Files
splatter-tennis/assets/_regen.py
T
wuwiandClaude Opus 5 14a1e5d261 Let the tour be a choice, and give her a body of her own
The court screen picks WHO as well as WHERE now: two tiles above the court
rows, men's or women's singles, remembered like the court is. No new stage —
three rows and a pair of buttons already fill a phone, so the tiles go side by
side and the tap count from splash to play does not change.

Everything downstream is one line: drawChar already built every frame name off
a single prefix, so SK() appends '_f' when the women's tour is picked and falls
straight through to the men's frame for anything without a twin. The horde, the
officials and the ball boys are shared — they are staff, not the draw — but the
turned CPU is not: a male corpse opposite a female player reads as a bug.

Her frames came back as a different woman in every batch — blonde in one,
auburn in the next, greyscale line art in a third — because each was anchored on
the MAN whose pose it was. "newart" repaints the character and "state" is welded
to the corpse palette, so neither could say "the same living woman, a new pose".
That mode now exists, and every batch anchors on her own settled frame.

The death is drawn to frame 3 and recoloured after it. The generator will not
draw a dead woman in any wording worth using; frames 4 and 5 survive that
because by then she is flat and then a heap of cloth, so they are the men's
drawing with the blue shorts painted into her white (see assets/_die_f.py). The
collapse still falls 224/159/117/103/43 straight through the handoff.

Her first bounce frames reached to the shoulder, which is a catching pose, not
patting a ball — redrawn low rather than bending BOUNCE_IDLE to fit a wrong
drawing, so both tours share one apex and the ball meets her palm.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 12:22:21 +02:00

251 lines
15 KiB
Python

# _regen.py — redraw a batch of sprites at real pixel-art resolution, end to end.
#
# python3 assets/_regen.py shambler_a # one batch
# python3 assets/_regen.py --list # what batches exist
# python3 assets/_regen.py --all # everything not already done
#
# Per batch it: builds a reference sheet from the sprites in the repo, asks the generator to redraw
# them at HIGH art resolution (the style block below is the whole point — the previous prompts asked
# for "big chunky pixel blocks", which is a specification for coarse art), slices with _fine.py,
# colour-matches each frame onto what it replaces, and installs — but only if the sheet passes its
# checks: right number of frames, nothing touching a canvas edge (that is what clipped z_f1), and a
# real gain in inner-edge density (the number that tracks "is the drawing actually finer").
#
# Failures leave the sprites alone and print why, so a batch can just be re-run.
import json, os, subprocess, sys
import numpy as np
from PIL import Image
HERE = os.path.dirname(os.path.abspath(__file__))
SCRATCH = os.environ.get('SPLAT_SCRATCH', '/tmp/splatter-regen')
GEN = os.path.expanduser('~/.claude/skills/generate-image/scripts/generate_image.py')
PY = os.environ.get('SPLAT_PY', sys.executable)
# The style block is in three parts because the middle one is a REDRAW instruction and only a redraw
# wants it. "Keep every pose and colour exactly as in the reference" is right when the job is
# remastering a sprite that already exists, and it fights every word of the subject when the job is a
# NEW character drawn in the reference's style — set "newart": true on the batch to drop it.
RES = (
"Redraw them as HIGH-RESOLUTION pixel art. The art pixels must be SMALL: build each figure out "
"of roughly 90 to 110 pixels of height instead of the reference's 40, so there is room for real "
"detail, and spend it — a face with teeth, sunken eyes and a jawline; individual fingers; "
"clothing with visible seams, hems, folds and frayed torn edges; laced shoes; four or five "
"distinct shades per material with fine hatched shading where the light falls away. "
)
FIDELITY = (
"Keep every pose, every body proportion, every height, every facing and every wound EXACTLY as "
"in the reference — only the drawing resolution and the amount of fine detail change. Keep the "
"same colours. "
)
CANVAS = (
"Hard black outline around each figure. The background must be ONE FLAT solid magenta "
"#FF00FF across the entire canvas — no scenery, no gradient, no vignette. Keep at least 200 "
"pixels of empty magenta between figures and at least 150 pixels of empty magenta at every edge "
"of the canvas: no figure or limb may touch or run off an edge. No shadow, no ground line, no text. "
"The canvas is a WIDE LANDSCAPE STRIP and every figure stands side by side in ONE SINGLE HORIZONTAL "
"ROW on the same ground line — never a grid, never two rows, never stacked."
