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Copy pathanimation_data.py
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320 lines (291 loc) · 12.3 KB
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from animation_reader import FASReader
from bit_reader import *
import io
from pygame import Vector2
import re
from settings import *
from PIL import Image, ImageOps, ImageFile
from ast import literal_eval
REGEX_ADD_SPRITE = r'#([#-]+)?(.+[^,])' # places a temporary extra sprite
# (group #1: absolute/relative positioning; group #2: sequence)
# REGEX_FENCING = r'©(?:\[(-?\d+)\,(-?\d+)\])?(\d[lcr]\d[tmb])\,(?:\[(-?\d+)\,(-?\d+)\])?(\d[lcr]\d[tmb])©'
REGEX_FENCING = r'©(?:\[(-?\d+,-?\d+)\])?(\d[lcr]\d[tmb])\,(?:\[(-?\d+,-?\d+)\])?(\d[lcr]\d[tmb])©'
REGEX_FLOATING = r'§(\d)\/(\d)'
REGEX_FRAME_RANGE = r'(\d+)-(\d+)(.*)'
REGEX_GROUP = r'^\((.+)\)([^\*\@]*)?$'
REGEX_LOAD_FAS = r'_([^,]+)' # load external FAS file
REGEX_OFFSET = r'\[(-?\d+,-?\d+)\]([^\[\]]*)?'
REGEX_RANDOM_CHOICES = r'{(.+?)}(.*)?'
REGEX_RANDOM_CHOICES_CHOICE_WEIGHTED = r'(.+)%(\d+)'
REGEX_REPEAT = r'(\(.+?\)|\w+?|\d+?)\*(\d+)' # Repeat the sequence X times
REGEX_REPEAT_TIMER = r'(\([.]+?\)|\w+?|\d+?)\@(\d+)' # Repeat the sequence for X frames / X/10 seconds
# (the hardcoded frame rate is 10 frames per second)
REGEX_SOUND = r' !([^,]+)' # Play sound effect (group #1: sound name)
REGEX_UNNAMED_FUNCTION = r'!([^,]+)'
REGEX_FLIP_HORIZONTAL = r'<(.*)?'
REGEX_FLIP_VERTICAL = r'\^(.*)?'
REGEX_MASKING = r'\xBD(.*)?'
def flatten(s):
if not s:
return s
if isinstance(s[0], list):
return flatten(s[0]) + flatten(s[1:])
return s[:1] + flatten(s[1:])
class FASData:
def __init__(self, fas_path, app, extra=False, load_sequences=False):
# print(fas_path)
self.app = app
self.reader = FASReader(fas_path)
# if self.reader != 0:
# print('File read!')
self.header = self.reader.header
self.bitmap_infos = self.reader.bitmap_infos
if hasattr(self.reader, 'touch'):
self.touch = self.reader.touch
self.touch['bpp'] = get_bit_depth(len(self.touch['colors']) - 1)
self.touch['height'] = len(self.touch['bitmap']) // self.touch['width']
self.app.touch = self.touch
if hasattr(self.reader, 'extra_sprite_files'):
self.extra_files = []
for i in self.reader.extra_sprite_files['files']:
self.extra_files.append(app.data_directory + i + '.fas')
# FASData(app.data_directory + i + '.FAS', app, True)
self.sequences = {}
for i in range(self.reader.seq_header['seq_count']):
sequence = self.reader.read_sequence(i)
self.sequences[sequence['name'].casefold()] = sequence['sequence']
self.reader.close()
self.frames = {}
for i in range(self.reader.frames_header['count']):
self.frames[self.reader.frames_header['id'][i]] = self.get_frame_masked(i)
# self.frames[self.reader.frames_header['id'][i]] = {
# 'bitmap': self.reader.frames_bitmap[i],
# 'info': self.reader.frames_header['info'][i]
# }
if extra:
# self.app.frames_extra[i] = self.get_frame_masked(i)
self.app.frames_extra.update(self.frames)
else:
# self.app.frames[i] = self.get_frame_masked(i)
self.app.frames.update(self.frames)
if load_sequences:
if extra:
# self.app.sequences_extra.update(self.sequences)
self.app.sequences_extra.update(self.sequences)
else:
self.app.sequences.update(self.sequences)
if hasattr(self, 'extra_files'):
for i in self.extra_files:
FASData(i, app, True, True)
def get_frame_bitmap(self, __frame, mask):
