0

textures added back for blocks up to id 50

This commit is contained in:
Aaron Griffith
2011-11-01 21:10:11 -04:00
parent da142dfb7a
commit c9fc7eba62

View File

@@ -398,6 +398,15 @@ def build_sprite(side):
composite.alpha_over(img, otherside, (6,3), otherside)
return img
def build_billboard(tex):
"""From a texture, create a billboard-like texture such as those used for
tall grass or melon stems."""
img = Image.new("RGBA", (24,24), bgcolor)
front = tex.resize((14, 11), Image.ANTIALIAS)
composite.alpha_over(img, front, (5,9))
return img
def generate_opaque_mask(img):
""" Takes the alpha channel of the image and generates a mask
(used for lighting the block) that deprecates values of alpha
@@ -571,6 +580,10 @@ def material(blockid=[], data=[0], **kwargs):
for block in blockid:
# set the property sets appropriately
for prop in properties:
try:
if block in kwargs.get(prop, []):
properties[prop].update([block])
except TypeError:
if kwargs.get(prop, False):
properties[prop].update([block])
@@ -597,6 +610,32 @@ def block(blockid=[], top_index=None, side_index=None, **kwargs):
return build_block(terrain_images[top_index], terrain_images[side_index])
return inner_block
# shortcut function for sprite blocks, defaults to transparent
def sprite(blockid=[], index=None, **kwargs):
new_kwargs = {'transparent' : True}
new_kwargs.update(kwargs)
if index is None:
raise ValueError("index was not provided")
@material(blockid=blockid, **new_kwargs)
def inner_sprite(unused_id, unused_data):
return build_sprite(terrain_images[index])
return inner_sprite
# shortcut function for billboard blocks, defaults to transparent
def billboard(blockid=[], index=None, **kwargs):
new_kwargs = {'transparent' : True}
new_kwargs.update(kwargs)
if index is None:
raise ValueError("index was not provided")
@material(blockid=blockid, **new_kwargs)
def inner_billboard(unused_id, unused_data):
return build_billboard(terrain_images[index])
return inner_billboard
def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower-left'):
global _find_file_local_path
global bgcolor
@@ -683,7 +722,7 @@ def water(blockid, data):
# other water, glass, and ice (no inner surfaces)
# uses pseudo-ancildata found in iterate.c
@material(blockid=[9, 20, 79], data=range(32), transparent=True, nospawn=True)
@material(blockid=[9, 20, 79], data=range(32), fluid=(9,), transparent=True, nospawn=True)
def no_inner_surfaces(blockid, data):
if blockid == 9:
texture = _load_image("water.png")
@@ -806,3 +845,507 @@ def furnaces(blockid, data, north):
block(blockid=24, top_index=176, side_index=192)
# note block
block(blockid=25, top_index=74)
@material(blockid=26, data=range(12), transparent=True)
def bed(blockid, data, north):
# first get north rotation done
# Masked to not clobber block head/foot 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
increment = 8
left_face = None
right_face = None
if data & 0x8 == 0x8: # head of the bed
top = terrain_images[135]
if data & 0x00 == 0x00: # head pointing to West
top = top.copy().rotate(270)
left_face = terrain_images[151]
right_face = terrain_images[152]
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = terrain_images[152]
right_face = terrain_images[151]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
right_face = None
if data & 0x03 == 0x03: # South
right_face = None
right_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
else: # foot of the bed
top = terrain_images[134]
