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namespace LivingVillage.Desktop
open Microsoft.Xna.Framework
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)。
module CharacterArt =
let sourceWidth = 16
let sourceHeight = 24
let pixelScale = 2
let cellWidth = sourceWidth * pixelScale
let cellHeight = sourceHeight * pixelScale
let variantCount = 5
let directionCount = 4
let frameCount = 6
let walkFrameCount = 4
let idleFrameCount = 2
let atlasWidth = cellWidth * variantCount * directionCount * frameCount
// ---- 点阵字母:. 透明,其余为调色板索引 ----
// H 头发 S 皮肤 E 眼睛 K 描边 T 草帽 R 外衣 r 外衣暗部 B 腰带 F 鞋
/// 头部(10 行)按朝向:North 后脑、South 正面、West 左侧脸、East 右侧脸(镜像)。
let private headNorth : string list =
[ "................"
"....HHHHHHHH...."
"...HHHHHHHHHH..."
"...HHHHHHHHHH..."
"...HHHHHHHHHH..."
"...HHHHHHHHHH..."
"....HHHHHHHH...."
"....HHHHHHHH...."
".....HHHHHH....."
"......KKKK......" ]
let private headSouth : string list =
[ "................"
"....HHHHHHHH...."
"...HHHHHHHHHH..."
"...HSSSSSSSSH..."
"...HSSESSESSH..."
"...HSSSSSSSSH..."
"...HSSSSSSSSH..."
"....SSSSSSSS...."
".....SSSSSS....."
"......KKKK......" ]
let private headWest : string list =
[ "................"
"....HHHHHHHH...."
"...HHHHHHHHHH..."
"...HHHSSSSHHH..."
"...HHSESSSHHH..."
"...HHSSSSSHHH..."
"....HHSSSSHH...."
"....HSSSSSSH...."
".....SSSSS......"
"......KKKK......" ]
/// 躯干(8 行,行 10..17):走/待机的左右手臂高度不同,形成摆臂。
let private torsoWalk0 : string list =
[ "...RRRRRRRRRS..."
"...RRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRR..."
"...SRRRRRRRRR..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...." ]
let private torsoWalk1 : string list =
[ "...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...." ]
let private torsoWalk2 : string list =
[ "...SRRRRRRRRR..."
"...SRRRRRRRRR..."
"...SRRRRRRRRS..."
"...RRRRRRRRRS..."
"...RRRRRRRRRS..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...." ]
let private torsoWalk3 : string list =
[ "...SRRRRRRRRR..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...RRRRRRRRRS..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...." ]
let private torsoIdle1 : string list =
[ "...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...." ]
/// 待机第二帧:手臂收短、腰带整体上提 2 行,读作呼吸起伏。
let private torsoIdle2 : string list =
[ "...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"...SRRRRRRRRS..."
"....RRRRRRRR...."
"....BBBBBBBB...."
"....RRRRRRRR...."
"....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。
let private legsWalk0 : string list =
[ "....RRRRRRRR...."
"...RRRRRRRRRR..."
"..RRR......RRR.."
"..RRR......RRR.."
"..FFF......FFF.."
"..FFF......FFF.." ]
let private legsWalk1 : string list =
[ "....RRRRRRRR...."
"....RRRRRRRR...."
".....RRRRRR....."
".....RR.RRR....."
".....FF.RRR....."
"........FFF....." ]
let private legsWalk2 : string list =
[ "....RRRRRRRR...."
"...RRRRRRRRR...."
"...RRR....RRR..."
"...RRR....RR...."
"...FFF....FF...."
"...FFF.........." ]
let private legsWalk3 : string list =
[ "....RRRRRRRR...."
"....RRRRRRRR...."
".....RRRRRR....."
".....RRR.RR....."
".....RRR.FF....."
".....FFF........" ]
let private legsIdle : string list =
[ "....RRRRRRRR...."
"....RRRRRRRR...."