# bitmap_info = self.reader.bitmap_infos[self.frames[__frame]['info'] * 2 + int(mask)]
# bitmap = self.frames[__frame]['bitmap']
bitmap_info = self.reader.bitmap_infos[self.reader.frames_header['info'][__frame] * 2 + int(mask)]
bitmap = self.reader.frames_bitmap[__frame]
header = b'BM' + int(len(bitmap_info) + len(bitmap) + 14).to_bytes(length=4, byteorder='little', signed=False) \
+ (0).to_bytes(length=2, byteorder='little', signed=False) \
+ (0).to_bytes(length=2, byteorder='little', signed=False) \
+ int(len(bitmap_info) + 14).to_bytes(length=4, byteorder='little', signed=False)
data = header + bitmap_info + bitmap
return data
def get_frame_masked(self, __frame):
color = self.get_frame_bitmap(__frame, mask=False)
ImageFile.LOAD_TRUNCATED_IMAGES = True
result = Image.open(io.BytesIO(color)).convert('RGBA')
mask = ImageOps.invert(Image.open(io.BytesIO(self.get_frame_bitmap(__frame, mask=True))).convert('L'))
result.putalpha(mask)
return result
ALIGNMENT_TO_SCREEN = {
'l': 0, # horizontal
'c': WIDTH // 2,
'r': WIDTH,
't': 0, # vertical
'm': HEIGHT // 2,
'b': HEIGHT}
class AddTempSprite:
def __init__(self, seq_data, flags):
self.seq_data = seq_data
self.flags = flags
class SetFenceRegion:
def __init__(self, alignments, modes, offsets):
self.alignments = alignments
self.modes = modes
self.offsets = offsets
class FloatRandomVelocity:
def __init__(self, h, v):
self.h = h
self.v = v
class RandomSeqPicker:
def __init__(self, sequences, weights):
self.sequences = sequences
self.weights = weights
class SeqRepeat:
def __init__(self, seq, repeats):
self.seq = seq
self.repeats = repeats
def __repr__(self):
return repr(self.seq) + ' * ' + repr(self.repeats)
class SeqRepeatTimer:
def __init__(self, seq, duration):
self.seq = seq
self.duration = duration
def __repr__(self):
return repr(self.seq)+'@'+repr(self.duration)
def parse_sequence_part(__part): # INCOMPLETE
__part = __part.replace(' !', '‡')
__part = __part.strip()
__part = __part.replace('‡', ' !')
if re.match(REGEX_RANDOM_CHOICES, __part):
choices_weighted = re.match(REGEX_RANDOM_CHOICES, __part).group(1).split('|')
after = re.match(REGEX_RANDOM_CHOICES, __part).group(2)
choices = []
weights = []
for i in choices_weighted:
if re.match(REGEX_RANDOM_CHOICES_CHOICE_WEIGHTED, i):
choices.append(re.match(REGEX_RANDOM_CHOICES_CHOICE_WEIGHTED, i).group(1))
weights.append(int(re.match(REGEX_RANDOM_CHOICES_CHOICE_WEIGHTED, i).group(2)))
else:
choices.append('('+i+')') # failsafe
weights.append(1)
result = [RandomSeqPicker(choices, weights)]
if after != '':
result.append(parse_sequence_part(after))
return result
elif re.match(REGEX_GROUP, __part):
res0 = re.match(REGEX_GROUP, __part).group(1)
res1 = re.match(REGEX_GROUP, __part).group(2)
result = [parse_sequence(res0)]
if res1 != '':
result.append(parse_sequence_part(res1))
return result
elif re.match(REGEX_ADD_SPRITE, __part):
groups = re.match(REGEX_ADD_SPRITE, __part).groups()
temp_spr_flags = 0
if groups[0]:
for i in groups[0]:
if i == '-':
temp_spr_flags |= 1 # one layer back
elif i == '#':
temp_spr_flags |= 2 # attach to the parent sprite
return AddTempSprite([parse_sequence_part(groups[1])], temp_spr_flags)
pass
elif re.match(REGEX_FLOATING, __part):
groups = re.match(REGEX_FLOATING, __part).groups()
return FloatRandomVelocity(int(groups[0]), int(groups[1]))
elif re.match(REGEX_REPEAT_TIMER, __part):
str_groups = re.match(REGEX_REPEAT_TIMER, __part).groups()
return SeqRepeatTimer(parse_sequence_part(str_groups[0]), int(str_groups[1]))
elif re.match(REGEX_REPEAT, __part):