if data & 0x00 == 0x00: # head pointing to West
top = top.rotate(270)
left_face = terrain_images[150]
right_face = None
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = None
right_face = terrain_images[150]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
right_face = terrain_images[149].transpose(Image.FLIP_LEFT_RIGHT)
if data & 0x03 == 0x03: # South
left_face = terrain_images[149]
right_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
top = (top, increment)
return build_full_block(top, None, None, left_face, right_face)
# powered, detector, and normal rails
@material(blockid=[27, 28, 66], data=range(14), transparent=True)
def rails(blockid, data, north):
# first, do north rotation
# Masked to not clobber powered rail on/off info
# Ascending and flat straight
if north == 'upper-left':
if (data & 0b0111) == 0: data = data & 0b1000 | 1
elif (data & 0b0111) == 1: data = data & 0b1000 | 0
elif (data & 0b0111) == 2: data = data & 0b1000 | 5
elif (data & 0b0111) == 3: data = data & 0b1000 | 4
elif (data & 0b0111) == 4: data = data & 0b1000 | 2
elif (data & 0b0111) == 5: data = data & 0b1000 | 3
elif north == 'upper-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
elif north == 'lower-right':
if (data & 0b0111) == 0: data = data & 0b1000 | 1
elif (data & 0b0111) == 1: data = data & 0b1000 | 0
elif (data & 0b0111) == 2: data = data & 0b1000 | 4
elif (data & 0b0111) == 3: data = data & 0b1000 | 5
elif (data & 0b0111) == 4: data = data & 0b1000 | 3
elif (data & 0b0111) == 5: data = data & 0b1000 | 2
img = Image.new("RGBA", (24,24), bgcolor)
if blockid == 27: # powered rail
if data & 0x8 == 0: # unpowered
raw_straight = terrain_images[163]
raw_corner = terrain_images[112] # they don't exist but make the code
# much simplier
elif data & 0x8 == 0x8: # powered
raw_straight = terrain_images[179]
raw_corner = terrain_images[112] # leave corners for code simplicity
# filter the 'powered' bit
data = data & 0x7
elif blockid == 28: # detector rail
raw_straight = terrain_images[195]
raw_corner = terrain_images[112] # leave corners for code simplicity
elif blockid == 66: # normal rail
raw_straight = terrain_images[128]
raw_corner = terrain_images[112]
## use transform_image to scale and shear
if data == 0:
track = transform_image_top(raw_straight)
composite.alpha_over(img, track, (0,12), track)
elif data == 6:
track = transform_image_top(raw_corner)
composite.alpha_over(img, track, (0,12), track)
elif data == 7:
track = transform_image_top(raw_corner.rotate(270))
composite.alpha_over(img, track, (0,12), track)
elif data == 8:
# flip
track = transform_image_top(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90))
composite.alpha_over(img, track, (0,12), track)
elif data == 9:
track = transform_image_top(raw_corner.transpose(Image.FLIP_TOP_BOTTOM))
composite.alpha_over(img, track, (0,12), track)
elif data == 1:
track = transform_image_top(raw_straight.rotate(90))
composite.alpha_over(img, track, (0,12), track)
#slopes
elif data == 2: # slope going up in +x direction
track = transform_image_slope(raw_straight)
track = track.transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, track, (2,0), track)
# the 2 pixels move is needed to fit with the adjacent tracks
elif data == 3: # slope going up in -x direction
# tracks are sprites, in this case we are seeing the "side" of
# the sprite, so draw a line to make it beautiful.
ImageDraw.Draw(img).line([(11,11),(23,17)],fill=(164,164,164))
