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| author | Somhairle H. Marisol <[email protected]> | 2026-09-29 10:38:53 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-29 10:38:53 +0800 |
| commit | 328760853c15c44d1de915d6c88e0dfd7ddc5af6 (patch) | |
| tree | aa1e570378cfe92b0c4e9f125141a43d0ba89663 /src/LivingVillage.Desktop | |
| parent | 46073814a67598c1a4122d1cb5abaaeb38c94e6d (diff) | |
| download | living-village-328760853c15c44d1de915d6c88e0dfd7ddc5af6.tar.gz | |
p72: 角色行走四向动画帧提升(6 走 + 2 待机)
CharacterArt 运行时点阵图集从 4 走 + 2 待机扩为 6 走(新增左右低过渡步 4/5,由 1/2 镜像)+ 2 待机,格数 *8、图集 5120x48;VillageArt 帧循环 %6、characterSourceRectangle *8、characterAtlasWidth 5120。同步 P45/Prototype 帧断言、新增 P72 帧表完整性回归、脚本与素材重新生成、维护说明动画语义。白天正午村庄行走实跑证据落 docs/evidence/p72-*。Desktop 343/343、Kernel 120/120、digest 与 p70 一致。
Diffstat (limited to 'src/LivingVillage.Desktop')
| -rw-r--r-- | src/LivingVillage.Desktop/Assets/jiangnan-characters.png | bin | 5585 -> 6911 bytes | |||
| -rw-r--r-- | src/LivingVillage.Desktop/CharacterArt.fs | 31 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/Game.fs | 11 | ||||
| -rw-r--r-- | src/LivingVillage.Desktop/VillageArt.fs | 24 |
4 files changed, 46 insertions, 20 deletions
diff --git a/src/LivingVillage.Desktop/Assets/jiangnan-characters.png b/src/LivingVillage.Desktop/Assets/jiangnan-characters.png Binary files differindex dd96e60..8698b39 100644 --- a/src/LivingVillage.Desktop/Assets/jiangnan-characters.png +++ b/src/LivingVillage.Desktop/Assets/jiangnan-characters.png diff --git a/src/LivingVillage.Desktop/CharacterArt.fs b/src/LivingVillage.Desktop/CharacterArt.fs index 9d02baf..bfe86ad 100644 --- a/src/LivingVillage.Desktop/CharacterArt.fs +++ b/src/LivingVillage.Desktop/CharacterArt.fs @@ -5,8 +5,9 @@ open Microsoft.Xna.Framework.Graphics /// P45 角色动画帧:全部原创手绘点阵,用像素代码内嵌生成图集,不依赖任何外部素材。 /// 布局与既有 `characterSourceRectangle` 完全一致:cell 32x48, -/// cellIndex = (variant*4 + direction)*6 + frame,共 5 变体 x 4 向 x 6 帧。 -/// direction 顺序 North/South/West/East(0..3),frame 顺序 走1/走2/走3/走4/待机1/待机2(0..5)。 +/// cellIndex = (variant*4 + direction)*8 + frame,共 5 变体 x 4 向 x 8 帧。 +/// direction 顺序 North/South/West/East(0..3), +/// frame 顺序 走1..走6/待机1/待机2(0..7);P72 将行走由 4 帧提升为 6 帧(含左右过渡步)。 module CharacterArt = let sourceWidth = 16 @@ -16,8 +17,8 @@ module CharacterArt = let cellHeight = sourceHeight * pixelScale let variantCount = 5 let directionCount = 4 - let frameCount = 6 - let walkFrameCount = 4 + let frameCount = 8 + let walkFrameCount = 6 let idleFrameCount = 2 let atlasWidth = cellWidth * variantCount * directionCount * frameCount @@ -102,6 +103,13 @@ module CharacterArt = "....BBBBBBBB...." "....RRRRRRRR...." ] + let private mirrorRow (row: string) : string = + System.String(row.ToCharArray() |> Array.rev) + + /// P72 过渡步:走 5/6 为走 2/3 的左右镜像,形成「左-右」对称的六帧循环。 + let private torsoWalk4 : string list = torsoWalk1 |> List.map mirrorRow + let private torsoWalk5 : string list = torsoWalk2 |> List.map mirrorRow + let private torsoIdle1 : string list = [ "...SRRRRRRRRS..." "...SRRRRRRRRS..." @@ -123,7 +131,8 @@ module CharacterArt = "....RRRRRRRR...." "....RRRRRRRR...." ] - /// 腿(6 行,行 18..23):四帧行走跨步姿态各不相同,待机两帧双脚并拢。 + /// 腿(6 行,行 18..23):六帧行走跨步姿态各不相同,待机两帧双脚并拢。 + /// 走 5/6 为走 2/3 的左右镜像(P72 过渡步),使左右跨步对称。 let private legsWalk0 : string list = [ "....RRRRRRRR...." "...RRRRRRRRRR..." @@ -154,7 +163,10 @@ module CharacterArt = ".....RRRRRR....." ".....RRR.RR....." ".....RRR.FF....." - ".....FFF........" ] + ".......FFFF....." ] + + let private legsWalk4 : string list = legsWalk1 |> List.map mirrorRow + let private legsWalk5 : string list = legsWalk2 |> List.map mirrorRow let private legsIdle : string list = [ "....RRRRRRRR...." @@ -165,13 +177,10 @@ module CharacterArt = ".....FFF.FF....." ] let private torsoByFrame : string list list = - [ torsoWalk0; torsoWalk1; torsoWalk2; torsoWalk3; torsoIdle1; torsoIdle2 ] + [ torsoWalk0; torsoWalk1; torsoWalk2; torsoWalk3; torsoWalk4; torsoWalk5; torsoIdle1; torsoIdle2 ] let private legsByFrame : string list list = - [ legsWalk0; legsWalk1; legsWalk2; legsWalk3; legsIdle; legsIdle ] - - let private mirrorRow (row: string) : string = - System.String(row.ToCharArray() |> Array.rev) + [ legsWalk0; legsWalk1; legsWalk2; legsWalk3; legsWalk4; legsWalk5; legsIdle; legsIdle ] let private headByDirection : string list list = [ headNorth; headSouth; headWest; headWest |> List.map mirrorRow ] diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs index ff1dfe0..6252117 100644 --- a/src/LivingVillage.Desktop/Game.fs +++ b/src/LivingVillage.Desktop/Game.fs @@ -99,6 +99,9 @@ type LivingVillageGame() as this = // P36 证据钩子:复用 sample 脚本的走位/互动序列,但按状态抓 4 帧关键帧 // (靠近→提示出现→对话层打开且世界交互被隔离→关闭离开提示消失)后退出。 let p36ShotMode = Environment.GetEnvironmentVariable("LV_P36_SHOT") = "1" + // P72 evidence hook: with sample recording on, log each saved frame's per-NPC walk + // frame so the PNGs can be correlated with the deterministic 6-frame cycle. + let p72Log = Environment.GetEnvironmentVariable("LV_P72_LOG") = "1" let sampleMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_SAMPLE") = "1" || p36ShotMode let menuShotMode = Environment.GetEnvironmentVariable("LV_AUTOPLAY_MENU_SHOT") = "1" let daylightAutoplay = Environment.GetEnvironmentVariable("LV_AUTOPLAY_DAYLIGHT") = "1" @@ -2812,7 +2815,13 @@ type LivingVillageGame() as this = recordIndex <- recordIndex + 1 if recordIndex % recordEvery = 0 then System.IO.Directory.CreateDirectory recordDirectory |> ignore - this.SaveBackBuffer(sprintf "%s/%s%04d.png" recordDirectory recordName recordIndex) + let name = sprintf "%s/%s%04d.png" recordDirectory recordName recordIndex + this.SaveBackBuffer(name) + if p72Log then + printfn "p72-frame %s tick=%d" name world.Tick + for npc