Compare commits
2 Commits
feature/#0
...
feature/#2
Author | SHA1 | Date | |
---|---|---|---|
743d4594df | |||
2be49c010f |
@ -8,27 +8,88 @@ import { getPublicPath } from '../../../../utilities/storage'
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import CharacterRepository from '../../../../repositories/characterRepository'
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import { gameMasterLogger } from '../../../../utilities/logger'
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type SpriteActionInput = Omit<SpriteAction, 'id' | 'spriteId' | 'frameWidth' | 'frameHeight'> & {
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interface ContentBounds {
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left: number;
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right: number;
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top: number;
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bottom: number;
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width: number;
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height: number;
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}
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interface IsometricSettings {
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tileWidth: number;
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tileHeight: number;
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centerOffset: number;
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bodyRatios: {
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topStart: number; // Where to start analyzing upper body (%)
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topEnd: number; // Where to end analyzing upper body (%)
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weightUpper: number; // Weight given to upper body centering
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weightLower: number; // Weight given to lower body centering
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};
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}
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// Types
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interface SpriteActionInput extends Omit<SpriteAction, 'id' | 'spriteId' | 'frameWidth' | 'frameHeight'> {
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sprites: string[]
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}
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type Payload = {
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interface Payload {
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id: string
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name: string
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spriteActions: Prisma.JsonValue
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}
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interface IsometricGrid {
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tileWidth: number; // Standard isometric tile width (typically 64px)
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tileHeight: number; // Standard isometric tile height (typically 32px)
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centerOffset: number; // Center offset for proper tile alignment
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}
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interface ProcessedSpriteAction extends SpriteActionInput {
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frameWidth: number
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frameHeight: number
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buffersWithDimensions: Array<{
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buffersWithDimensions: ProcessedBuffer[]
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}
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interface ProcessedBuffer {
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buffer: Buffer
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width: number | undefined
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height: number | undefined
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}>
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width: number
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height: number
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}
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interface SpriteDimensions {
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width: number
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height: number
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baselineY: number
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contentHeight: number
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}
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interface IsometricCenter {
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centerX: number
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verticalCenterLine: number
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}
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export default class SpriteUpdateEvent {
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private readonly ISOMETRIC = {
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tileWidth: 64,
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tileHeight: 32,
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centerOffset: 32,
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bodyRatios: {
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topStart: 0.15, // Start at 15% from top
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topEnd: 0.45, // End at 45% from top
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weightUpper: 0.7, // 70% weight to upper body
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weightLower: 0.3 // 30% weight to lower body
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}
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} as const;
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private readonly ISOMETRIC_SETTINGS: IsometricGrid = {
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tileWidth: 64, // Habbo-style standard tile width
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tileHeight: 32, // Habbo-style standard tile height
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centerOffset: 32 // Center point of the tile
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};
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constructor(
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private readonly io: Server,
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private readonly socket: TSocket
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@ -38,191 +99,323 @@ export default class SpriteUpdateEvent {
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this.socket.on('gm:sprite:update', this.handleSpriteUpdate.bind(this))
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}
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private async handleSpriteUpdate(data: Payload, callback: (success: boolean) => void): Promise<void> {
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private async handleSpriteUpdate(
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data: Payload,
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callback: (success: boolean) => void
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): Promise<void> {
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try {
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const character = await CharacterRepository.getById(this.socket.characterId!)
