consolidate single color sprites into one master file

This commit is contained in:
Your Name 2026-08-22 11:44:51 -04:00
parent 7d84f595e4
commit fe5a11112f
16 changed files with 90 additions and 53 deletions

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@ -51,10 +51,10 @@ The player is not one entity — it is **up to three simultaneous colored copies
## Art pipeline
Sprites are authored in full color, then split into per-channel `_r`/`_g`/`_b` PNGs so each color copy draws its own layer. The `art/*.sh` scripts drive this with ImageMagick `convert`:
- `reduce_colors.sh <file>` — remap to `art/palette`/`palette.png`.
- `extract.sh <file>` — split one image into R/G/B channel PNGs.
- `reduce_and_extract.sh` — both steps over every PNG in the cwd (run from inside an `art/` subfolder).
**One full-color master PNG per sprite.** The RGB channels are split at *load time*, not stored as separate files: `getAllAssets` (`level_editor/object_attributes.lua`) points all three of `sprites.{red,green,blue}` at the same master, and `Entity:draw(channel)` tints it through `gColor[channel]` — so `master × (1,0,0)` renders the red gun, and the additive `"screen"` blend recombines overlapping copies into the original color. Per-channel collision shapes come from `getChannelCells` (`_helpers.lua`), which inspects each channel of the master's ImageData. Adding a sprite (or a new sprite *state*) is now one file, not three.
- `getAllAssets` treats every master PNG in a non-`_`-prefixed content folder as a placeable color asset, except the names in its `NON_ASSET_SPRITES` set (the palette swatch and sprites owned by dedicated classes like `player_*`, `door_unlocked`, `switch_pressed`).
- The `_r`/`_g`/`_b` channel-splitting step is gone (older revisions had an `extract.sh`; the pre-split channel PNGs live in git history if ever needed).
- `reduce_colors.sh <file>` / `reduce_and_extract.sh` — optional palette remap to `art/palette.png` (authoring step only; produces a master, no split).
## Bundled libraries (`libs/`, do not edit)

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@ -160,11 +160,12 @@ function cellShapeFromBox(box)
return cells
end
-- Which 16x16 cells of an image are non-empty, for multi-cell collision
-- shapes. LÖVE 11 no longer exposes Image:getData(), so inspect ImageData
-- directly instead of creating a GPU Image first.
function getCellsFromSprite(spritePath)
local img = love.image.newImageData(spritePath)
-- Which 16x16 cells of an ImageData are non-empty, for multi-cell collision
-- shapes. `channel` ("red"/"green"/"blue") restricts the test to one colour
-- gun: a single full-colour master now feeds all three copies, so each copy's
-- collision shape comes from its own channel of the master (a cell with only
-- red pixels blocks the red copy but not blue). nil = "any channel lit".
local function cellsFromImageData(img, channel)
local w, h = img:getWidth(), img:getHeight()
local box = {w = w / 16, h = h / 16}
local boxCells = cellShapeFromBox(box)
@ -182,7 +183,12 @@ function getCellsFromSprite(spritePath)
for i = startPixel.x, endPixel.x do
for j = startPixel.y, endPixel.y do
local r, g, b, a = img:getPixel(i, j)
if a > 0 and (r > 0 or g > 0 or b > 0) then
local lit
if channel == "red" then lit = r > 0
elseif channel == "green" then lit = g > 0
elseif channel == "blue" then lit = b > 0
else lit = r > 0 or g > 0 or b > 0 end
if a > 0 and lit then
empty = false
end
end
@ -204,3 +210,20 @@ function getCellsFromSprite(spritePath)
return boxCells
end
-- LÖVE 11 no longer exposes Image:getData(), so inspect ImageData directly
-- instead of creating a GPU Image first.
function getCellsFromSprite(spritePath, channel)
return cellsFromImageData(love.image.newImageData(spritePath), channel)
end
-- Per-channel collision cell shapes for one full-colour master, loaded once.
-- Returns { red = cells, green = cells, blue = cells }.
function getChannelCells(spritePath)
local img = love.image.newImageData(spritePath)
return {
red = cellsFromImageData(img, "red"),
green = cellsFromImageData(img, "green"),
blue = cellsFromImageData(img, "blue"),
}
end

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@ -9,7 +9,7 @@ function Door:initialize(x, y, color)
y = y,
color = color,
collision = "unmoveable",
sprite = loadSprite("art/game/door_" .. color:sub(1, 1) .. ".png"),
sprite = loadSprite("art/game/door.png"),
})
self.isDoor = true
self.locked = true
@ -21,7 +21,7 @@ end
function Door:refreshSprites()
local sprite
if self.locked then
sprite = loadSprite("art/game/door_" .. self.doorColor:sub(1, 1) .. ".png")
sprite = loadSprite("art/game/door.png")
else
sprite = loadSprite("art/game/door_unlocked.png")
end

