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splatter-tennis/assets/_crowdpass.py
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wuwiandClaude Opus 5 ca3e72d0a9 The white flashing was the top fade: the live raisers were not repainting it
Oliver: "what is this white flashing while applause in the upper right corner of
the crowd". With the photographers switched off entirely it was still there, so
it was never them — it was mine, from this morning. The top fade is baked into
the cached stand, and drawRaisers was painting a spectator's box straight over
it with only the dim applied. Every time that spectator stood up his box lost
the fade and lit up; every time he sat down it came back. Measured on the canvas:
a 146-luminance jump, twice a second, in exactly the two places raisers sit near
the top of the picture.

Both stand treatments now come from one function each and are applied in both
places. The gradient is built in user space, so filling a raiser's sub-rect with
it picks up the right alpha for free. Probed again after the fix: zero bright
pops during applause and during the wave, against the four hot spots before.

While chasing it, two real detector faults turned up and are fixed too: a blob
may not be a pale block (a re-rolled cream shirt is "new material" by the
stand-turned-person test but nothing rises), and it may not cover something
already bright (a genuine arm drawn over a white shirt deletes a white block,
which flashes just as hard). 94 raisers survive both rules.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 14:55:13 +02:00

266 lines
15 KiB
Python

# _crowdpass.py — turn the two crowd ROLLS into the six sheets the game ships, plus the table of
# who in them can stand up.
#
# uv run --with pillow --with numpy --with scipy python assets/_crowdpass.py # install
# uv run --with pillow --with numpy --with scipy python assets/_crowdpass.py --review # to _refcheck
#
# INPUT assets/_sheet_crowd3.png (seated) + _sheet_crowd3b.png (arms high) + _sheet_crowd3c.png
# (hands together, mid-clap) — the three rolls (see `_crowdroll.py`), tracked, because
# _refcheck is scratch and these are the only copy of the art
# OUTPUT assets/x_crowd.png · x_crowd_c.png · x_crowd_h.png — ONE STACKED SPRITE SHEET PER COURT,
# three frames tall — plus src/crowd.js
#
# THE PROBLEM THIS SOLVES. Ask a generator for "the same picture with some arms raised" and about a
# third of the pixels come back different — faces, seat backs, the railing, everything. Swap any of
# that in and the stand re-hashes itself rather than applauding, which is exactly what the shipped
# sheets used to do: Oliver, "the crowd wobbles with a client side animation right now.. that feels
# odd." So the drift is thrown away here and only the arms are kept.
#
# AND "THE ARMS" IS MEANT LITERALLY. The clap frame is the seated frame plus the pixels that were
# STAND in the seated roll and became PERSON in the clap roll — arms and hands raised into the empty
# wall above a row, and nothing else. Not the raiser's face, not his shirt, not his seat. It cannot
# drift, because 98.8% of the sheet is not copied at all: it IS the seated sheet.
#
# THE SHEET IS AN ANIMATION SHEET: frame 0 seated, frame 1 arms high, frame 2 hands together in
# front of the face. A spectator with material in BOTH raised frames can be cycled between them —
# that is a clap, not an appearance — and 26 of them can. The rest alternate with frame 0, which is
# arms going up and down: also motion, which is the point. Oliver: "when clapping I barely see any
# movement at all now", and then "can't we make an animation sprite sheet of the new crowd?"
#
# TWO INVARIANTS, and render.js leans on both:
# 1. every raised frame is the SEATED frame plus that pose's arms, and nothing else;
# 2. every box in src/crowd.js is a WHOLE PERSON, so the game animates people ONE AT A TIME — a
# raiser's box drawn over the seated stand moves that spectator and nobody else.
# Boxes that overlap are merged into one entry (and their frame masks OR'd together): two neighbours
# who would always rise together are one person as far as the animation is concerned, and pretending
# otherwise reads as a glitch.
#
# THE THREE COURTS ARE ONE ROLL, GRADED. Each court's look is a per-channel histogram match onto the
# OLD sheet for that court, so terracotta clay, night grass and blue hard court all come back — but
# the crowd underneath is one drawing, so anything added to it shows up on every court. (Before this
# the three were separate rolls; Oliver: "the whole thing somehow does not translate well to the
# other courts, there the difference is barely visible".) THE SAME LUT IS APPLIED TO BOTH FRAMES OF
# A PAIR — grading them apart would move identical pixels to different colours and put the wobble
# straight back.
import os, subprocess, sys
import numpy as np
from PIL import Image
from scipy import ndimage
HERE = os.path.dirname(os.path.abspath(__file__))
ROOT = os.path.join(HERE, '..')
