broken_seals_2ds/game/spritesheet_generator/SheetGenv2.gd
2022-01-30 23:20:50 +01:00

332 lines
7.7 KiB
GDScript

extends Node
export (int) var _sprite_size
export (int) var _sprite_num
var _directions : int = 4
export(bool) var outline_image : bool = true
export(Color) var outline_color : Color = Color(0, 0, 0, 1)
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 wp2_sprite3d_path
export (NodePath) var instant_preview_path
export (NodePath) var sprite_preview_path
export (NodePath) var viewport_path
export (NodePath) var viewport2_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 _wp2_sprite3d
var _viewport
var _viewport_texture
var _viewport2
var _viewport2_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 _frame_atlas = 0
var _index_atlas = 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 _texture2
var _first = true
var _first_frame = true
func _ready():
_viewport = get_node(viewport_path)
_viewport2 = get_node(viewport2_path)
_wp2_sprite3d = get_node(wp2_sprite3d_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
var img2 = ImageTexture.new()
img2.flags = 0
img2.create(64, 64, 5, 0)
_wp2_sprite3d.texture = img2
_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(64, 64, false, frame.get_format())
_texture2 = Image.new()
var frame2 = _viewport2.get_texture().get_data()
_texture2.create(_sprite_size * _sprite_num, _sprite_size * _directions * animations.size(), false, frame2.get_format())
_running = true
set_process(true)
func _process(delta):
if not _running:
return
#todo remove, only to make development easier
if !_viewport || !_viewport2:
_ready()
if _first:
_first = false
setup_direction()
setup_animation()
return
var frame = _viewport.get_texture().get_data()
_wp2_sprite3d.get_texture().set_data(frame)
if _first_frame:
_first_frame = false
#we need to let the second step render the first image from the prev step
return
var frame2 = _viewport2.get_texture().get_data()
if outline_image:
generate_outline(frame2)
var ur = frame2.get_used_rect()
var xx : float = 0
xx = (_sprite_size - ur.size.x) / 2
_texture2.blend_rect(frame2, ur, Vector2((_frame_atlas * _sprite_size) + xx, (_index_atlas * _sprite_size)))
_current_animation_player.seek(_frame_atlas * (_current_animation_player.current_animation_length / (_sprite_num)), true)
if (_index >= _directions * animations.size()):
_running = false
create_atlas()
return
_frame_atlas = _frame
_index_atlas = _index
_sprite_preview.get_texture().set_data(frame2)
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
_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 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 create_atlas():
_image_texture = ImageTexture.new()
_image_texture.create_from_image(_texture2, 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