vinylgauntlet/assets/process_sprites.py
type-two d903dd57ca Tier 1: classes, themes, pirates/ghouls, score, vibe states, touch
- 4 Gauntlet classes (stat tweaks + tint) with title-screen select (keys 1-4 or tap)
- Level themes cycle shop/fair/club: per-theme tilesets (9 idle sprites wired) and
  weighted enemy spawn tables
- Record Pirate (steals pickups, flees to its bin; kill = loot back + gold bonus)
  and Crate Ghoul (3 HP tank)
- Gold records ('R' tiles + pirate drops), score (kills/gold/clears), local top-5
  high-score table with initials on the title screen
- Vibe states: peak time = faster vinyl, burning out = slower + red vignette
- "Selector shot the espresso" (vinyl destroys food) + new announcer lines
- Mobile: Scale.FIT canvas, twin-stick touch (left = move, right = fire), HORN button

All mechanics regression-tested in browser via engine stepping.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:58:25 +10:00

72 lines
2.9 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, ImageFilter
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", 96, True),
"floor_carpet": ("floor_carpet.png", 96, True),
"floor_checker": ("floor_checker.png", 96, True),
"wall": ("wall_crate.png", 48, True),
"wall_shelf": ("wall_shelf.png", 48, True),
"wall_poster": ("wall_poster.png", 48, True),
"pirate": ("enemy_record_pirate.png", 48, False),
"ghoul": ("enemy_crate_ghoul.png", 48, False),
"gold": ("pickup_goldrecord.png", 38, False),
"player": ("player_digger.png", 48, False),
"poser": ("enemy_poser.png", 48, False),
"nerd": ("enemy_gearnerd.png", 48, False),
"soundguy": ("enemy_soundguy.png", 48, False),
"generator": ("gen_discount_bin.png", 48, False),
"exit": ("prop_djbooth.png", 48, False),
"door": ("prop_velvet_rope.png", 48, False),
"espresso": ("pickup_espresso.png", 38, False),
"lanyard": ("pickup_lanyard.png", 38, False),
"airhorn": ("pickup_airhorn.png", 38, False),
"vinyl": ("pickup_vinyl.png", 24, 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
# crisp up the LANCZOS-softened downscale
im = im.filter(ImageFilter.UnsharpMask(radius=1.2, percent=150, threshold=1))
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}")