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@ -3,6 +3,20 @@ require "libs/TSerial"
local targetFolder = "art"
local reanalyzeCells = true
-- Sprites loaded directly by dedicated entity classes or used as reference art
-- (the palette swatch), not placeable RGB assets. Every other master PNG in a
-- content folder is a colour asset. Keeping this list preserves the exact
-- palette set from when assets were identified by their _r/_g/_b channel files.
local NON_ASSET_SPRITES = {
palette = true,
color_changing_wall = true,
door_locked_w = true,
door_unlocked = true,
player_sad = true,
player_w = true,
switch_pressed = true,
}
function getAllAssets()
local objectnames = {}
local topFolder = "art"
@ -12,24 +26,29 @@ function getAllAssets()
-- we ignore directories which are prepended w/ an underscore
if not string.find(folder, "%.") then
objectnames[folder] = {}
-- love.filesystem.createDirectory("art/" .. folder)
-- this is a folder, probably
local newFiles = love.filesystem.getDirectoryItems(topFolder .. "/" .. folder)
for _, fileToAnalyze in pairs(newFiles) do
if fileToAnalyze:find("_r.png") or fileToAnalyze:find("_g.png") or fileToAnalyze:find("_b.png")then
local color
if fileToAnalyze:find("_r.png") then color = "red"
elseif fileToAnalyze:find("_g.png") then color = "green"
elseif fileToAnalyze:find("_b.png") then color = "blue" end
-- One full-colour master PNG per asset. The draw path tints it
-- per gun (see Entity:draw), so red/green/blue copies are just
-- the same master drawn through gColor[channel]; the channels are
-- split at load time, not stored as separate files.
if fileToAnalyze:find("%.png$") then
local name = fileToAnalyze:sub(1, fileToAnalyze:len() - 4)
local name = fileToAnalyze:sub(1, fileToAnalyze:len() - 6)
-- first folder to define a name wins; skip engine/reference art
if not NON_ASSET_SPRITES[name]
and not (globalAssetProperties[name] and globalAssetProperties[name].directory ~= folder) then
local sprite = topFolder .. "/" .. folder .. "/" .. fileToAnalyze
if not globalAssetProperties[name] then
globalAssetProperties[name] = {}
globalAssetProperties[name].directory = folder
globalAssetProperties[name].sprites = {}
globalAssetProperties[name].preload = false
end
globalAssetProperties[name].directory = folder
-- all three channels point at the same master image
globalAssetProperties[name].sprites = { red = sprite, green = sprite, blue = sprite }
-- class comes from a <name>.meta sitting next to the art
-- (authoritative); default to immoveable if none exists
@ -40,16 +59,13 @@ function getAllAssets()
globalAssetProperties[name].class = "immoveable"
end
local sprite = topFolder .. "/" .. folder .. "/" .. fileToAnalyze
globalAssetProperties[name].sprites[color] = sprite
-- Precompute the occupied-cell shape once per asset/colour and
-- cache it here; entities share this table by reference so
-- collision never rescans pixels at runtime. Keyed per colour
-- (each channel leaves its own gaps) rather than reset per file.
globalAssetProperties[name].cells = globalAssetProperties[name].cells or {}
if not globalAssetProperties[name].cells[color] or reanalyzeCells then
globalAssetProperties[name].cells[color] = getCellsFromSprite(sprite)
-- Precompute per-channel occupied-cell shapes once and cache
-- here; entities share this table by reference so collision
-- never rescans pixels at runtime. Keyed per colour because
-- each channel of the master leaves its own gaps.
if reanalyzeCells or not globalAssetProperties[name].cells then
globalAssetProperties[name].cells = getChannelCells(sprite)
end
end
end
end

18
npc.lua
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@ -224,11 +224,10 @@ function Sign:initialize(x, y)
x = x, y = y,
color = "red", -- representative only; sprites are per-channel
collision = "unmoveable",
sprites = {
red = loadSprite("art/npc/start_sign_r.png"),
green = loadSprite("art/npc/start_sign_g.png"),
blue = loadSprite("art/npc/start_sign_b.png"),
},
sprites = (function()
local m = loadSprite("art/npc/start_sign.png") -- one master, tinted per gun at draw time
return { red = m, green = m, blue = m }
end)(),
})
self:initWalker()
end
@ -244,11 +243,10 @@ function Jorge:initialize(x, y)
x = x, y = y,
color = "red",
collision = "unmoveable",
sprites = {
red = loadSprite("art/npc/jorge_r.png"),
green = loadSprite("art/npc/jorge_g.png"),
blue = loadSprite("art/npc/jorge_b.png"),
},
sprites = (function()
local m = loadSprite("art/npc/jorge.png") -- one master, tinted per gun at draw time
return { red = m, green = m, blue = m }
end)(),
})
self:initWalker()
end

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@ -9,7 +9,7 @@ function Switch:initialize(x, y, color)
color = color,
collision = "none", --switches are floor elements that can't be pushed or bloc movement!!
cellShape = {{x = 1, y = 1}},
sprite = loadSprite("art/game/switch_" .. color:sub(1, 1) .. ".png")
sprite = loadSprite("art/game/switch.png")
})
self.activated = false