in world.Npcs do + let spec = VillageArt.npcSpriteSpecAtTarget npc.Id npc.Pos npc.Mind.Target world.Tick + printfn " npc=%A pos=(%.1f,%.1f) frame=%A moving=%b" npc.Id npc.Pos.X npc.Pos.Y spec.Frame (npc.Mind.Target <> npc.Pos) if menuShotMode then this.CaptureMenuShot() if p42ShotMode then diff --git a/src/LivingVillage.Desktop/VillageArt.fs b/src/LivingVillage.Desktop/VillageArt.fs index 76abc4a..db594d2 100644 --- a/src/LivingVillage.Desktop/VillageArt.fs +++ b/src/LivingVillage.Desktop/VillageArt.fs @@ -108,13 +108,16 @@ module VillageArt = | FrameTwo | FrameThree | FrameFour + | FrameFive + | FrameSix /// Two-pose standing breath cycle used whenever a character is not moving. type IdleFrame = | IdleOne | IdleTwo - /// A character either walks (four-pose cycle) or breathes in place (two-pose cycle). + /// A character either walks (six-pose cycle, incl. left/right transition steps) or + /// breathes in place (two-pose cycle). type CharacterFrame = | WalkFrame of AnimationFrame | IdleFrame of IdleFrame @@ -363,13 +366,16 @@ module VillageArt = | Peddler -> { WalkWindow = 3L; IdleWindow = 20L; PhaseOffset = 1L } | Scholar -> { WalkWindow = 6L; IdleWindow = 36L; PhaseOffset = 2L } - /// Four-pose walk cycle at a rhythm's window (one pose per WalkWindow sim ticks). + /// Six-pose walk cycle at a rhythm's window (one pose per WalkWindow sim ticks). + /// P72: four strides became six by adding left/right transition steps. let animationFrameFor (rhythm: WalkRhythm) (tick: int64) : AnimationFrame = - match positiveModulo64 4L (tick / rhythm.WalkWindow + rhythm.PhaseOffset) with + match positiveModulo64 6L (tick / rhythm.WalkWindow + rhythm.PhaseOffset) with | 0L -> FrameOne | 1L -> FrameTwo | 2L -> FrameThree - | _ -> FrameFour + | 3L -> FrameFour + | 4L -> FrameFive + | _ -> FrameSix /// Two-pose standing breath cycle at a rhythm's IdleWindow, fully deterministic. let idleFrameFor (rhythm: WalkRhythm) (tick: int64) : IdleFrame = @@ -454,9 +460,11 @@ module VillageArt = | WalkFrame FrameTwo -> 1 | WalkFrame FrameThree -> 2 | WalkFrame FrameFour -> 3 - | IdleFrame IdleOne -> 4 - | IdleFrame IdleTwo -> 5 - let cellIndex = (variantIndex * 4 + directionIndex) * 6 + frameIndex + | WalkFrame FrameFive -> 4 + | WalkFrame FrameSix -> 5 + | IdleFrame IdleOne -> 6 + | IdleFrame IdleTwo -> 7 + let cellIndex = (variantIndex * 4 + directionIndex) * 8 + frameIndex Microsoft.Xna.Framework.Rectangle(cellIndex * 32, 0, 32, 48) let private rgba (r: int) (g: int) (b: int) (a: int) : XnaColor = XnaColor(r, g, b, a) @@ -566,7 +574,7 @@ module VillageArt = let worldTileCount = 32 let worldAtlasWidth = Sim.tilePixels * worldTileCount let worldAtlasHeight = Sim.tilePixels - let characterAtlasWidth = 32 * 5 * 4 * 6 + let characterAtlasWidth = 32 * 5 * 4 * 8 let characterAtlasHeight = 48 let interiorAtlasWidth = 392 let interiorAtlasHeight = 96 |