# grey from track texture (exterior grey).
# the track doesn't start from image corners, be carefull drawing the line!
elif data == 4: # slope going up in -y direction
track = transform_image_slope(raw_straight)
composite.alpha_over(img, track, (0,0), track)
elif data == 5: # slope going up in +y direction
# same as "data == 3"
ImageDraw.Draw(img).line([(1,17),(12,11)],fill=(164,164,164))
return img
# sticky and normal piston body
@material(blockid=[29, 33], data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True, solid=True)
def piston(blockid, data, north):
# first, north rotation
# Masked to not clobber block head/foot info
if north == 'upper-left':
if (data & 0b0111) == 2: data = data & 0b1000 | 5
elif (data & 0b0111) == 3: data = data & 0b1000 | 4
elif (data & 0b0111) == 4: data = data & 0b1000 | 2
elif (data & 0b0111) == 5: data = data & 0b1000 | 3
elif north == 'upper-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
elif north == 'lower-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 4
elif (data & 0b0111) == 3: data = data & 0b1000 | 5
elif (data & 0b0111) == 4: data = data & 0b1000 | 3
elif (data & 0b0111) == 5: data = data & 0b1000 | 2
if blockid == 29: # sticky
piston_t = terrain_images[106].copy()
else: # normal
piston_t = terrain_images[107].copy()
# other textures
side_t = terrain_images[108].copy()
back_t = terrain_images[109].copy()
interior_t = terrain_images[110].copy()
if data & 0x08 == 0x08: # pushed out, non full blocks, tricky stuff
# remove piston texture from piston body
ImageDraw.Draw(side_t).rectangle((0, 0,16,3),outline=(0,0,0,0),fill=(0,0,0,0))
if data & 0x07 == 0x0: # down
side_t = side_t.rotate(180)
img = build_full_block(back_t ,None ,None ,side_t, side_t)
elif data & 0x07 == 0x1: # up
img = build_full_block((interior_t, 4) ,None ,None ,side_t, side_t)
elif data & 0x07 == 0x2: # east
img = build_full_block(side_t , None, None ,side_t.rotate(90), back_t)
elif data & 0x07 == 0x3: # west
img = build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), None)
temp = transform_image_side(interior_t)
temp = temp.transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, temp, (9,5), temp)
elif data & 0x07 == 0x4: # north
img = build_full_block(side_t.rotate(90) ,None ,None , None, side_t.rotate(270))
temp = transform_image_side(interior_t)
composite.alpha_over(img, temp, (3,5), temp)
elif data & 0x07 == 0x5: # south
img = build_full_block(side_t.rotate(270) ,None , None ,back_t, side_t.rotate(90))
else: # pushed in, normal full blocks, easy stuff
if data & 0x07 == 0x0: # down
side_t = side_t.rotate(180)
img = build_full_block(back_t ,None ,None ,side_t, side_t)
elif data & 0x07 == 0x1: # up
img = build_full_block(piston_t ,None ,None ,side_t, side_t)
elif data & 0x07 == 0x2: # east
img = build_full_block(side_t ,None ,None ,side_t.rotate(90), back_t)
elif data & 0x07 == 0x3: # west
img = build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), piston_t)
elif data & 0x07 == 0x4: # north
img = build_full_block(side_t.rotate(90) ,None ,None ,piston_t, side_t.rotate(270))
elif data & 0x07 == 0x5: # south
img = build_full_block(side_t.rotate(270) ,None ,None ,back_t, side_t.rotate(90))
return img
# sticky and normal piston shaft
@material(blockid=34, data=[0,1,2,3,4,5,8,9,10,11,12,13], transparent=True)
def piston_extension(blockid, data, north):
# first, north rotation
# Masked to not clobber block head/foot info
if north == 'upper-left':
if (data & 0b0111) == 2: data = data & 0b1000 | 5
elif (data & 0b0111) == 3: data = data & 0b1000 | 4
elif (data & 0b0111) == 4: data = data & 0b1000 | 2
elif (data & 0b0111) == 5: data = data & 0b1000 | 3
elif north == 'upper-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
elif north == 'lower-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 4
elif (data & 0b0111) == 3: data = data & 0b1000 | 5
elif (data & 0b0111) == 4: data = data & 0b1000 | 3
elif (data & 0b0111) == 5: data = data & 0b1000 | 2
if (data & 0x8) == 0x8: # sticky
piston_t = terrain_images[106].copy()
else: # normal
piston_t = terrain_images[107].copy()
# other textures
side_t = terrain_images[108].copy()
back_t = terrain_images[107].copy()
# crop piston body
ImageDraw.Draw(side_t).rectangle((0, 4,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
# generate the horizontal piston extension stick
h_stick = Image.new("RGBA", (24,24), bgcolor)
temp = transform_image_side(side_t)
