Files
splatter-tennis/assets/_fine.py
T
wuwiandClaude Opus 5 cccdaba8f0 The slicer stops throwing away good sheets because two bellies touch
Oliver's idea, tested: give the generator a WHOLE POSE SHEET and ask it to
redraw it as a different zombie. It works, and better than what I was doing —
the master set's stride pair is 0.99/0.157/0.565 and the restyled brute came
back 1.00/0.148/0.618. The pose relationship SURVIVED the character swap, in
one call, four frames.

It was reported as a failure only because the four brutes stand shoulder to
shoulder and their bellies overlap, so segmentation by empty columns saw ONE
blob and the sheet was discarded. That same rejection ate five rolls earlier
today — "found 2 frames, expected 3" — and the sheet it lost last was the best
roll of the day.

A row is evenly spaced by construction, because that is what we ask for. So
when the blob count comes up short of a count we ALREADY ASKED FOR, look near
each even division and cut at the thinnest column in that window: between two
figures the ink thins even where it does not vanish. Never used to guess how
many figures there are, only to reach the number requested — a wrong guess
would install garbage silently, and the frame count is the one thing this
pipeline has always been able to trust.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 11:11:51 +02:00

162 lines
8.2 KiB
Python

# _fine.py — turn a generated sheet into FULL-RESOLUTION sprites.
#
# _slice.py resamples with NEAREST, which is right when the generator's art-pixel grid is coarse but
# shreds fine detail at a non-integer ratio. This one instead:
# 1. detects the art-pixel BLOCK SIZE the generator actually drew at, and snaps to that grid
# (one output pixel per art pixel — no half-blocks, no broken outlines),
# 2. common-scales the sheet to the target height with a box filter,
# 3. quantises every pixel back to the sheet's own palette, so the result is flat pixel art
# rather than a blurred photo of pixel art.
# Usage: _fine.py sheet.png out1.png out2.png ... [--h 224] [--cut X,Y,...]
import sys
from PIL import Image, ImageDraw
import numpy as np
TARGET_H = 224
KEY_D2 = 60 * 60
MIN_GAP = 12
MIN_BLOB = 60
def key(im, defringe=2):
a = np.array(im.convert('RGBA'))
bg = a[0, 0, :3].astype(int)
d = ((a[..., :3].astype(int) - bg) ** 2).sum(2)
magenta = np.minimum(a[..., 0], a[..., 2]).astype(int) > a[..., 1].astype(int) + 40
bgish = (d < KEY_D2) | magenta
# ONLY THE OUTSIDE IS BACKGROUND. This used to punch out every magenta pixel on the sheet
# wherever it was, and the generator paints a racket's STRINGS in the backdrop colour more often
# than not — so frame after frame installed a man holding an empty hoop. Background is the region
# CONNECTED TO THE BORDER (which touches_edge already guarantees no figure reaches), so an
# enclosed patch of it inside a racket head is not background and does not become a hole.
# .copy() is load-bearing: an Image.fromarray image is READ-ONLY, and ImageDraw.floodfill's
# first write raises inside its own try/except and returns having filled nothing — a silent
# no-op that looks exactly like "the whole sheet is one figure".
m = Image.fromarray(np.where(bgish, 255, 0).astype('uint8'), 'L').copy()
ImageDraw.floodfill(m, (0, 0), 128)
outside = np.array(m) == 128
if not outside.any(): sys.exit('ERROR: background flood filled nothing — is (0,0) not background?')
a[outside] = 0
# ...and what that leaves — magenta INSIDE a body — is repainted as pale grey rather than kept,
# because bright pink strings are as wrong as no strings. Luminance is preserved, so the drawn
# crosshatch survives as crosshatch; only the hue goes.
inner = magenta & ~outside
if inner.any():
lum = a[..., :3].mean(2)
a[inner, 0] = a[inner, 1] = a[inner, 2] = np.clip(lum[inner] * 0.5 + 115, 0, 255).astype('uint8')
# De-fringe. The generator does not always give you a pure key colour, and whatever it does give
# bleeds a halo one pixel into the sprite — which survives as a magenta rim once the sprite is on
# a green court. Anything on the EDGE that is still leaning towards the background goes too.
# ...but each pass also eats a 1-pixel line, and a racket frame IS a 1-pixel line: two passes
# removed the rackets from a whole serve sheet and left men holding a grip. --defringe 1 (or 0)
# is for sheets whose art is that thin.
for _ in range(defringe):
solid = a[..., 3] > 0
edge = solid & ~(np.roll(solid, 1, 0) & np.roll(solid, -1, 0) & np.roll(solid, 1, 1) & np.roll(solid, -1, 1))
