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sha256:c2bf4fc699a80fb03e24c2cbbb70e0ec5fc1a08a86450ffaf15168236058aa90 +size 393902 diff --git a/game/characters/tonks/chibi/walk/clothes/hair/new/0.png b/game/characters/tonks/chibi/walk/clothes/hair/new/0.png new file mode 100644 index 00000000..7de28bc8 --- /dev/null +++ b/game/characters/tonks/chibi/walk/clothes/hair/new/0.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:565ac48216f2e958eb36329fdd1774a46edc304eeb638c8a716e56c81a4115fb +size 182537 diff --git a/game/characters/tonks/chibi/walk/clothes/hair/new/1.png b/game/characters/tonks/chibi/walk/clothes/hair/new/1.png new file mode 100644 index 00000000..7cd0ef37 --- /dev/null +++ b/game/characters/tonks/chibi/walk/clothes/hair/new/1.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:101e6e4a9a2edaeb86e8c020c64a8ba45b85f0fc13362d746c323b8f93843212 +size 36964 diff --git a/game/characters/tonks/chibi/walk/clothes/hair/new/outline.png b/game/characters/tonks/chibi/walk/clothes/hair/new/outline.png new file mode 100644 index 00000000..bf8c8f80 --- /dev/null +++ b/game/characters/tonks/chibi/walk/clothes/hair/new/outline.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:01d025014ce087b9bb7a0fcb96d0d8fe7b9957f6dc7957f2646d4288638346b7 +size 88175 diff --git a/game/characters/tonks/chibi/walk/clothes/hair/new/skin.png b/game/characters/tonks/chibi/walk/clothes/hair/new/skin.png new file mode 100644 index 00000000..287277fd --- /dev/null +++ b/game/characters/tonks/chibi/walk/clothes/hair/new/skin.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:60fd1988dda1c7dbdc780f2348d13d5c39b2a4c57573a2ab1f80c016dac6f5fd +size 22667 diff --git a/game/scripts/cds.rpy b/game/scripts/cds.rpy index 6dd98103..bd794296 100644 --- a/game/scripts/cds.rpy +++ b/game/scripts/cds.rpy @@ -26,10 +26,9 @@ python early: doll = eval(f"{who}") layers = ( - l[0] for pose, i in chibi.poses.items() - for j in range(i) + l[0] for pose in chibi.poses.keys() for k in doll.states.values() if k[0] and k[2] - for l in k[0].get_layers(k[0]._hash, subpath=posixpath.join("chibi", pose, str(j))).values() + for l in k[0].get_layers(k[0]._hash, subpath=posixpath.join("chibi", pose)).values() ) return layers diff --git a/game/scripts/doll/chibi.rpy b/game/scripts/doll/chibi.rpy index c4ee7983..a3077b2d 100644 --- a/game/scripts/doll/chibi.rpy +++ b/game/scripts/doll/chibi.rpy @@ -3,7 +3,7 @@ init 5 python: def __init__(self, name, pose=None, layer="screens", zorder=12, zoom=0.28, *args, **properties): - super(DollChibi, self).__init__(**properties) + super().__init__(**properties) self.name = name self.tag = name + "_chibi" @@ -21,8 +21,7 @@ init 5 python: # Animation self.anim_frames = None - self.anim_sprites = None - self.anim_prev_sprites = None + self.anim_sprite = None self.anim_speed = 1.0 self.anim_fps = 8.0 self.anim_trans = None @@ -37,21 +36,18 @@ init 5 python: self.atl_pause = False self.atl_at_list = [] - def register_pose(self, pose, frames): - self.poses[pose] = frames + def register_pose(self, pose, frames, size): + self.poses[pose] = (frames, size) print(f"Registered \"{pose}\" pose for {self.name}") @functools.cache - def build_image(self, hash, pose, frame): + def build_image(self, hash, pose): states = self.char.states items = [v[0] for v in states.values() if v[0] and v[2]] + subpath = posixpath.join("chibi", pose) - sprites = [] - for i in items: - subpath = posixpath.join("chibi", pose, str(frame)) - sprites.extend(i.build_image(i._hash, subpath)) - - masks = [sprites.pop(sprites.index(x)) for x in sprites