Aquarium.palette # The above first line of the file MUST ALWAYS be the filename of the # palette which shall be used for the aquarium. # (Any palette associated with the objects defined below is ignored.) # # All lines beginning with the character '#' are treated as comments # # All other lines should define one of the below objects # The number of spaces between two words doesn't matter. Tabs and # newlines are allowed, too. # The number of objects is only limited by your memory. # Note that it doesn't really matter whether you load an animation once, # twice or a hundred times. It's always loaded only once. # # All x and y coordinates you have to specify may be given as negative # numbers which then refer to the right or bottom dispay border, # respectively. # # The order in which you specify the objects is the same order in which # the objects are drawn. So objects specified first seem to be farther # away from you than objects specified last. The last object will appear # above all other objects. # (Note that the bubbles created by fishes appear always behind that fish # but are drawn on the same "z-coordinate" as the fish when it collides # with other objects.) # # Currently there are three valid objects with the following syntax: # ------------------------------------------------------------------ # BUBBLE # ...which shows a bubble. # It's initial position will be at ,. Then it's steadily moving # upward. In an aquarium you wouldn't normally create such an object # by yourself. The object GUPPY can be enabled to automatically # produce BUBBLEs from time to time. # Of course you could draw a balloon and let it rise with this kind # of object # # GUPPY # # ...which shows a fish swimming around. # After some iterations it will produce a bubble which rises to the # top and then kills itself. # There must be four animation files present to be able to show the # fish. They must be named: # -l.iff --> Shows the fish swimming to the left # -r.iff --> Shows the fish swimming to the right # -tlr.iff --> Fish's turning around (from left to right) # -trl.iff --> Fish's turning around (from right to left) # The specifies how often to create bubbles. # If it's 0 no bubbles are created. # If it's 1 or higher it sets the _maximum_ interval between two # bubbles counted in drawing iterations. The next bubble will randomly # appear between the next and the next iteration. # The must be the complete filename of the bubble's # animation. # # SINK # ...is a sinking object. This means it first is shown at the top of # the display at a random x-coordinate. Then it slowly falls to the # ground. When it has hit the bottom it stays there. # If is zero it will fall immediately else it will wait a # random number of drawing iterations but after it will # always start falling # # STILL # ...which shows the animation at the given position. # Nothing will move here. (Of course you can draw an animation where # something moves. E.g. for a night sky you could draw two stars # encircling each other. # ------------------------------------------------------------------ # # A note on the object names: # Don't limit your fantasies! Do NOT assume that a GUPPY _must_ be a fish. # The above objects are only names for certain movement patterns. It # doesn't matter what the actual animation looks like! You could easily # let spaceships fly by loading them with a GUPPY onto the display. # (The name "Aquarium" of this blanker was just better than "Showglass" or # something else.) # # If YOU need some other movement patterns don't hesitate to contact me! # I'll implement it! # # # # Now here comes an aquarium: # 10 fishes (behind the stones) GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 #Some little stones sinking down SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 # Some stones at the bottom of the display STILL 180 -50 178 41 stone.iff STILL 90 -47 178 41 stone.iff STILL 280 -42 178 41 stone.iff STILL 200 -42 178 41 stone.iff STILL 0 -42 178 41 stone.iff # Note: The negative y-coordinate means: Place this object 41 pixels above # the bottom border of the display. This works with all x and y coordinates #Some little stones sinking down SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 SINK 11 9 smallstone.iff 10000 2 # 10 fishes in front of the stones GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 0 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 GUPPY 16 16 fish_guppy 1000 bubble.iff 16 16 # A very productive guppy GUPPY 16 16 fish_guppy 50 bubble.iff 16 16 SINK 11 9 smallstone.iff 0 2