当前位置: 首页>>代码示例>>Python>>正文


Python EbGraphicTileset.from_block方法代码示例

本文整理汇总了Python中coilsnake.model.eb.graphics.EbGraphicTileset.from_block方法的典型用法代码示例。如果您正苦于以下问题:Python EbGraphicTileset.from_block方法的具体用法?Python EbGraphicTileset.from_block怎么用?Python EbGraphicTileset.from_block使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在coilsnake.model.eb.graphics.EbGraphicTileset的用法示例。


在下文中一共展示了EbGraphicTileset.from_block方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: EbCreditsFont

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class EbCreditsFont(object):
    def __init__(self):
        self.tileset = EbGraphicTileset(num_tiles=192, tile_width=8, tile_height=8)
        self.palette = EbPalette(num_subpalettes=2, subpalette_length=4)

    def from_block(self, block, tileset_asm_pointer_offset, palette_offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=from_snes_address(
                read_asm_pointer(block=block, offset=tileset_asm_pointer_offset)))
            self.tileset.from_block(block=compressed_block, bpp=2)
        self.palette.from_block(block=block, offset=palette_offset)

    def to_block(self, block, tileset_asm_pointer_offset, palette_offset):
        tileset_block_size = self.tileset.block_size(bpp=2)
        with EbCompressibleBlock(tileset_block_size) as compressed_block:
            self.tileset.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            tileset_offset = block.allocate(data=compressed_block)
            write_asm_pointer(block=block, offset=tileset_asm_pointer_offset, pointer=to_snes_address(tileset_offset))
        self.palette.to_block(block=block, offset=palette_offset)

    def to_files(self, image_file, image_format="png"):
        image = _CREDITS_PREVIEW_ARRANGEMENT.image(self.tileset, self.palette)
        image.save(image_file, image_format)
        del image

    def from_files(self, image_file, image_format="png"):
        image = open_indexed_image(image_file)
        self.palette.from_image(image)
        self.tileset.from_image(image, _CREDITS_PREVIEW_ARRANGEMENT, self.palette)
        del image
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:33,代码来源:fonts.py

示例2: EbFont

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class EbFont(object):
    def __init__(self, num_characters=96, tile_width=16, tile_height=8):
        self.num_characters = num_characters
        self.tileset = EbGraphicTileset(num_tiles=num_characters, tile_width=tile_width, tile_height=tile_height)
        self.character_widths = None

    def from_block(self, block, tileset_offset, character_widths_offset):
        self.tileset.from_block(block=block, offset=tileset_offset, bpp=1)
        self.character_widths = block[character_widths_offset:character_widths_offset + self.num_characters].to_list()

    def to_block(self, block, tileset_offset, character_widths_offset):
        self.tileset.to_block(block=block, offset=tileset_offset, bpp=1)
        block[character_widths_offset:character_widths_offset + self.num_characters] = self.character_widths

    def to_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        image = _FONT_IMAGE_ARRANGEMENT.image(self.tileset, _FONT_IMAGE_PALETTE)
        image.save(image_file, image_format)
        del image

        character_widths_dict = dict(enumerate(self.character_widths))
        if widths_format == "yml":
            yml_dump(character_widths_dict, widths_file, default_flow_style=False)

    def from_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        image = open_indexed_image(image_file)
        self.tileset.from_image(image, _FONT_IMAGE_ARRANGEMENT, _FONT_IMAGE_PALETTE)
        del image

        if widths_format == "yml":
            widths_dict = yml_load(widths_file)
            self.character_widths = map(lambda i: widths_dict[i], range(self.tileset.num_tiles_maximum))
开发者ID:soycamo,项目名称:CoilSnake,代码行数:33,代码来源:fonts.py

