Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 | import uuid from "uuid"; import type { Metasprite, MetaspriteTile, SpriteAnimation, SpriteAnimationType, SpriteSheetNormalized, SpriteState, } from "shared/lib/entities/entitiesTypes"; interface DetectedSprite { spriteSheetId: string; spriteAnimations: SpriteAnimation[]; spriteStates: SpriteState[]; metasprites: Metasprite[]; metaspriteTiles: MetaspriteTile[]; state: SpriteState; changes: Partial<SpriteSheetNormalized>; } // Classic detection - GB Studio 1.0 & 2.0 sprite format export const detectClassic = ( spriteSheet: SpriteSheetNormalized, ): DetectedSprite => { const numFrames = Math.floor(spriteSheet.width / 16); const animations: SpriteAnimation[] = Array.from(Array(8)).map(() => ({ id: uuid(), frames: [], })); const metasprites: Metasprite[] = []; const metaspriteTiles: MetaspriteTile[] = []; for (let i = 0; i < numFrames; i++) { const tileLeft: MetaspriteTile = { id: uuid(), x: 0, y: 0, sliceX: i * 16, sliceY: 0, flipX: false, flipY: false, palette: 0, paletteIndex: 0, objPalette: "OBP0", priority: false, }; const tileRight: MetaspriteTile = { id: uuid(), x: 8, y: 0, sliceX: i * 16 + 8, sliceY: 0, flipX: false, flipY: false, palette: 0, paletteIndex: 0, objPalette: "OBP0", priority: false, }; const metasprite: Metasprite = { id: uuid(), tiles: [tileLeft.id, tileRight.id], }; metaspriteTiles.push(tileLeft); metaspriteTiles.push(tileRight); metasprites.push(metasprite); } let animationType: SpriteAnimationType = "fixed"; let flipLeft = false; if (numFrames === 3) { animationType = "multi"; flipLeft = true; animations[0].frames.push(metasprites[2].id); animations[2].frames.push(metasprites[1].id); animations[3].frames.push(metasprites[0].id); } else if (numFrames === 6) { animationType = "multi_movement"; flipLeft = true; // Clone idle frames [4, 2, 0].forEach((index) => { const originalMetasprite = metasprites[index]; const originalTileLeft = metaspriteTiles.find( (tile) => originalMetasprite.tiles[0] === tile.id, ) as MetaspriteTile; const originalTileRight = metaspriteTiles.find( (tile) => originalMetasprite.tiles[1] === tile.id, ) as MetaspriteTile; const tileLeft: MetaspriteTile = { ...originalTileLeft, id: uuid(), }; const tileRight: MetaspriteTile = { ...originalTileRight, id: uuid(), }; const metasprite: Metasprite = { id: uuid(), tiles: [tileLeft.id, tileRight.id], }; metaspriteTiles.push(tileLeft); metaspriteTiles.push(tileRight); metasprites.push(metasprite); }); animations[0].frames.push(metasprites[6].id); animations[2].frames.push(metasprites[7].id); animations[3].frames.push(metasprites[8].id); animations[4].frames.push(metasprites[5].id); animations[4].frames.push(metasprites[4].id); animations[6].frames.push(metasprites[3].id); animations[6].frames.push(metasprites[2].id); animations[7].frames.push(metasprites[1].id); animations[7].frames.push(metasprites[0].id); } else { for (let i = 0; i < metasprites.length; i++) { animations[0].frames.push(metasprites[i].id); } } // Create blank metasprite for empty animations for (const animation of animations) { Iif (animation.frames.length === 0) { const metasprite: Metasprite = { id: uuid(), tiles: [], }; animation.frames.push(metasprite.id); metasprites.push(metasprite); } } const state: SpriteState = { id: spriteSheet.states?.[0] || uuid(), name: "", animationType, flipLeft, animations: animations.map((a) => a.id), }; const changes: Partial<SpriteSheetNormalized> = { canvasWidth: 16, canvasHeight: 16, }; return { spriteSheetId: spriteSheet.id, spriteAnimations: animations, spriteStates: [], metasprites, metaspriteTiles, state, changes, }; }; |