feat: parameterize sheet renderers for scale, add HD tier generator
draw_sprites.py renderers take scale/smooth/src_dir/out_dir keywords with SD-identical defaults (verified pixel-for-pixel against the committed sheets); smooth swaps NEAREST for LANCZOS/BICUBIC. tools/hd_assets.py derives the 4x WebP tier from assets/raw sources: flood-key, crop, margin/fit/center without palette quantization, then renders 4x sheets through a temp PNG bridge.
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@@ -223,7 +223,7 @@ def a_player():
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return img
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def _player_legs_frame(index=0, frame_size=96):
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def _player_legs_frame(index=0, frame_size=96, k=1, smooth=False, src_dir=OUT):
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"""Eight-frame, distance-driven butcher stride authored facing right.
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Uses the generated single-leg production sprite when present, so the walk
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@@ -231,7 +231,8 @@ def _player_legs_frame(index=0, frame_size=96):
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procedural blocky fallback below only exists for source-only rebuilds.
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Runtime rendering rotates this forward-facing frame smoothly.
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"""
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leg_path = OUT / "player_leg.png"
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leg_path = src_dir / "player_leg.png"
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resample = Image.Resampling.LANCZOS if smooth else Image.Resampling.NEAREST
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if leg_path.exists():
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source = Image.open(leg_path).convert("RGBA")
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box = source.getbbox()
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@@ -239,11 +240,11 @@ def _player_legs_frame(index=0, frame_size=96):
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source = source.crop(box)
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# Legs are deliberately tucked under the waist: only boots/lower shins
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# should peek out from beneath the torso during the stride.
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scale = min(44 / source.width, 25 / source.height)
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source = source.resize((max(1, round(source.width * scale)), max(1, round(source.height * scale))), Image.Resampling.NEAREST)
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scale = min(44 * k / source.width, 25 * k / source.height)
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source = source.resize((max(1, round(source.width * scale)), max(1, round(source.height * scale))), resample)
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waist = None
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waist_path = OUT / "player_waist.png"
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waist_path = src_dir / "player_waist.png"
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if waist_path.exists():
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waist = Image.open(waist_path).convert("RGBA")
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waist_box = waist.getbbox()
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@@ -251,14 +252,14 @@ def _player_legs_frame(index=0, frame_size=96):
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waist = waist.crop(waist_box)
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# Keep the attachment socket hidden under the freely aimed torso;
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# a larger waist reads as a second body when aim and travel diverge.
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waist_scale = min(38 / waist.width, 38 / waist.height)
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waist = waist.resize((max(1, round(waist.width * waist_scale)), max(1, round(waist.height * waist_scale))), Image.Resampling.NEAREST)
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waist_scale = min(38 * k / waist.width, 38 * k / waist.height)
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waist = waist.resize((max(1, round(waist.width * waist_scale)), max(1, round(waist.height * waist_scale))), resample)
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phase = index / 8 * math.tau
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contact = math.cos(phase) # frames 0/4 are full-contact extremes
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pass_k = math.sin(phase)
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pass_k_val = math.sin(phase)
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frame = Image.new("RGBA", (frame_size, frame_size), (0, 0, 0, 0))
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cx, cy = frame_size // 2, frame_size // 2 + 3
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cx, cy = frame_size // 2, frame_size // 2 + round(3 * k)
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def paste_leg(extension, side, lift, mirrored=False):
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# Anchor both thighs beneath the waist and vary only their extension.
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@@ -266,25 +267,27 @@ def _player_legs_frame(index=0, frame_size=96):
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# the hips; scaling keeps both boots unmistakably pointed forward.
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img = source.transpose(Image.Transpose.FLIP_TOP_BOTTOM) if mirrored else source
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lift_scale = 1 + lift * 0.08
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img = img.resize((round(extension * lift_scale), round(img.height * lift_scale)), Image.Resampling.NEAREST)
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x = round(cx - 8)
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y = round(cy + side * 11 - img.height / 2)
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img = img.resize((round(extension * lift_scale), round(img.height * lift_scale)), resample)
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x = round(cx - round(8 * k))
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y = round(cy + side * round(11 * k) - img.height / 2)
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frame.alpha_composite(img, (x, y))
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# Feet trade long/short extensions through contact and pass poses.
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# Mirroring one copy makes the generated art read as a left/right pair.
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left_extension = 34 + contact * 9
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right_extension = 34 - contact * 9
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paste_leg(right_extension, 1, max(0, -pass_k), True)
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paste_leg(left_extension, -1, max(0, pass_k))
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left_extension = k * (34 + contact * 9)
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right_extension = k * (34 - contact * 9)
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paste_leg(right_extension, 1, max(0, -pass_k_val), True)
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paste_leg(left_extension, -1, max(0, pass_k_val))
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if waist is not None:
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frame.alpha_composite(waist, (round(cx - waist.width / 2), round(cy - waist.height / 2)))
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else:
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# Source-only fallback: cover the thigh joints with a compact hip block.