REFCHECK = os.path.join(HERE, '_refcheck')
PAL = 128 # colours a sheet is quantised to on save
# The court LOOKS are matched to the sheets as they were BEFORE any of this — a pinned commit, not
# HEAD, so re-running the tool after installing its own output cannot drift the palettes.
GRADE_REF = '76ea1d0'
# sheet -> how much its grade TARGET is lifted before the histogram match (a gamma; 1.0 is the old
# sheet as it was). Centre court's old crowd sat at a mean luminance of 39 against clay's 96 — dark
# enough that the detail in the new roll was being thrown away, and then dimmed on top of that:
# Oliver, "it is too dim to see anything on the centre court and the dark court". The night court
# borrows the hard-court sheet and does its own dimming in `COURTS.dim`, so it is fixed there.
COURTS = [('x_crowd', 0.72), ('x_crowd_c', 1.0), ('x_crowd_h', 1.0)]
# WHAT THE HUD EATS. A raiser drawn under the scoreboard is a draw call nobody sees, and worse: the
# "how many join in" fraction spends part of every cheer on them. Oliver: "in the upper parts of the
# crowd there seems to be a lot more action going on, but I can barely see it because the hud is
# covering it." Measured on the sheet before this rule, 31 of 134 raisers sat behind the board or the
# blood panel. They are dropped here, which also makes the visible applause denser for free.
# In LOGICAL px of the PORTRAIT layout, which is the primary target: the board sits at (6,6) 150x42
# with its game/sets panel under it, the blood panel is up in the right corner, and the stand band is
# about 195 px tall (render.js: standsBottom - AD_H). Landscape has a shorter band, so the same
# fractions cover more of the sheet there — this rule is conservative, never over-eager.
HUD_W, HUD_BAND = 270, 195
HUD = [(6, 6, 156, 62), # scoreboard + the GAME/SETS panel under it
(170, 6, 264, 30)] # the BLOOD panel, clear of the quit chip
MIN_AREA, MAX_AREA = 150, 3000 # an arm blob: one pair of raised arms, or one arm
# ...AND IT HAS TO BE ARMS GOING UP OVER STAND. Oliver: "what is this white flashing while applause
# in the upper right corner of the crowd" — and with the photographers switched off entirely it was
# still there, so it was never them. Two different blobs were doing it, and neither is a raise:
# PALE SWAPS — the roll repainted somebody's cream shirt, and `stand()` (which only asks whether a
# pixel matches its row's modal colour) called the old one stand. Nothing rises; a white block
# just changes pattern at 3.5 Hz.
# BRIGHT COVER-UPS — a genuine arm, but drawn over something ALREADY BRIGHT (a white shirt in the
# row behind, lum 239). Raising him deletes a white block and sitting him down brings it back,
# which flashes exactly as hard as adding one would.
# So a blob must be warm-ish, must not be a pale block, and must ADD light to something dark.
PALE_MAX = 0.35 # of the blob may be bright-and-colourless (a cream shirt)
COVER_MAX = 150 # ...and what it covers in the seated frame must be darker than this
LIFT_MIN = 12 # ...by at least this much: arms over wall, never over a white shirt
ARM_H, ARM_W = (10, 70), (8, 90) # ...and its shape, in px of the 1408x768 sheet
BAND = 8 # rows the background colour is sampled over
PAD = 3 # px of margin around a raiser's box
def old_sheet(name):
"""The pre-roll sheet for a court, read out of git — the grade's target, and nothing else."""
p = subprocess.run(['git', 'show', f'{GRADE_REF}:assets/{name}.png'], cwd=ROOT, capture_output=True)
if p.returncode:
sys.exit(f'cannot read {GRADE_REF}:assets/{name}.png — {p.stderr.decode()[:200]}')
tmp = os.path.join(REFCHECK, f'_old_{name}.png')
open(tmp, 'wb').write(p.stdout)
return np.asarray(Image.open(tmp).convert('RGB'))
def modal(px):
a = px.reshape(-1, 3).astype(int)
v = int(np.bincount((a[:, 0] << 16) + (a[:, 1] << 8) + a[:, 2]).argmax())
return np.array([v >> 16, (v >> 8) & 255, v & 255])
def stand(im):
"""The STAND itself — wall, steps, seat backs — as whatever each band of rows is mostly made of.
