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All blocks before 1.9pre added.

This commit is contained in:
Alejandro Aguilera
2011-11-07 11:56:35 +01:00
parent c1fdcffad7
commit 1cfe21153a

View File

@@ -2061,3 +2061,282 @@ def fence(blockid, data):
composite.alpha_over(img,fence_small_side, pos_bottom_right,fence_small_side) # bottom right
return img
# pumpkin
@material(blockid=[86, 91], data=range(4), solid=True)
def pumpkin(blockid, data, north): # pumpkins, jack-o-lantern
# north rotation
if north == 'upper-left':
if data == 0: data = 1
elif data == 1: data = 2
elif data == 2: data = 3
elif data == 3: data = 0
elif north == 'upper-right':
if data == 0: data = 2
elif data == 1: data = 3
elif data == 2: data = 0
elif data == 3: data = 1
elif north == 'lower-right':
if data == 0: data = 3
elif data == 1: data = 0
elif data == 2: data = 1
elif data == 3: data = 2
# texture generation
top = terrain_images[102]
frontID = 119 if blockid == 86 else 120
front = terrain_images[frontID]
side = terrain_images[118]
if data == 0: # pointing west
img = build_full_block(top, None, None, side, front)
elif data == 1: # pointing north
img = build_full_block(top, None, None, front, side)
else: # in any other direction the front can't be seen
img = build_full_block(top, None, None, side, side)
return img
# netherrack
block(blockid=87, top_index=103)
# soul sand
block(blockid=88, top_index=104)
# glowstone
block(blockid=89, top_index=105)
# portal
@material(blockid=90, data=[1, 2, 4, 8], transparent=True)
def portal(blockid, data):
# no north orientation uses pseudo data
portaltexture = _load_image("portal.png")
img = Image.new("RGBA", (24,24), bgcolor)
side = transform_image_side(portaltexture)
otherside = side.transpose(Image.FLIP_TOP_BOTTOM)
if data in (1,4):
composite.alpha_over(img, side, (5,4), side)
if data in (2,8):
composite.alpha_over(img, otherside, (5,4), otherside)
return img
# cake!
# TODO is rendered un-bitten
@material(blockid=92, data=range(6), transparent=True)
def cake(blockid, data):
# choose textures for cake
top = terrain_images[121]
side = terrain_images[122]
top = transform_image_top(top)
side = transform_image_side(side)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
# darken sides slightly
sidealpha = side.split()[3]
side = ImageEnhance.Brightness(side).enhance(0.9)
side.putalpha(sidealpha)
othersidealpha = otherside.split()[3]
otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
otherside.putalpha(othersidealpha)
img = Image.new("RGBA", (24,24), bgcolor)
# composite the cake
composite.alpha_over(img, side, (1,6), side)
composite.alpha_over(img, otherside, (11,7), otherside) # workaround, fixes a hole
composite.alpha_over(img, otherside, (12,6), otherside)
composite.alpha_over(img, top, (0,6), top)
return img
# redstone repeaters ON and OFF
@material(blockid=[93,94], data=range(16), transparent=True)
def repeater(blockid, data, north):
# north rotation
# Masked to not clobber delay info
if north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
elif north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
# generate the diode
top = terrain_images[131] if blockid == 93 else terrain_images[147]
side = terrain_images[5]
increment = 13
if (data & 0x3) == 0: # pointing east
pass
if (data & 0x3) == 1: # pointing south
top = top.rotate(270)
if (data & 0x3) == 2: # pointing west
top = top.rotate(180)
if (data & 0x3) == 3: # pointing north
top = top.rotate(90)
img = build_full_block( (top, increment), None, None, side, side)
# compose a "3d" redstone torch
t = terrain_images[115].copy() if blockid == 93 else terrain_images[99].copy()
torch = Image.new("RGBA", (24,24), bgcolor)
t_crop = t.crop((2,2,14,14))
slice = t_crop.copy()
ImageDraw.Draw(slice).rectangle((6,0,12,12),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(slice).rectangle((0,0,4,12),outline=(0,0,0,0),fill=(0,0,0,0))
composite.alpha_over(torch, slice, (6,4))
composite.alpha_over(torch, t_crop, (5,5))
composite.alpha_over(torch, t_crop, (6,5))
composite.alpha_over(torch, slice, (6,6))
# paste redstone torches everywhere!
# the torch is too tall for the repeater, crop the bottom.
ImageDraw.Draw(torch).rectangle((0,16,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
# touch up the 3d effect with big rectangles, just in case, for other texture packs
ImageDraw.Draw(torch).rectangle((0,24,10,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(torch).rectangle((12,15,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
# torch positions for every redstone torch orientation.
#
# This is a horrible list of torch orientations. I tried to
# obtain these orientations by rotating the positions for one
# orientation, but pixel rounding is horrible and messes the
# torches.
if (data & 0x3) == 0: # pointing east
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (-3,-1)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (2,2)
static_torch = (-3,-1)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (3,2)
static_torch = (-3,-1)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (4,3)
static_torch = (-3,-1)
elif (data & 0x3) == 1: # pointing south
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (5,-1)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (0,2)
static_torch = (5,-1)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (-1,2)
static_torch = (5,-1)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (-2,3)
static_torch = (5,-1)
elif (data & 0x3) == 2: # pointing west
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (5,3)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (0,0)
static_torch = (5,3)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (-1,0)
static_torch = (5,3)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (-2,-1)
static_torch = (5,3)
elif (data & 0x3) == 3: # pointing north
if (data & 0xC) == 0: # one tick delay
moving_torch = (1,1)
static_torch = (-3,3)
elif (data & 0xC) == 4: # two ticks delay
moving_torch = (2,0)
static_torch = (-3,3)
elif (data & 0xC) == 8: # three ticks delay
moving_torch = (3,0)
static_torch = (-3,3)
elif (data & 0xC) == 12: # four ticks delay
moving_torch = (4,-1)
static_torch = (-3,3)
# this paste order it's ok for east and south orientation
# but it's wrong for north and west orientations. But using the
# default texture pack the torches are small enough to no overlap.
composite.alpha_over(img, torch, static_torch, torch)
composite.alpha_over(img, torch, moving_torch, torch)
return img
# trapdoor
# TODO the trapdoor is looks like a sprite when opened, that's not good
@material(blockid=96, data=range(8), transparent=True)
def trapdoor(blockid, data, north):
# north rotation
# Masked to not clobber opened/closed info
if north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
elif north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
# texture generation
texture = terrain_images[84]
if data & 0x4 == 0x4: # opened trapdoor
if data & 0x3 == 0: # west
img = build_full_block(None, None, None, None, texture)
if data & 0x3 == 1: # east
img = build_full_block(None, texture, None, None, None)
if data & 0x3 == 2: # south
img = build_full_block(None, None, texture, None, None)
if data & 0x3 == 3: # north
img = build_full_block(None, None, None, texture, None)
elif data & 0x4 == 0: # closed trapdoor
img = build_full_block((texture, 12), None, None, texture, texture)
return img