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if (character?.role !== 'gm') {
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return callback(false)
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}
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try {
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const parsedSpriteActions = validateSpriteActions(data.spriteActions)
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const processedActions = await processSprites(parsedSpriteActions)
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const parsedActions = this.validateSpriteActions(data.spriteActions)
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const processedActions = await this.processSprites(parsedActions)
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await updateDatabase(data.id, data.name, processedActions)
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await saveSpritesToDisk(data.id, processedActions)
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await this.updateDatabase(data.id, data.name, processedActions)
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await this.saveSpritesToDisk(data.id, processedActions)
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callback(true)
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} catch (error) {
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gameMasterLogger.error(`Error updating sprite ${data.id}: ${error instanceof Error ? error.message : String(error)}`)
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callback(false)
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}
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}
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function validateSpriteActions(spriteActions: Prisma.JsonValue): SpriteActionInput[] {
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private validateSpriteActions(spriteActions: Prisma.JsonValue): SpriteActionInput[] {
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try {
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const parsed = JSON.parse(JSON.stringify(spriteActions)) as SpriteActionInput[]
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if (!Array.isArray(parsed)) {
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gameMasterLogger.error('Error parsing spriteActions: spriteActions is not an array')
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throw new Error('spriteActions is not an array')
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}
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return parsed
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} catch (error) {
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gameMasterLogger.error(`Error parsing spriteActions: ${error instanceof Error ? error.message : String(error)}`)
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throw error
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throw new Error(`Invalid sprite actions format: ${error instanceof Error ? error.message : String(error)}`)
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}
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}
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async function processSprites(spriteActions: SpriteActionInput[]): Promise<ProcessedSpriteAction[]> {
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return Promise.all(
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spriteActions.map(async (spriteAction) => {
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const { action, sprites } = spriteAction
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private async processSprites(actions: SpriteActionInput[]): Promise<ProcessedSpriteAction[]> {
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return Promise.all(actions.map(async (action) => {
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const spriteBuffers = await this.convertSpritesToBuffers(action.sprites);
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if (!Array.isArray(sprites) || sprites.length === 0) {
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gameMasterLogger.error(`Invalid sprites array for action: ${action}`)
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}
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// Analyze first frame to get reference values
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const frameWidth = this.ISOMETRIC.tileWidth;
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const frameHeight = await this.calculateOptimalHeight(spriteBuffers);
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const buffersWithDimensions = await Promise.all(
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sprites.map(async (sprite: string) => {
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const buffer = Buffer.from(sprite.split(',')[1], 'base64')
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const normalizedBuffer = await normalizeSprite(buffer)
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const { width, height } = await sharp(normalizedBuffer).metadata()
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return { buffer: normalizedBuffer, width, height }
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})
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)
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const frameWidth = Math.max(...buffersWithDimensions.map((b) => b.width || 0))
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const frameHeight = Math.max(...buffersWithDimensions.map((b) => b.height || 0))
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// Process all frames using reference center from first frame
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const processedBuffers = await Promise.all(
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spriteBuffers.map(async (buffer) => {
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const normalized = await this.normalizeIsometricSprite(
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buffer,
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frameWidth,
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frameHeight
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);
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return {
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...spriteAction,
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buffer: normalized,
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width: frameWidth,
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height: frameHeight
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};
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})
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);
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return {
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...action,
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frameWidth,
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frameHeight,
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buffersWithDimensions
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buffersWithDimensions: processedBuffers
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};
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}));
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}
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private async calculateOptimalHeight(buffers: Buffer[]): Promise<number> {
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const heights = await Promise.all(
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buffers.map(async (buffer) => {
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const bounds = await this.findContentBounds(buffer);
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return bounds.height;
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})
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);
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// Ensure height is even for perfect pixel alignment
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return Math.ceil(Math.max(...heights) / 2) * 2;
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}
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private async convertSpritesToBuffers(sprites: string[]): Promise<Buffer[]> {
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return Promise.all(
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sprites.map(sprite => {
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const base64Data = sprite.split(',')[1]
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return Buffer.from(base64Data, 'base64')
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})
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)
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}
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async function normalizeSprite(buffer: Buffer): Promise<Buffer> {
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const image = sharp(buffer)
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private calculateMassCenter(density: number[]): number {
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let totalMass = 0;
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let weightedSum = 0;
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// Remove any transparent edges
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const trimmed = await image
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.trim()
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.toBuffer()
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density.forEach((mass, position) => {
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totalMass += mass;
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weightedSum += position * mass;
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});
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// Optional: Ensure dimensions are even numbers
