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Add basic script for parsing assets.

main
Colin McMillen 5 years ago
parent
commit
3bb110172f
  1. 141
      scripts/assets.py

141
scripts/assets.py

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#!/usr/bin/env python3
import glob
import json
import os
import random
import sys
from PIL import Image
# The guide in tiles/guide.png is quite helpful.
# TODO: sort the stuff in free/ and noncommercial/
# TODO: in future/100/characters there are some doors, conveyor belts, screens
SPRITE_FILES = [
'animals/sheets/*.png',
'beasttribes/100/*.png',
'characters/sheets/*.png',
'christmas/1x/gnome*.png',
'christmas/1x/reindeer*.png',
'christmas/1x/rudolph*.png',
'christmas/1x/xmas*.png',
'dwarvesvselves/regularsize/*.png',
'future/100/characters/cars.png',
'future/100/characters/future*.png',
'future/100/characters/military*.png',
'future/100/characters/modern*.png',
'halloween/ghost1.png',
'halloween/horseman/*1.png',
'halloween/reaper/*1.png',
'halloween/witch/1x/*.png',
'lichcrusades/100/*.png',
'monsters/1x/*.png',
'mythicalbosses/100/*.png',
'mythicalbosses/dinosaurs/*.png',
'npcanimations/rpgmaker/1/*.png',
'ship/100/char/airship*.png',
'ship/100/char/boat*.png',
'ship/100/char/pirates_100.png',
'ship/100/char/ship*.png',
]
SPRITE_SIDEVIEW_FILES = [
'beasttribes/100/sv_battler/*.png',
'future/100/svbattler/*.png',
# TODO: these need to get scaled down 2x before they can be used.
'sv_battle/RMMV/sv_actors/*.png',
]
TILESET_FILES = [
'ashlands/ashlands_tileset.png',
'atlantis/tf_atlantis_tiles.png',
'beach/beach_tileset.png',
'christmas/1x/addon_igloo_1.png',
'christmas/1x/christmas*.png',
'cloud/cloud_tileset.png',
'darkdimension/tf_darkdimension_sheet.png',
'farmandfort/ff_master_tile_sheet.png',
'future/100/tilesets/*.png',
'gianttree/tf_gianttree_tiles.png',
'halloween/tiles/*1.png',
'jungle/tf_jungle_tileset.png',
'patron/train_sheet_1.png',
'ruindungeons/ruindungeons_sheet_full.png',
'ship/ship_big_tileset.png',
'tiles/TILESETS/*.png',
'winter/tiles/*.png',
]
ANIMATION_FILES = [
'patron/fireworks*_1.png',
'pixelanimations/animationsheets/*.png',
'ship/100/char/!$ship_wave*.png',
'sv_battle/RMMV/system/States.png',
'tiles/TILESETS/animated/*.png',
]
ICON_FILES = [
'farmandfort/IconSet/tf_icon_16.png',
'halloween/hallowicons_1.png',
]
BACKGROUND_FILES = [
'cloud/bg_*.png',
'future/100/other/spacebg.png',
'ship/100/parallax/*.png'
]
def unglob(list_of_globs):
result = []
for file in list_of_globs:
globbed_files = glob.glob(file)
assert len(globbed_files) > 0, 'glob for %s should be non-empty' % file
result.extend(globbed_files)
result.sort()
return result
def input_wh(prompt):
while True:
geometry = input(prompt)
try:
cols, rows = [int(x) for x in geometry.split(' ')]
return cols, rows
except:
pass
def main():
os.chdir(os.path.expanduser('~/time_fantasy'))
metadata = json.load(open('metadata.json'))
sprite_files = unglob(SPRITE_FILES)
tileset_files = unglob(TILESET_FILES)
animation_files = unglob(ANIMATION_FILES)
icon_files = unglob(ICON_FILES)
background_files = unglob(BACKGROUND_FILES)
print('sprites: %d tilesets: %d animations: %d icons: %d backgrounds: %d' %
(len(sprite_files), len(tileset_files), len(animation_files),
len(icon_files), len(background_files)))
for filename in sprite_files:
with Image.open(filename) as image:
x = image.show()
cols, rows = input_wh('%s (%dx%d): ' % (
filename, image.size[0], image.size[1]))
width = image.size[0] / cols
height = image.size[1] / rows
print(width, height)
if rows == 1 and cols == 1:
continue
for i in range(rows):
for j in range(cols):
box = (j * width, i * height, (j + 1) * width, (i + 1) * height)
sprites = image.crop(box)
sprites.show()
if __name__ == '__main__':
main()
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