composite.alpha_over(h_stick, temp, (1,7), temp)
temp = transform_image_top(side_t.rotate(90))
composite.alpha_over(h_stick, temp, (1,1), temp)
# Darken it
sidealpha = h_stick.split()[3]
h_stick = ImageEnhance.Brightness(h_stick).enhance(0.85)
h_stick.putalpha(sidealpha)
# generate the vertical piston extension stick
v_stick = Image.new("RGBA", (24,24), bgcolor)
temp = transform_image_side(side_t.rotate(90))
composite.alpha_over(v_stick, temp, (12,6), temp)
temp = temp.transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(v_stick, temp, (1,6), temp)
# Darken it
sidealpha = v_stick.split()[3]
v_stick = ImageEnhance.Brightness(v_stick).enhance(0.85)
v_stick.putalpha(sidealpha)
# Piston orientation is stored in the 3 first bits
if data & 0x07 == 0x0: # down
side_t = side_t.rotate(180)
img = build_full_block((back_t, 12) ,None ,None ,side_t, side_t)
composite.alpha_over(img, v_stick, (0,-3), v_stick)
elif data & 0x07 == 0x1: # up
img = Image.new("RGBA", (24,24), bgcolor)
img2 = build_full_block(piston_t ,None ,None ,side_t, side_t)
composite.alpha_over(img, v_stick, (0,4), v_stick)
composite.alpha_over(img, img2, (0,0), img2)
elif data & 0x07 == 0x2: # east
img = build_full_block(side_t ,None ,None ,side_t.rotate(90), None)
temp = transform_image_side(back_t).transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, temp, (2,2), temp)
composite.alpha_over(img, h_stick, (6,3), h_stick)
elif data & 0x07 == 0x3: # west
img = Image.new("RGBA", (24,24), bgcolor)
img2 = build_full_block(side_t.rotate(180) ,None ,None ,side_t.rotate(270), piston_t)
composite.alpha_over(img, h_stick, (0,0), h_stick)
composite.alpha_over(img, img2, (0,0), img2)
elif data & 0x07 == 0x4: # north
img = build_full_block(side_t.rotate(90) ,None ,None , piston_t, side_t.rotate(270))
composite.alpha_over(img, h_stick.transpose(Image.FLIP_LEFT_RIGHT), (0,0), h_stick.transpose(Image.FLIP_LEFT_RIGHT))
elif data & 0x07 == 0x5: # south
img = Image.new("RGBA", (24,24), bgcolor)
img2 = build_full_block(side_t.rotate(270) ,None ,None ,None, side_t.rotate(90))
temp = transform_image_side(back_t)
composite.alpha_over(img2, temp, (10,2), temp)
composite.alpha_over(img, img2, (0,0), img2)
composite.alpha_over(img, h_stick.transpose(Image.FLIP_LEFT_RIGHT), (-3,2), h_stick.transpose(Image.FLIP_LEFT_RIGHT))
return img
# cobweb
sprite(blockid=30, index=11)
@material(blockid=31, data=range(3), transparent=True)
def tall_grass(blockid, data):
if data == 0: # dead shrub
texture = terrain_images[55]
elif data == 1: # tall grass
texture = terrain_images[39]
elif data == 2: # fern
texture = terrain_images[56]
return build_billboard(texture)
# dead bush
billboard(blockid=32, index=55)
@material(blockid=35, data=range(16), solid=True)
def wool(blockid, data):
if data == 0: # white
texture = terrain_images[64]
elif data == 1: # orange
texture = terrain_images[210]
elif data == 2: # magenta
texture = terrain_images[194]
elif data == 3: # light blue
texture = terrain_images[178]
elif data == 4: # yellow
texture = terrain_images[162]
elif data == 5: # light green
texture = terrain_images[146]
elif data == 6: # pink
texture = terrain_images[130]
elif data == 7: # grey
texture = terrain_images[114]
elif data == 8: # light grey
texture = terrain_images[225]
elif data == 9: # cyan
texture = terrain_images[209]
elif data == 10: # purple
texture = terrain_images[193]
elif data == 11: # blue
texture = terrain_images[177]
elif data == 12: # brown
texture = terrain_images[161]
elif data == 13: # dark green
texture = terrain_images[145]
elif data == 14: # red
texture = terrain_images[129]
elif data == 15: # black
texture = terrain_images[113]
return build_block(texture, texture)
# dandelion
sprite(blockid=37, index=13)
# rose
sprite(blockid=38, index=12)
# brown mushroom
sprite(blockid=39, index=29)
# red mushroom
sprite(blockid=40, index=28)
# block of gold
block(blockid=41, top_index=23)
# block of iron
block(blockid=42, top_index=22)
# double slabs and slabs
@material(blockid=[43, 44], data=range(6), transparent=(44,), solid=(43,))
def slabs(blockid, data):
if data == 0: # stone slab
top = terrain_images[6]
side = terrain_images[5]
elif data == 1: # stone slab
top = terrain_images[176]
side = terrain_images[192]
elif data == 2: # wooden slab
top = side = terrain_images[4]
elif data == 3: # cobblestone slab
top = side = terrain_images[16]
elif data == 4: # brick?
