Esempio n. 1
0
def generate(filename):
    gv = common.GestaltBodyVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan,
                                          row_count=(len(load_states)))

    spriterows = []
    for load_state in load_states:
        # spriterow holds data needed to render the row
        spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        colourset = coloursets[gv.colourset_id]
        spriterow['render_passes'] = [
            {
                'seq': sc_pass_1,
                'colourset': colourset
            },
            {
                'seq': get_sc_cargo(gv.cargo_colourset_id, load_state),
                'colourset': colourset
            },
            {
                'seq': sc_pass_3,
                'colourset': colourset
            },
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png',
                                         common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Esempio n. 2
0
def generate(filename):
    gv = common.GestaltCargoVariation(filename)
    floorplan = common.get_cargo_floorplan(gv, 'tarps_floorplan.png', FLOORPLAN_START_Y)
    spritesheet = common.make_spritesheet(floorplan, row_count=(len(load_states)))

    spriterows = []
    for load_state in load_states:
        # spriterow holds data needed to render the row
        spriterow = {'height' : common.SPRITEROW_HEIGHT, 'floorplan' : floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {'seq' : sc_mask_out_template_guides, 'colourset' : None},
            {'seq' : get_load_sequence(gv.colourset_id, load_state), 'colourset' : None},
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png', common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Esempio n. 3
0
def generate(filename):
    gv = common.GestaltTrailerVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, gv.floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan,
                                          row_count=gv.num_load_states)

    spriterows = []
    for row_num in range(gv.num_load_states):
        # spriterow holds data needed to render the row
        spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {
                'seq': get_body(gv.body_path, row_num),
                'colourset': None
            },
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png')
    spritesheet.save(output_path)
Esempio n. 4
0
def generate(filename):
    gv = common.GestaltBodyVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan, row_count=1)

    spriterows = []
    # spriterow holds data needed to render the row
    # only one spriterow for tank trailers; only one load state needed
    spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
    # add n render passes to the spriterow (list controls render order, index 0 = first pass)
    spriterow['render_passes'] = [
        {
            'seq': sc_passthrough,
            'colourset': None
        },
    ]
    spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png',
                                         common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Esempio n. 5
0
def generate(filename):
    gv = common.GestaltTruckVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, gv.floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan, row_count=gv.num_load_states)
    cab_sprites = make_cab_points(gv)

    spriterows = []
    #colourset = coloursets[gv.colourset_id] # coloursets not used; transforming cab colour would require additional render pass selectively replacing 1cc
    # spriterow holds data needed to render the row
    for row_num in range(gv.num_load_states):
        spriterow = {'height' : common.SPRITEROW_HEIGHT, 'floorplan' : floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {'seq': sc_cab_farside(cab_sprites, gv.length), 'colourset' : None},
            {'seq': sc_body(gv.body_path, row_num, gv.length), 'colourset': None},
            {'seq': sc_cab_nearside(cab_sprites, gv.length), 'colourset' : None},
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png')
    spritesheet.save(output_path)