示例3: EbFont

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class EbFont(object):
    def __init__(self, num_characters=96, tile_width=16, tile_height=8):
        self.num_characters = num_characters
        self.tileset = EbGraphicTileset(num_tiles=num_characters, tile_width=tile_width, tile_height=tile_height)
        self.character_widths = None

    def from_block(self, block, tileset_offset, character_widths_offset):
        self.tileset.from_block(block=block, offset=tileset_offset, bpp=1)
        for i in range(96, self.num_characters):
            self.tileset.clear_tile(i, color=1)
        self.character_widths = block[character_widths_offset:character_widths_offset + self.num_characters].to_list()

    def to_block(self, block):
        tileset_offset = block.allocate(size=self.tileset.block_size(bpp=1))
        self.tileset.to_block(block=block, offset=tileset_offset, bpp=1)

        character_widths_offset = block.allocate(size=self.num_characters)
        block[character_widths_offset:character_widths_offset + self.num_characters] = self.character_widths

        return tileset_offset, character_widths_offset

    def to_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        if self.num_characters == 96:
            image = _FONT_IMAGE_ARRANGEMENT_96.image(self.tileset, FONT_IMAGE_PALETTE)
        elif self.num_characters == 128:
            image = _FONT_IMAGE_ARRANGEMENT_128.image(self.tileset, FONT_IMAGE_PALETTE)
        image.save(image_file, image_format)
        del image

        character_widths_dict = dict(enumerate(self.character_widths))
        if widths_format == "yml":
            yml_dump(character_widths_dict, widths_file, default_flow_style=False)

    def from_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        image = open_indexed_image(image_file)

        if self.num_characters == 96:
            self.tileset.from_image(image, _FONT_IMAGE_ARRANGEMENT_96, FONT_IMAGE_PALETTE)
        elif self.num_characters == 128:
            self.tileset.from_image(image, _FONT_IMAGE_ARRANGEMENT_128, FONT_IMAGE_PALETTE)
        del image

        if widths_format == "yml":
            widths_dict = yml_load(widths_file)
            self.character_widths = [widths_dict[i] for i in range(self.tileset.num_tiles_maximum)]

    def image_size(self):
        if self.num_characters == 96:
            arr = _FONT_IMAGE_ARRANGEMENT_96
        elif self.num_characters == 128:
            arr = _FONT_IMAGE_ARRANGEMENT_128

        return arr.width * self.tileset.tile_width, arr.height * self.tileset.tile_height
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:55,代码来源:fonts.py

示例4: test_from_block_4bpp

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
 def test_from_block_4bpp(self):
     block = Block()
     block.from_list(
         [
             0b01010110,
             0b00001011,
             0b11001110,
             0b10010110,
             0b01110001,
             0b00111011,
             0b00001011,
             0b10011110,
             0b00011000,
             0b00000011,
             0b10000001,
             0b11101011,
             0b00000100,
             0b01000101,
             0b01010110,
             0b10001111,
             0b00101100,
             0b10110000,
             0b01010110,
             0b10110010,
             0b01010000,
             0b11000000,
             0b00111000,
             0b10010111,
             0b00101101,
             0b11111100,
             0b01111101,
             0b11101010,
             0b10101111,
             0b10110111,
             0b01100000,
             0b11101110,
         ]
     )
     tileset = EbGraphicTileset(num_tiles=1, tile_width=8, tile_height=8)
     tileset.from_block(block, offset=0, bpp=4)
     assert_list_equal(
         tileset[0],
         [
             [8, 1, 12, 9, 6, 5, 3, 2],
             [11, 5, 8, 14, 1, 7, 15, 0],
             [8, 13, 3, 7, 2, 0, 2, 3],
             [10, 0, 4, 14, 7, 10, 11, 9],
             [8, 8, 12, 9, 13, 12, 2, 6],
             [11, 14, 14, 4, 14, 4, 10, 7],
             [12, 2, 12, 8, 4, 15, 12, 14],
             [10, 13, 12, 1, 10, 11, 11, 2],
         ],
     )
开发者ID:,项目名称:,代码行数:55,代码来源:

