Oliver: the tennis-family sprites are optimised for movement, not gore — the card should lead with the zombie. Each family already anchors on a horde body (_famroll.FAMS reads its character from one), so _heads.py now cuts the icon from THAT sprite instead of the fam_ sheet's tennis stance: the face on the card and the monster on court are the same person, in the gorier print. No resize, no requantise on the way: drawCard scales the PNG itself with smoothing off and only reads the aspect, so the crop ships as a native-size window onto art that is already flat pixel art. The top-down head detector survives for the four bodies it works on; seven get hand boxes, because the horde bodies carry PROPS — the keeper's ball launcher and the physio's stretcher ride above their heads, the director holds a walkie-talkie level with his, and the brute's and champion's shoulders are wide enough that a full-silhouette crop at head depth came out 2.2:1 and starved the card title of room. SPRV 113 -> 114. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
90 lines
4.6 KiB
Python
90 lines
4.6 KiB
Python
# _heads.py — cut the CARD HEAD ICONS from the GORE-MODE bodies.
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#
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# uv run --with pillow --with numpy python assets/_heads.py # build all -> _refcheck/heads/
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# uv run --with pillow --with numpy python assets/_heads.py --install # -> assets/z_<fam>head.png
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#
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# WHY THE HORDE SPRITE AND NOT THE FAMILY SHEET. The icon was first cropped from the installed
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# family frames (config.HEAD_CROP — mush while those families were chunk), then cut from the 4K
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# fam_ sheets. But the family art is the character drawn to PLAY TENNIS — optimised for movement,
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# not for gore — and Oliver wants the card to lead with the zombie: "cut them from the art which is
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# used in the splatter-gore mode, they are more zombie like there". Each family anchors on a horde
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# body already (the same table _famroll.FAMS reads its character from), so the icon is cut from
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# that sprite: the card's face and the monster on court are the same person, just the gorier print.
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#
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# NO RESIZE, NO REQUANTISE. drawCard scales the PNG to the card height itself with smoothing off
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# and only reads the aspect, so the crop ships at native size — a straight window onto art that is
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# already flat pixel art. Re-run after re-rolling any of the source bodies.
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import os, sys
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import numpy as np
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from PIL import Image
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HERE = os.path.dirname(os.path.abspath(__file__))
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SCRATCH = os.path.join(HERE, '_refcheck')
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# fam -> the gore-mode body it anchors on. KEEP IN SYNC with _famroll.FAMS (not imported: that
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# module wants `requests` at import time, which the pillow/numpy env running this does not carry).
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SRC = {'br': 'z_g1', 'sh': 'z_a1', 'bb': 'z_e1', 'st': 'z_d1', 'ru': 'z_f1',
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'gk': 'z_boss1', 'lj': 'z_judge1', 'dr': 'z_dir1', 'ch': 'z_champ1',
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'ph': 'z_physio1', 'ma': 'z_mascot1'}
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# head depth as a fraction of the standing figure, where the shoulder-widening rule fails:
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# the mascot's head IS partly the ball, and the ball is his identity — the wide crop is right.
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DEPTH = {'ma': 0.37}
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# ...and where NO top-down rule can work, a hand box (x0, y0, x1, y1 as fractions of the figure
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# bbox): the keeper's ball launcher and the physio's stretcher ride ABOVE the head, the director
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# holds a walkie-talkie level with his, the runner's lean fires the widening rule at his scalp,
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# the judge's cap-and-glasses crop stopped above the mouth — and the brute's and champion's
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# shoulders are so wide that a full-silhouette crop at head depth came out 2.2:1 and starved the
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# card title of room (drawCard scales the icon by the PNG's aspect).
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BOX = {'gk': (0.45, 0.14, 0.70, 0.44), 'dr': (0.20, 0.00, 0.55, 0.30),
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'ph': (0.41, 0.02, 0.75, 0.33), 'ru': (0.25, 0.00, 0.80, 0.24),
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'lj': (0.30, 0.00, 0.65, 0.32), 'br': (0.28, 0.00, 0.66, 0.30),
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'ch': (0.32, 0.00, 0.66, 0.30)}
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def head_box(a):
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"""Head region of one keyed figure: top of the silhouette down to the shoulder widening."""
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op = a[..., 3] > 0
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ys = np.nonzero(op.any(1))[0]
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y0, y1 = ys.min(), ys.max()
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h = y1 - y0 + 1
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width = op.sum(1)
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med = np.median(width[y0:y0 + max(6, h // 16)][width[y0:y0 + max(6, h // 16)] > 0])
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yS = None
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for y in range(y0 + h // 20, y1):
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if width[y] > 1.9 * med: yS = y; break
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yS = yS or y0 + int(h * 0.2)
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band = op[y0:yS]
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xs = np.nonzero(band.any(0))[0]
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pad = max(3, h // 60)
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return (max(0, xs.min() - pad), max(0, y0 - pad), xs.max() + pad, yS + pad)
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def build(install=False):
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outdir = HERE if install else os.path.join(SCRATCH, 'heads')
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os.makedirs(outdir, exist_ok=True)
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for k, src in SRC.items():
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a = np.array(Image.open(os.path.join(HERE, src + '.png')).convert('RGBA'))
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op = a[..., 3] > 0
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ys, xs = np.nonzero(op.any(1))[0], np.nonzero(op.any(0))[0]
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fy, fx, fh, fw = ys.min(), xs.min(), ys.max() - ys.min() + 1, xs.max() - xs.min() + 1
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if k in BOX: # a prop defeats every top-down rule here
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x0f, y0f, x1f, y1f = BOX[k]
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bx0, by0 = fx + int(fw * x0f), fy + int(fh * y0f)
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bx1, by1 = fx + int(fw * x1f), fy + int(fh * y1f)
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else:
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bx0, by0, bx1, by1 = head_box(a)
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if k in DEPTH: # hand depth beats the widening rule here
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by1 = fy + int(fh * DEPTH[k])
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band = op[by0:by1]
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bxs = np.nonzero(band.any(0))[0]
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bx0, bx1 = max(0, bxs.min() - 5), bxs.max() + 5
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crop = a[by0:by1, bx0:bx1]
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out = os.path.join(outdir, f'z_{k}head.png')
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Image.fromarray(crop, 'RGBA').save(out)
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print(f'{k}: {out} {crop.shape[1]}x{crop.shape[0]} (from {src})')
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if __name__ == '__main__':
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build('--install' in sys.argv)
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