diff --git a/textures.py b/textures.py index 61ad5b9..b942168 100644 --- a/textures.py +++ b/textures.py @@ -345,25 +345,25 @@ def generate_special_texture(blockID, data): raw_straight = terrain_images[128] raw_corner = terrain_images[112] - ## use _transform_image to scale and shear + ## use transform_image to scale and shear if data == 0: - track = _transform_image(raw_straight, blockID) + track = transform_image(raw_straight, blockID) elif data == 6: - track = _transform_image(raw_corner, blockID) + track = transform_image(raw_corner, blockID) elif data == 7: - track = _transform_image(raw_corner.rotate(270), blockID) + track = transform_image(raw_corner.rotate(270), blockID) elif data == 8: # flip - track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90), + track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90), blockID) elif data == 9: - track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM), + track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM), blockID) elif data == 1: - track = _transform_image(raw_straight.rotate(90), blockID) + track = transform_image(raw_straight.rotate(90), blockID) else: # TODO render carts that slop up or down - track = _transform_image(raw_straight, blockID) + track = transform_image(raw_straight, blockID) img = Image.new("RGBA", (24,24), (38,92,255,0)) img.paste(track, (0,12), track) @@ -371,8 +371,8 @@ def generate_special_texture(blockID, data): return (img.convert("RGB"), img.split()[3]) if blockID == 59: # crops raw_crop = terrain_images[88+data] - crop1 = _transform_image(raw_crop, blockID) - crop2 = _transform_image_side(raw_crop, blockID) + crop1 = transform_image(raw_crop, blockID) + crop2 = transform_image_side(raw_crop, blockID) crop3 = crop2.transpose(Image.FLIP_LEFT_RIGHT) img = Image.new("RGBA", (24,24), (38,92,255,0)) @@ -382,9 +382,9 @@ def generate_special_texture(blockID, data): return (img.convert("RGB"), img.split()[3]) if blockID == 61: #furnace - top = _transform_image(terrain_images[1]) - side1 = _transform_image_side(terrain_images[45]) - side2 = _transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT) + top = transform_image(terrain_images[1]) + side1 = transform_image_side(terrain_images[45]) + side2 = transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT) img = Image.new("RGBA", (24,24), (38,92,255,0)) @@ -394,9 +394,9 @@ def generate_special_texture(blockID, data): return (img.convert("RGB"), img.split()[3]) if blockID == 62: # lit furnace - top = _transform_image(terrain_images[1]) - side1 = _transform_image_side(terrain_images[45]) - side2 = _transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT) + top = transform_image(terrain_images[1]) + side1 = transform_image_side(terrain_images[45]) + side2 = transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT) img = Image.new("RGBA", (24,24), (38,92,255,0)) @@ -412,22 +412,22 @@ def generate_special_texture(blockID, data): # normally this ladder would be obsured by the block it's attached to # but since ladders can apparently be placed on transparent blocks, we # have to render this thing anyway. same for data == 2 - tex = _transform_image_side(raw_texture) + tex = transform_image_side(raw_texture) img = Image.new("RGBA", (24,24), (38,92,255,0)) img.paste(tex, (0,6), tex) return (img.convert("RGB"), img.split()[3]) if data == 2: - tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) + tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) img = Image.new("RGBA", (24,24), (38,92,255,0)) img.paste(tex, (12,6), tex) return (img.convert("RGB"), img.split()[3]) if data == 3: - tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) + tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) img = Image.new("RGBA", (24,24), (38,92,255,0)) img.paste(tex, (0,0), tex) return (img.convert("RGB"), img.split()[3]) if data == 4: - tex = _transform_image_side(raw_texture) + tex = transform_image_side(raw_texture) img = Image.new("RGBA", (24,24), (38,92,255,0)) img.paste(tex, (12,0), tex) return (img.convert("RGB"), img.split()[3]) @@ -449,36 +449,36 @@ def generate_special_texture(blockID, data): img = Image.new("RGBA", (24,24), (38,92,255,0)) if (data & 0x03) == 0: if not swung: - tex = _transform_image_side(raw_door) + tex = transform_image_side(raw_door) img.paste(tex, (0,6), tex) else: # flip first to set the doornob on the correct side - tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) + tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) tex = tex.transpose(Image.FLIP_LEFT_RIGHT) img.paste(tex, (0,0), tex) if (data & 0x03) == 1: if not swung: - tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) + tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) img.paste(tex, (0,0), tex) else: - tex = _transform_image_side(raw_door) + tex = transform_image_side(raw_door) img.paste(tex, (12,0), tex) if (data & 0x03) == 2: if not swung: - tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) + tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) img.paste(tex, (12,0), tex) else: - tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) + tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT) img.paste(tex, (12,6), tex) if (data & 0x03) == 3: if not swung: - tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT) + tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT) img.paste(tex, (12,6), tex) else: - tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) + tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) img.paste(tex, (0,6), tex) return (img.convert("RGB"), img.split()[3])