示例5: test_from_block_1bpp

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
 def test_from_block_1bpp(self):
     block = Block()
     block.from_list(
         [
             0b00000011,
             0b01110000,
             0b01001001,
             0b11110000,
             0b01001010,
             0b11001000,
             0b01110001,
             0b00000001,
             0b00100000,
             0b00110000,
             0b00101000,
             0b00101000,
             0b01100000,
             0b11100000,
             0b11000000,
             0b00000001,
         ]
     )
     tileset = EbGraphicTileset(num_tiles=2, tile_width=8, tile_height=8)
     tileset.from_block(block, offset=0, bpp=1)
     assert_list_equal(
         tileset[0],
         [
             [0, 0, 0, 0, 0, 0, 1, 1],
             [0, 1, 1, 1, 0, 0, 0, 0],
             [0, 1, 0, 0, 1, 0, 0, 1],
             [1, 1, 1, 1, 0, 0, 0, 0],
             [0, 1, 0, 0, 1, 0, 1, 0],
             [1, 1, 0, 0, 1, 0, 0, 0],
             [0, 1, 1, 1, 0, 0, 0, 1],
             [0, 0, 0, 0, 0, 0, 0, 1],
         ],
     )
     assert_list_equal(
         tileset[1],
         [
             [0, 0, 1, 0, 0, 0, 0, 0],
             [0, 0, 1, 1, 0, 0, 0, 0],
             [0, 0, 1, 0, 1, 0, 0, 0],
             [0, 0, 1, 0, 1, 0, 0, 0],
             [0, 1, 1, 0, 0, 0, 0, 0],
             [1, 1, 1, 0, 0, 0, 0, 0],
             [1, 1, 0, 0, 0, 0, 0, 0],
             [0, 0, 0, 0, 0, 0, 0, 1],
         ],
     )
开发者ID:,项目名称:,代码行数:52,代码来源:

示例6: read_from_rom

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
    def read_from_rom(self, rom):
        self.bg_table.from_block(block=rom, offset=from_snes_address(BACKGROUND_TABLE_OFFSET))
        self.scroll_table.from_block(block=rom, offset=from_snes_address(SCROLL_TABLE_OFFSET))
        self.distortion_table.from_block(block=rom, offset=from_snes_address(DISTORTION_TABLE_OFFSET))
        self.graphics_pointer_table.from_block(
            block=rom,
            offset=from_snes_address(read_asm_pointer(block=rom,
                                                      offset=GRAPHICS_POINTER_TABLE_ASM_POINTER_OFFSETS[0])))
        self.arrangement_pointer_table.from_block(
            block=rom,
            offset=from_snes_address(read_asm_pointer(block=rom,
                                                      offset=ARRANGEMENT_POINTER_TABLE_ASM_POINTER_OFFSETS[0])))
        self.palette_pointer_table.from_block(
            block=rom,
            offset=from_snes_address(read_asm_pointer(block=rom,
                                                      offset=PALETTE_POINTER_TABLE_ASM_POINTER_OFFSETS[0])))

        self.backgrounds = [None for i in range(self.graphics_pointer_table.num_rows)]
        self.palettes = [None for i in range(self.palette_pointer_table.num_rows)]
        for i in range(self.bg_table.num_rows):
            graphics_id = self.bg_table[i][0]
            color_depth = self.bg_table[i][2]
            if self.backgrounds[graphics_id] is None:
                # Max tiles used in rom: 421 (2bpp) 442 (4bpp)
                tileset = EbGraphicTileset(num_tiles=512, tile_width=8, tile_height=8)
                with EbCompressibleBlock() as compressed_block:
                    compressed_block.from_compressed_block(
                        block=rom,
                        offset=from_snes_address(self.graphics_pointer_table[graphics_id][0]))
                    tileset.from_block(compressed_block, offset=0, bpp=color_depth)

                arrangement = EbTileArrangement(width=32, height=32)
                with EbCompressibleBlock() as compressed_block:
                    compressed_block.from_compressed_block(
                        block=rom,
                        offset=from_snes_address(self.arrangement_pointer_table[graphics_id][0]))
                    arrangement.from_block(block=compressed_block, offset=0)

                self.backgrounds[graphics_id] = (tileset, color_depth, arrangement)
                
            palette_id = self.bg_table[i][1]
            if self.palettes[palette_id] is None:
                palette = EbPalette(num_subpalettes=1, subpalette_length=16)
                palette.from_block(block=rom, offset=from_snes_address(self.palette_pointer_table[palette_id][0]))
                self.palettes[palette_id] = palette
开发者ID:Lyrositor,项目名称:CoilSnake,代码行数:47,代码来源:BattleBgModule.py

