package conv import ( "fmt" "image/color" "log" "github.com/faiface/pixel" "ur.gs/ordoor/internal/data" ) // Important conversions: // // * Width & height now stored using int // * Colour data is now 32-bit rather than using a palette type Sprite struct { Width int Height int Pic *pixel.PictureData Spr *pixel.Sprite } type Object struct { Name string Sprites []Sprite } func ConvertObject(rawObj *data.Object, name string) *Object { out := &Object{ Name: name, Sprites: make([]Sprite, len(rawObj.Sprites)), } for i, rawSpr := range rawObj.Sprites { pic := spriteToPic(name, i, rawSpr) out.Sprites[i] = Sprite{ Width: int(rawSpr.Width), Height: int(rawSpr.Height), Pic: pic, Spr: pixel.NewSprite(pic, pic.Bounds()), } } return out } var transparent = color.RGBA{0, 0, 0, 0} // WIP. Try to convert the pixeldata into a picture. func spriteToPic(name string, idx int, sprite *data.Sprite) *pixel.PictureData { pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height))) //log.Printf("%v %v: width=%v height=%v", name, idx, sprite.Width, sprite.Height) for y := 0; y < int(sprite.Height); y++ { // Start with all bytes transparent for x := 0; x < int(sprite.Width); x++ { pic.Pix[pic.Index(pixel.V(float64(x), float64(y)))] = transparent } row := sprite.Rows[y] //log.Printf("%#v", row) pixels := row[0 : len(row)-1] // Strip off the record separator (0x00) // Not really clear on what this does yet. Aligned with sprite width in // many cases but can also vary above and below that value. u0 := int(pixels[0]) pixels = pixels[1:len(pixels)] // In some cases, the column data is indented relative to the start of // the row. Certainly true when u0 == 0x80, perhaps in other cases // too. // // Definitely not the case when u0 == 0x01 - there aren't enough bytes // in that case for it to be anything but pixeldata xOffset := 0 // Do nothing if we're out of pixels if u0 == 0x80 { //log.Printf("Handling 0x80: %#v", pixels) xOffset = int(pixels[0]) pixels = pixels[1:len(pixels)] // Sometimes, pixels is now empty. e.g. l_ivy02 sprite 6 if len(pixels) > 3 { // For tiles, this has an inverse relationship with u0. Seems to add // up to 0x42 in all cases, which matches byte 3 of the header? //_ = int(pixels[0]) pixels = pixels[1:len(pixels)] // On tiles, this removes some junk around the edge, but doesn't // seem to be reasonable in-general? pixels = pixels[0 : len(pixels)-2] } } //log.Printf( // "%v %d: len(row)=%v, len(pixels)=%v sprWidth=%v u0=%v xOffset=%v", // name, idx, len(row), len(pixels), sprite.Width, u0, xOffset, //) for x, b := range pixels { vec := pixel.V(float64(xOffset+x), float64(y)) if err := setPaletteColor(pic, vec, b); err != nil { log.Printf("%s %d: %d,%d: %v", name, idx, x, y, err) } } } return pic } func setPaletteColor(pic *pixel.PictureData, point pixel.Vec, colorIdx byte) error { idx := pic.Index(point) if idx > len(pic.Pix)-1 { return fmt.Errorf("Got index %v which exceeds bounds", idx) } r, g, b, a := data.ColorPalette[int(colorIdx)].RGBA() color := color.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)} pic.Pix[idx] = color return nil }