draw sprites on each map

This commit is contained in:
Bryan Bishop 2013-11-23 18:56:51 -06:00
parent de5d9bb156
commit 1e2b7cc055

View File

@ -16,6 +16,10 @@ tile_height = 8
block_width = 4
block_height = 4
WALKING_SPRITE = 1
STANDING_SPRITE = 2
STILL_SPRITE = 3
# use the same configuration
gfx.config = crystal.conf
config = gfx.config
@ -28,6 +32,7 @@ def add_pokecrystal_paths_to_configuration(config=config):
config.block_dir = os.path.join(os.path.abspath("."), "tilesets/")
config.palmap_dir = config.block_dir
config.palette_dir = config.block_dir
config.sprites_dir = os.path.join(os.path.abspath("."), "gfx/overworld/")
add_pokecrystal_paths_to_configuration(config=config)
@ -195,7 +200,110 @@ def read_palettes(time_of_day=1, config=config):
return palettes
def draw_map(map_group_id, map_id, palettes, config=config):
def load_sprite_image(image_id, config=config):
"""
Make standard file path.
"""
overworld_path = os.path.join("./gfx", "overworld")
filepath = os.path.join(overworld_path, "{image_id}.png")
filepath = filepath.format(image_id=str(image_id).zfill(3))
sprite_image = Image.open(filepath)
#pal = bytearray(open(os.path.join(config.block_dir, "day.pal"), "rb").read())
#sprite_image = colorize_tile(sprite_image, pal)
return sprite_image
sprites = {}
def load_all_sprite_images(config=config):
"""
Loads all images for each sprite in each direction.
"""
crystal.direct_load_rom()
sprite_headers_address = 0x14736
sprite_header_size = 6
sprite_count = 102
frame_size = 0x40
current_address = sprite_headers_address
current_image_id = 0
for sprite_id in xrange(sprite_count):
rom_bytes = crystal.rom[current_address : current_address + sprite_header_size]
header = [ord(x) for x in rom_bytes]
sprite_size = header[2]
sprite_type = header[4]
sprite_palette = header[5]
image_count = sprite_size / frame_size
sprite = {
"size": sprite_size,
"image_count": image_count,
"type": sprite_type,
"palette": sprite_palette,
"images": {},
}
# store the actual metadata
sprites[sprite_id] = sprite
if sprite_type == WALKING_SPRITE:
# down, up, left, move down, move up, move left
sprite["images"]["down"] = load_sprite_image(current_image_id, config=config)
sprite["images"]["up"] = load_sprite_image(current_image_id + 1, config=config)
sprite["images"]["left"] = load_sprite_image(current_image_id + 2, config=config)
current_image_id += image_count * 2
elif sprite_type == STANDING_SPRITE:
# down, up, left
sprite["images"]["down"] = load_sprite_image(current_image_id, config=config)
sprite["images"]["up"] = load_sprite_image(current_image_id + 1, config=config)
sprite["images"]["left"] = load_sprite_image(current_image_id + 2, config=config)
current_image_id += image_count * 1
elif sprite_type == STILL_SPRITE:
# just one image
sprite["images"]["still"] = load_sprite_image(current_image_id, config=config)
current_image_id += image_count * 1
current_address += sprite_header_size
return sprites
def draw_map_sprites(map_header, map_image, config=config):
"""
Show NPCs and items on the map.
"""
events = map_header.second_map_header.event_header.people_events
for event in events:
sprite_image_id = event.params[0].byte
y = (event.params[1].byte - 4) * 4
x = (event.params[2].byte - 4) * 4
facing = event.params[3].byte
movement = event.params[4].byte
sight_range = event.params[8].byte
some_pointer = event.params[9]
bit_table_bit_number = event.params[10]
if sprite_image_id not in sprites.keys():
print "sprite_image_id {} is not in sprites".format(sprite_image_id)
continue
sprite = sprites[sprite_image_id]
# TODO: pick the correct direction based on "facing"
sprite_image = sprite["images"].values()[0]
# TODO: figure out how to calculate the correct position
map_image.paste(sprite_image, (x * 4, y * 4))
def draw_map(map_group_id, map_id, palettes, show_sprites=True, config=config):
"""
Makes a picture of a map.
"""
@ -218,6 +326,7 @@ def draw_map(map_group_id, map_id, palettes, config=config):
map_image = Image.new("RGB", (width * tile_width * block_width, height * tile_height * block_height))
# draw each block on the map
for block_num in xrange(len(blockdata)):
block_x = block_num % width
block_y = block_num / width
@ -236,9 +345,12 @@ def draw_map(map_group_id, map_id, palettes, config=config):
map_image.paste(tile_image, (tile_x, tile_y))
# draw each sprite on the map
draw_map_sprites(map_header, map_image, config=config)
return map_image
def save_map(map_group_id, map_id, savedir, config=config):
def save_map(map_group_id, map_id, savedir, show_sprites=True, config=config):
"""
Makes a map and saves it to a file in savedir.
"""
@ -252,12 +364,12 @@ def save_map(map_group_id, map_id, savedir, config=config):
palettes = read_palettes(config=config)
print "Drawing {}".format(map_name)
map_image = draw_map(map_group_id, map_id, palettes, config)
map_image = draw_map(map_group_id, map_id, palettes, show_sprites=show_sprites, config=config)
map_image.save(filepath)
return map_image
def save_maps(savedir, config=config):
def save_maps(savedir, show_sprites=True, config=config):
"""
Draw as many maps as possible.
"""
@ -266,4 +378,4 @@ def save_maps(savedir, config=config):
for map_group_id in crystal.map_names.keys():
for map_id in crystal.map_names[map_group_id].keys():
if isinstance(map_id, int):
image = save_map(map_group_id, map_id, savedir, config)
image = save_map(map_group_id, map_id, savedir, show_sprites=show_sprites, config=config)