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@@ -0,0 +1,471 @@
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class_name PixelStyle
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extends ArtStyle
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## Pixel art in the manner of classic farming games, drawn in code. A tile
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## is 16 by 16 pixels, seen a little from the front: rock shows its face
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## toward open ground, and figures, animals and plants stand upright. Every
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## graphic is made once as a small image, pixel by pixel from the palette,
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## and kept; the camera enlarges each pixel to a crisp square.
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##
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## The subclasses choose the palette and the outlines.
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## Pixels along the edge of a tile.
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const TILE := 16
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## Rows of the face that rock shows toward open ground below it.
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const FACE := 6
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## Images of a burst of chips, from the hit to its end.
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const HIT_FRAMES := 6
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## Size of a figure: a tile wide and one and a half tiles tall.
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const FIGURE_SIZE := Vector2i(16, 24)
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const CLEAR := Color(0, 0, 0, 0)
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## Colours by name; the subclass fills them.
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var palette: Dictionary[String, Color] = {}
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## The colours of the players, in the order of their numbers.
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var players: Array[Color] = []
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## True for outlines in a darker shade of what they surround, false for one
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## dark outline colour.
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var tinted_outlines := false
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var _textures: Dictionary[String, Texture2D] = {}
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## A small image that the drawings put their pixels on.
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class Pixels:
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const SIDES: Array[Vector2i] = [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]
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const CLEAR := Color(0, 0, 0, 0)
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var image: Image
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var size: Vector2i
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func _init(width: int, height: int) -> void:
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size = Vector2i(width, height)
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image = Image.create_empty(width, height, false, Image.FORMAT_RGBA8)
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func has(x: int, y: int) -> bool:
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return x >= 0 and y >= 0 and x < size.x and y < size.y
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func put(x: int, y: int, color: Color) -> void:
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if has(x, y):
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image.set_pixel(x, y, color)
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## The colour at x, y, transparent outside the image.
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func at(x: int, y: int) -> Color:
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return image.get_pixel(x, y) if has(x, y) else CLEAR
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func filled(x: int, y: int) -> bool:
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return at(x, y).a > 0.0
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## Lays the translucent `color` over the pixel at x, y.
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func shade(x: int, y: int, color: Color) -> void:
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if has(x, y):
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image.set_pixel(x, y, image.get_pixel(x, y).blend(color))
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func rect(x: int, y: int, width: int, height: int, color: Color) -> void:
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for row in range(y, y + height):
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for column in range(x, x + width):
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put(column, row, color)
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## Fills the ellipse around cx, cy with the half axes rx and ry.
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func ellipse(cx: float, cy: float, rx: float, ry: float, color: Color) -> void:
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for row in range(floori(cy - ry), ceili(cy + ry) + 1):
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for column in range(floori(cx - rx), ceili(cx + rx) + 1):
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var dx := (column + 0.5 - cx) / rx
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var dy := (row + 0.5 - cy) / ry
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if dx * dx + dy * dy <= 1.0:
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put(column, row, color)
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## A line of single pixels from x0, y0 to x1, y1.
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func line(x0: int, y0: int, x1: int, y1: int, color: Color) -> void:
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var dx := absi(x1 - x0)
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var dy := -absi(y1 - y0)
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var sx := 1 if x0 < x1 else -1
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var sy := 1 if y0 < y1 else -1
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var error := dx + dy
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var x := x0
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var y := y0
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while true:
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put(x, y, color)
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if x == x1 and y == y1:
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return
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var twice := 2 * error
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if twice >= dy:
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error += dy
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x += sx
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if twice <= dx:
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error += dx
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y += sy
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## Surrounds everything solid drawn so far with a line one pixel wide: in
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## `color`, or, with `tinted`, in a darker shade of the pixel beside it.