near = ((a[..., :3].astype(int) - bg) ** 2).sum(2) < KEY_D2 * 9
a[edge & near] = 0
return a
def block_size(a):
ink = a[..., 3] > 0
ys, xs = np.where(ink)
sub = a[ys.min():ys.max()+1, xs.min():xs.max()+1]
h, w = sub.shape[:2]
best = 1
for b in range(2, 13):
if h < b * 6: break
ok = tot = 0
for y in range(0, h - b, b):
for x in range(0, w - b, b):
blk = sub[y:y+b, x:x+b].reshape(-1, 4)
tot += 1
if (blk == blk[0]).all(): ok += 1
if tot and ok / tot > 0.82: best = b
return best
# WHERE TO CUT WHEN THE FIGURES TOUCH. Segmentation by empty columns needs a clear gap, and the
# generator routinely spaces a row so a belly, an elbow or a racket overlaps its neighbour — a whole
# sheet of otherwise perfect art then reports "found 2 frames, expected 4" and is thrown away. That
# happened five times in one afternoon, and the sheet it lost last was the best roll of the day.
# A row is EVENLY SPACED by construction (we ask for one), so when the count is known the honest
# recovery is: look near each even division and cut at the THINNEST column within that window —
# between two figures the ink thins out even where it does not vanish. Never used to guess a count,
# only to reach a count we already asked for.
def valley_cuts(ink_cols, x0, x1, n):
span = x1 - x0
win = max(2, span // (3 * n))
out = []
for k in range(1, n):
c = x0 + span * k // n
lo, hi = max(x0 + 1, c - win), min(x1 - 1, c + win)
if hi <= lo: return []
out.append(lo + int(np.argmin(ink_cols[lo:hi])))
return out
def frames(a, cuts, want=0):
ink = (a[..., 3] > 0)
cols = ink.any(0)
out, start, gap = [], None, 0
for x in range(len(cols)):
if cols[x]:
if start is None: start = x
gap = 0
elif start is not None:
gap += 1
if gap >= MIN_GAP: out.append((start, x - gap + 1)); start = None
if start is not None: out.append((start, len(cols)))
for c in sorted(cuts, reverse=True): # manual splits where two figures touch
for i, (x0, x1) in enumerate(out):
if x0 < c < x1: out[i:i+1] = [(x0, c), (c, x1)]; break
# ...and the automatic version of the same rescue, when no manual cut was given
if want and len(out) < want and not cuts:
xs = np.where(cols)[0]
if len(xs):
auto = valley_cuts(ink.sum(0), int(xs.min()), int(xs.max()) + 1, want)
if auto:
print(f'note: only {len(out)} blob(s) — figures touch; cutting at {auto}')
edges = [int(xs.min())] + auto + [int(xs.max()) + 1]
out = list(zip(edges, edges[1:]))
return out
def main(sheet, outs, target_h, cuts, anchor, defringe=2):
a = key(Image.open(sheet), defringe)
b = block_size(a)
crops = []
for x0, x1 in frames(a, cuts, len(outs)):
sub = a[:, x0:x1]
ys = np.where((sub[..., 3] > 0).any(1))[0]; xs = np.where((sub[..., 3] > 0).any(0))[0]
crops.append(sub[ys.min():ys.max()+1, xs.min():xs.max()+1])
if len(crops) != len(outs):
sys.exit(f'ERROR: found {len(crops)} frames, expected {len(outs)} ({sheet})')
# palette = the colours the generator actually used, on the largest frame
big = max(crops, key=lambda c: (c[..., 3] > 0).sum())
px = big[big[..., 3] > 200][:, :3]
pal = np.unique((px // 8) * 8, axis=0)
# ONE scale for the sheet, anchored on a chosen frame — the STANDING pose is the 224 reference,
# so a smash with the arm overhead stays legitimately taller (the game scales off img.height).
anchor_h = crops[anchor].shape[0] if 0 <= anchor < len(crops) else max(c.shape[0] for c in crops)
k = target_h / (anchor_h / b)
for c, out in zip(crops, outs):
h, w = c.shape[:2]
snap = Image.fromarray(c, 'RGBA').resize((max(1, round(w / b)), max(1, round(h / b))), Image.BOX)
fh = max(1, round(snap.height * k)); fw = max(1, round(snap.width * k))
im = snap.resize((fw, fh), Image.BOX)
arr = np.array(im).astype(int)
solid = arr[..., 3] > 110
flat = arr[..., :3].reshape(-1, 3)
idx = ((flat[:, None, :] - pal[None, :, :]) ** 2).sum(2).argmin(1)
arr[..., :3] = pal[idx].reshape(arr.shape[0], arr.shape[1], 3)
arr[..., 3] = np.where(solid, 255, 0)
Image.fromarray(arr.astype('uint8'), 'RGBA').save(out)
print(f'{out}: {fw}x{fh} (art block {b} in source)')
if __name__ == '__main__':
args = sys.argv[1:]
th, cuts, anchor = TARGET_H, [], -1
if '--h' in args: i = args.index('--h'); th = int(args[i+1]); del args[i:i+2]
if '--cut' in args: i = args.index('--cut'); cuts = [int(v) for v in args[i+1].split(',')]; del args[i:i+2]
de = 2
if '--defringe' in args: i = args.index('--defringe'); de = int(args[i+1]); del args[i:i+2]
if '--anchor' in args: i = args.index('--anchor'); anchor = int(args[i+1]); del args[i:i+2]
main(args[0], args[1:], th, cuts, anchor, de)