SNES-like engine in JavaScript.
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#!/usr/bin/env python3
import glob
import json
import os
import pprint # pylint: disable=unused-import
import re
import sys
import pygame
# 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 globbed_files, '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).strip()
try:
cols, rows = [int(x) for x in geometry.split(' ')]
return cols, rows
except ValueError:
pass
# Returns True or False.
def input_ok(prompt):
while True:
ok = input(prompt).strip()
if ok.startswith('y'):
return True
if ok.startswith('n'):
return False
def draw_checkerboard(size):
surface = pygame.display.get_surface()
surface.fill((224, 224, 224))
for i in range(surface.get_width() // size + 1):
for j in range(surface.get_height() // size + 1):
if (i + j) % 2 == 0:
continue
rect = pygame.Rect(i * size, j * size, size, size)
surface.fill((192, 192, 192), rect)
def show_splits(image_width, image_height, cols, rows):
surface = pygame.display.get_surface()
split_width = image_width / cols
split_height = image_height / rows
for i in range(cols):
for j in range(rows):
rect = pygame.Rect(
i * split_width, j * split_height, split_width + 1, split_height + 1)
pygame.draw.rect(surface, (255, 0, 255), rect, 1)
pygame.display.flip()
def render_text(text, pos, color):
surface = pygame.display.get_surface()
font = pygame.font.SysFont('notomono', 16)
image = font.render(text, True, color)
surface.blit(image, pos)
pygame.display.flip()
def render_sprite(metadata):
line_color = (255, 0, 255)
surface = pygame.display.get_surface()
draw_checkerboard(8)
image = pygame.image.load(metadata['filename'])
surface.blit(image, (0, 0))
if metadata.get('chunks'):
for chunk in metadata['chunks']:
rect = pygame.Rect(
chunk['x'], chunk['y'], chunk['width'] + 1, chunk['height'] + 1)
pygame.draw.rect(surface, line_color, rect, 1)
label_pos = (chunk['x'] + 4, chunk['y'])
render_text(str(chunk['index']), label_pos, line_color)
caption_pos = (4, 4 + metadata['image_height'] + chunk['index'] * 20)
caption = '%d: %s' % (chunk['index'], chunk.get('name', ''))
render_text(caption, caption_pos, (0, 0, 0))
pygame.display.flip()
def set_sprite_chunk_size(metadata):
cols, rows = input_wh('how many columns & rows of sprites? ')
metadata['chunk_columns'] = cols
metadata['chunk_rows'] = rows
metadata['chunk_width'] = metadata['image_width'] // cols
metadata['chunk_height'] = metadata['image_height'] // rows
metadata['chunks'] = []
for i in range(cols * rows):
x = i % cols
y = i // cols
chunk_md = {
'index': i,
'x': x * metadata['chunk_width'],
'y': y * metadata['chunk_height'],
'width': metadata['chunk_width'],
'height': metadata['chunk_height']
}
metadata['chunks'].append(chunk_md)
render_sprite(metadata)
def edit_sprite_chunk_metadata(chunk):
while True:
name = input('name for chunk #%d: ' % chunk['index']).strip()
if re.fullmatch(r'\w+', name):
chunk['name'] = name
return
def edit_sprite_metadata(filename, metadata=None):
if metadata is None:
image = pygame.image.load(filename)
metadata = {
'filename': filename,
'image_width': image.get_width(),
'image_height': image.get_height(),
}
print('\nprocessing %s (%dx%d)' % (
filename, metadata['image_width'], metadata['image_height']))
render_sprite(metadata)
if not metadata.get('chunk_width'):
set_sprite_chunk_size(metadata)
while True:
render_sprite(metadata)
prompt = 'edit (c)hunk sizes, type a chunk #, (n)ext, or (q)uit: '
choice = input(prompt).strip()
if choice == 'n':
return metadata, False
