: int) (a: int) : XnaColor = XnaColor(r, g, b, a) @@ -320,7 +329,7 @@ module VillageArt = let worldTileCount = 21 let worldAtlasWidth = Sim.tilePixels * worldTileCount let worldAtlasHeight = Sim.tilePixels - let characterAtlasWidth = 32 * 5 * 4 * 2 + let characterAtlasWidth = 32 * 5 * 4 * 4 let characterAtlasHeight = 48 let interiorAtlasWidth = 392 let interiorAtlasHeight = 96 |