top = side = terrain_images[7]
elif data == 5: # stone brick?
top = side = terrain_images[54]
if blockid == 43: # double slab
return build_block(top, side)
# plain slab
top = transform_image_top(top)
side = transform_image_side(side)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
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.alpha_over(img, side, (0,12), side)
composite.alpha_over(img, otherside, (12,12), otherside)
composite.alpha_over(img, top, (0,6), top)
return img
# brick block
block(blockid=45, top_index=7)
# TNT
block(blockid=46, top_index=9, side_index=8)
# bookshelf
block(blockid=47, top_index=4, side_index=35)
# moss stone
block(blockid=48, top_index=36)
# obsidian
block(blockid=49, top_index=37)
# torch, redstone torch (off), redstone torch(on)
@material(blockid=[50, 75, 76], data=[1, 2, 3, 4, 5], transparent=True)
def torches(blockid, data, north):
# first, north rotations
if north == 'upper-left':
if data == 1: data = 3
elif data == 2: data = 4
elif data == 3: data = 2
elif data == 4: data = 1
elif north == 'upper-right':
if data == 1: data = 2
elif data == 2: data = 1
elif data == 3: data = 4
elif data == 4: data = 3
elif north == 'lower-right':
if data == 1: data = 4
elif data == 2: data = 3
elif data == 3: data = 1
elif data == 4: data = 2
# choose the proper texture
if blockid == 50: # torch
small = terrain_images[80]
elif blockid == 75: # off redstone torch
small = terrain_images[115]
else: # on redstone torch
small = terrain_images[99]
# compose a torch bigger than the normal
# (better for doing transformations)
torch = Image.new("RGBA", (16,16), bgcolor)
composite.alpha_over(torch,small,(-4,-3))
composite.alpha_over(torch,small,(-5,-2))
composite.alpha_over(torch,small,(-3,-2))
# angle of inclination of the texture
rotation = 15
if data == 1: # pointing south
torch = torch.rotate(-rotation, Image.NEAREST) # nearest filter is more nitid.
img = build_full_block(None, None, None, torch, None, None)
elif data == 2: # pointing north
torch = torch.rotate(rotation, Image.NEAREST)
img = build_full_block(None, None, torch, None, None, None)
elif data == 3: # pointing west
torch = torch.rotate(rotation, Image.NEAREST)
img = build_full_block(None, torch, None, None, None, None)
elif data == 4: # pointing east
torch = torch.rotate(-rotation, Image.NEAREST)
img = build_full_block(None, None, None, None, torch, None)
elif data == 5: # standing on the floor
# compose a "3d torch".
img = Image.new("RGBA", (24,24), bgcolor)
small_crop = small.crop((2,2,14,14))
slice = small_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(img, slice, (7,5))
composite.alpha_over(img, small_crop, (6,6))
composite.alpha_over(img, small_crop, (7,6))
composite.alpha_over(img, slice, (7,7))
return img