Render the new blocks from the Boo update.
The following are now rendered: * Pumpkins * Jack-O-Lanterns (look identical to pumpkins at the moment, to match the ingame rendering) * Bloodstone * Slow Sand * Lightstone
This commit is contained in:
28
textures.py
28
textures.py
@@ -267,8 +267,8 @@ def _build_blockimages():
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36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 1, 1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67, # door,ladder left out. Minecart rail orientation
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# 80 81 82 83 84
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66, 69, 72, 73, 74 # clay?
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 69, 72, 73, 74, -1,102,103,104,105,-1, 102 # clay?
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]
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# NOTE: For non-block textures, the sideid is ignored, but can't be -1
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@@ -284,8 +284,8 @@ def _build_blockimages():
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36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 44, 61, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, 1, 66, 67,
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# 80 81 82 83 84
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66, 69, 72, 73, 74
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 69, 72, 73, 74,-1 ,118,103,104,105, -1, 118
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]
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# This maps block id to the texture that goes on the side of the block
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@@ -392,6 +392,19 @@ def generate_special_texture(blockID, data):
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img.paste(side2, (12,6), side2)
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img.paste(top, (0,0), top)
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return (img.convert("RGB"), img.split()[3])
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if blockID in (86,91): # jack-o-lantern
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print "generating special for pumpkins"
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top = transform_image(terrain_images[102])
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side1 = transform_image_side(terrain_images[118])
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side2 = transform_image_side(terrain_images[119]).transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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img.paste(side1, (0,6), side1)
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img.paste(side2, (12,6), side2)
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img.paste(top, (0,0), top)
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return (img.convert("RGB"), img.split()[3])
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if blockID == 62: # lit furnace
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top = transform_image(terrain_images[1])
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@@ -489,7 +502,7 @@ def generate_special_texture(blockID, data):
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# This set holds block ids that require special pre-computing. These are typically
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# things that require ancillary data to render properly (i.e. ladder plus orientation)
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special_blocks = set([66,59,61,62, 65,64,71])
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special_blocks = set([66,59,61,62, 65,64,71,91,86])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -501,6 +514,11 @@ special_map[62] = (0,) # burning furnace
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special_map[65] = (2,3,4,5) # ladder
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special_map[64] = range(16) # wooden door
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special_map[71] = range(16) # iron door
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special_map[91] = range(5) # jack-o-lantern
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special_map[86] = range(5) # pumpkin
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# apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown
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# what that data represents. For now, assume that the range for data is 0 to 5
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# like torches
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specialblockmap = {}
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