示例7: SoundStoneModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class SoundStoneModule(EbModule):
    NAME = "Sound Stone"
    FREE_RANGES = [(0x0EDD5D, 0x0EF805)]  # Sound stone graphics

    def __init__(self):
        super(SoundStoneModule, self).__init__()
        self.tileset = EbGraphicTileset(num_tiles=352, tile_width=8, tile_height=8)
        self.palette = EbPalette(num_subpalettes=6, subpalette_length=16)

    def read_from_rom(self, rom):
        graphics_offset = from_snes_address(read_asm_pointer(
            block=rom, offset=GRAPHICS_ASM_POINTER_OFFSET))
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=rom, offset=graphics_offset)
            self.tileset.from_block(block=compressed_block, bpp=4)
        self.palette.from_block(block=rom, offset=PALETTE_OFFSET)

    def write_to_rom(self, rom):
        tileset_block_size = self.tileset.block_size(bpp=4)
        with EbCompressibleBlock(tileset_block_size) as compressed_block:
            self.tileset.to_block(block=compressed_block, offset=0, bpp=4)
            compressed_block.compress()
            tileset_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_ASM_POINTER_OFFSET, pointer=to_snes_address(tileset_offset))
        self.palette.to_block(block=rom, offset=PALETTE_OFFSET)

    def read_from_project(self, resource_open):
        with resource_open("Logos/SoundStone", "png") as image_file:
            image = open_indexed_image(image_file)
            self.palette.from_image(image)
            self.tileset.from_image(image, SOUND_STONE_ARRANGEMENT, self.palette)

    def write_to_project(self, resource_open):
        image = SOUND_STONE_ARRANGEMENT.image(self.tileset, self.palette)
        with resource_open("Logos/SoundStone", "png") as image_file:
            image.save(image_file, "png")

    def upgrade_project(self, old_version, new_version, rom, resource_open_r, resource_open_w, resource_delete):
        if old_version < 8:
            self.read_from_rom(rom)
            self.write_to_project(resource_open_w)
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:43,代码来源:SoundStoneModule.py

示例8: WindowGraphicsModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class WindowGraphicsModule(EbModule):
    NAME = "Window Graphics"
    FREE_RANGES = [(0x200000, 0x20079f)]  # Graphics

    def __init__(self):
        super(WindowGraphicsModule, self).__init__()
        self.graphics_1 = EbGraphicTileset(num_tiles=416, tile_width=8, tile_height=8)
        self.graphics_2 = EbGraphicTileset(num_tiles=7, tile_width=8, tile_height=8)

        self.flavor_palettes = [EbPalette(8, 4) for i in range(7)]
        self.flavor_names = dict()

    def read_from_rom(self, rom):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(rom, GRAPHICS_1_ASM_POINTER_OFFSET)))
            self.graphics_1.from_block(block=compressed_block, bpp=2)

        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(rom, GRAPHICS_2_ASM_POINTER_OFFSET)))
            self.graphics_2.from_block(block=compressed_block, bpp=2)

        # Read palettes
        offset = FLAVOR_PALETTES_OFFSET
        for palette in self.flavor_palettes:
            palette.from_block(block=rom, offset=offset)
            offset += 64

        # Read names
        for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
            self.flavor_names[asm_pointer_offset] = FLAVOR_NAME_ENTRY.from_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(block=rom, offset=asm_pointer_offset)))

    def write_to_rom(self, rom):
        graphics_1_block_size = self.graphics_1.block_size(bpp=2)
        with EbCompressibleBlock(graphics_1_block_size) as compressed_block:
            self.graphics_1.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            graphics_1_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_1_ASM_POINTER_OFFSET,
                              pointer=to_snes_address(graphics_1_offset))

        graphics_2_block_size = self.graphics_2.block_size(bpp=2)
        with EbCompressibleBlock(graphics_2_block_size) as compressed_block:
            self.graphics_2.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            graphics_2_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_2_ASM_POINTER_OFFSET,
                              pointer=to_snes_address(graphics_2_offset))

