0

Re-fix the bug "what I was thinking?!"

Improve the looking of all torches, and add orientation for them.
This commit is contained in:
Alejandro Aguilera
2011-03-29 21:11:22 +02:00
parent d9436d2c66
commit f240da29f4

View File

@@ -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