mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-11-14 22:47:19 +01:00
332 lines
7.7 KiB
GDScript
332 lines
7.7 KiB
GDScript
extends Node
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export (int) var _sprite_size
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export (int) var _sprite_num
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var _directions : int = 4
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export(bool) var outline_image : bool = true
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export(Color) var outline_color : Color = Color(0, 0, 0, 1)
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export (bool) var _show_atlas = false
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export (bool) var save_texture = false
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export (bool) var generate : bool = false setget set_generate, get_generate
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export (String) var output_file_name : String = "res://testsave.png"
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export (Array, String) var animations : Array
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export (Array, NodePath) var z_index_paths : Array
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export (NodePath) var wp2_sprite3d_path
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export (NodePath) var instant_preview_path
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export (NodePath) var sprite_preview_path
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export (NodePath) var viewport_path
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export (NodePath) var viewport2_path
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export (NodePath) var atlas_preview_path
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export (NodePath) var model_front_path
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export (NodePath) var model_front_animation_player_path
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export (NodePath) var model_front_animation_tree_player_path
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export (NodePath) var model_side_path
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export (NodePath) var model_side_animation_player_path
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export (NodePath) var model_side_animation_tree_player_path
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export(int) var cast_animation_index : int = 0
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export(PackedScene) var cast_animation_scene : PackedScene = null
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export (Array, NodePath) var cast_animation_paths : Array
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var cast_animations : Array
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var _wp2_sprite3d
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var _viewport
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var _viewport_texture
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var _viewport2
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var _viewport2_texture
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var _atlas
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var _image_texture
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var _atlas_texture
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var _instant_preview
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var _sprite_preview
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var _atlas_preview
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var _time = 0
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var _frame = 0
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var _index = 0
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var _frame_atlas = 0
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var _index_atlas = 0
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var _direction = 0
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var _current_animation_index = 0
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var _current_animation_player = null
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var _running = false
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var _model_front
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var _model_front_animation_player
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var _model_front_animation_tree_player
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var _model_side
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var _model_side_animation_player
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var _model_side_animation_tree_player
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var _texture
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var _texture2
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var _first = true
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var _first_frame = true
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func _ready():
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_viewport = get_node(viewport_path)
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_viewport2 = get_node(viewport2_path)
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_wp2_sprite3d = get_node(wp2_sprite3d_path)
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_instant_preview = get_node(instant_preview_path)
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_sprite_preview = get_node(sprite_preview_path)
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_atlas_preview = get_node(atlas_preview_path)
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var img = ImageTexture.new()
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img.flags = 0
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img.create(_sprite_size, _sprite_size, 5, 0)
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_sprite_preview.texture = img
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var img2 = ImageTexture.new()
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img2.flags = 0
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img2.create(64, 64, 5, 0)
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_wp2_sprite3d.texture = img2
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_model_front = get_node(model_front_path)
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_model_front_animation_player = get_node(model_front_animation_player_path)
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_model_front_animation_tree_player = get_node(model_front_animation_tree_player_path)
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if _model_side_animation_tree_player:
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_model_front_animation_tree_player.active = false
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_model_side = get_node(model_side_path)
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_model_side_animation_player = get_node(model_side_animation_player_path)
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_model_side_animation_tree_player = get_node(model_side_animation_tree_player_path)
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if _model_side_animation_tree_player:
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_model_side_animation_tree_player.active = false
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_model_front.hide()
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_model_side.show()
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_viewport_texture = _viewport.get_texture()
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_texture = Image.new()
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var frame = _viewport.get_texture().get_data()
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_texture.create(64, 64, false, frame.get_format())
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_texture2 = Image.new()
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var frame2 = _viewport2.get_texture().get_data()
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_texture2.create(_sprite_size * _sprite_num, _sprite_size * _directions * animations.size(), false, frame2.get_format())
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_running = true
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set_process(true)
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func _process(delta):
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if not _running:
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return
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#todo remove, only to make development easier
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if !_viewport || !_viewport2:
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_ready()
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if _first:
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_first = false
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setup_direction()
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setup_animation()
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return
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var frame = _viewport.get_texture().get_data()
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_wp2_sprite3d.get_texture().set_data(frame)
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if _first_frame:
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_first_frame = false
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#we need to let the second step render the first image from the prev step
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return
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var frame2 = _viewport2.get_texture().get_data()
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if outline_image:
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generate_outline(frame2)
