broken_seals_2d/game/spritesheet_generator/SheetGen.gd

259 lines
5.9 KiB
GDScript

extends Node
export (int) var _sprite_size
export (int) var _sprite_num
var _directions : int = 4
export (bool) var _show_atlas = false
export (bool) var save_texture = false
export (bool) var generate : bool = false setget set_generate, get_generate
export (String) var output_file_name : String = "res://testsave.png"
export (Array, String) var animations : Array
export (Array, NodePath) var z_index_paths : Array
export (NodePath) var instant_preview_path
export (NodePath) var sprite_preview_path
export (NodePath) var viewport_path
export (NodePath) var atlas_preview_path
export (NodePath) var model_front_path
export (NodePath) var model_front_animation_player_path
export (NodePath) var model_front_animation_tree_player_path
export (NodePath) var model_side_path
export (NodePath) var model_side_animation_player_path
export (NodePath) var model_side_animation_tree_player_path
export(int) var cast_animation_index : int = 0
export(PackedScene) var cast_animation_scene : PackedScene = null
export (Array, NodePath) var cast_animation_paths : Array
var cast_animations : Array
var _viewport
var _viewport_texture
var _atlas
var _image_texture
var _atlas_texture
var _instant_preview
var _sprite_preview
var _atlas_preview
var _time = 0
var _frame = 0
var _index = 0
var _direction = 0
var _current_animation_index = 0
var _current_animation_player = null
var _running = false
var _model_front
var _model_front_animation_player
var _model_front_animation_tree_player
var _model_side
var _model_side_animation_player
var _model_side_animation_tree_player
var _texture
var _first = true
func _ready():
_viewport = get_node(viewport_path)
_instant_preview = get_node(instant_preview_path)
_sprite_preview = get_node(sprite_preview_path)
_atlas_preview = get_node(atlas_preview_path)
var img = ImageTexture.new()
img.flags = 0
img.create(_sprite_size, _sprite_size, 5, 0)
_sprite_preview.texture = img
_model_front = get_node(model_front_path)
_model_front_animation_player = get_node(model_front_animation_player_path)
_model_front_animation_tree_player = get_node(model_front_animation_tree_player_path)
if _model_side_animation_tree_player:
_model_front_animation_tree_player.active = false
_model_side = get_node(model_side_path)
_model_side_animation_player = get_node(model_side_animation_player_path)
_model_side_animation_tree_player = get_node(model_side_animation_tree_player_path)
if _model_side_animation_tree_player:
_model_side_animation_tree_player.active = false
_model_front.hide()
_model_side.show()
_viewport_texture = _viewport.get_texture()
_texture = Image.new()
var frame = _viewport.get_texture().get_data()
_texture.create(_sprite_size * _sprite_num, _sprite_size * _directions * animations.size(), false, frame.get_format())
_running = true
set_process(true)
func _process(delta):
#todo remove, only to make development easier
if !_viewport:
_ready()
if _first:
_first = false
setup_direction()
setup_animation()
return
var frame = _viewport.get_texture().get_data()
_sprite_preview.get_texture().set_data(frame)
if not _running:
return
if _frame >= _sprite_num:
_frame = 0
_index += 1
_direction += 1
if _direction >= _directions:
_direction = 0
_current_animation_index += 1
setup_direction()
if (_index >= _directions * animations.size()):
_running = false
create_atlas()
return
setup_animation()
return
var ur = frame.get_used_rect()
var xx : float = 0
xx = (_sprite_size - ur.size.x) / 2
_texture.blend_rect(frame, ur, Vector2((_frame * _sprite_size) + xx, (_index * _sprite_size)))
_current_animation_player.seek(_frame * (_current_animation_player.current_animation_length / (_sprite_num)), true)
_frame += 1
func setup_animation():
_current_animation_player.play(animations[_current_animation_index])
_current_animation_player.seek(0, true)
if !cast_animation_scene:
return
if _current_animation_index == cast_animation_index:
for cap in cast_animation_paths:
var n = get_node(cap)
if !n:
continue
var pa = cast_animation_scene.instance()
cast_animations.push_back(pa)
n.add_child(pa)
else:
for n in cast_animations:
n.queue_free()
cast_animations.clear()
#enum CharacterFacing
# FACING_FRONT = 0,
# FACING_BACK = 1,
# FACING_RIGHT = 2,
# FACING_LEFT = 3,
func setup_direction():
for a in cast_animations:
if a.has_method("get_z_index"):
a.z_index = 0
if _direction == 0:
_current_animation_player = _model_side_animation_player
_model_side.set_facing(2)
_model_side.transform.x.x = -1
_model_side.show()
_model_front.hide()
for np in z_index_paths:
get_node(np).z_index = 0
if _direction == 1:
_current_animation_player = _model_side_animation_player
_model_side.set_facing(3)
_model_side.transform.x.x = 1
_model_side.show()
_model_front.hide()
for np in z_index_paths:
get_node(np).z_index = 0
if _direction == 2:
_current_animation_player = _model_front_animation_player
_model_front.set_facing(0)
_model_side.hide()
_model_front.show()
for np in z_index_paths:
get_node(np).z_index = 0
if _direction == 3:
_current_animation_player = _model_front_animation_player
_model_front.set_facing(1)
_model_side.hide()
_model_front.show()
for np in z_index_paths:
get_node(np).z_index = -1
for a in cast_animations:
if a.has_method("get_z_index"):
a.z_index = -1
func create_atlas():
_image_texture = ImageTexture.new()
_image_texture.create_from_image(_texture, 0)
_image_texture.get_data().save_png(output_file_name)
if save_texture:
_sprite_preview.set_texture(_image_texture)
if _show_atlas:
_atlas_preview.set_texture(_image_texture)
func set_generate(v : bool) -> void:
if !v:
return
#for easier development
_ready()
_running = true
#set_process(true)
func get_generate() -> bool:
return false