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const metadata = await sharp(trimmed).metadata()
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const width = Math.ceil(metadata.width! / 2) * 2
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const height = Math.ceil(metadata.height! / 2) * 2
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return sharp(trimmed)
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.resize(width, height, {
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fit: 'contain',
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background: { r: 0, g: 0, b: 0, alpha: 0 }
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})
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.toBuffer()
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return totalMass ? Math.round(weightedSum / totalMass) : 0;
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}
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async function saveSpritesToDisk(id: string, processedActions: ProcessedSpriteAction[]) {
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const publicFolder = getPublicPath('sprites', id)
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await mkdir(publicFolder, { recursive: true })
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private async normalizeIsometricSprite(
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buffer: Buffer,
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frameWidth: number,
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frameHeight: number,
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): Promise<Buffer> {
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const analysis = await this.analyzeIsometricSprite(buffer);
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await Promise.all(
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processedActions.map(async ({ action, buffersWithDimensions, frameWidth, frameHeight }) => {
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// First pass: analyze all frames to determine the consistent dimensions
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const frames = await Promise.all(
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buffersWithDimensions.map(async ({ buffer }) => {
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const image = sharp(buffer)
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// Calculate optimal position
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const idealCenter = Math.floor(frameWidth / 2);
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const offset = idealCenter - analysis.massCenter;
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// Get trim boundaries to find actual sprite content
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const { info: trimData } = await image
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.trim()
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.toBuffer({ resolveWithObject: true })
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// Ensure pixel-perfect alignment
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const adjustedOffset = Math.round(offset);
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// Get original metadata
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const metadata = await sharp(buffer).metadata()
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return {
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buffer,
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width: metadata.width!,
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height: metadata.height!,
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trimmed: {
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width: trimData.width,
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height: trimData.height,
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left: metadata.width! - trimData.width,
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top: metadata.height! - trimData.height
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}
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}
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})
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)
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// Calculate the average center point of all frames
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const centerPoints = frames.map(frame => ({
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x: Math.floor(frame.trimmed.left + frame.trimmed.width / 2),
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y: Math.floor(frame.trimmed.top + frame.trimmed.height / 2)
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}))
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const avgCenterX = Math.round(centerPoints.reduce((sum, p) => sum + p.x, 0) / frames.length)
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const avgCenterY = Math.round(centerPoints.reduce((sum, p) => sum + p.y, 0) / frames.length)
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// Create the combined image with precise alignment
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const combinedImage = await sharp({
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// Create perfectly centered frame
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return sharp({
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create: {
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width: frameWidth * frames.length,
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width: frameWidth,
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height: frameHeight,
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channels: 4,
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background: { r: 0, g: 0, b: 0, alpha: 0 }
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}
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})
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.composite(
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frames.map(({ buffer, width, height }, index) => {
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// Calculate offset to maintain consistent center point
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const frameCenterX = Math.floor(width / 2)
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const frameCenterY = Math.floor(height / 2)
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.composite([{
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input: buffer,
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left: adjustedOffset,
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top: 0,
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}])
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.png()
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.toBuffer();
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}
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const adjustedLeft = index * frameWidth + (frameWidth / 2) - frameCenterX
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const adjustedTop = (frameHeight / 2) - frameCenterY
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private async findContentBounds(buffer: Buffer) {
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const { data, info } = await sharp(buffer)
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.raw()
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.ensureAlpha()
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.toBuffer({ resolveWithObject: true });
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// Round to nearest even number to prevent sub-pixel rendering
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const left = Math.round(adjustedLeft / 2) * 2
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const top = 0
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const width = info.width;
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const height = info.height;
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let left = width;
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let right = 0;
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let top = height;
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let bottom = 0;
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// Find actual content boundaries
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const idx = (y * width + x) * 4;
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if (data[idx + 3] > 0) { // If pixel is not transparent
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left = Math.min(left, x);
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right = Math.max(right, x);
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top = Math.min(top, y);
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bottom = Math.max(bottom, y);
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}
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}
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}
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return {
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input: buffer,
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left,
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top
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width: right - left + 1,
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height: bottom - top + 1,
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leftOffset: left,
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topOffset: top
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};
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}
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private async analyzeIsometricSprite(buffer: Buffer): Promise<{
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massCenter: number;
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spinePosition: number;
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contentBounds: ContentBounds;