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func outline(color: Color, tinted: bool) -> void:
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var found: Array[Vector3i] = []
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var colors: Array[Color] = []
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for y in size.y:
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for x in size.x:
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if filled(x, y):
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continue
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for side in SIDES:
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var beside := at(x + side.x, y + side.y)
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if beside.a >= 1.0:
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found.append(Vector3i(x, y, 0))
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colors.append(beside.darkened(0.5) if tinted else color)
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break
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for index in found.size():
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put(found[index].x, found[index].y, colors[index])
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func player_color(player: int) -> Color:
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return players[maxi(0, player) % players.size()]
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func _c(name: String) -> Color:
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return palette[name]
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## The dark line around things, or around a thing of colour `fill` when
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## outlines are tinted.
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func _ink(fill: Color) -> Color:
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return fill.darkened(0.5) if tinted_outlines else _c("outline")
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## A number from 0 to 1 that looks random and is the same for the same
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## arguments.
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static func _noise(x: int, y: int, salt: int) -> float:
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return float(TileShape.variant(Vector2i(x * 31 + salt * 977, y * 17 - salt * 131)) % 1000) / 1000.0
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## The texture made by `make` under `key`, made only the first time.
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func _image(key: String, make: Callable) -> Texture2D:
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var texture: Texture2D = _textures.get(key)
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if texture == null:
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var pixels: Pixels = make.call()
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texture = ImageTexture.create_from_image(pixels.image)
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_textures[key] = texture
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return texture
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## Draws `texture` with its top left corner at `at`, on whole pixels.
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static func _put(canvas: CanvasItem, texture: Texture2D, at: Vector2, modulate := Color.WHITE) -> void:
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canvas.draw_texture(texture, at.round(), modulate)
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## The neighbours of `mask` that change how a tile looks: the four sides,
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## and a corner only where both sides beside it are set.
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static func _shape(mask: int) -> int:
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var result := mask & (TileShape.N | TileShape.E | TileShape.S | TileShape.W)
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var corners := [
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[TileShape.NE, TileShape.N | TileShape.E], [TileShape.SE, TileShape.S | TileShape.E],
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[TileShape.SW, TileShape.S | TileShape.W], [TileShape.NW, TileShape.N | TileShape.W],
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]
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for corner: Array in corners:
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var sides: int = corner[1]
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if (mask & corner[0]) != 0 and (mask & sides) == sides:
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result |= corner[0]
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return result
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# Terrain.
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func _ground(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
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var shadow: int = state.get("solid", 0) & (TileShape.N | TileShape.W | TileShape.NW)
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var variant: int = state.get("variant", 0) % 8
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_put(canvas, _image("ground/%d/%d" % [shadow, variant], func() -> Pixels: return _earth(variant, shadow)), rect.position)
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## The bare earth of the dead world: up to two soft patches of darker earth,
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## a light grain or two, now and then a pebble.
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func _earth(variant: int, shadow: int) -> Pixels:
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var pixels := Pixels.new(TILE, TILE)
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pixels.rect(0, 0, TILE, TILE, _c("ground"))
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var patches: int = [0, 1, 2, 1, 0, 1, 1, 2][variant]
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for patch in patches:
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var at := _spot(patch, variant, 2, 11)
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for dy in 2:
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for dx in range(-1, 2):
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if _noise(at.x + dx, at.y + dy, variant + 40) < 0.6:
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pixels.put(at.x + dx, at.y + dy, _c("ground_dark"))
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for grain in 1 + variant % 2:
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var at := _spot(grain + 4, variant, 1, 14)
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pixels.put(at.x, at.y, _c("ground_light"))
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if variant % 4 == 1:
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var at := _spot(9, variant, 3, 9)
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_pebble(pixels, at.x, at.y)
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_cast_shadow(pixels, shadow)
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return pixels
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## A point in the tile that is the same for the same `index` and `variant`,
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## from `low` to `low + span - 1` on both axes.
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static func _spot(index: int, variant: int, low: int, span: int) -> Vector2i:
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return Vector2i(low + int(_noise(index, 1, variant) * span), low + int(_noise(index, 2, variant) * span))
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func _pebble(pixels: Pixels, x: int, y: int) -> void:
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pixels.put(x, y, _c("pebble_light"))
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pixels.put(x + 1, y, _c("pebble"))
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pixels.put(x, y + 1, _c("pebble"))
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pixels.put(x + 1, y + 1, _c("pebble_dark"))
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## Darkens the ground where rock to the north or west casts its shadow; the
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## light falls from the top left.
