The umpire is situational again. Each line is tied to the thing that justifies it — a new variant appearing, the court filling, one crossing your baseline, a game lost, a horde, a changeover — behind one shared cooldown, so several triggers at once still yield one remark. The random timer pool is gone, the interval went 26s to 55s, and ump_out_of_order, ump_let and ump_no_appeal are deleted. "Visually the ball is not yet at the player but somehow the player already is hit" was real and measurable. The hostile-ball hit test reused the parry's hypot(dx, dz*0.8), and weighting depth shrinks it: contact fired while the ball was still 0.68 m up-court and drawn up around his head. It has its own unweighted test now, and contact lands at 0.25 m with the ball on his chest. The parry keeps its weighting — a racket sweep really is wider than it is deep. On "everything is a tad too small": measured first, because higher-resolution sprites are only half the answer. At RES 3 the player rasterises into 170 device pixels from a 112px source — upscaled 1.5x — while a far shambler is downscaled to 78. So near bodies needed resolution and far bodies needed the camera. Camera: pushed back and lengthened (camZ 42->48, camF 580->760) to flatten the perspective so distant bodies grow relative to near ones rather than everything zooming, camY raised for a steeper look-down, horizon re-centred. Far shambler 26->30px, boss 39->45px, player unchanged, court in the same band. Sprites: the original sheets were still in the repo at full resolution, so nothing needed regenerating — IDLE_TARGET_H went to 224 and every sheet was re-sliced. The sheet-to-output mapping was never recorded, so it was recovered by matching sliced frames to existing assets by image signature: 58 came back from sheets, the 29 without a confident match were 2x-upscaled to stay on the shared scale, since a sprite off that scale renders at half height. Tennis untouched: 50 hits / 0 whiffs. 45-game soak clean, all four chapters. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
72 lines
3.4 KiB
Python
72 lines
3.4 KiB
Python
# slice.py — chroma-key a generated sprite sheet on its corner color, split into
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# frames on column gaps, common-scale the sheet so the tallest frame = IDLE_TARGET_H,
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# save each frame to the given output paths. Usage: slice.py sheet.png out1.png out2.png ...
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import sys
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from PIL import Image
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IDLE_TARGET_H = 224 # 2x remaster: the player renders at ~170 DEVICE px (RES 3), so 112 was being upscaled
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KEY_D2 = 60 * 60 # squared RGB distance to the bg color that still counts as background
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MIN_GAP = 12 # empty columns that separate frames
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MIN_BLOB = 60 # despeckle: drop opaque islands smaller than this many pixels
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def main(sheet_path, out_paths, largest_only=False):
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im = Image.open(sheet_path).convert('RGBA')
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w, h = im.size
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px = im.load()
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# background = corner color (average the four corners that agree with the top-left)
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bg = px[0, 0][:3]
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for x in range(w):
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for y in range(h):
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r, g, b, a = px[x, y]
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if (r - bg[0]) ** 2 + (g - bg[1]) ** 2 + (b - bg[2]) ** 2 < KEY_D2 \
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or (min(r, b) > g + 40): # de-fringe: magenta-hued halo pixels (sprites have no magenta)
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px[x, y] = (0, 0, 0, 0)
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# despeckle: flood-fill opaque components; wipe tiny ones (halos, dust).
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# largest_only additionally wipes everything but the biggest blob (stray fragments
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# from splitting a sheet whose frames touch — e.g. the brute's dragged pole).
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seen = [[False] * h for _ in range(w)]
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blobs = []
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for x in range(w):
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for y in range(h):
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if seen[x][y] or px[x, y][3] == 0: continue
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stack, blob = [(x, y)], []
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seen[x][y] = True
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while stack:
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cx, cy = stack.pop()
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blob.append((cx, cy))
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for nx, ny in ((cx+1,cy),(cx-1,cy),(cx,cy+1),(cx,cy-1)):
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if 0 <= nx < w and 0 <= ny < h and not seen[nx][ny] and px[nx, ny][3] > 0:
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seen[nx][ny] = True; stack.append((nx, ny))
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blobs.append(blob)
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keep = max(blobs, key=len) if (largest_only and blobs) else None
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for blob in blobs:
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if blob is keep: continue
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if largest_only or len(blob) < MIN_BLOB:
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for cx, cy in blob: px[cx, cy] = (0, 0, 0, 0)
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# segment on empty column runs
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cols = [any(px[x, y][3] for y in range(h)) for x in range(w)]
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frames, start, gap = [], None, 0
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for x in range(w):
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if cols[x]:
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if start is None: start = x
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gap = 0
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elif start is not None:
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gap += 1
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if gap >= MIN_GAP:
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frames.append((start, x - gap + 1)); start = None
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if start is not None: frames.append((start, w))
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crops = []
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for x0, x1 in frames:
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c = im.crop((x0, 0, x1, h))
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crops.append(c.crop(c.getbbox()))
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if len(crops) != len(out_paths):
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sys.exit(f'ERROR: found {len(crops)} frames, expected {len(out_paths)} ({sheet_path})')
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k = IDLE_TARGET_H / max(c.height for c in crops) # one scale per sheet keeps relative frame sizes
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for c, out in zip(crops, out_paths):
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c.resize((max(1, round(c.width * k)), max(1, round(c.height * k))), Image.NEAREST).save(out)
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print(f'{out}: {round(c.width * k)}x{round(c.height * k)}')
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if __name__ == '__main__':
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args = [a for a in sys.argv[1:] if a != '--largest']
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main(args[0], args[1:], largest_only='--largest' in sys.argv)
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