        # Write palettes
        offset = FLAVOR_PALETTES_OFFSET
        for palette in self.flavor_palettes:
            palette.to_block(block=rom, offset=offset)
            offset += 64

        # Write names
        for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
            name = self.flavor_names[asm_pointer_offset]
            offset = rom.allocate(size=FLAVOR_NAME_ENTRY.size)
            FLAVOR_NAME_ENTRY.to_block(block=rom, offset=offset, value=name)
            write_asm_pointer(block=rom, offset=asm_pointer_offset, pointer=to_snes_address(offset))

    def write_to_project(self, resource_open):
        for i, palette in enumerate(self.flavor_palettes):
            with resource_open("WindowGraphics/Windows1_" + str(i), "png") as image_file:
                image = ARRANGEMENT_1.image(tileset=self.graphics_1, palette=palette)
                image.save(image_file, "png")
            with resource_open("WindowGraphics/Windows2_" + str(i), "png") as image_file:
                image = ARRANGEMENT_2.image(tileset=self.graphics_2, palette=palette.get_subpalette(7))
                image.save(image_file, "png")

        # Write names
        with resource_open("WindowGraphics/flavor_names", "txt", True) as f:
            for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
                print(self.flavor_names[asm_pointer_offset], file=f)

    def read_from_project(self, resource_open):
        # Read graphics. Just use the first of each image.
        with resource_open("WindowGraphics/Windows1_0", "png") as image_file:
            image = open_indexed_image(image_file)
            self.graphics_1.from_image(image=image,
                                       arrangement=ARRANGEMENT_1,
                                       palette=self.flavor_palettes[0])

        with resource_open("WindowGraphics/Windows2_0", "png") as image_file:
            image = open_indexed_image(image_file)
            self.graphics_2.from_image(image=image,
                                       arrangement=ARRANGEMENT_2,
                                       palette=self.flavor_palettes[0].get_subpalette(7))

        # Read pals from Windows1 of each flavor.
        # Read subpal 7 from Windows2 of each flavor.
        for i, palette in enumerate(self.flavor_palettes):
            # Read all the palette data from Windows1
            with resource_open("WindowGraphics/Windows1_" + str(i), "png") as image_file:
#.........这里部分代码省略.........
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:103,代码来源:WindowGraphicsModule.py

示例9: EbTileset

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class EbTileset(object):
    def __init__(self):
        self.minitiles = EbGraphicTileset(num_tiles=896, tile_width=8, tile_height=8)
        self.arrangements = [None for i in range(1024)]
        self.collisions = [None for i in range(1024)]
        self.palettes = []

    def from_block(self, block, minitiles_offset, arrangements_offset, collisions_offset):
        self.minitiles_from_block(block, minitiles_offset)
        self.arrangements_from_block(block, arrangements_offset)
        self.collisions_from_block(block, collisions_offset)

    def minitiles_from_block(self, block, offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=offset)
            self.minitiles.from_block(block=compressed_block, bpp=4)

    def arrangements_from_block(self, block, offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=offset)
            num_arrangements = len(compressed_block) / 32

            j = 0
            for i in range(num_arrangements):
                arrangement = [[0 for x in range(4)] for y in range(4)]
                for y in range(4):
                    for x in range(4):
                        arrangement[y][x] = compressed_block.read_multi(key=j, size=2)
                        j += 2
                self.arrangements[i] = arrangement

    def collisions_from_block(self, block, offset):
        for i, arrangement in enumerate(self.arrangements):
            if arrangement is not None:
                collision_offset = 0x180000 | block.read_multi(key=offset + i * 2, size=2)
                self.collisions[i] = block[collision_offset:collision_offset + 16]

    def minitiles_to_block(self, block):
        with EbCompressibleBlock(self.minitiles.block_size(bpp=4)) as compressed_block:
            self.minitiles.to_block(block=compressed_block, offset=0, bpp=4)
            compressed_block.compress()
            return block.allocate(data=compressed_block)

