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)
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)
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)
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)