)
STYLE = RES + FIDELITY + CANVAS
NEW_STYLE = RES + (
"Match the reference's DRAWING STYLE, its overall figure height and its facing — but the "
"character, the clothes, the colours and the poses are the ones described above, not the "
"reference's. Do not copy the reference's body or outfit. "
) + CANVAS
# The third case, and the one that is easy to miss: the SAME character in a different state (wounded,
# mid-throw). "newart" is wrong for it — it licenses the generator to repaint the character, and it
# did: wound frames came back with living tan skin and a redesigned shirt while the healthy frame
# stayed a grey-green corpse. Set "state": true for those.
SAME_CHAR = (
"This is the SAME character as the reference, not a new one. Their colours, their hair colour, "
"their clothing, their build, their proportions and their height must be IDENTICAL to the "
"reference — the only things that change are the pose and any injuries described above. Do not "
"redesign or recolour any garment. Draw them in FULL COLOUR in exactly the reference's drawing "
"style — never greyscale, never line art, never a different rendering style. "
)
CORPSE = (
"Their skin stays exactly the same dead grey-green as the reference: this is a walking corpse, "
"never pink, never tan, never living flesh. "
)
STATE_STYLE = RES + SAME_CHAR + CORPSE + CANVAS
# ...and the fourth case, which the three above between them could not express: the same LIVING
# character in a NEW POSE. "newart" repaints them (a women's-tour batch anchored on the men's frames
# came back blonde in one batch, auburn in the next, and greyscale line art in a third — a different
# woman every sheet), and "state" is welded to the corpse palette. Set "pose": true, and anchor the
# batch on a frame OF THAT CHARACTER rather than on whoever the pose originally belonged to.
POSE_STYLE = RES + SAME_CHAR + CANVAS
def batches():
with open(os.path.join(HERE, '_regen_batches.json')) as f:
return json.load(f)
# ---------------------------------------------------------------- helpers ----
def ref_sheet(names, out, scale=2.0, gap=220, pad=150, frames=1):
"""THE REFERENCE'S ASPECT IS THE ANSWER'S ASPECT. One tall reference figure makes a portrait
reference canvas, and the generator then answers in portrait — it laid four figures out as a 2x2
GRID, which _fine.py cannot cut (it segments columns). So the canvas is widened to a landscape
strip with room for every frame that was asked for, and the figures are spread across it."""
ims = [Image.open(os.path.join(HERE, n + '.png')).convert('RGBA') for n in names]
ims = [i.resize((max(1, int(i.width * scale)), max(1, int(i.height * scale))), Image.NEAREST) for i in ims]
w = sum(i.width for i in ims) + gap * (len(ims) - 1) + pad * 2
h = max(i.height for i in ims) + pad * 2
w = max(w, int(h * 0.62 * max(frames, len(ims)))) # one landscape slot per frame asked for
s = Image.new('RGBA', (w, h), (255, 0, 255, 255))
step = (w - pad * 2 - sum(i.width for i in ims)) // max(1, len(ims) - 1) if len(ims) > 1 else 0
x = pad
for i in ims:
s.paste(i, (x, h - pad - i.height), i); x += i.width + max(gap, step)
s.save(out)
return out
def density(path):
"""Inner-edge density: how much detail lives INSIDE the silhouette. Coarse art ~0.15, the
redrawn runner ~0.45. This is the number that matched Oliver's eye."""
a = np.array(Image.open(path).convert('RGBA'))
solid = a[..., 3] > 128
d = np.abs(np.diff(a[..., :3].astype(int), axis=1)).sum(2)
return round(float(((d > 40) & solid[:, :-1]).sum() / max(1, solid.sum())), 3)
def kit(path):
"""Three numbers that say whether a roll is wearing the right clothes:
REDNESS how red the shirt is (r minus the mean of g,b, over the saturated warm pixels).
Brightness alone will NOT do — a brick-red shirt is as bright as a red one.
SHORTS mean brightness of the mid-tone neutral pixels. Charcoal ~61, pale grey ~83.
BRIGHT fraction of the body that is near-white — the shoes and socks. Brown shoes drop it,
pale shorts push it up.
