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6.4 update (minus sprites)
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157
Data/Scripts/048_Fusion/Sprites/AutogenExtracter.rb
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157
Data/Scripts/048_Fusion/Sprites/AutogenExtracter.rb
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class AutogenExtracter < PIFSpriteExtracter
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SPRITESHEET_FOLDER_PATH = "Graphics\\Battlers\\spritesheets_autogen\\"
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SPRITE_SIZE = 288 # Each sprite is 288x288 pixels
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COLUMNS = 10 # Number of columns in the spritesheet
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SHEET_WIDTH = SPRITE_SIZE * COLUMNS # 2880 pixels wide spritesheet
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@instance = new
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def self.instance
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@@instance ||= new # If @@instance is nil, create a new instance
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@@instance # Return the existing or new instance
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end
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def load_bitmap_from_spritesheet(pif_sprite)
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body_id = pif_sprite.body_id
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spritesheet_file = getSpritesheetPath(pif_sprite)
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spritesheet_bitmap = AnimatedBitmap.new(spritesheet_file).bitmap
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# Extract individual sprite
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sprite_x_position, sprite_y_position = get_sprite_position_on_spritesheet(body_id, SPRITE_SIZE, COLUMNS)
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src_rect = Rect.new(sprite_x_position, sprite_y_position, SPRITE_SIZE, SPRITE_SIZE)
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bitmap = Bitmap.new(SPRITE_SIZE, SPRITE_SIZE)
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bitmap.blt(0, 0, spritesheet_bitmap, src_rect)
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# Dispose of spritesheet if it's no longer needed
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spritesheet_bitmap.dispose
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return bitmap
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end
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def getSpritesheetPath(pif_sprite)
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head_id = pif_sprite.head_id
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return "#{SPRITESHEET_FOLDER_PATH}#{head_id}.png"
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end
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#
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# # Check cache before loading from disk
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# sprite_bitmap = @@spritesheet_cache.fetch(pif_sprite) do
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# # Load spritesheet from disk if necessary
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# echoln "Loading spritesheet from disk: #{spritesheet_file}"
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# spritesheet_bitmap = AnimatedBitmap.new(spritesheet_file).bitmap
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#
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# # Extract individual sprite
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# sprite_x_position, sprite_y_position = get_sprite_position_on_spritesheet(body_id, SPRITE_SIZE, COLUMNS)
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# src_rect = Rect.new(sprite_x_position, sprite_y_position, SPRITE_SIZE, SPRITE_SIZE)
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#
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# sprite = Bitmap.new(SPRITE_SIZE, SPRITE_SIZE)
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# sprite.blt(0, 0, spritesheet_bitmap, src_rect)
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#
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# # Dispose of spritesheet if it's no longer needed
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# spritesheet_bitmap.dispose
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#
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# sprite
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# end
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# animatedBitmap = AnimatedBitmap.from_bitmap(sprite_bitmap)
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#
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# end_time = Time.now
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# echoln "finished load sprite in #{end_time - start_time} seconds"
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# echoln animatedBitmap
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# return animatedBitmap
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# end
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def load_sprite_with_spritesheet_cache(pif_sprite)
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start_time = Time.now
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head_id = pif_sprite.head_id
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body_id = pif_sprite.body_id
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spritesheet_file = "#{SPRITESHEET_FOLDER_PATH}#{head_id}.png"
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# Check cache before loading from disk
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spritesheet_bitmap = @@spritesheet_cache.fetch(spritesheet_file) do
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echoln "Loading spritesheet from disk: #{spritesheet_file}"
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AnimatedBitmap.new(spritesheet_file).bitmap
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end
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sprite_x_position, sprite_y_position = get_sprite_position_on_spritesheet(body_id, SPRITE_SIZE, COLUMNS)
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src_rect = Rect.new(sprite_x_position, sprite_y_position, SPRITE_SIZE, SPRITE_SIZE)
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sprite_bitmap = Bitmap.new(SPRITE_SIZE, SPRITE_SIZE)
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sprite_bitmap.blt(0, 0, spritesheet_bitmap, src_rect)
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#spritesheet_bitmap.dispose # Dispose since not needed
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animatedBitmap = AnimatedBitmap.from_bitmap(sprite_bitmap)
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end_time = Time.now
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echoln "finished load sprite in #{end_time - start_time} seconds"
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return animatedBitmap
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end
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end
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# def extract_bitmap_to_file(head_id, body_id, folder)
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# # Create the directory if it doesn't exist
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# Dir.mkdir(folder) unless Dir.exist?(folder)
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#
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# # Load the entire spritesheet
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# spritesheet_file = "#{SPRITESHEET_FOLDER_PATH}#{head_id}.png"
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# spritesheet_bitmap = AnimatedBitmap.new(spritesheet_file).bitmap
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#
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# # Calculate the 0-based row and column from the sprite index
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# zero_index = body_id - 1
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# row = zero_index / COLUMNS
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# col = zero_index % COLUMNS
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#
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# # Define the area of the sprite on the spritesheet
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# sprite_x_position = col * SPRITE_SIZE
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# sprite_y_position = row * SPRITE_SIZE
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#
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# # Create a new bitmap for the single sprite
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# single_sprite_bitmap = Bitmap.new(SPRITE_SIZE, SPRITE_SIZE)
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# single_sprite_bitmap.blt(0, 0, spritesheet_bitmap, Rect.new(sprite_x_position, sprite_y_position, SPRITE_SIZE, SPRITE_SIZE))
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#
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# # Dispose of the spritesheet bitmap if it’s no longer needed
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# spritesheet_bitmap.dispose
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#
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# # Save the single sprite bitmap to a file
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# file_path = "#{folder}/#{head_id}.#{body_id}.png"
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# single_sprite_bitmap.save_to_png(file_path)
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#
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# # Dispose of the single sprite bitmap
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# single_sprite_bitmap.dispose
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#
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# # Return the path to the saved PNG file
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# return file_path
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# end
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#end
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#
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#
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# class SpritesBitmapCache
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# @@cache = {} # Cache storage for individual sprites
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# @@usage_order = [] # Tracks usage order for LRU eviction
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#
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# def self.fetch(pif_sprite)
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# sprite_key = "B#{pif_sprite.body_id}H#{pif_sprite.head_id}".to_sym
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# if @@cache.key?(sprite_key)
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# # Move key to the end to mark it as recently used
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# @@usage_order.delete(sprite_key)
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# @@usage_order << sprite_key
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# return @@cache[sprite_key]
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# end
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#
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# # Load sprite via block if not found in cache
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# sprite_bitmap = yield
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#
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# if @@cache.size >= Settings::SPRITE_CACHE_MAX_NB
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# # Evict least recently used (first in order)
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# oldest_key = @@usage_order.shift
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# @@cache.delete(oldest_key)
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# echoln "Evicted: #{oldest_key} from sprite cache"
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# end
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#
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# # Add new sprite to cache and track its usage
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# @@cache[sprite_key] = sprite_bitmap
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# @@usage_order << sprite_key
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# sprite_bitmap
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# echoln @@cache
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# end
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# end
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