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func _cast_shadow(pixels: Pixels, shadow: int) -> void:
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var deep := Color(0, 0, 0, 0.32)
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var faint := Color(0, 0, 0, 0.16)
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if (shadow & TileShape.N) != 0:
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for x in TILE:
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pixels.shade(x, 0, deep)
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pixels.shade(x, 1, deep if x % 2 == 0 else faint)
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pixels.shade(x, 2, faint if x % 2 == 1 else CLEAR)
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if (shadow & TileShape.W) != 0:
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for y in range(1 if (shadow & TileShape.N) != 0 else 0, TILE):
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pixels.shade(0, y, faint)
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elif (shadow & (TileShape.N | TileShape.NW)) == TileShape.NW:
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pixels.shade(0, 0, deep)
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func _soft_rock(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
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_rock(canvas, rect, state, "soft")
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func _hard_rock(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
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_rock(canvas, rect, state, "hard")
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func _bedrock(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
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_rock(canvas, rect, state, "bed")
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## Rock of `kind`: its top, and its face where the ground below is open.
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## The ground shows where the outer corners are round.
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func _rock(canvas: CanvasItem, rect: Rect2, state: Dictionary, kind: String) -> void:
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var mask := _shape(state.get("solid", 0))
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var variant: int = state.get("variant", 0) % 4
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_ground(canvas, rect, {"variant": state.get("variant", 0)})
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var key := "%s/%d/%d" % [kind, mask, variant]
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_put(canvas, _image(key, func() -> Pixels: return _rock_image(kind, mask, variant)), rect.position)
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func _rock_image(kind: String, mask: int, variant: int) -> Pixels:
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var open_n := (mask & TileShape.N) == 0
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var open_e := (mask & TileShape.E) == 0
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var open_s := (mask & TileShape.S) == 0
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var open_w := (mask & TileShape.W) == 0
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var top_rows := TILE - FACE if open_s else TILE
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var ink := _c("outline")
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var pixels := Pixels.new(TILE, TILE)
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for y in TILE:
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for x in TILE:
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var color := _c(kind + "_top")
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if y >= top_rows:
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color = _c(kind + "_face")
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if y == top_rows or ((x + variant) % 4 == 0 and y < TILE - 2):
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color = _c(kind + "_face_dark")
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else:
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if (open_n and y == 1) or (open_w and x == 1):
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color = _c(kind + "_top_light")
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elif open_e and x == TILE - 2:
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color = _c(kind + "_top_dark")
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if open_s and y == top_rows - 1:
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color = _c(kind + "_lip")
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pixels.put(x, y, color)
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_rock_marks(pixels, kind, variant, top_rows)
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if open_n:
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pixels.rect(0, 0, TILE, 1, ink)
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if open_w:
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pixels.rect(0, 0, 1, TILE, ink)
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if open_e:
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pixels.rect(TILE - 1, 0, 1, TILE, ink)
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if open_s:
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pixels.rect(0, TILE - 1, TILE, 1, ink)
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# Inner corners, where the mass turns around open ground.
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if not open_n and not open_w and (mask & TileShape.NW) == 0:
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pixels.put(0, 0, ink)
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if not open_n and not open_e and (mask & TileShape.NE) == 0:
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pixels.put(TILE - 1, 0, ink)
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if not open_s and not open_w and (mask & TileShape.SW) == 0:
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pixels.rect(0, TILE - FACE, 1, FACE, ink)
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if not open_s and not open_e and (mask & TileShape.SE) == 0:
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pixels.rect(TILE - 1, TILE - FACE, 1, FACE, ink)
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# Round outer corners.
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|
if open_n and open_w:
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_round(pixels, Vector2i(0, 0), Vector2i(1, 1), ink)
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|
|
if open_n and open_e:
|
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|
|
|
_round(pixels, Vector2i(TILE - 1, 0), Vector2i(-1, 1), ink)
|
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|
|
|
if open_s and open_w:
|
|
|
|
|
_round(pixels, Vector2i(0, TILE - 1), Vector2i(1, -1), ink)
|
|
|
|
|
if open_s and open_e:
|
|
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|
|
_round(pixels, Vector2i(TILE - 1, TILE - 1), Vector2i(-1, -1), ink)
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|
return pixels
|
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|
## Cuts the corner at `corner` and closes the outline one pixel further in,
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## in the direction `inward`.