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}> {
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const { data, info } = await sharp(buffer)
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.raw()
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.ensureAlpha()
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.toBuffer({ resolveWithObject: true });
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const width = info.width;
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const height = info.height;
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// Separate analysis for upper and lower body
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const upperStart = Math.floor(height * this.ISOMETRIC.bodyRatios.topStart);
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const upperEnd = Math.floor(height * this.ISOMETRIC.bodyRatios.topEnd);
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const columnDensity = new Array(width).fill(0);
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const upperBodyDensity = new Array(width).fill(0);
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let leftmost = width;
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let rightmost = 0;
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let topmost = height;
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let bottommost = 0;
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// Analyze pixel distribution
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const idx = (y * width + x) * 4;
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if (data[idx + 3] > 0) {
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columnDensity[x]++;
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if (y >= upperStart && y <= upperEnd) {
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upperBodyDensity[x]++;
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}
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leftmost = Math.min(leftmost, x);
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rightmost = Math.max(rightmost, x);
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topmost = Math.min(topmost, y);
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bottommost = Math.max(bottommost, y);
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}
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}
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}
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// Find spine (densest vertical line in upper body)
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let maxDensity = 0;
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let spinePosition = 0;
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for (let x = 0; x < width; x++) {
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if (upperBodyDensity[x] > maxDensity) {
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maxDensity = upperBodyDensity[x];
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spinePosition = x;
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}
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}
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// Calculate weighted mass center
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const upperMassCenter = this.calculateMassCenter(upperBodyDensity);
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const lowerMassCenter = this.calculateMassCenter(columnDensity);
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const massCenter = Math.round(
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upperMassCenter * this.ISOMETRIC.bodyRatios.weightUpper +
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lowerMassCenter * this.ISOMETRIC.bodyRatios.weightLower
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);
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return {
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massCenter,
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spinePosition,
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contentBounds: {
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left: leftmost,
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right: rightmost,
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top: topmost,
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bottom: bottommost,
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width: rightmost - leftmost + 1,
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height: bottommost - topmost + 1
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}
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};
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}
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private async saveSpritesToDisk(
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id: string,
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processedActions: ProcessedSpriteAction[]
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): Promise<void> {
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const publicFolder = getPublicPath('sprites', id)
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await mkdir(publicFolder, { recursive: true })
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await Promise.all(
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processedActions.map(async (action) => {
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const spritesheet = await this.createSpritesheet(
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action.buffersWithDimensions,
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action.frameWidth,
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action.frameHeight
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)
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const filename = getPublicPath('sprites', id, `${action.action}.png`)
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await writeFile(filename, spritesheet)
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})
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)
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}
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private async createSpritesheet(
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frames: ProcessedBuffer[],
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frameWidth: number,
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frameHeight: number
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): Promise<Buffer> {
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// Create background with precise isometric tile width
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const background = await sharp({
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create: {
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width: this.ISOMETRIC_SETTINGS.tileWidth * frames.length,
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height: frameHeight,
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channels: 4,
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background: { r: 0, g: 0, b: 0, alpha: 0 }
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}
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}).png().toBuffer();
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// Composite frames with exact tile-based positioning
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return sharp(background)
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.composite(
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frames.map((frame, index) => ({
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input: frame.buffer,
|
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left: index * this.ISOMETRIC_SETTINGS.tileWidth,
|
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top: 0
|
||||
}))
|
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)
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.png()
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.toBuffer()
|
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const filename = getPublicPath('sprites', id, `${action}.png`)
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await writeFile(filename, combinedImage)
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||||
})
|
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)
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.toBuffer();
|
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}
|
||||
|
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async function updateDatabase(id: string, name: string, processedActions: ProcessedSpriteAction[]) {
|
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private async updateDatabase(
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id: string,
|
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name: string,
|
||||
processedActions: ProcessedSpriteAction[]
|
||||
): Promise<void> {
|
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await prisma.sprite.update({
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where: { id },
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||||
data: {
|
||||
name,
|
||||
spriteActions: {
|
||||
deleteMany: { spriteId: id },
|
||||
create: processedActions.map(({ action, sprites, originX, originY, isAnimated, isLooping, frameWidth, frameHeight, frameSpeed }) => ({
|
||||
action,
|
||||
sprites,
|
||||
originX,
|
||||
originY,
|
||||
isAnimated,
|
||||
isLooping,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
frameSpeed
|
||||
create: processedActions.map(action => ({
|
||||
action: action.action,
|
||||
sprites: action.sprites,
|
||||
originX: action.originX,
|
||||
originY: action.originY,
|
||||
isAnimated: action.isAnimated,
|
||||
isLooping: action.isLooping,
|
||||
frameWidth: action.frameWidth,
|
||||
frameHeight: action.frameHeight,
|
||||
frameSpeed: action.frameSpeed
|
||||
}))
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user