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d = ImageDraw.Draw(frame)
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d.polygon([(cx - 15, cy - 13), (cx + 12, cy - 12), (cx + 16, cy + 11), (cx - 17, cy + 12)], fill=OUTL)
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d.polygon([(cx - 13, cy - 11), (cx + 10, cy - 10), (cx + 13, cy + 9), (cx - 14, cy + 10)], fill=(116, 76, 45, 255))
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d.line([(cx - 11, cy - 9), (cx + 8, cy - 9)], fill=(201, 151, 88, 255), width=2)
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d.polygon([(cx - round(15 * k), cy - round(13 * k)), (cx + round(12 * k), cy - round(12 * k)),
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(cx + round(16 * k), cy + round(11 * k)), (cx - round(17 * k), cy + round(12 * k))], fill=OUTL)
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d.polygon([(cx - round(13 * k), cy - round(11 * k)), (cx + round(10 * k), cy - round(10 * k)),
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(cx + round(13 * k), cy + round(9 * k)), (cx - round(14 * k), cy + round(10 * k))], fill=(116, 76, 45, 255))
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d.line([(cx - round(11 * k), cy - round(9 * k)), (cx + round(8 * k), cy - round(9 * k))], fill=(201, 151, 88, 255), width=2)
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return frame
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logical = 48
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@@ -328,7 +331,7 @@ def _player_legs_frame(index=0, frame_size=96):
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frame = finish_sprite(img, "player_legs")
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if frame.size != (frame_size, frame_size):
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frame = frame.resize((frame_size, frame_size), Image.Resampling.NEAREST)
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frame = frame.resize((frame_size, frame_size), resample)
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return frame
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@@ -1334,18 +1337,30 @@ ACTORS = [
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]
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def _fit_actor(img, name, frame_size):
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def sd_frame_size(name):
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"""Return the SD frame size for a given actor name."""
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if name.startswith("boss_"):
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return 128
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if name == "player":
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return 96
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return 64
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def _fit_actor(img, name, frame_size, smooth=False, k=None):
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box = img.getbbox()
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img = img.crop(box) if box else img
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if k is None:
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k = frame_size / sd_frame_size(name)
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if name.startswith("boss_"):
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target = 120
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target = round(120 * k)
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elif name == "player":
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target = 88
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target = round(88 * k)
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else:
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target = 58
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target = min(target, frame_size - 8)
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target = round(58 * k)
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target = min(target, frame_size - round(8 * k))
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scale = min(target / img.width, target / img.height)
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return img.resize((max(1, round(img.width * scale)), max(1, round(img.height * scale))), Image.Resampling.NEAREST)
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resample = Image.Resampling.LANCZOS if smooth else Image.Resampling.NEAREST
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return img.resize((max(1, round(img.width * scale)), max(1, round(img.height * scale))), resample)
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def _tint(img, color, amount):
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@@ -1354,7 +1369,7 @@ def _tint(img, color, amount):
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return Image.blend(img, tint, amount)
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def _actor_frame(base, name, action, index, count, direction, frame_size):
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def _actor_frame(base, name, action, index, count, direction, frame_size, k=1, smooth=False):
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phase = index / count * math.tau
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work = base.copy()
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xscale = yscale = 1.0
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@@ -1363,37 +1378,39 @@ def _actor_frame(base, name, action, index, count, direction, frame_size):
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if action == "idle":
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yscale = 1 + math.sin(phase) * 0.035
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xscale = 1 - math.sin(phase) * 0.018
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yoff = round(-abs(math.sin(phase)) * 1.5)
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yoff = round(-abs(math.sin(phase)) * 1.5 * k)
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elif action == "move":
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stride = math.sin(phase)
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xscale = 1 + abs(stride) * 0.06
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yscale = 1 - abs(stride) * 0.045
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yoff = round(-abs(stride) * 3)
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yoff = round(-abs(stride) * 3 * k)
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angle = stride * 4.5
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xoff = round(stride * 1.5)
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xoff = round(stride * 1.5 * k)
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elif action == "attack":
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thrust = math.sin(min(index / max(count - 1, 1), 1) * math.pi)
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xscale = 1 + thrust * 0.10
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yscale = 1 - thrust * 0.04
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xoff = round(thrust * 5)
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xoff = round(thrust * 5 * k)
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angle = -thrust * 5
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elif action == "hit":
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xoff = (-2, 3, -1)[index % 3]