Calibrated on frames known to be right (idle/bounce/run): redness 99-110, shorts 60-63,
bright 2.7-2.9%. Every frame that had visibly drifted fell outside on at least one axis."""
a = np.array(Image.open(path).convert('RGBA')).astype(int)
px = a[..., :3][a[..., 3] > 128]
if not len(px): return (0.0, 0.0, 0.0)
red = px[(px[:, 0] > px[:, 1] + 45) & (px[:, 0] > px[:, 2] + 45)]
neutral = px[(px.max(1) - px.min(1)) < 55]
shorts = neutral[(neutral.mean(1) > 25) & (neutral.mean(1) < 145)]
bright = neutral[neutral.mean(1) >= 150]
return (round(float((red[:, 0] - (red[:, 1] + red[:, 2]) / 2).mean()) if len(red) else 0, 1),
round(float(shorts.mean()) if len(shorts) else 0, 1),
round(len(bright) / len(px) * 100, 1))
def kit_off(outs, ref_name, tol=(12, 10, 1.5)):
"""Is this roll wearing the right kit? Generative rolls drift the palette EVERY TIME and nothing
else here catches it: colour_match only runs for `check: finer`, and it is a global mean/sd fit
far too weak to pull brick-red back to red. Before this existed, six frames shipped with a white
headband, the toss shipped twice in pale grey shorts, and a swing pair shipped in brown shoes.
Compared against a canonical frame that is NOT part of the batch (o_idle1 for the opponent)."""
ref = kit(os.path.join(HERE, ref_name + '.png'))
for o in outs:
got = kit(o)
if any(abs(g - r) > t for g, r, t in zip(got, ref, tol)):
return (f'kit drifted vs {ref_name}: redness/shorts/bright {got} vs {ref} '
f'(tolerance {tol})')
return None
def not_magenta(sheet):
"""The generator sometimes ignores the magenta and paints its own background. That was written
off as harmless — the key uses the corner colour — right up until it returned a GREEN sheet and
keyed away four grey-green racket heads with it, installing four men holding a grip and nothing
else. A wrong background is now a rejected roll, because the art that dies to it is exactly the
thin art the sprites are made of."""
a = np.array(Image.open(sheet).convert('RGB'))[0, 0].astype(int)
return not (a[0] > 140 and a[2] > 140 and a[1] < a[0] - 60 and a[1] < a[2] - 60)
def touches_edge(sheet):
"""A CLIPPED figure, not a speck of noise: a run of 8+ ink pixels along a border. The strict
version rejected sheets over single stray pixels and cost several regenerations."""
a = np.array(Image.open(sheet).convert('RGB')).astype(int)
bg = a[0, 0]
fg = (((a - bg) ** 2).sum(2) > 3600) & ~(np.minimum(a[..., 0], a[..., 2]) > a[..., 1] + 40)
def run(line):
n = best = 0
for v in line:
n = n + 1 if v else 0
best = max(best, n)
return best
return max(run(fg[0]), run(fg[-1]), run(fg[:, 0]), run(fg[:, -1])) >= 8
def colour_match(src, dst_name):
"""Fit the new frame onto the palette statistics of the sprite it replaces, so a redrawn body
does not change colour halfway through a walk cycle."""
op = lambda x: x[..., 3] > 200
old = np.array(Image.open(os.path.join(HERE, dst_name + '.png')).convert('RGBA'), dtype=float)
new = np.array(Image.open(src).convert('RGBA'), dtype=float)
po, pn = old[op(old)][:, :3], new[op(new)][:, :3]
m = op(new)
px = (new[m][:, :3] - pn.mean(0)) / np.maximum(pn.std(0), 1e-6) * po.std(0) + po.mean(0)
new[m] = np.concatenate([np.clip(px, 0, 255), new[m][:, 3:]], axis=1)
Image.fromarray(new.astype('uint8'), 'RGBA').save(src)
# ------------------------------------------------------------------- run ----
def run(name, spec, dry=False):
os.makedirs(SCRATCH, exist_ok=True)
sprites = spec['sprites']
lead = spec.get('ref') # generated for scale, thrown away after
shown = spec.get('ref_only') or (([lead] if lead else []) + sprites)
if spec.get('ref_only'): lead = None # ref_only sheets return exactly the frames asked for
ref = ref_sheet(shown, f'{SCRATCH}/{name}_ref.png', spec.get('scale', 2.0),
frames=len(sprites) + (1 if lead else 0))
sheet = f'{SCRATCH}/{name}_hi.png'
prompt = f"{spec['subject']} {STATE_STYLE if spec.get('state') else POSE_STYLE if spec.get('pose') else NEW_STYLE if spec.get('newart') else STYLE}"
if dry:
print(f'[{name}] would generate {len(sprites)} frames: {", ".join(sprites)}'); return True
print(f'[{name}] generating {len(sprites)} frames...')
