Chroma-key magenta -> alpha, autocrop, downscale (assets/process_sprites.py -> public/sprites/). GameScene loads image textures instead of drawing primitives: tiled darkened floor, crate walls, digger/poser/nerd/sound-guy/booth/pickup sprites. Bodies sized under the 32px sprites so corridors still fit. Mechanics verified unchanged (combat, trainspot, level flow). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
63 lines
2.4 KiB
Python
63 lines
2.4 KiB
Python
#!/usr/bin/env python3
|
|
"""Turn the raw FLUX assets into game-ready textures in public/sprites/.
|
|
|
|
Sprites (magenta #ff00ff background) get chroma-keyed to transparency, autocropped,
|
|
and centered on a square canvas. Tiles (full-bleed textures) are just resized square.
|
|
Output filename = the texture key GameScene.js loads.
|
|
|
|
/opt/homebrew/bin/uv run --with pillow --with numpy python assets/process_sprites.py
|
|
"""
|
|
from pathlib import Path
|
|
from PIL import Image
|
|
import numpy as np
|
|
|
|
HERE = Path(__file__).resolve().parent
|
|
SRC = HERE / "generated"
|
|
OUT = HERE.parent / "public" / "sprites"
|
|
OUT.mkdir(parents=True, exist_ok=True)
|
|
|
|
# game texture key -> (source file, size px, is_tile)
|
|
TABLE = {
|
|
"floor": ("floor_parquet.png", 64, True),
|
|
"wall": ("wall_crate.png", 32, True),
|
|
"player": ("player_digger.png", 32, False),
|
|
"poser": ("enemy_poser.png", 32, False),
|
|
"nerd": ("enemy_gearnerd.png", 32, False),
|
|
"soundguy": ("enemy_soundguy.png", 32, False),
|
|
"generator": ("gen_discount_bin.png", 32, False),
|
|
"exit": ("prop_djbooth.png", 32, False),
|
|
"door": ("prop_velvet_rope.png", 32, False),
|
|
"espresso": ("pickup_espresso.png", 26, False),
|
|
"lanyard": ("pickup_lanyard.png", 26, False),
|
|
"airhorn": ("pickup_airhorn.png", 26, False),
|
|
"vinyl": ("pickup_vinyl.png", 18, False),
|
|
}
|
|
|
|
|
|
def chroma_key(im):
|
|
arr = np.array(im.convert("RGBA"))
|
|
r, g, b = arr[..., 0].astype(int), arr[..., 1].astype(int), arr[..., 2].astype(int)
|
|
# magenta: high red+blue, low green, red~=blue (catches the darker shadow halo too)
|
|
mask = (r > 135) & (b > 135) & (g < 100) & (np.abs(r - b) < 70)
|
|
arr[..., 3][mask] = 0
|
|
return Image.fromarray(arr, "RGBA")
|
|
|
|
|
|
for key, (fname, size, is_tile) in TABLE.items():
|
|
im = Image.open(SRC / fname).convert("RGBA")
|
|
if is_tile:
|
|
im = im.resize((size, size), Image.LANCZOS)
|
|
else:
|
|
im = chroma_key(im)
|
|
bbox = im.getbbox()
|
|
if bbox:
|
|
im = im.crop(bbox)
|
|
im.thumbnail((size, size), Image.LANCZOS)
|
|
canvas = Image.new("RGBA", (size, size), (0, 0, 0, 0))
|
|
canvas.paste(im, ((size - im.width) // 2, (size - im.height) // 2), im)
|
|
im = canvas
|
|
im.save(OUT / f"{key}.png")
|
|
print(f"{key:10s} <- {fname:24s} {size}px {'tile' if is_tile else 'keyed'}")
|
|
|
|
print(f"\nwrote {len(TABLE)} textures to {OUT}")
|