    def arrangements_to_block(self, block):
        with EbCompressibleBlock(1024 * 16 * 2) as compressed_block:
            i = 0
            for arrangement in self.arrangements:
                for y in range(4):
                    for x in range(4):
                        compressed_block.write_multi(key=i, item=arrangement[y][x], size=2)
                        i += 2
            compressed_block.compress()
            return block.allocate(data=compressed_block)

    def add_palette(self, map_tileset, map_palette, palette):
        self.palettes.append((map_tileset, map_palette, palette))

    def has_map_tileset(self, map_tileset):
        for mt, mp, p in self.palettes:
            if mt == map_tileset:
                return True
        return False

    def get_palettes_by_map_tileset(self, map_tileset):
        return [(mp, p) for (mt, mp, p) in self.palettes if mt == map_tileset]

    def minitile_string_rep(self, n):
        if n >= 896:
            return "0000000000000000000000000000000000000000000000000000000000000000"
        else:
            s = str()
            tile = self.minitiles[n]
            for y in xrange(8):
                for x in xrange(8):
                    s += CHARACTERS[tile[y][x]]
            return s

    def minitile_from_string(self, n, string_rep):
        if n < 896:
            minitile = [[0] * self.minitiles.tile_width for x in range(self.minitiles.tile_height)]
            i = 0
            for y in xrange(8):
                for x in xrange(8):
                    minitile[y][x] = int(string_rep[i], 32)
                    i += 1
            self.minitiles.tiles[n] = minitile

    def arrangement_collision_string_rep(self, n):
        arrangement = self.arrangements[n]
        if arrangement is None:
            return "000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000"
        else:
            s = str()
            collision = self.collisions[n]
            for y in xrange(4):
                for x in xrange(4):
                    s += "{:04x}{:02x}".format(arrangement[y][x], collision[y*4 + x])
            return s

    def arrangement_collision_from_string(self, n, string_rep):
#.........这里部分代码省略.........
开发者ID:Lyrositor,项目名称:CoilSnake,代码行数:103,代码来源:map_tilesets.py

示例10: DeathScreenModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class DeathScreenModule(EbModule):
    """Extracts the death screen data from EarthBound."""

    NAME = "Death Screen"
    FREE_RANGES = [
        (0x21cfaf, 0x21d4f3),  # Tileset
        (0x21d4f4, 0x21d5e7),  # Palette
        (0x21d5e8, 0x21d6e1)  # Arrangement
    ]

    def __init__(self):
        super(DeathScreenModule, self).__init__()

        self.tileset = EbGraphicTileset(
            num_tiles=NUM_TILES, tile_width=TILE_WIDTH, tile_height=TILE_HEIGHT
        )
        self.arrangement = EbTileArrangement(
            width=ARRANGEMENT_WIDTH, height=ARRANGEMENT_HEIGHT
        )
        self.palette = EbPalette(
            num_subpalettes=NUM_SUBPALETTES,
            subpalette_length=SUBPALETTE_LENGTH
        )

    def read_from_rom(self, rom):
        with EbCompressibleBlock() as block:
            # Read the tileset data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, TILESET_POINTER)
                )
            )
            self.tileset.from_block(block=block, offset=0, bpp=TILESET_BPP)

            # Read the arrangement data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, ARRANGEMENT_POINTER)
                )
            )
            self.arrangement.from_block(block=block, offset=0)

            # Read the palette data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, PALETTE_POINTER)
                )
            )
            self.palette.from_block(block=block, offset=0)

    def write_to_rom(self, rom):
        # Write the tileset data
        block_size = self.tileset.block_size(bpp=TILESET_BPP)
        with EbCompressibleBlock(block_size) as block:
            self.tileset.to_block(block=block, offset=0, bpp=TILESET_BPP)
            self._write_compressed_block(rom, block, TILESET_POINTER)

        # Write the tile arrangement data
        block_size = self.arrangement.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.arrangement.to_block(block=block, offset=0)
            self._write_compressed_block(rom, block, ARRANGEMENT_POINTER)