str_groups = re.match(REGEX_REPEAT, __part).groups()
return SeqRepeat(parse_sequence_part(str_groups[0]), int(str_groups[1]))
elif re.match(REGEX_FLIP_HORIZONTAL, __part):
res1 = re.match(REGEX_FLIP_HORIZONTAL, __part).group(1)
result = [{'toggle_flag': 1}]
if res1 != '':
result.append(parse_sequence_part(res1))
return result
elif re.match(REGEX_FLIP_VERTICAL, __part):
res1 = re.match(REGEX_FLIP_VERTICAL, __part).group(1)
result = [{'toggle_flag': 2}]
if res1 != '':
result.append(parse_sequence_part(res1))
return result
elif re.match(REGEX_MASKING, __part):
res1 = re.match(REGEX_MASKING, __part).group(1)
result = [{'toggle_flag': 4}]
if res1 != '':
result.append(parse_sequence_part(res1))
return result
elif re.match(REGEX_FRAME_RANGE, __part):
frame_start, frame_end = int(re.match(REGEX_FRAME_RANGE, __part).group(1)),\
int(re.match(REGEX_FRAME_RANGE, __part).group(2))
frame_range = range(frame_start, (frame_end - 1) if (frame_end < frame_start) else (frame_end + 1),
-1 if (frame_end < frame_start) else 1)
next_part = re.match(REGEX_FRAME_RANGE, __part).group(3)
return [frame_range, parse_sequence_part(next_part)]
elif re.match(REGEX_FENCING, __part):
values = list(re.match(REGEX_FENCING, __part).groups())
alignments = []
modes = []
offsets = []
for i in range(4):
if i % 2 == 1:
for j, value in enumerate(values[i]):
if j % 2 == 0:
modes.append(int(value))
else:
alignments.append(value)
else:
offsets.append([])
if values[i]:
offsets[i >> 1] = list(literal_eval(values[i]))
offsets[i >> 1][1] *= -1 # flipping the Y coordinate
offsets[i >> 1] = Vector2(offsets[i >> 1])
return SetFenceRegion(alignments, modes, offsets)
elif re.match(REGEX_OFFSET, __part):
finds = re.findall(REGEX_OFFSET, __part)
parts = []
for i in finds:
offset = list(literal_eval(i[0]))
offset[1] *= -1 # flipping the Y coordinate
part = i[1]
parts.append({'offset': Vector2(offset)})
parts.append(parse_sequence_part(part))
return [i for i in parts]
elif re.match(REGEX_SOUND, __part):
return {'sound': re.match(REGEX_SOUND, __part).group(1)}
elif re.match(REGEX_UNNAMED_FUNCTION, __part):
pass # dummy function
elif re.match(REGEX_LOAD_FAS, __part):
return {'load_fas': re.match(REGEX_LOAD_FAS, __part).group(1)}
elif __part.isnumeric():
return int(__part)
elif __part:
return __part
def parse_sequence(sequence):
level = 0
fence_open_close = 0 # 0 - open; 1 - close
parts_orig = sequence.split(sep=',') # old-school method
parts = []
cur_part = ''
for i in parts_orig:
if level > 0:
cur_part = cur_part + ',' + i
else:
cur_part = i
level += i.count('(') + i.count('[') + i.count('{')
level -= i.count(')') + i.count(']') + i.count('}')
if ')(' in cur_part:
j = cur_part.split(sep=')(')
for k in range(len(j)-1):
j[k] += ')'
j[k + 1] = '(' + j[k + 1]
if j[k]:
parts.append(j[k])
cur_part = j[k + 1]
if i.count('\xA9') >= 1:
if fence_open_close == 1:
level -= i.count('\xA9')
fence_open_close = 0
else:
level += i.count('\xA9')
fence_open_close = 1
if level == 0:
if cur_part:
parts.append(cur_part)
cur_part = i
parts_parsed = []
for x in parts:
if x != '':
part_parsed = parse_sequence_part(x)
parts_parsed.append(part_parsed)
return parts_parsed
def get_sequence(seq, app): # INCOMPLETE
if seq.casefold() in list(app.sequences_extra.keys()):
sequence = app.sequences_extra[seq.casefold()]
elif seq.casefold() in list(app.sequences.keys()):
sequence = app.sequences[seq.casefold()]
else:
print('Sequence "' + seq + '" not found.')
return 0
return parse_sequence(sequence)