Being able to say "this pixel is empty stand" is the whole trick: a raise is empty stand that
turned into a person."""
m = np.zeros(im.shape[:2], bool)
for y in range(0, im.shape[0], BAND):
band = im[y:y + BAND]
m[y:y + BAND] = np.abs(band.astype(int) - modal(band)).sum(2) < 70
return m
def raisers(A, B):
"""The arms. Blobs of stand-turned-person, shaped like a pair of raised arms, sitting directly
on top of somebody who is in the seated sheet — which is what stops a re-rolled hat or a shifted
railing highlight being mistaken for applause."""
new = stand(A) & ~stand(B)
lab, n = ndimage.label(ndimage.binary_closing(new, np.ones((3, 3))), np.ones((3, 3)))
sizes = ndimage.sum(np.ones_like(lab), lab, range(1, n + 1))
bgA = stand(A)
out = []
for i, sl in enumerate(ndimage.find_objects(lab)):
h, w = sl[0].stop - sl[0].start, sl[1].stop - sl[1].start
if not (MIN_AREA <= sizes[i] <= MAX_AREA):
continue
if not (ARM_H[0] <= h <= ARM_H[1] and ARM_W[0] <= w <= ARM_W[1]):
continue
# IT HAS TO BE ON SOMEBODY. The strip just below the blob must be a spectator in the SEATED
# sheet; arms that rise out of empty stand belong to nobody and read as floating hands.
if bgA[sl[0].stop:min(A.shape[0], sl[0].stop + 6), sl[1]].mean() > 0.55:
continue
# ...AND IT HAS TO BE A RAISE (see PALE_MAX / COVER_MAX / LIFT_MIN above).
m = lab[sl] == i + 1
px, was = B[sl][m].astype(int), A[sl][m].astype(int)
if ((abs(px[:, 0] - px[:, 2]) < 26) & (px[:, 0] > 140)).mean() > PALE_MAX:
continue
if was.mean() > COVER_MAX or px.mean() - was.mean() < LIFT_MIN:
continue
out.append([sl[0].start, sl[1].start, sl[0].stop, sl[1].stop, i + 1])
return out, lab
def merge(boxes):
"""Two raisers whose boxes overlap are ONE entry: the game draws a box at a time, so a box that
contains half of a neighbour's arms would raise that neighbour too, on the wrong clock. Boxes
carry a frame mask, and merging ORs it — which is also how a spectator ends up owning both
raised poses and therefore a real clap."""
boxes = [b[:4] + [b[4]] for b in boxes]
changed = True
while changed:
changed = False
for i in range(len(boxes)):
for j in range(len(boxes) - 1, i, -1):
a, b = boxes[i], boxes[j]
if a[0] - PAD < b[2] and b[0] - PAD < a[2] and a[1] - PAD < b[3] and b[1] - PAD < a[3]:
boxes[i] = [min(a[0], b[0]), min(a[1], b[1]), max(a[2], b[2]), max(a[3], b[3]),
a[4] | b[4]]
boxes.pop(j)
changed = True
return boxes
def visible(boxes, h, w):
"""Drop the raisers the HUD sits on top of — see HUD above."""
out = []
for y0, x0, y1, x1, m in boxes:
cx, cy = (x0 + x1) / 2 / w * HUD_W, (y0 + y1) / 2 / h * HUD_BAND
if any(a <= cx <= c and b <= cy <= d for a, b, c, d in HUD):
continue
out.append([y0, x0, y1, x1, m])
return out
def grade(src, ref):
"""Per-channel histogram match: the roll's colours redistributed onto a court's own look.