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xoff = round((-2, 3, -1)[index % 3] * k)
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angle = (-7, 5, -2)[index % 3]
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work = _tint(work, (255, 236, 218, 255), 0.58 - index * 0.16)
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elif action == "death":
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fall = index / max(count - 1, 1)
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angle = fall * 82
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xoff = round(fall * 8)
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yoff = round(fall * 13)
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xoff = round(fall * 8 * k)
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yoff = round(fall * 13 * k)
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yscale = max(0.28, 1 - fall * 0.68)
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work.putalpha(work.getchannel("A").point(lambda a: round(a * (1 - fall * 0.62))))
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resample_resize = Image.Resampling.LANCZOS if smooth else Image.Resampling.NEAREST
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resample_rotate = Image.Resampling.BICUBIC if smooth else Image.Resampling.NEAREST
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w = max(1, round(work.width * xscale))
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h = max(1, round(work.height * yscale))
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work = work.resize((w, h), Image.Resampling.NEAREST)
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work = work.resize((w, h), resample_resize)
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if angle:
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work = work.rotate(angle, Image.Resampling.NEAREST, expand=True)
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work = work.rotate(angle, resample_rotate, expand=True)
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frame = Image.new("RGBA", (frame_size, frame_size), (0, 0, 0, 0))
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frame.alpha_composite(work, ((frame_size - work.width) // 2 + xoff, (frame_size - work.height) // 2 + yoff))
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@@ -1404,28 +1421,28 @@ def _actor_frame(base, name, action, index, count, direction, frame_size):
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cy = frame_size // 2
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if action == "attack" and index in (2, 3):
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accent = GORE if "spitter" not in name else GREEN
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d.line([(cx + frame_size // 5, cy - 3), (cx + frame_size // 2 - 3, cy)], fill=accent, width=max(1, frame_size // 32))
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d.line([(cx + frame_size // 5, cy - round(3 * k)), (cx + frame_size // 2 - 3, cy)], fill=accent, width=max(1, frame_size // 32))
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if name == "enemy_exploder" and action != "death" and index % 2:
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d.ellipse([cx - 3, cy - 3, cx + 3, cy + 3], fill=YELLOW)
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d.ellipse([cx - round(3 * k), cy - round(3 * k), cx + round(3 * k), cy + round(3 * k)], fill=YELLOW)
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if name == "boss_gorecrown" and index % 2:
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d.point([(cx - 12, cy - 10), (cx + 12, cy - 10)], fill=WHITE)
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d.point([(cx - round(12 * k), cy - round(10 * k)), (cx + round(12 * k), cy - round(10 * k))], fill=WHITE)
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# The canonical actor faces right. Bake all eight compass directions into
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# the atlas so runtime rendering never rotates/softens character pixels.
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degrees = direction * 45
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if degrees:
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frame = frame.rotate(-degrees, Image.Resampling.NEAREST, expand=False)
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frame = frame.rotate(-degrees, resample_rotate, expand=False)
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return frame
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def render_actor_sheet(name, use_existing=False):
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frame_size = 128 if name.startswith("boss_") else (96 if name == "player" else 64)
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source_path = OUT / f"{name}.png"
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def render_actor_sheet(name, use_existing=False, scale=1, smooth=False, src_dir=OUT, out_dir=OUT):
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frame_size = sd_frame_size(name) * scale
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source_path = src_dir / f"{name}.png"
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if use_existing and source_path.exists():
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source = Image.open(source_path).convert("RGBA")
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else:
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source = finish_sprite(ASSETS[name](), name)
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source = _fit_actor(source, name, frame_size)
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source = _fit_actor(source, name, frame_size, smooth=smooth)
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columns = 8
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cells = sum(count * 8 for count, _fps in ANIM_ACTIONS.values())
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rows = math.ceil(cells / columns)
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@@ -1434,36 +1451,37 @@ def render_actor_sheet(name, use_existing=False):
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for action, (count, _fps) in ANIM_ACTIONS.items():
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for direction in range(8):
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for index in range(count):
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frame = _actor_frame(source, name, action, index, count, direction, frame_size)
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frame = _actor_frame(source, name, action, index, count, direction, frame_size, k=scale, smooth=smooth)
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sheet.alpha_composite(frame, ((cell % columns) * frame_size, (cell // columns) * frame_size))
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cell += 1
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sheet.save(OUT / f"{name}_sheet.png", optimize=True)
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sheet.save(out_dir / f"{name}_sheet.png", optimize=True)
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return sheet
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def render_legs_sheet():
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def render_legs_sheet(scale=1, smooth=False, src_dir=OUT, out_dir=OUT):
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"""Render one forward-facing stride row; runtime rotates it smoothly."""
