Example #1
0
	def draw_alpha_frames_merged(self):
		for idx, bmode in enumerate(self.blending_modes):

			max_w = 0
			max_h = 0

			blendomatic_frames = []

			for tile in bmode["alphamasks"]:
				frame = PNG(0, None, tile["data"])
				tw = tile["width"]
				th = tile["height"]
				frame.create(tw, th, True)

				if tw > max_w:
					max_w = tw
				if th > max_h:
					max_h = th

				blendomatic_frames.append((frame, None, (0, 0)))

			atlas, atlas_meta, (width, height) = merge_frames(blendomatic_frames, max_w, max_h)
			meta_out = generate_meta_text(atlas_meta)

			yield idx, atlas, (width, height), meta_out
Example #2
0
    def draw_frames_merged(self, color_table):
        # generate all frames, them merge them on one big texture

        # player-specific colors will be in color blue, but with an alpha of 254
        player_id = 1

        max_width = 0
        max_height = 0

        slp_pngs = []
        for frame in self.frames:
            png = PNG(player_id, color_table, frame.get_picture_data())
            png.create()

            if png.width > max_width:
                max_width = png.width

            if png.height > max_height:
                max_height = png.height

            slp_pngs.append((png, frame.info.size, frame.info.hotspot))

            # now we collected all sprites and can start merging them to one
            # big texture atlas.
        atlas, atlas_meta, (width, height) = merge_frames(slp_pngs, max_width, max_height)

        meta_out = generate_meta_text(atlas_meta)

        return atlas, (width, height), meta_out