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fixed remaining function renames from merge

This commit is contained in:
Aaron Griffith
2010-10-05 08:55:35 -04:00
parent 51e1721a6d
commit 4c58d28854

View File

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