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Merge pull request #550 from overviewer/levers-vines

Add levers. Fix vines.
This commit is contained in:
Andrew Chin
2011-11-29 18:01:51 -08:00

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@@ -1919,14 +1919,149 @@ def wall_sign(blockid, data, north): # wall sign
return img return img
## # levers
## not rendered: levers
##
@material(blockid=69, data=range(16), transparent=True) @material(blockid=69, data=range(16), transparent=True)
def levers(blockid, data, north): def levers(blockid, data, north):
# place holder, used to mae the block transparent # first north rotations
if data & 8 == 8: powered = True
else: powered = False
data = data & 7
if north == 'upper-left':
# on wall levers
if data == 1: data = 3
elif data == 2: data = 4
elif data == 3: data = 2
elif data == 4: data = 1
# on floor levers
elif data == 5: data = 6
elif data == 6: data = 5
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 data == 5: data = 5
elif data == 6: data = 6
elif north == 'lower-right':
if data == 1: data = 4
elif data == 2: data = 3
elif data == 3: data = 1
elif data == 4: data = 2
elif data == 5: data = 6
elif data == 6: data = 5
# generate the texture for the base of the lever
t_base = terrain_images[16].copy()
ImageDraw.Draw(t_base).rectangle((0,0,15,3),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(t_base).rectangle((0,12,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(t_base).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(t_base).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
# generate the texture for the stick
stick = terrain_images[96].copy()
c_stick = Image.new("RGBA", (16,16), bgcolor)
tmp = ImageEnhance.Brightness(stick).enhance(0.8)
composite.alpha_over(c_stick, tmp, (1,0), tmp)
composite.alpha_over(c_stick, stick, (0,0), stick)
t_stick = transform_image_side(c_stick.rotate(45, Image.NEAREST))
# where the lever will be composed
img = Image.new("RGBA", (24,24), bgcolor)
# wall levers
if data == 1: # facing SOUTH
# levers can't be placed in transparent blocks, so this
# direction is almost invisible
return None return None
elif data == 2: # facing NORTH
base = transform_image_side(t_base)
# paste it twice with different brightness to make a fake 3D effect
composite.alpha_over(img, base, (12,-1), base)
alpha = base.split()[3]
base = ImageEnhance.Brightness(base).enhance(0.9)
base.putalpha(alpha)
composite.alpha_over(img, base, (11,0), base)
# paste the lever stick
pos = (7,-7)
if powered:
t_stick = t_stick.transpose(Image.FLIP_TOP_BOTTOM)
pos = (7,6)
composite.alpha_over(img, t_stick, pos, t_stick)
elif data == 3: # facing WEST
base = transform_image_side(t_base)
# paste it twice with different brightness to make a fake 3D effect
base = base.transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, base, (0,-1), base)
alpha = base.split()[3]
base = ImageEnhance.Brightness(base).enhance(0.9)
base.putalpha(alpha)
composite.alpha_over(img, base, (1,0), base)
# paste the lever stick
t_stick = t_stick.transpose(Image.FLIP_LEFT_RIGHT)
pos = (5,-7)
if powered:
t_stick = t_stick.transpose(Image.FLIP_TOP_BOTTOM)
pos = (6,6)
composite.alpha_over(img, t_stick, pos, t_stick)
elif data == 4: # facing EAST
# levers can't be placed in transparent blocks, so this
# direction is almost invisible
return None
# floor levers
elif data == 5: # pointing south when off
# lever base, fake 3d again
base = transform_image_top(t_base)
alpha = base.split()[3]
tmp = ImageEnhance.Brightness(base).enhance(0.8)
tmp.putalpha(alpha)
composite.alpha_over(img, tmp, (0,12), tmp)
composite.alpha_over(img, base, (0,11), base)
# lever stick
pos = (3,2)
if not powered:
t_stick = t_stick.transpose(Image.FLIP_LEFT_RIGHT)
pos = (11,2)
composite.alpha_over(img, t_stick, pos, t_stick)
elif data == 6: # pointing east when off
# lever base, fake 3d again
base = transform_image_top(t_base.rotate(90))
alpha = base.split()[3]
tmp = ImageEnhance.Brightness(base).enhance(0.8)
tmp.putalpha(alpha)
composite.alpha_over(img, tmp, (0,12), tmp)
composite.alpha_over(img, base, (0,11), base)
# lever stick
pos = (2,3)
if not powered:
t_stick = t_stick.transpose(Image.FLIP_LEFT_RIGHT)
pos = (10,2)
composite.alpha_over(img, t_stick, pos, t_stick)
return img
# wooden and stone pressure plates # wooden and stone pressure plates
@material(blockid=[70, 72], data=[0,1], transparent=True) @material(blockid=[70, 72], data=[0,1], transparent=True)
def pressure_plate(blockid, data): def pressure_plate(blockid, data):
@@ -2645,47 +2780,43 @@ def stem(blockid, data, north):
# vines # vines
# TODO multiple sides of a block can contain vines! At the moment @material(blockid=106, data=range(16), transparent=True)
# only pure directions are rendered
# (source http://www.minecraftwiki.net/wiki/Data_values#Vines)
@material(blockid=106, data=range(8), transparent=True)
def vines(blockid, data, north): def vines(blockid, data, north):
# north rotation # north rotation
# vines data is bit coded. decode it first.
# NOTE: the directions used in this function are the new ones used
# in minecraft 1.0.0, no the ones used by overviewer
# (i.e. north is top-left by defalut)
# rotate the data by bitwise shift
shifts = 0
if north == 'upper-left': if north == 'upper-left':
if data == 1: data = 2 shifts = 1
elif data == 4: data = 8
elif data == 8: data = 1
elif data == 2: data = 4
elif north == 'upper-right': elif north == 'upper-right':
if data == 1: data = 4 shifts = 2
elif data == 4: data = 1
elif data == 8: data = 2
elif data == 2: data = 8
elif north == 'lower-right': elif north == 'lower-right':
if data == 1: data = 8 shifts = 3
elif data == 4: data = 2
elif data == 8: data = 4 for i in range(shifts):
elif data == 2: data = 1 data = data * 2
if data & 16:
data = (data - 16) | 1
# decode data and prepare textures
raw_texture = terrain_images[143]
s = w = n = e = None
if data & 1: # south
s = raw_texture
if data & 2: # west
w = raw_texture
if data & 4: # north
n = raw_texture
if data & 8: # east
e = raw_texture
# texture generation # texture generation
img = Image.new("RGBA", (24,24), bgcolor) img = build_full_block(None, n, e, w, s)
raw_texture = terrain_images[143]
if data == 2: # south
tex = transform_image_side(raw_texture)
composite.alpha_over(img, tex, (0,6), tex)
if data == 1: # east
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, tex, (12,6), tex)
if data == 4: # west
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
composite.alpha_over(img, tex, (0,0), tex)
if data == 8: # north
tex = transform_image_side(raw_texture)
composite.alpha_over(img, tex, (12,0), tex)
return img return img