        # Write the palette data
        block_size = self.palette.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.palette.to_block(block=block, offset=0)
            self._write_compressed_block(
                rom, block, PALETTE_POINTER
            )

    def read_from_project(self, resource_open):
        with resource_open(DEATH_SCREEN_PATH, "png") as f:
            image = open_indexed_image(f)
            self.arrangement.from_image(image, self.tileset, self.palette)
        with resource_open(DEATH_SCREEN_SUBPALETTES_PATH, "yml", True) as f:
            subpalettes = yml_load(f)
            for subpalette, tiles in subpalettes.items():
                for x, y in tiles:
                    self.arrangement[x, y].subpalette = subpalette

    def write_to_project(self, resource_open):
        with resource_open(DEATH_SCREEN_PATH, "png") as f:
            image = self.arrangement.image(self.tileset, self.palette, True)
            image.save(f)
        with resource_open(DEATH_SCREEN_SUBPALETTES_PATH, "yml", True) as f:
            subpalettes = {}
            for x in range(ARRANGEMENT_WIDTH):
                for y in range(ARRANGEMENT_HEIGHT):
                    subpalette = self.arrangement[x, y].subpalette
                    if subpalette not in subpalettes:
                        subpalettes[subpalette] = []
                    subpalettes[subpalette].append((x, y))
            yml_dump(subpalettes, f, None)

    def upgrade_project(
            self, old_version, new_version, rom, resource_open_r,
            resource_open_w, resource_delete):
        if old_version < 9:
            self.read_from_rom(rom)
#.........这里部分代码省略.........
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:103,代码来源:DeathScreenModule.py

示例11: TitleScreenModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
class TitleScreenModule(EbModule):
    """Extracts the title screen data from EarthBound.

    This module allows for the editing of the background and characters
    of the title screen. The slide-in animation for the characters is
    controlled through assembly, while the rest of the animation works
    by changing between several palettes (one for each new frame of
    animation) and keeping the same tileset for each frame.
    """

    NAME = "Title Screen"
    FREE_RANGES = [
        (0x21B211, 0x21C6E4),  # Background Tileset
        (0x21AF7D, 0x21B210),  # Background Arrangement
        (0x21CDE1, 0x21CE07),  # Background Palette
        (0x21AEFD, 0x21AF7C),  # Background Animated Palette

        (0x21C6E5, 0x21CDE0),  # Characters Tileset
        (0x21AE7C, 0x21AE82),  # Characters Palette
        (0x21AE83, 0x21AEFC),  # Characters Animated Palette

        (0x21CE08, 0x21CF9C)  # Animation Data
    ]

    def __init__(self):
        super(TitleScreenModule, self).__init__()

        # Background data (includes the central "B", the copyright
        # notice and the glow around the letters)
        self.bg_tileset = EbGraphicTileset(
            num_tiles=BG_NUM_TILES, tile_width=TILE_WIDTH,
            tile_height=TILE_HEIGHT
        )
        self.bg_arrangement = EbTileArrangement(
            width=BG_ARRANGEMENT_WIDTH, height=BG_ARRANGEMENT_HEIGHT
        )
        self.bg_anim_palette = EbPalette(
            num_subpalettes=BG_NUM_ANIM_SUBPALETTES,
            subpalette_length=ANIM_SUBPALETTE_LENGTH
        )
        self.bg_palette = EbPalette(
            num_subpalettes=NUM_SUBPALETTES,
            subpalette_length=BG_SUBPALETTE_LENGTH
        )

        # Characters data (the title screen's animated letters)
        self.chars_tileset = EbGraphicTileset(
            num_tiles=CHARS_NUM_TILES, tile_width=TILE_WIDTH,
            tile_height=TILE_HEIGHT
        )
        self.chars_anim_palette = EbPalette(
            num_subpalettes=CHARS_NUM_ANIM_SUBPALETTES,
            subpalette_length=ANIM_SUBPALETTE_LENGTH
        )
        self.chars_palette = EbPalette(
            num_subpalettes=NUM_SUBPALETTES,
            subpalette_length=CHARS_SUBPALETTE_LENGTH
        )
        self.chars_layouts = [[] for _ in range(NUM_CHARS)]

    def read_from_rom(self, rom):
        self.read_background_data_from_rom(rom)
        self.read_chars_data_from_rom(rom)
        self.read_chars_layouts_from_rom(rom)

