Oliver's idea, and it is the fix for the process as much as for the frames: give the generator the real serve sequence as an IMAGE and let it copy the poses, instead of describing a pose in prose and re-rolling until it lands. One generation — a composite of his five photographed frames over two of our sprites — returned a magenta row of the whole serve in the game's own character and kit. The four stages are sliced straight out of it, anchored on the standing figure. _fine.py gets --defringe: its two de-fringe passes each eat a one-pixel line, and a racket frame IS a one-pixel line — that is what had been leaving the men holding a grip and nothing else. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
114 lines
5.2 KiB
Python
114 lines
5.2 KiB
Python
# _fine.py — turn a generated sheet into FULL-RESOLUTION sprites.
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#
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# _slice.py resamples with NEAREST, which is right when the generator's art-pixel grid is coarse but
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# shreds fine detail at a non-integer ratio. This one instead:
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# 1. detects the art-pixel BLOCK SIZE the generator actually drew at, and snaps to that grid
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# (one output pixel per art pixel — no half-blocks, no broken outlines),
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# 2. common-scales the sheet to the target height with a box filter,
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# 3. quantises every pixel back to the sheet's own palette, so the result is flat pixel art
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# rather than a blurred photo of pixel art.
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# Usage: _fine.py sheet.png out1.png out2.png ... [--h 224] [--cut X,Y,...]
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import sys
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from PIL import Image
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import numpy as np
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TARGET_H = 224
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KEY_D2 = 60 * 60
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MIN_GAP = 12
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MIN_BLOB = 60
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def key(im, defringe=2):
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a = np.array(im.convert('RGBA'))
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bg = a[0, 0, :3].astype(int)
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d = ((a[..., :3].astype(int) - bg) ** 2).sum(2)
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magenta = np.minimum(a[..., 0], a[..., 2]).astype(int) > a[..., 1].astype(int) + 40
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a[(d < KEY_D2) | magenta] = 0
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# De-fringe. The generator does not always give you a pure key colour, and whatever it does give
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# bleeds a halo one pixel into the sprite — which survives as a magenta rim once the sprite is on
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# a green court. Anything on the EDGE that is still leaning towards the background goes too.
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# ...but each pass also eats a 1-pixel line, and a racket frame IS a 1-pixel line: two passes
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# removed the rackets from a whole serve sheet and left men holding a grip. --defringe 1 (or 0)
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# is for sheets whose art is that thin.
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for _ in range(defringe):
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solid = a[..., 3] > 0
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edge = solid & ~(np.roll(solid, 1, 0) & np.roll(solid, -1, 0) & np.roll(solid, 1, 1) & np.roll(solid, -1, 1))
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near = ((a[..., :3].astype(int) - bg) ** 2).sum(2) < KEY_D2 * 9
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a[edge & near] = 0
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return a
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def block_size(a):
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ink = a[..., 3] > 0
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ys, xs = np.where(ink)
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sub = a[ys.min():ys.max()+1, xs.min():xs.max()+1]
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h, w = sub.shape[:2]
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best = 1
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for b in range(2, 13):
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if h < b * 6: break
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ok = tot = 0
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for y in range(0, h - b, b):
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for x in range(0, w - b, b):
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blk = sub[y:y+b, x:x+b].reshape(-1, 4)
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tot += 1
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if (blk == blk[0]).all(): ok += 1
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if tot and ok / tot > 0.82: best = b
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return best
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def frames(a, cuts):
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ink = (a[..., 3] > 0)
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cols = ink.any(0)
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out, start, gap = [], None, 0
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for x in range(len(cols)):
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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: out.append((start, x - gap + 1)); start = None
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if start is not None: out.append((start, len(cols)))
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for c in sorted(cuts, reverse=True): # manual splits where two figures touch
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for i, (x0, x1) in enumerate(out):
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if x0 < c < x1: out[i:i+1] = [(x0, c), (c, x1)]; break
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return out
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def main(sheet, outs, target_h, cuts, anchor, defringe=2):
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a = key(Image.open(sheet), defringe)
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b = block_size(a)
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crops = []
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for x0, x1 in frames(a, cuts):
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sub = a[:, x0:x1]
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ys = np.where((sub[..., 3] > 0).any(1))[0]; xs = np.where((sub[..., 3] > 0).any(0))[0]
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crops.append(sub[ys.min():ys.max()+1, xs.min():xs.max()+1])
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if len(crops) != len(outs):
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sys.exit(f'ERROR: found {len(crops)} frames, expected {len(outs)} ({sheet})')
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# palette = the colours the generator actually used, on the largest frame
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big = max(crops, key=lambda c: (c[..., 3] > 0).sum())
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px = big[big[..., 3] > 200][:, :3]
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pal = np.unique((px // 8) * 8, axis=0)
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# ONE scale for the sheet, anchored on a chosen frame — the STANDING pose is the 224 reference,
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# so a smash with the arm overhead stays legitimately taller (the game scales off img.height).
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anchor_h = crops[anchor].shape[0] if 0 <= anchor < len(crops) else max(c.shape[0] for c in crops)
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k = target_h / (anchor_h / b)
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for c, out in zip(crops, outs):
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h, w = c.shape[:2]
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snap = Image.fromarray(c, 'RGBA').resize((max(1, round(w / b)), max(1, round(h / b))), Image.BOX)
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fh = max(1, round(snap.height * k)); fw = max(1, round(snap.width * k))
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im = snap.resize((fw, fh), Image.BOX)
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arr = np.array(im).astype(int)
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solid = arr[..., 3] > 110
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flat = arr[..., :3].reshape(-1, 3)
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idx = ((flat[:, None, :] - pal[None, :, :]) ** 2).sum(2).argmin(1)
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arr[..., :3] = pal[idx].reshape(arr.shape[0], arr.shape[1], 3)
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arr[..., 3] = np.where(solid, 255, 0)
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Image.fromarray(arr.astype('uint8'), 'RGBA').save(out)
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print(f'{out}: {fw}x{fh} (art block {b} in source)')
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if __name__ == '__main__':
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args = sys.argv[1:]
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th, cuts, anchor = TARGET_H, [], -1
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if '--h' in args: i = args.index('--h'); th = int(args[i+1]); del args[i:i+2]
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if '--cut' in args: i = args.index('--cut'); cuts = [int(v) for v in args[i+1].split(',')]; del args[i:i+2]
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de = 2
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if '--defringe' in args: i = args.index('--defringe'); de = int(args[i+1]); del args[i:i+2]
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if '--anchor' in args: i = args.index('--anchor'); anchor = int(args[i+1]); del args[i:i+2]
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main(args[0], args[1:], th, cuts, anchor, de)
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