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var ur = frame2.get_used_rect()
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var xx : float = 0
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xx = (_sprite_size - ur.size.x) / 2
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_texture2.blend_rect(frame2, ur, Vector2((_frame_atlas * _sprite_size) + xx, (_index_atlas * _sprite_size)))
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_current_animation_player.seek(_frame_atlas * (_current_animation_player.current_animation_length / (_sprite_num)), true)
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if (_index >= _directions * animations.size()):
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_running = false
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create_atlas()
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return
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_frame_atlas = _frame
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_index_atlas = _index
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_sprite_preview.get_texture().set_data(frame2)
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if _frame >= _sprite_num:
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_frame = 0
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_index += 1
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_direction += 1
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if _direction >= _directions:
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_direction = 0
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_current_animation_index += 1
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setup_direction()
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if (_index >= _directions * animations.size()):
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# _running = false
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# create_atlas()
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return
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setup_animation()
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return
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_frame += 1
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func setup_animation():
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_current_animation_player.play(animations[_current_animation_index])
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_current_animation_player.seek(0, true)
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if !cast_animation_scene:
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return
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if _current_animation_index == cast_animation_index:
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for cap in cast_animation_paths:
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var n = get_node(cap)
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if !n:
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continue
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var pa = cast_animation_scene.instance()
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cast_animations.push_back(pa)
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n.add_child(pa)
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else:
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for n in cast_animations:
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n.queue_free()
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cast_animations.clear()
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#enum CharacterFacing
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# FACING_FRONT = 0,
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# FACING_BACK = 1,
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# FACING_RIGHT = 2,
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# FACING_LEFT = 3,
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func setup_direction():
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for a in cast_animations:
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if a.has_method("get_z_index"):
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a.z_index = 0
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if _direction == 0:
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_current_animation_player = _model_side_animation_player
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_model_side.set_facing(2)
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_model_side.transform.x.x = -1
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_model_side.show()
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_model_front.hide()
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for np in z_index_paths:
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get_node(np).z_index = 0
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if _direction == 1:
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_current_animation_player = _model_side_animation_player
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_model_side.set_facing(3)
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_model_side.transform.x.x = 1
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_model_side.show()
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_model_front.hide()
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for np in z_index_paths:
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get_node(np).z_index = 0
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if _direction == 2:
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_current_animation_player = _model_front_animation_player
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_model_front.set_facing(0)
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_model_side.hide()
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_model_front.show()
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for np in z_index_paths:
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get_node(np).z_index = 0
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if _direction == 3:
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_current_animation_player = _model_front_animation_player
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_model_front.set_facing(1)
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_model_side.hide()
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_model_front.show()
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for np in z_index_paths:
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get_node(np).z_index = -1
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for a in cast_animations:
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if a.has_method("get_z_index"):
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a.z_index = -1
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func generate_outline(img : Image):
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img.lock()
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for x in range(1, img.get_size().x - 1):
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for y in range(1, img.get_size().y - 1):
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var c : Color = img.get_pixel(x, y)
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if is_zero_approx(c.a):
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var cxn : Color = img.get_pixel(x - 1, y)
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var cxp : Color = img.get_pixel(x + 1, y)
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var cyn : Color = img.get_pixel(x, y - 1)
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var cyp : Color = img.get_pixel(x, y + 1)
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if cxn.is_equal_approx(outline_color):
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cxn.a = 0
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if cxp.is_equal_approx(outline_color):
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cxp.a = 0
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if cyn.is_equal_approx(outline_color):
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cyn.a = 0
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if cyp.is_equal_approx(outline_color):
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cyp.a = 0
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if !is_zero_approx(cxn.a) || !is_zero_approx(cxp.a) || !is_zero_approx(cyn.a) || !is_zero_approx(cyp.a):
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img.set_pixel(x, y, outline_color)
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img.unlock()
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func create_atlas():
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_image_texture = ImageTexture.new()
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_image_texture.create_from_image(_texture2, 0)
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_image_texture.get_data().save_png(output_file_name)
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if save_texture:
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_sprite_preview.set_texture(_image_texture)
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if _show_atlas:
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_atlas_preview.set_texture(_image_texture)
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func set_generate(v : bool) -> void:
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if !v:
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return
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#for easier development
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_ready()
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_running = true
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#set_process(true)
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func get_generate() -> bool:
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return false
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