Returns a function, so the pair can be graded with ONE transform."""
luts = []
for ch in range(3):
s, r = src[:, :, ch].ravel(), ref[:, :, ch].ravel()
sv, sc = np.unique(s, return_counts=True)
rv, rc = np.unique(r, return_counts=True)
mapped = np.interp(np.cumsum(sc) / s.size, np.cumsum(rc) / r.size, rv)
# colours the seated frame never uses (the clap frame has a few) borrow their neighbours'
luts.append(np.interp(np.arange(256), sv, mapped).astype(np.uint8))
return lambda im: np.stack([luts[c][im[:, :, c]] for c in range(3)], 2)
def save(seated, pa, clap, pb):
"""ONE shared palette for the pair — see the invariant at the top."""
sa = Image.fromarray(seated).quantize(colors=PAL, method=Image.MEDIANCUT)
Image.fromarray(clap).quantize(palette=sa, dither=Image.NONE).save(pb, optimize=True)
sa.save(pa, optimize=True)
def write_table(boxes, h, w, frames):
"""src/crowd.js — the raisers as fractions of ONE FRAME of the sheet, sorted left to right so a
wave can walk them in order, each with the mask of the frames its arms appear in."""
rows = sorted(((x0 - PAD) / w, (y0 - PAD) / h, (x1 - x0 + 2 * PAD) / w, (y1 - y0 + 2 * PAD) / h, m)
for y0, x0, y1, x1, m in boxes)
body = ',\n '.join('[' + ', '.join(f'{v:.4f}' for v in r[:4]) + f', {r[4]}]' for r in rows)
open(os.path.join(ROOT, 'src', 'crowd.js'), 'w').write(
'// GENERATED by assets/_crowdpass.py — do not edit by hand, re-run the tool.\n'
'// The crowd sheet is FRAMES frames stacked vertically: 0 seated (the backdrop), 1 arms\n'
'// high, 2 hands together in front of the face. RAISERS lists the spectators who can move:\n'
'// [x, y, w, h] as fractions of ONE FRAME, then a bitmask of the raised frames that person\n'
'// actually appears in (1 = arms high, 2 = mid-clap, 3 = both, and 3 is a real clap cycle).\n'
'// Each box holds ONE person and nobody else, and outside these boxes every frame is\n'
'// pixel-identical to frame 0 — which is what lets render.js animate them one at a time\n'
'// with no seam. See "THE CROWD SHEET" in PROJECT.md.\n'
f'export const FRAMES = {frames};\n'
f'export const RAISERS = [\n {body},\n];\n')
return rows
def main(review):
A = np.asarray(Image.open(os.path.join(HERE, '_sheet_crowd3.png')).convert('RGB'))
poses = [np.asarray(Image.open(os.path.join(HERE, n)).convert('RGB'))
for n in ('_sheet_crowd3b.png', '_sheet_crowd3c.png')]
h, w = A.shape[:2]
frames, boxes = [A], []
for bit, P in enumerate(poses):
arms, lab = raisers(A, P)
f = A.copy()
for y0, x0, y1, x1, i in arms: # the BLOB, not its box: only the arms move
m = lab[y0:y1, x0:x1] == i
f[y0:y1, x0:x1][m] = P[y0:y1, x0:x1][m]
frames.append(f)
boxes += [b[:4] + [1 << bit] for b in arms] # b[4] is the label id; the box carries a FRAME MASK
drift = (np.abs(A.astype(int) - P.astype(int)).sum(2) > 30).mean() * 100
moved = (np.abs(A.astype(int) - f.astype(int)).sum(2) > 30).mean() * 100
print(f' pose {bit + 1}: {len(arms)} arm blobs, {moved:.1f}% of the sheet '
f'(the roll itself drifted {drift:.1f}%)')
boxes = merge(boxes)
seen = visible(boxes, h, w)
print(f' {len(boxes) - len(seen)} of {len(boxes)} raisers dropped: the HUD covers them')
rows = write_table(seen, h, w, len(frames))
both = sum(1 for r in rows if r[4] == 3)
print(f'{len(rows)} spectators can move, {both} of them with both poses (a real clap)')
stack = np.concatenate(frames, 0)
for a_name, lift in COURTS:
ref = old_sheet(a_name)
if lift != 1.0:
ref = (255 * (ref / 255.0) ** lift).astype(np.uint8)
lut = grade(A, ref) # the LOOK is judged on the seated frame...
pa = os.path.join(REFCHECK if review else HERE, a_name + ('_new.png' if review else '.png'))
# ...and applied to the whole stack at once, so the frames cannot drift apart in colour
Image.fromarray(lut(stack)).quantize(colors=PAL, method=Image.MEDIANCUT).save(pa, optimize=True)
print(f' {os.path.basename(pa)} ({stack.shape[1]}x{stack.shape[0]}, {len(frames)} frames)')
if __name__ == '__main__':
main('--review' in sys.argv)