r = subprocess.run([PY, GEN, prompt, '--input', ref, '--output', sheet],
capture_output=True, text=True, cwd=os.path.dirname(HERE))
if not os.path.exists(sheet):
print(f'[{name}] FAILED: generator returned no image\n{r.stdout[-400:]}'); return False
if not_magenta(sheet):
print(f'[{name}] REJECTED: background is not magenta — thin art keys away with it'); return False
if touches_edge(sheet):
print(f'[{name}] REJECTED: a figure runs off the canvas edge — re-run'); return False
outs = [f'{SCRATCH}/{name}_{i}.png' for i in range(len(sprites) + (1 if lead else 0))]
cut = ['--cut', spec['cut']] if spec.get('cut') else []
r = subprocess.run([PY, os.path.join(HERE, '_fine.py'), sheet, *outs,
'--anchor', str(spec.get('anchor', 0)), '--h', str(spec.get('h', 224)), *cut],
capture_output=True, text=True)
print(r.stdout.strip() or r.stderr.strip())
if r.returncode or not all(os.path.exists(o) for o in outs):
print(f'[{name}] REJECTED: slicing failed (frames merged?) — re-run or add "cut"'); return False
if lead: outs = outs[1:] # the scale reference is not installed
before = [density(os.path.join(HERE, s + '.png')) for s in sprites]
after = [density(o) for o in outs]
# Two jobs, two bars. A coarse->fine REDRAW has to be measurably finer (1.25x, not 1.5x: a sheet
# that already has blood on it starts high, so a genuinely finer wounded body gains less). A
# REPOSE — turning the player around, pointing the runner at the camera, matching a wound between
# two frames — is already fine art and only has to come back no worse.
# 'any' turns the detail gate OFF, and there is exactly one job it is for: RE-ROLLING art that is
# already fine to fix something the gate cannot see, such as a colour. The bar is measured against
# the file being replaced, so once a good sheet installs it RATCHETS — a second roll of equal
# quality now has to beat the first, and three colour-fix re-rolls were rejected for being 0.39
# against a 0.46 that was itself only there because the first roll happened to be dense. Magenta
# and edge checks still apply; verify the thing you were actually fixing by measuring it.
bar = {'finer': 1.25, 'same': 0.85, 'loose': 0.7, 'any': 0.0}[spec.get('check', 'finer')]
if sum(after) / len(after) < sum(before) / len(before) * bar:
print(f'[{name}] REJECTED: not finer than what it replaces {before} -> {after}'); return False
if spec.get('palette_ref'):
bad = kit_off(outs, spec['palette_ref'])
if bad: print(f'[{name}] REJECTED: {bad}'); return False
for o, s in zip(outs, sprites):
if spec.get('check', 'finer') == 'finer': colour_match(o, s)
Image.open(o).save(os.path.join(HERE, s + '.png'))
print(f'[{name}] installed. detail {before} -> {after}')
return True
if __name__ == '__main__':
args = sys.argv[1:]
B = batches()
if not args or '--list' in args:
for k, v in B.items(): print(f'{k:16s} {len(v["sprites"]):2d} frames {", ".join(v["sprites"])}')
sys.exit()
dry = '--dry' in args
tries = 3 # a rejected sheet is usually just a bad roll:
for a in args: # frames merged, or a limb off the canvas
if a.startswith('--tries='): tries = int(a.split('=')[1])
names = list(B) if '--all' in args else [a for a in args if not a.startswith('--')]
bad = []
for n in names:
for attempt in range(1, tries + 1):
if run(n, B[n], dry): break
print(f'[{n}] attempt {attempt}/{tries} rejected')
else:
bad.append(n)
print('\nFAILED BATCHES (re-run):', ' '.join(bad) if bad else 'none')