A chapter boss had no AI at all: it matched no branch in the variant chain and fell through to the crowd's aimless wobble, so "the boss AI owns its x" was a comment describing code that did not exist. Movement is now data on the BOSS_ART row -- pace, shadow, surge, charge, bounce -- and bossAI is the one place it happens. Every behaviour field is optional, so a row carrying only art behaves exactly as a boss did before. Three earlier drafts of those styles failed the same way: written as "walk toward the player's x", which in splatter means arrive in four seconds and stand still, because the player is rooted in pretoss for nearly all of a boss fight. Every style now moves under its own power and only biases toward him. Measured over a simulated minute each: 50-136 m travelled, none static. Three new designs -- THE HEAD COACH (a 5-shot drill 0.14s apart), THE PHYSIO (charges, and withdraws less than it charges, so it reaches you at 38s and that is the fight's clock), THE SPONSOR MASCOT (gap 0, so the whole wall of five leaves in ONE frame and is dodged rather than parried). Harder to kill: 16 -> 20 hp, 9 -> 10 per chapter, plus per-design multipliers. Three new bodies: the ball boy (3 hp, 2 skins, from game 3), the bouncer (6/3, game 8) and the roller man (9/4, game 15), each with a 4-frame walk and a drawn two-frame lurch for every wound stage. Three wound rules became one. The brute had a hardcoded stage array, everything else a single skin behind 'abd'.includes(...), and the boss a fraction of hpMax. The boss's rule reproduces the other two exactly -- verified: the brute still draws z_gw/gw2/gw3/gw4 at hp 4/3/2/1 -- and keeps working when hp is not one-per-skin, which all three new bodies need. So a multi-hit body is now a row in config.ZWOUND and no code. bleed() reads the same call, which also gave the steward the trickle his wound skin had always implied. Fixes a real crash on the way past: killPlayer empties shots[] while the shots loop is mid-iteration, so every remaining index read undefined and the frame threw. The mascot's five-at-once volley makes it easy to hit; the shipped 3-shot volley could always have hit it. _regen.py gains two style blocks and a check tier. One constant used to say "keep every colour exactly as the reference" -- right for a remaster, and it fights every word of the subject otherwise. newart is for a new character, state for the same character wounded or mid-throw; using newart for the wound sheets licensed a repaint and got one, five came back with living tan skin. And the detail gate ratchets against the file it replaces, so check: any exists for re-rolling already-fine art to fix something the gate cannot see, such as colour. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
240 lines
14 KiB
Python
240 lines
14 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.
|
|
STATE_STYLE = RES + (
|
|
"This is the SAME character as the reference, not a new one. His colours, his clothing, his "
|
|
"build, his proportions and his height must be IDENTICAL to the reference — the only things "
|
|
"that change are the injuries and the pose described above. His skin stays exactly the same "
|
|
"dead grey-green as the reference: he is a walking corpse, never pink, never tan, never living "
|
|
"flesh. Do not redesign or recolour any garment. "
|
|
) + 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 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')
|