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@FunctionDJ
Created April 12, 2021 20:38
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/**
* Types for character / expression rendering by https://github.com/FunctionDJ
*
* Credit goes to https://github.com/ac2pic and https://github.com/AndrielChaoti
* for initial types at https://github.com/CCDirectLink/crosscode-re-docs/blob/master/gui/faces.md
*/
type Mapped<T> = {
[key: string]: T
}
export interface Character {
/**
* Can either be
*
* • `undefined` (no face)
*
* • an object with the `Face` data
*
* • a string pointing to `AbstractFaces`
*
* • a map (object) of strings pointing to `AbstractFaces`
*
* (so far i've only ever seen `{ ABSTRACT: string }`)
*/
face?: Face | string | FaceMap
}
export interface Face {
/** Reference width. Some expressions like Apollo pointing and all of Manlea are larger than this field. */
width: number
/** Reference height. Some expressios like Apollo pointing and all of Manlea are larger than this field. */
height: number
/** Center of the faces X-coordinate. Usage unknown. */
centerX: number
/** Center of the faces Y-coordinate. Usage unknown. */
centerY: number
/** Image path for the default source image to use. */
src: string
/**
* Map (object) from subImage names (strings) to src image paths (strings).
*
* These are referenced by `Part.img`.
*
* Location: `assets/media/face/[character].png`
*/
subImages?: SubImageMap
/**
* An array of body part maps (objects).
*
* The array index determines the body part type, which is typically `0`: body, `1`: top of head, `2: face`.
*
* Sometimes characters have additional "body part types", like Sergey (`0`: his background frame thing).
*
* The face is *always* the last body part type, i.e. the last object in this array.
*/
parts: PartMap[]
expressions: ExpressionMap
}
export type FaceMap = Mapped<string>; // unexpected, CC do be like that
/** See `Face.part` for details */
export type PartMap = Mapped<Part>;
export type SubImageMap = Mapped<string>;
export type ExpressionMap = Mapped<Expression>;
export interface Part {
/** In-game destination X-coordinate */
destX: number
/** In-game destination Y-coordinate */
destY: number
/** Width of body part in the image file */
width: number
/** Height of the body part in the image file */
height: number
/** X-coodinate (start) of the part location in the image file */
srcX: number
/** Y-coodinate (start) of the part location in the image file */
srcY: number
/**
* Adjustment carry-over value for `destX`, only applies to the next part in the chain, not the current one.
*
* Also **accumulates**, so every subsequent part can be affected by all prior parts together.
*/
subX?: number
/**
* Adjustment carry-over value for `destY`, only applies to the next part in the chain, not the current one.
*
* Also **accumulates**, so every subsequent part can be affected by all prior parts together.
*/
subY?: number
/** Key of `SubImage` to use (see `Face.subImages`) */
img?: string
}
export interface StaticExpression {
/**
* An array of string arrays.
*
* Only contains one item because this is a static expression, so no animation.
*
* Every string in the inner array references a `Part` with it's index being the type.
* (See `Face.parts` for explanation)
*/
faces: [string[]]
}
export interface AnimatedExpression {
/**
* Every number represent the index of a value of `.faces`,
* so every number resolves to a string array (an array of parts).
*/
anim: number[]
/**
* Duration of one rendered "frame" in seconds.
*
* Multiply with `.anim.length` to get animation duration.
*/
time: number
/**
* Times of repetitions of `.anim`. Don't repeat if `undefined`.
*/
repeat?: number
/**
* An array of string arrays.
*
* The
*/
faces: string[][]
}
/**
* Might be static or have additional props for animation.
*
* Check for truthiness of the `.anim` prop.
*/
type Expression = StaticExpression | AnimatedExpression;
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