fixed remaining function renames from merge
This commit is contained in:
56
textures.py
56
textures.py
@@ -345,25 +345,25 @@ def generate_special_texture(blockID, data):
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raw_straight = terrain_images[128]
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raw_corner = terrain_images[112]
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## use _transform_image to scale and shear
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## use transform_image to scale and shear
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if data == 0:
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track = _transform_image(raw_straight, blockID)
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track = transform_image(raw_straight, blockID)
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elif data == 6:
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track = _transform_image(raw_corner, blockID)
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track = transform_image(raw_corner, blockID)
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elif data == 7:
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track = _transform_image(raw_corner.rotate(270), blockID)
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track = transform_image(raw_corner.rotate(270), blockID)
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elif data == 8:
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# flip
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track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
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track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
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blockID)
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elif data == 9:
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track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
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track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
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blockID)
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elif data == 1:
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track = _transform_image(raw_straight.rotate(90), blockID)
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track = transform_image(raw_straight.rotate(90), blockID)
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else:
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# TODO render carts that slop up or down
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track = _transform_image(raw_straight, blockID)
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track = transform_image(raw_straight, blockID)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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img.paste(track, (0,12), track)
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@@ -371,8 +371,8 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 59: # crops
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raw_crop = terrain_images[88+data]
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crop1 = _transform_image(raw_crop, blockID)
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crop2 = _transform_image_side(raw_crop, blockID)
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crop1 = transform_image(raw_crop, blockID)
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crop2 = transform_image_side(raw_crop, blockID)
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crop3 = crop2.transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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@@ -382,9 +382,9 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 61: #furnace
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top = _transform_image(terrain_images[1])
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side1 = _transform_image_side(terrain_images[45])
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side2 = _transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
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top = transform_image(terrain_images[1])
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side1 = transform_image_side(terrain_images[45])
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side2 = transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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@@ -394,9 +394,9 @@ def generate_special_texture(blockID, data):
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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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side1 = _transform_image_side(terrain_images[45])
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side2 = _transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
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top = transform_image(terrain_images[1])
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side1 = transform_image_side(terrain_images[45])
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side2 = transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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@@ -412,22 +412,22 @@ def generate_special_texture(blockID, data):
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# normally this ladder would be obsured by the block it's attached to
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# but since ladders can apparently be placed on transparent blocks, we
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# have to render this thing anyway. same for data == 2
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tex = _transform_image_side(raw_texture)
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tex = transform_image_side(raw_texture)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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img.paste(tex, (0,6), tex)
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return (img.convert("RGB"), img.split()[3])
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if data == 2:
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tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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tex = transform_image_side(raw_texture).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(tex, (12,6), tex)
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return (img.convert("RGB"), img.split()[3])
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if data == 3:
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tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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tex = transform_image_side(raw_texture).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(tex, (0,0), tex)
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return (img.convert("RGB"), img.split()[3])
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if data == 4:
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tex = _transform_image_side(raw_texture)
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tex = transform_image_side(raw_texture)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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img.paste(tex, (12,0), tex)
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return (img.convert("RGB"), img.split()[3])
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@@ -449,36 +449,36 @@ def generate_special_texture(blockID, data):
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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if (data & 0x03) == 0:
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if not swung:
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tex = _transform_image_side(raw_door)
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tex = transform_image_side(raw_door)
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img.paste(tex, (0,6), tex)
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else:
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# flip first to set the doornob on the correct side
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tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
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img.paste(tex, (0,0), tex)
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if (data & 0x03) == 1:
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if not swung:
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tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
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tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
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img.paste(tex, (0,0), tex)
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else:
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tex = _transform_image_side(raw_door)
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tex = transform_image_side(raw_door)
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img.paste(tex, (12,0), tex)
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if (data & 0x03) == 2:
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if not swung:
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tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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img.paste(tex, (12,0), tex)
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else:
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tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
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tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
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img.paste(tex, (12,6), tex)
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if (data & 0x03) == 3:
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if not swung:
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tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
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tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
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img.paste(tex, (12,6), tex)
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else:
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tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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img.paste(tex, (0,6), tex)
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return (img.convert("RGB"), img.split()[3])
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