Added outline generation support, and color modulation to the simple sprite sheet generator, and re generated the spritesheet using it..

This commit is contained in:
Relintai 2021-12-14 00:12:59 +01:00
parent 4b820f2370
commit 0cb52676f2
4 changed files with 60 additions and 4 deletions

View File

@ -2191,7 +2191,7 @@ region_enabled = true
region_rect = Rect2( 27, 57, 14, 6 )
[node name="Torso" type="Sprite" parent="Hip"]
position = Vector2( 0, -2.16791 )
position = Vector2( 0, -2.24034 )
texture = ExtResource( 1 )
offset = Vector2( 0, -5 )
region_enabled = true
@ -2201,7 +2201,7 @@ __meta__ = {
}
[node name="leg_r" type="Sprite" parent="Hip/Torso"]
position = Vector2( -2, 0.999999 )
position = Vector2( -2, 1 )
rotation = -0.0158546
texture = ExtResource( 1 )
offset = Vector2( 0, 3 )
@ -2260,7 +2260,6 @@ __meta__ = {
[node name="remote_arm_r" type="Sprite" parent="Hip/Torso"]
position = Vector2( -5.01738, -8.74725 )
rotation = -1.47386e-06
texture = ExtResource( 1 )
offset = Vector2( 0, 3 )
region_enabled = true

View File

@ -16,10 +16,11 @@ environment = SubResource( 1 )
[node name="TextureAtlasGenerator" type="Node2D"]
script = ExtResource( 3 )
_sprite_size = 40
_sprite_size = 38
_sprite_num = 16
_show_atlas = true
save_texture = true
modulate_color = Color( 0.705882, 0.705882, 0.705882, 1 )
animations = [ "run", "idle", "casting", "rest" ]
z_index_paths = [ NodePath("Viewport/Node2D/CharacterFrontModel/Hip/Torso/remote_arm_r/remote_hand_r"), NodePath("Viewport/Node2D/CharacterFrontModel/Hip/Torso/arm_l/hand_l") ]
instant_preview_path = NodePath("InstantPreview")

View File

@ -12,6 +12,12 @@ export (bool) var generate : bool = false setget set_generate, get_generate
export (String) var output_file_name : String = "res://testsave.png"
export(bool) var outline_image : bool = true
export(Color) var outline_color : Color = Color(0, 0, 0, 1)
export(bool) var modulate_image_color : bool = true
export(Color) var modulate_color : Color = Color(1, 1, 1, 1)
export (Array, String) var animations : Array
export (Array, NodePath) var z_index_paths : Array
@ -116,6 +122,13 @@ func _process(delta):
var frame = _viewport.get_texture().get_data()
if modulate_image_color:
apply_modulate(frame)
if outline_image:
generate_outline(frame)
_sprite_preview.get_texture().set_data(frame)
if not _running:
@ -232,6 +245,49 @@ func setup_direction():
a.z_index = -1
func generate_outline(img : Image):
img.lock()
for x in range(1, img.get_size().x - 1):
for y in range(1, img.get_size().y - 1):
var c : Color = img.get_pixel(x, y)
if is_zero_approx(c.a):
var cxn : Color = img.get_pixel(x - 1, y)
var cxp : Color = img.get_pixel(x + 1, y)
var cyn : Color = img.get_pixel(x, y - 1)
var cyp : Color = img.get_pixel(x, y + 1)
if cxn.is_equal_approx(outline_color):
cxn.a = 0
if cxp.is_equal_approx(outline_color):
cxp.a = 0
if cyn.is_equal_approx(outline_color):
cyn.a = 0
if cyp.is_equal_approx(outline_color):
cyp.a = 0
if !is_zero_approx(cxn.a) || !is_zero_approx(cxp.a) || !is_zero_approx(cyn.a) || !is_zero_approx(cyp.a):
img.set_pixel(x, y, outline_color)
img.unlock()
func apply_modulate(img : Image):
img.lock()
for x in range(1, img.get_width()):
for y in range(1, img.get_height()):
var c : Color = img.get_pixel(x, y)
c *= modulate_color
img.set_pixel(x, y, c)
img.unlock()
func create_atlas():
_image_texture = ImageTexture.new()
_image_texture.create_from_image(_texture, 0)

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