if x[0] == "mask"] + sprites = [(ltype, img, z) for i in items for ltype, img, z in i.build_image(i._hash, subpath)] + masks = [sprites.pop(sprites.index(i)) for i in sprites if i[0] == "mask"] sprites.sort(key=itemgetter(2)) masks.sort(key=itemgetter(2)) @@ -79,8 +75,8 @@ init 5 python: def build_animation(self): pose = self.pose - frames = self.poses[pose] - sprites = [self.build_image(self.char._hash, pose, i) for i in range(frames)] + frames = self.poses[pose][0] + sprite = self.build_image(self.char._hash, pose) if frames > 1: interval = self.anim_speed / self.anim_fps @@ -90,37 +86,68 @@ init 5 python: self.anim_frames = frames self.anim_interval = interval self.anim_interval_total = (frames * interval) - self.anim_sprites = sprites - self.anim_prev_sprites = [ sprites[-1] ] + sprites[:-1] + self.anim_sprite = sprite def render(self, width, height, st, at): + frame_width, frame_height = self.poses[self.pose][1] - # Animation Renderer - t = st % self.anim_interval_total - + # Calculate the current frame based on the time trans = self.anim_trans interval = self.anim_interval + time = (st % self.anim_interval_total) + frame = int(time / interval) + sprite = self.anim_sprite + + if trans and st >= interval: + sprite = trans(old_widget=sprite, new_widget=sprite) + + cr = renpy.render(self.anim_sprite, width, height, st, at) + sheet_width, sheet_height = cr.get_size() + + # Calculate the position of the current frame within the sprite sheet + sheet_cols = sheet_width / frame_width + sheet_row = int(frame / sheet_cols) + sheet_col = frame % sheet_cols + frame_x = sheet_col * frame_width + frame_y = sheet_row * frame_height + + rv = renpy.Render(frame_width, frame_height) + rv.blit(cr.subsurface((frame_x, frame_y, frame_width, frame_height)), (0, 0)) - # Trigger event after animation time elapses if st > self.atl_time_total: renpy.timeout(0) + elif not renpy.game.less_updates: + renpy.redraw(self, interval - time) - for image, prev in zip(self.anim_sprites, self.anim_prev_sprites): - if t < interval: - if not renpy.game.less_updates: - renpy.redraw(self, interval - t) + return rv - if trans and st >= interval: - image = trans(old_widget=prev, new_widget=image) + # # Animation Renderer + # t = st % self.anim_interval_total - im = renpy.render(image, width, height, t, at) - width, height = im.get_size() - rv = renpy.Render(width, height) - rv.blit(im, (0, 0)) + # trans = self.anim_trans + # interval = self.anim_interval - return rv - else: - t = t - interval + # # Trigger event after animation time elapses + # if st > self.atl_time_total: + # renpy.timeout(0) + + # for curr_image, prev_image in zip(self.anim_sprites, self.anim_prev_sprites): + # if t < interval: + # if not renpy.game.less_updates: + # renpy.redraw(self, interval - t) + + # if trans and st >= interval: + # curr_image = trans(old_widget=prev_image, new_widget=curr_image) + + # im = renpy.render(curr_image, width, height, t, at) + # width, height = im.get_size() + # rv = renpy.Render(width, height) + # rv.blit(im, (0, 0)) + + # return rv + # else: + # t = t - interval + # return rv def event(self, ev, x, y, st): # Determine pose change if show time exceeds animation time. @@ -330,8 +357,8 @@ default cho_chibi_new = DollChibi(name="cho", doll=cho) default ton_chibi_new = DollChibi(name="tonks", doll=tonks) label chibitest: - chibi tonks register_pose ("stand", 1) - chibi tonks register_pose ("walk", 8) + chibi tonks register_pose ("stand", 1, (600, 800)) + chibi tonks register_pose ("walk", 8, (600, 800)) "Rollback block" $ renpy.block_rollback()