From f240da29f471ee00b35c59e976cbb297cb9aebce Mon Sep 17 00:00:00 2001 From: Alejandro Aguilera Date: Tue, 29 Mar 2011 21:11:22 +0200 Subject: [PATCH] Re-fix the bug "what I was thinking?!" Improve the looking of all torches, and add orientation for them. --- textures.py | 67 ++++++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 61 insertions(+), 6 deletions(-) diff --git a/textures.py b/textures.py index cc1db08..f7aff0c 100644 --- a/textures.py +++ b/textures.py @@ -285,7 +285,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None # first back sides if side1 != None : side1 = transform_image_side(side1, blockID) - side1 = side1.transpose(Image.FLIP_TOP_BOTTOM) + side1 = side1.transpose(Image.FLIP_LEFT_RIGHT) # Darken this side. sidealpha = side1.split()[3] @@ -354,9 +354,9 @@ def _build_blockimages(): # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above? # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 - 36, 37, 80, -1, 65, 4, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post + 36, 37, -1, -1, 65, 4, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 - -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51,115, 99, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches + -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches # 80 81 82 83 84 85 86 87 88 89 90 91 66, 69, 72, 73, 74, -1,102,103,104,105,-1, 102 # clay? ] @@ -371,9 +371,9 @@ def _build_blockimages(): # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 -1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 - 36, 37, 80, -1, 65, 4, 25,101, 98, 24, -1, -1, 86, -1, -1, -1, + 36, 37, -1, -1, 65, 4, 25,101, 98, 24, -1, -1, 86, -1, -1, -1, # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 - -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51,115, 99, -1, 66, 67, + -1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # 80 81 82 83 84 85 86 87 88 89 90 91 66, 69, 72, 73, 74,-1 ,118,103,104,105, -1, 118 ] @@ -1002,6 +1002,58 @@ def generate_special_texture(blockID, data): #~ composite.alpha_over(img, top, (0,2), top) return (img.convert("RGB"), img.split()[3]) + if blockID in (50,75,76): # torch, off redstone torch, on redstone torch + + # 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), (38,92,255,0)) + 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, blockID) + + elif data == 2: # pointing north + torch = torch.rotate(rotation, Image.NEAREST) + img = _build_full_block(None, None, torch, None, None, None, blockID) + + elif data == 3: # pointing west + torch = torch.rotate(rotation, Image.NEAREST) + img = _build_full_block(None, torch, None, None, None, None, blockID) + + elif data == 4: # pointing east + torch = torch.rotate(-rotation, Image.NEAREST) + img = _build_full_block(None, None, None, None, torch, None, blockID) + + elif data == 5: # standing on the floor + # compose a "3d torch". + img = Image.new("RGBA", (24,24), (38,92,255,0)) + + 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, (6,4)) + composite.alpha_over(img, small_crop, (5,5)) + composite.alpha_over(img, small_crop, (6,5)) + composite.alpha_over(img, slice, (6,6)) + + return (img.convert("RGB"), img.split()[3]) + return None @@ -1076,7 +1128,7 @@ def getBiomeData(worlddir, chunkX, chunkY): # This set holds block ids that require special pre-computing. These are typically # things that require ancillary data to render properly (i.e. ladder plus orientation) -special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51,43,44,9,55,58,92]) +special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51,43,44,9,55,50,58,75,76,92]) # this is a map of special blockIDs to a list of all # possible values for ancillary data that it might have. @@ -1101,6 +1153,9 @@ special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unkn special_map[55] = range(128) # redstone wire special_map[58] = (0,) # crafting table special_map[92] = range(6) # cake! +special_map[50] = (1,2,3,4,5) # torch +special_map[75] = (1,2,3,4,5) # off redstone torch +special_map[76] = (1,2,3,4,5) # on redstone torch # apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown # what that data represents. For now, assume that the range for data is 0 to 5