elif choice == 'q':
return metadata, True
elif choice == 'c':
set_sprite_chunk_size(metadata)
elif re.fullmatch(r'\d+', choice):
chunk_num = int(choice)
if 0 <= chunk_num < len(metadata['chunks']):
edit_sprite_chunk_metadata(metadata['chunks'][chunk_num])
else:
print('invalid chunk #')
else:
print('invalid choice')
def annotate_sprites(all_metadata, sprite_files):
pygame.init()
pygame.display.set_mode((1200, 900), pygame.RESIZABLE)
for filename in sprite_files:
sprite_metadata, should_quit = edit_sprite_metadata(
filename, all_metadata.get(filename))
all_metadata[filename] = sprite_metadata
with open('sprites.json', 'w') as f:
json.dump(all_metadata, f, sort_keys=True, indent=2)
if should_quit:
return
def get_named_sprites(metadata):
result = {}
for filename in metadata:
sprite = metadata[filename]
for chunk in sprite.get('chunks', []):
name = chunk.get('name', '')
if not name:
continue
if name in result:
print('warning: duplicated sprite name ', name)
sys.exit(1)
result[name] = chunk
return result
def check_sprites(metadata):
named_sprites = get_named_sprites(metadata)
print('# named sprites:', len(named_sprites))
with open('sprites.json', 'w') as f:
json.dump(metadata, f, sort_keys=True, indent=2)
def stitch_sprites(metadata, filename_base, sprite_names=None):
sprites = get_named_sprites(metadata)
if sprite_names:
sprites = dict([(x[0], x[1])
for x in sprites.items() if x[0] in sprite_names])
max_height = 0
total_width = 0
for sprite_name, sprite in sprites.items():
total_width += sprite['width']
max_height = max(max_height, sprite['height'])
print('\n# named sprites:', len(sprites))
print('result will be %dx%d' % (total_width, max_height))
output = pygame.surface.Surface(
(total_width, max_height), flags=pygame.SRCALPHA)
output_json = {}
xpos = 0
for sprite_name, sprite in sprites.items():
sprite_image = pygame.image.load(sprite['filename'])
area = pygame.Rect(
sprite['x'], sprite['y'], sprite['width'], sprite['height'])
output_json[sprite_name] = {
'name': sprite['name'],
'x': xpos,
'y': 0,
'width': sprite['width'],
'height': sprite['height']
}
output.blit(sprite_image, (xpos, 0), area)
xpos += sprite['width']
image_filename = os.path.expanduser(filename_base) + '.png'
print('saving image to', image_filename)
pygame.image.save(output, image_filename)
json_filename = os.path.expanduser(filename_base) + '.js'
print('saving json to', json_filename)
with open(json_filename, 'w') as json_file:
json_file.write('const spritesheet_json = ')
json.dump(output_json, json_file, sort_keys=True, indent=2)
json_file.write(';')
def main(args):
snej_root = os.environ.get('SNEJ_ROOT', os.path.join('~', 'snej'))
time_fantasy_path = os.path.join(snej_root, 'assets', 'time_fantasy')
os.chdir(os.path.expanduser(time_fantasy_path))
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('\nsprites: %d tilesets: %d animations: %d icons: %d backgrounds: %d' %
(len(sprite_files), len(tileset_files), len(animation_files),
len(icon_files), len(background_files)))
if len(args) < 1:
return
command = args[0]
with open('sprites.json') as f:
metadata = json.load(f)
if command == 'annotate-sprites':
annotate_sprites(metadata, sprite_files)
elif command == 'check-sprites':
check_sprites(metadata)
elif command == 'stitch-sprites':
if len(args) < 2:
print('need FILENAME_BASE')
return
filename_base = args[1]
sprite_names = args[2:]
stitch_sprites(metadata, filename_base, sprite_names)
else:
print('unrecognized command "%s"' % command)
if __name__ == '__main__':
main(sys.argv[1:])