        # Add the characters palette to the background data.
        self.bg_palette[0, CHARS_ANIM_SLICE] =\
            self.chars_anim_palette.get_subpalette(
                CHARS_NUM_ANIM_SUBPALETTES - 1
            )[0, :]

    def read_background_data_from_rom(self, rom):
        with EbCompressibleBlock() as block:
            # Read the background tileset data
            self._decompress_block(rom, block, BG_TILESET_POINTER)
            self.bg_tileset.from_block(
                block=block, offset=0, bpp=BG_TILESET_BPP
            )

            # Read the background tile arrangement data
            self._decompress_block(rom, block, BG_ARRANGEMENT_POINTER)
            self.bg_arrangement.from_block(block=block, offset=0)

            # Read the background palette data
            # The decompressed data is smaller than the expected value,
            # so it is extended with black entries.
            self._decompress_block(rom, block, BG_PALETTE_POINTER)
            block.from_array(
                block.to_array() + [0]*(BG_SUBPALETTE_LENGTH*2 - len(block))
            )
            self.bg_palette.from_block(block=block, offset=0)

            # Read the background animated palette data
            # Each subpalette corresponds to an animation frame.
            self._decompress_block(rom, block, BG_ANIM_PALETTE_POINTER)
            self.bg_anim_palette.from_block(block=block, offset=0)

    def read_chars_data_from_rom(self, rom):
        with EbCompressibleBlock() as block:
            # Read the characters tileset data
#.........这里部分代码省略.........
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:103,代码来源:TitleScreenModule.py

示例12: test_from_block_2bpp

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import from_block [as 别名]
 def test_from_block_2bpp(self):
     block = Block()
     block.from_list(
         [
             0b01010101,  # Tile 1
             0b10111010,
             0b01100100,
             0b11001111,
             0b10100000,
             0b10111101,
             0b11100001,
             0b01101011,
             0b10110111,
             0b00000111,
             0b11111010,
             0b01111101,
             0b00110010,
             0b11101100,
             0b00110110,
             0b10111100,
             0b11111001,  # Tile 2
             0b01101010,
             0b10011000,
             0b11111111,
             0b11001011,
             0b00111000,
             0b01000001,
             0b01110001,
             0b11001010,
             0b11000000,
             0b01111010,
             0b11011101,
             0b00011011,
             0b00001111,
             0b00100001,
             0b11110000,
         ]
     )
     tileset = EbGraphicTileset(num_tiles=2, tile_width=8, tile_height=8)
     tileset.from_block(block, offset=0, bpp=2)
     assert_list_equal(
         tileset[0],
         [
             [2, 1, 2, 3, 2, 1, 2, 1],
             [2, 3, 1, 0, 2, 3, 2, 2],
             [3, 0, 3, 2, 2, 2, 0, 2],
             [1, 3, 3, 0, 2, 0, 2, 3],
             [1, 0, 1, 1, 0, 3, 3, 3],
             [1, 3, 3, 3, 3, 2, 1, 2],
             [2, 2, 3, 1, 2, 2, 1, 0],
             [2, 0, 3, 3, 2, 3, 1, 0],
         ],
     )
     assert_list_equal(
         tileset[1],
         [
             [1, 3, 3, 1, 3, 0, 2, 1],
             [3, 2, 2, 3, 3, 2, 2, 2],
             [1, 1, 2, 2, 3, 0, 1, 1],
             [0, 3, 2, 2, 0, 0, 0, 3],
             [3, 3, 0, 0, 1, 0, 1, 0],
             [2, 3, 1, 3, 3, 2, 1, 2],
             [0, 0, 0, 1, 3, 2, 3, 3],
             [2, 2, 3, 2, 0, 0, 0, 1],
         ],
     )
开发者ID:,项目名称:,代码行数:68,代码来源:


注:本文中的coilsnake.model.eb.graphics.EbGraphicTileset.from_block方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。