".....RRRRRR....."
".....RRR.RR....."
".....FFF.FF....."
".....FFF.FF....." ]
let private torsoByFrame : string list list =
[ torsoWalk0; torsoWalk1; torsoWalk2; torsoWalk3; 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)
let private headByDirection : string list list =
[ headNorth; headSouth; headWest; headWest |> List.map mirrorRow ]
/// 某个 (变体, 朝向, 帧) 的 24 行点阵字母;草帽变体在头部叠加草帽。
let frameLetters (variantIndex: int) (directionIndex: int) (frameIndex: int) : string list =
let head = headByDirection.[((directionIndex % directionCount) + directionCount) % directionCount]
let torso = torsoByFrame.[((frameIndex % frameCount) + frameCount) % frameCount]
let legs = legsByFrame.[((frameIndex % frameCount) + frameCount) % frameCount]
let composed = head @ torso @ legs
if (variantIndex % variantCount + variantCount) % variantCount = 4 then
composed
|> List.mapi (fun row line ->
if row = 1 || row = 2 then
line |> Seq.map (fun c -> if c = '.' then '.' else 'T') |> System.String.Concat
elif row = 3 then
line.ToCharArray()
|> Array.mapi (fun column c -> if column >= 2 && column <= 13 then 'T' else c)
|> System.String
else line)
else composed
/// 变体外衣主色 / 暗部 / 腰带;决定 5 个村民的观感差异。
let variantColors (variantIndex: int) : Color * Color * Color =
match ((variantIndex % variantCount) + variantCount) % variantCount with
| 0 -> Color(66, 84, 148), Color(44, 58, 110), Color(214, 198, 150) // 靛蓝长衫
| 1 -> Color(178, 132, 66), Color(128, 92, 44), Color(70, 60, 50) // 赭黄马甲
| 2 -> Color(74, 150, 128), Color(48, 110, 92), Color(232, 214, 160) // 青碧束带
| 3 -> Color(118, 124, 134), Color(84, 90, 100), Color(58, 62, 70) // 灰帽
| _ -> Color(146, 96, 70), Color(108, 70, 52), Color(90, 74, 48) // 斗笠农夫
let private colorOf (variantIndex: int) (letter: char) : Color option =
let robe, robeShade, belt = variantColors variantIndex
match letter with
| 'H' -> Some(Color(44, 36, 34))
| 'S' -> Some(Color(234, 194, 152))
| 'E' -> Some(Color(24, 22, 28))
| 'K' -> Some(Color(28, 30, 38))
| 'T' -> Some(Color(216, 190, 120))
| 'R' -> Some robe
| 'r' -> Some robeShade
| 'B' -> Some belt
| 'F' -> Some(Color(58, 42, 34))
| _ -> None
let private cellIndex (variantIndex: int) (directionIndex: int) (frameIndex: int) : int =
(variantIndex * directionCount + directionIndex) * frameCount + frameIndex
/// 像素点阵 -> 直通 alpha 图集纹理。仅用 SetData,无外部素材。
let buildAtlas (device: GraphicsDevice) : Texture2D =
let pixels = Array.zeroCreate<Color> (atlasWidth * cellHeight)
for variant in 0 .. variantCount - 1 do
for direction in 0 .. directionCount - 1 do
for frame in 0 .. frameCount - 1 do
let originX = cellIndex variant direction frame * cellWidth
let rows = frameLetters variant direction frame
for y in 0 .. sourceHeight - 1 do
let row = rows.[y]
for x in 0 .. sourceWidth - 1 do
match colorOf variant row.[x] with
| Some color ->
for sy in 0 .. pixelScale - 1 do
for sx in 0 .. pixelScale - 1 do
pixels.[(y * pixelScale + sy) * atlasWidth + originX + x * pixelScale + sx] <- color
| None -> ()
let texture = new Texture2D(device, atlasWidth, cellHeight)
texture.SetData pixels
texture
|