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frame_size = 96
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frame_size = 96 * scale
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sheet = Image.new("RGBA", (frame_size * 8, frame_size), (0, 0, 0, 0))
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planted = None
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for index in range(8):
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frame = _player_legs_frame(index, frame_size)
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frame = _player_legs_frame(index, frame_size, k=scale, smooth=smooth, src_dir=src_dir)
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if index == 0:
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planted = frame.copy()
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sheet.alpha_composite(frame, (index * frame_size, 0))
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sheet.save(OUT / "player_legs_sheet.png", optimize=True)
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sheet.save(out_dir / "player_legs_sheet.png", optimize=True)
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if planted is not None:
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planted.save(OUT / "player_legs.png", optimize=True)
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planted.save(out_dir / "player_legs.png", optimize=True)
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return sheet
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def render_player_death_sheet():
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def render_player_death_sheet(scale=1, smooth=False, src_dir=OUT, out_dir=OUT):
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"""Derive a gore burst from the shipped AI player still without redrawing it."""
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source_path = OUT / "player.png"
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frame_size = 128 * scale
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source_path = src_dir / "player.png"
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if not source_path.exists():
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raise FileNotFoundError("assets/player.png is required for the derived death sheet")
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source = _fit_actor(Image.open(source_path).convert("RGBA"), "player", 128)
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frame_size, frame_count = 128, 12
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source = _fit_actor(Image.open(source_path).convert("RGBA"), "player", frame_size, smooth=smooth, k=scale)
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frame_count = 12
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sheet = Image.new("RGBA", (frame_size * frame_count, frame_size), (0, 0, 0, 0))
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rng = random.Random(0x5A17CE)
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fragments = []
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@@ -1482,21 +1500,23 @@ def render_player_death_sheet():
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a = math.atan2(rely, relx) + rng.uniform(-0.7, 0.7)
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fragments.append((piece, relx, rely, a, rng.uniform(30, 68), rng.uniform(-105, 105)))
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resample_rotate = Image.Resampling.BICUBIC if smooth else Image.Resampling.NEAREST
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for index in range(frame_count):
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p = index / max(1, frame_count - 1)
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burst = p * p * (3 - 2 * p)
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frame = Image.new("RGBA", (frame_size, frame_size), (0, 0, 0, 0))
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d = ImageDraw.Draw(frame)
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s = frame_size // 2
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if index in (1, 2, 3):
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flash = (1 - abs(index - 2) / 2) * 0.9
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rr = 8 + index * 9
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d.ellipse([64 - rr, 64 - rr, 64 + rr, 64 + rr], fill=(255, 223, 164, round(255 * flash)))
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rr = round((8 + index * 9) * scale)
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d.ellipse([s - rr, s - rr, s + rr, s + rr], fill=(255, 223, 164, round(255 * flash)))
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for dot in range(20):
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da = (dot * 2.399963 + 0.37) % math.tau
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dr = burst * (18 + (dot * 17) % 47)
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rr = max(1, round((3 + dot % 4) * (1 - p * 0.55)))
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dx = round(64 + math.cos(da) * dr)
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dy = round(64 + math.sin(da) * dr)
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dr = burst * round((18 + (dot * 17) % 47) * scale)
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rr = max(1, round((3 + dot % 4) * (1 - p * 0.55) * scale))
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dx = round(s + math.cos(da) * dr)
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dy = round(s + math.sin(da) * dr)
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alpha = round(230 * max(0, 1 - p * 0.75))
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color = (174, 15 + (dot % 3) * 8, 38, alpha)
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d.ellipse([dx - rr, dy - rr, dx + rr, dy + rr], fill=color)
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@@ -1510,7 +1530,7 @@ def render_player_death_sheet():
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work.putalpha(work.getchannel("A").point(lambda alpha: round(alpha * fade)))
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rotation = spin * burst
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if rotation:
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work = work.rotate(rotation, Image.Resampling.NEAREST, expand=True)
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work = work.rotate(rotation, resample_rotate, expand=True)
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cx = origin_x + source.width / 2 + relx
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cy = origin_y + source.height / 2 + rely
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travel = speed * burst
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@@ -1518,7 +1538,7 @@ def render_player_death_sheet():
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cy += math.sin(ang) * travel + rely * burst * 0.45
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frame.alpha_composite(work, (round(cx - work.width / 2), round(cy - work.height / 2)))
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sheet.alpha_composite(frame, (index * frame_size, 0))
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sheet.save(OUT / "player_death_sheet.png", optimize=True)
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sheet.save(out_dir / "player_death_sheet.png", optimize=True)
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return sheet
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