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static func _round(pixels: Pixels, corner: Vector2i, inward: Vector2i, ink: Color) -> void:
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pixels.put(corner.x, corner.y, CLEAR)
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|
pixels.put(corner.x + inward.x, corner.y, CLEAR)
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|
pixels.put(corner.x, corner.y + inward.y, CLEAR)
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pixels.put(corner.x + inward.x, corner.y + inward.y, ink)
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## Small details on the top of rock: pores and chips on soft rock, glinting
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## crystals in hard rock, layers in bedrock.
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func _rock_marks(pixels: Pixels, kind: String, variant: int, top_rows: int) -> void:
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|
var room := maxi(1, top_rows - 6)
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|
for pore in 2:
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|
|
var spot := Vector2i(3 + int(_noise(pore, 8, variant) * 10.0), 3 + int(_noise(pore, 9, variant) * room))
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|
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pixels.put(spot.x, spot.y, _c(kind + "_top_dark"))
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|
|
var at := Vector2i(4 + int(_noise(7, 8, variant) * 7.0), 3 + int(_noise(7, 9, variant) * room))
|
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|
|
match kind:
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|
|
"soft":
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|
|
if variant % 2 == 0:
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|
|
pixels.put(at.x, at.y, _c("soft_top_dark"))
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|
pixels.put(at.x + 1, at.y, _c("soft_top_dark"))
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|
|
pixels.put(at.x + 1, at.y - 1, _c("soft_top_light"))
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|
|
pixels.put(at.x + 2, at.y + 1, _c("soft_top_dark"))
|
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|
|
"hard":
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|
|
if variant % 2 == 1:
|
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|
|
pixels.put(at.x, at.y, _c("hard_glint"))
|
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|
|
pixels.put(at.x + 1, at.y, _c("hard_top_light"))
|
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|
|
pixels.put(at.x, at.y + 1, _c("hard_top_light"))
|
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|
|
"bed":
|
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|
|
|
for row in range(4, top_rows - 1, 5):
|
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|
|
|
for column in range(3, TILE - 3):
|
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|
|
|
if _noise(column, row, variant) < 0.5:
|
|
|
|
|
pixels.put(column, row, _c("bed_top_dark"))
|
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|
|
func _cracks(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
|
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|
|
|
var hits := clampi(state.get("hits", 1), 1, 3)
|
|
|
|
|
var variant: int = state.get("variant", 0) % 4
|
|
|
|
|
_put(canvas, _image("cracks/%d/%d" % [hits, variant], func() -> Pixels: return _crack_image(hits, variant)), rect.position)
|
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|
|
|
|
|
|
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|
|
|
|
|
|
func _crack_image(hits: int, variant: int) -> Pixels:
|
|
|
|
|
var pixels := Pixels.new(TILE, TILE)
|
|
|
|
|
var path: Array[Vector2i] = []
|
|
|
|
|
var at := Vector2i(5 + variant, 3)
|
|
|
|
|
for step in 2 + hits * 3:
|
|
|
|
|
path.append(at)
|
|
|
|
|
var turn := _noise(step, hits, variant)
|
|
|
|
|
at += Vector2i(-1 if turn < 0.3 else (1 if turn > 0.65 else 0), 1)
|
|
|
|
|
if hits >= 2:
|
|
|
|
|
var branch: Vector2i = path[path.size() >> 1]
|
|
|
|
|
for step in 3:
|
|
|
|
|
branch += Vector2i(1, 1 if step % 2 == 0 else 0)
|
|
|
|
|
path.append(branch)
|
|
|
|
|
for point in path:
|
|
|
|
|
pixels.put(point.x + 1, point.y, _c("soft_top_light"))
|
|
|
|
|
for point in path:
|
|
|
|
|
pixels.put(point.x, point.y, _c("outline"))
|
|
|
|
|
return pixels
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _hit(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
|
|
|
|
|
var frame := clampi(int(float(state.get("age", 0.0)) * HIT_FRAMES), 0, HIT_FRAMES - 1)
|
|
|
|
|
var variant: int = state.get("variant", 0) % 4
|
|
|
|
|
_put(canvas, _image("hit/%d/%d" % [frame, variant], func() -> Pixels: return _hit_image(frame, variant)), rect.position - Vector2(8, 8))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## Chips that fly up and fall, and a puff of dust, in a square of two tiles
