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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/res_raw/sprites/create_blueprint_previews.py
tobspr 931c8a5821
Puzzle DLC (#1172)
* Puzzle mode (#1135)

* Add mode button to main menu

* [WIP] Add mode menu. Add factory-based gameMode creation

* Add savefile migration, serialize, deserialize

* Add hidden HUD elements, zone, and zoom, boundary constraints

* Clean up lint issues

* Add building, HUD exclusion, building exclusion, and refactor

- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu

* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria

* Add ingame puzzle mode UI elements

- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>

* Performance optimizations (#1154)

* 1.3.1 preparations

* Minor fixes, update translations

* Fix achievements not working

* Lots of belt optimizations, ~15% performance boost

* Puzzle mode, part 1

* Puzzle mode, part 2

* Fix missing import

* Puzzle mode, part 3

* Fix typo

* Puzzle mode, part 4

* Puzzle Mode fixes: Correct zone restrictions and more (#1155)

* Hide Puzzle Editor Controls in regular game mode, fix typo

* Disallow shrinking zone if there are buildings

* Fix multi-tile buildings for shrinking

* Puzzle mode, Refactor hud

* Puzzle mode

* Fixed typo in latest puzzle commit (#1156)

* Allow completing puzzles

* Puzzle mode, almost done

* Bump version to 1.4.0

* Fixes

* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)

* Puzzle mode, almost done

* Allow clearing belts with 'B'

* Multiple users for the puzzle dlc

* Bump api key

* Minor adjustments

* Update

* Minor fixes

* Fix throughput

* Fix belts

* Minor puzzle adjustments

* New difficulty

* Minor puzzle improvements

* Fix belt path

* Update translations

* Added a button to return to the menu after a puzzle is completed (#1170)

* added another button to return to the menu

* improved menu return

* fixed continue button to not go back to menu

* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)

* initial test

* tried to get it to work

* added icon

* added test exclusion

* reverted css

* completed flow for building locking

* added lock option

* finalized look and changed locked building to same sprite

* removed unused art

* added clearing every goal acceptor on lock to prevent creating impossible puzzles

* heavily improved validation and prevented autocompletion

* validation only checks every 100 ticks to improve performance

* validation only checks every 100 ticks to improve performance

* removed clearing goal acceptors as it isn't needed because of validation

* Add soundtrack, puzzle dlc fixes

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 16:32:05 +02:00

95 lines
2.9 KiB
Python

# Requirements: numpy, scipy, Pillow,
from __future__ import print_function
import sys
import numpy as np
from scipy import ndimage
from PIL import Image, ImageFilter, ImageChops
import math
from os import listdir
from os.path import isdir, isfile
generate_blueprint_sprite_v = np.array([[0, 0, 0],
[0, 1, 0],
[0, 0, -1]])
generate_blueprint_sprite_h = np.array([[0, 0, 0],
[0, 0, 1],
[0, -1, 0]])
def rgb2gray(rgb):
return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
def process_image(data, outfilename, src_image):
img = Image.fromarray(np.asarray(
np.clip(data, 0, 255), dtype="uint8"), "L")
dest = Image.new("RGBA", (img.width, img.height))
src = img.load()
dst = dest.load()
realSrc = src_image.load()
mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
orig = src_image.load()
# isWire = "wire" in outfilename
isWire = False
targetR = 104
targetG = 200
targetB = 255
if isWire:
targetR = 255
targetG = 104
targetB = 232
for x in range(img.width):
for y in range(img.height):
realpixl = realSrc[x, y]
greyval = float(src[x, y])
greyval = min(255.0, greyval)
greyval = math.pow(
min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
greyval = max(0, greyval)
alpha = mask[x, y][3] / 255.0 * 1
edgeFactor = src[x, y] / 255.0
noEdge = 1 - edgeFactor
shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
noShadow = 1 - shadow
dst[x, y] = (
min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
dest.save(outfilename)
def generate_blueprint_sprite(infilename, outfilename):
print("Processing", infilename)
img = Image.open(infilename)
img.load()
img = img.filter(ImageFilter.GaussianBlur(0.5))
image = rgb2gray(np.asarray(img, dtype="int32"))
vertical = ndimage.convolve(image, generate_blueprint_sprite_v)
horizontal = ndimage.convolve(image, generate_blueprint_sprite_h)
output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
process_image(output_image, outfilename, img)
buildings = listdir("buildings")
for buildingId in buildings:
if not ".png" in buildingId:
continue
if "hub" in buildingId:
continue
if "wire-" in buildingId:
continue
generate_blueprint_sprite("buildings/" + buildingId + "", "blueprints/" + buildingId + "")