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-rw-r--r--scripts/make-cc0-art.py24
1 files changed, 16 insertions, 8 deletions
diff --git a/scripts/make-cc0-art.py b/scripts/make-cc0-art.py
index 897ec4f..f5c97ee 100644
--- a/scripts/make-cc0-art.py
+++ b/scripts/make-cc0-art.py
@@ -5,7 +5,7 @@ Reads the two provenanced CC0 packs in third_party/ (Kenney Tiny Farm tiles,
Puny Characters) and emits Deterministic CC0 Atlases for the prototype:
src/LivingVillage.Desktop/Assets/cc0-tiles.png 128x32 (4 ground tiles, 32px each)
- src/LivingVillage.Desktop/Assets/cc0-characters.png 2560x48 (5 variants x 4 directions x 4 frames, 32x48 cells)
+ src/LivingVillage.Desktop/Assets/cc0-characters.png 3840x48 (5 variants x 4 directions x 6 frames, 32x48 cells)
Mapping strategy (16 -> 32): integer 2x nearest-neighbour upscale of every source
sprite; ground tiles fill the 32x32 cell exactly; Puny sprites keep their
@@ -115,14 +115,18 @@ def build_cc0_tile_atlas():
def build_cc0_character_atlas():
- """5 variants x 4 directions x 4 frames of 32x48 cells from Puny characters.
+ """5 variants x 4 directions x 6 frames of 32x48 cells from Puny characters.
Layout: each 32x48 CELL = source 16x24 content band scaled 2x (32x48), anchored
bottom (feet on the ground line). Directions: the pack provides south-facing
art only; south/north use the same band (pack limitation recorded in the
commit), west/east are mirrored copies so walkers always read toward the player.
+
+ Frames 0-3 are the walk cycle (source poses 0-3). Frames 4-5 are the idle
+ breath cycle: the neutral pose (source pose 0) relaxed, then raised 1px for
+ the inhale. The pack has no dedicated idle art, so this reuses pose 0.
"""
- c = Canvas(2560, 48)
+ c = Canvas(3840, 48)
variant_files = [
"Soldier-Blue.png",
@@ -143,12 +147,16 @@ def build_cc0_character_atlas():
cell_w = 32
for vi, pose_cells in enumerate(variants):
for di in range(4):
- for frame in range(4):
- sprite = pose_cells[frame].resize((32, 48), Image.NEAREST)
+ # Walk frames reuse poses 0-3; idle frames 4-5 reuse the neutral pose 0,
+ # with frame 5 raised 1px so the pair reads as a breath.
+ frame_poses = [pose_cells[0], pose_cells[1], pose_cells[2], pose_cells[3], pose_cells[0], pose_cells[0]]
+ frame_offsets = [0, 0, 0, 0, 0, -1]
+ for frame in range(6):
+ sprite = frame_poses[frame].resize((32, 48), Image.NEAREST)
if di in (1, 3):
sprite = sprite.transpose(Image.FLIP_LEFT_RIGHT)
- ox = cell_w * ((vi * 4 + di) * 4 + frame)
- c.blit(sprite, ox, 0, scale=1)
+ ox = cell_w * ((vi * 4 + di) * 6 + frame)
+ c.blit(sprite, ox, frame_offsets[frame], scale=1)
return c
@@ -158,7 +166,7 @@ def main():
ASSETS.mkdir(parents=True, exist_ok=True)
targets = [
("cc0-tiles.png", build_cc0_tile_atlas(), 128, 32),
- ("cc0-characters.png", build_cc0_character_atlas(), 2560, 48),
+ ("cc0-characters.png", build_cc0_character_atlas(), 3840, 48),
]
for name, canvas, w, h in targets:
path = ASSETS / name