|
|
|
|
|
## around the tile.
|
|
|
|
|
func _hit_image(frame: int, variant: int) -> Pixels:
|
|
|
|
|
var pixels := Pixels.new(TILE * 2, TILE * 2)
|
|
|
|
|
var t := (frame + 1.0) / HIT_FRAMES
|
|
|
|
|
for chip in 5:
|
|
|
|
|
var angle := -PI / 2.0 + (chip - 2) * 0.6 + (variant - 1.5) * 0.15
|
|
|
|
|
var distance := 3.0 + t * 10.0
|
|
|
|
|
var x := roundi(TILE + cos(angle) * distance)
|
|
|
|
|
var y := roundi(TILE - 1 + sin(angle) * distance + t * t * 10.0)
|
|
|
|
|
pixels.put(x, y, _c("soft_top_light"))
|
|
|
|
|
if frame < 3 and chip % 2 == 0:
|
|
|
|
|
pixels.put(x + 1, y, _c("soft_top"))
|
|
|
|
|
pixels.put(x, y + 1, _c("soft_face"))
|
|
|
|
|
pixels.put(x + 1, y + 1, _c("soft_face_dark"))
|
|
|
|
|
if frame < 3:
|
|
|
|
|
pixels.outline(_c("outline"), tinted_outlines)
|
|
|
|
|
var radius := 3.0 + frame * 2.0
|
|
|
|
|
for puff in 8:
|
|
|
|
|
var angle := TAU * puff / 8.0 + variant
|
|
|
|
|
var dust := _c("dust")
|
|
|
|
|
dust.a = 0.75 - frame * 0.2
|
|
|
|
|
pixels.put(roundi(TILE + cos(angle) * radius), roundi(TILE - 1 + sin(angle) * radius * 0.6), dust)
|
|
|
|
|
return pixels
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _marker(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
|
|
|
|
|
var reachable: bool = state.get("reachable", false)
|
|
|
|
|
_put(canvas, _image("marker/%s" % reachable, func() -> Pixels: return _marker_image(reachable)), rect.position - Vector2(1, 1))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## Four corners around the tile, with a dark rim that shows on any ground.
|
|
|
|
|
func _marker_image(reachable: bool) -> Pixels:
|
|
|
|
|
var pixels := Pixels.new(TILE + 2, TILE + 2)
|
|
|
|
|
var color := _c("marker_near") if reachable else _c("marker_far")
|
|
|
|
|
var last := TILE
|
|
|
|
|
for corner: Vector2i in [Vector2i(1, 1), Vector2i(last, 1), Vector2i(1, last), Vector2i(last, last)]:
|
|
|
|
|
var dx := 1 if corner.x == 1 else -1
|
|
|
|
|
var dy := 1 if corner.y == 1 else -1
|
|
|
|
|
for i in 4:
|
|
|
|
|
pixels.put(corner.x + dx * i, corner.y, color)
|
|
|
|
|
pixels.put(corner.x, corner.y + dy * i, color)
|
|
|
|
|
pixels.outline(_c("outline"), false)
|
|
|
|
|
return pixels
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# Figures.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
func _figure(canvas: CanvasItem, rect: Rect2, state: Dictionary) -> void:
|
|
|
|
|
var frame := 0
|
|
|
|
|
if state.get("moving", false):
|
|
|
|
|
frame = 1 + int(fposmod(float(state.get("step", 0.0)), TAU) / TAU * 4.0) % 4
|
|
|
|
|
var colour := maxi(0, state.get("player", -1)) % players.size()
|
|
|
|
|
var left: bool = float(state.get("facing", 1.0)) < 0.0
|
|
|
|
|
var foot := Vector2(rect.get_center().x, rect.end.y)
|
|
|
|
|
_put(canvas, _image("shadow/12", func() -> Pixels: return _shadow_image(12)), foot - Vector2(6, 2))
|
|
|
|
|
var key := "figure/%d/%d/%s" % [colour, frame, left]
|
|
|
|
|
_put(canvas, _image(key, func() -> Pixels: return _figure_image(colour, frame, left)), foot - Vector2(FIGURE_SIZE.x / 2.0, FIGURE_SIZE.y))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## A soft shadow on the ground, `width` pixels wide.
|
|
|
|
|
func _shadow_image(width: int) -> Pixels:
|
|
|
|
|
var pixels := Pixels.new(width, 3)
|
|
|
|
|
pixels.ellipse(width / 2.0, 1.5, width / 2.0, 1.5, Color(0, 0, 0, 0.28))
|
|
|
|
|
return pixels
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
## A figure in walking frame `frame` (0 standing, 1 to 4 walking), facing
|
|
|
|
|
## right or, with `left`, left. The shirt has the colour of the player.
|
|
|
|
|
func _figure_image(colour: int, frame: int, left: bool) -> Pixels:
|
|
|
|
|
var pixels := Pixels.new(FIGURE_SIZE.x, FIGURE_SIZE.y)
|
|
|
|
|
var shirt := players[colour]
|
|
|
|
|
var bob := -1 if frame == 2 or frame == 4 else 0
|
|
|
|
|
# The far leg and the near leg, by frame.
|
|
|
|
|
var legs: Array[Vector2i] = [Vector2i(6, 9), Vector2i(5, 10), Vector2i(7, 8), Vector2i(10, 5), Vector2i(8, 7)]
|
|
|
|
|
for leg in 2:
|
|
|
|
|
var x := legs[frame].x if leg == 0 else legs[frame].y
|
|
|
|
|
var lifted := 1 if frame > 0 and frame % 2 == 1 and leg == 0 else 0
|
|
|
|
|
pixels.rect(x, 18, 2, 4 - lifted, _c("pants_dark") if leg == 0 else _c("pants"))
|
|
|
|
|
pixels.rect(x, 22 - lifted, 3, 2, _c("boots"))
|
|
|
|
|
pixels.rect(5, 11 + bob, 6, 8, shirt)
|
|
|
|
|
pixels.rect(5, 11 + bob, 1, 8, shirt.darkened(0.2))
|
|
|
|
|
pixels.rect(5, 18 + bob, 6, 1, shirt.darkened(0.35))
|
|
|
|
|
var swing: int = [0, 1, 0, -1, 0][frame]
|
|
|
|
|
pixels.rect(8 + swing, 12 + bob, 2, 5, shirt.darkened(0.15))
|
|
|
|
|
pixels.rect(8 + swing, 17 + bob, 2, 1, _c("skin"))
|
|
|
|
|
# The head: hair behind, the face in front, bangs above the eye.
|
|
|
|
|
pixels.ellipse(7.8, 5.8 + bob, 5.2, 5.0, _c("hair"))
|
|
|
|
|
pixels.ellipse(9.6, 7.4 + bob, 3.7, 3.9, _c("skin"))
|
|
|
|
|
pixels.rect(9, 3 + bob, 4, 2, _c("hair"))
|
|
|
|
|
pixels.put(6, 2 + bob, _c("hair_light"))
|
|
|
|
|
pixels.put(7, 2 + bob, _c("hair_light"))
|
|
|
|
|
pixels.put(8, 1 + bob, _c("hair_light"))
|
|
|
|
|
pixels.put(11, 6 + bob, _c("eye"))
|
|
|
|
|
pixels.put(11, 7 + bob, _c("eye"))
|
|
|
|
|
pixels.put(8, 8 + bob, _c("skin_shade"))
|
|
|
|
|
pixels.put(12, 9 + bob, _c("skin_shade"))
|
|
|
|
|
pixels.outline(_ink(shirt), tinted_outlines)
|
|
|
|
|
if left:
|
|
|
|
|
pixels.image.flip_x()
|
|
|
|
|
return pixels
|