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path: root/tools/petpet/init.js
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#!/usr/bin/env node
const { createCanvas, loadImage } = require("canvas");
const { GIFEncoder, quantize, applyPalette } = require("gifenc");
const fs = require("fs");

const MAX_FRAME = 4;
const OUT_SIZE = 112;
const CACHE_SIZE = 256;

const g = {
  squish: 1.25,
  scale: 0.875,
  delay: 60,
  spriteX: 14,
  spriteY: 20,
  spriteWidth: 112,
  spriteHeight: 112,
  flip: false,
};

const CANVAS_OPTIONS = Object.freeze({
  antialias: false,
  powerPreference: "low-power",
});

/// ANIMATION
/** Frame offset values */
const frameOffsets = [
  { x: 0, y: 0, w: 0, h: 0 },
  { x: -4, y: 12, w: 4, h: -12 },
  { x: -12, y: 18, w: 12, h: -18 },
  { x: -8, y: 12, w: 4, h: -12 },
  { x: -4, y: 0, w: 0, h: 0 },
];

/**
 * Get the sprite's positioning for a frame
 * @param {number} frame
 */
const getSpriteFrame = (frame) => {
  const offset = frameOffsets[frame];
  return {
    dx: ~~(g.spriteX + offset.x * (g.squish * 0.4)),
    dy: ~~(g.spriteY + offset.y * (g.squish * 0.9)),
    dw: ~~((g.spriteWidth + offset.w * g.squish) * g.scale),
    dh: ~~((g.spriteHeight + offset.h * g.squish) * g.scale),
  };
};

/** Render animation frame */
const renderFrame = (img, _frame, _ctx, _adjust) => {
  const cf = getSpriteFrame(_frame);

  // reset canvas
  if (_ctx.globalAlpha !== 1) _ctx.globalAlpha = 1;
  _ctx.clearRect(0, 0, OUT_SIZE, OUT_SIZE);

  // flipping the sprite is super annoying. first we translate canvas to where the sprite will
  // be which allows us to draw the hand sprite (and the outline for adjust mode) at (0,0). then
  // we flip the whole canvas and draw what ever we need to draw flipped, and then finally reset
  // the scale/translation and draw the hand
  _ctx.save();
  _ctx.translate(cf.dx, cf.dy);

  if (g.flip) {
    _ctx.scale(-1, 1);
    cf.dw *= -1; // invert the width or the sprite gets drawn off canvas
  }

  // draw sprite and outline
  _ctx.drawImage(img.sprite, 0, 0, cf.dw, cf.dh);
  if (_adjust) _ctx.strokeRect(0, 0, cf.dw, cf.dh);
  _ctx.restore();

  // draw hand
  if (_adjust) _ctx.globalAlpha = 0.75;
  _ctx.drawImage(
    img.hand,
    _frame * OUT_SIZE, //sx
    0, //sy
    OUT_SIZE, //sw
    OUT_SIZE, //sh
    0, //dx
    // don't ask where these numbers are from they just work....
    Math.max(0, ~~(cf.dy * 0.75 - Math.max(0, g.spriteY) - 0.5)), //dy
    OUT_SIZE, //dw
    OUT_SIZE //dh
  );
};

/**
 * Replace transparent pixels with green since gif.js doesn't dither transparency
 * @param {Uint8ClampedArray} data
 */
const optimizeFrameColors = (data) => {
  for (let i = 0; i < data.length; i += 4) {
    // clamp greens to avoid pure greens in the image from turning transparent
    // basically a hack and it's not really noticeable and it works
    data[i + 1] = data[i + 1] > 250 ? 250 : data[i + 1];

    // Set transparent pixels to green
    if (data[i + 3] < 120) {
      data[i + 0] = 0;
      data[i + 1] = 255;
      data[i + 2] = 0;
    }

    // No more transparent pixels
    data[i + 3] = 255;
  }
};

/** Render gif */
const renderGif = (img, output) => {
  const renderCanvas = createCanvas(OUT_SIZE, OUT_SIZE);
  const renderCtx = renderCanvas.getContext("2d", CANVAS_OPTIONS);
  const encoder = GIFEncoder();

  for (let i = 0; i <= MAX_FRAME; i++) {
    // render frame
    renderFrame(img, i, renderCtx, false);
    const imgData = renderCtx.getImageData(0, 0, OUT_SIZE, OUT_SIZE);

    // fix transparency
    optimizeFrameColors(imgData.data);

    const palette = quantize(imgData.data, 255);
    palette.push([0, 255, 0]);

    const index = applyPalette(imgData.data, palette);

    encoder.writeFrame(index, OUT_SIZE, OUT_SIZE, { palette, delay: g.delay, transparent: true, transparentIndex: palette.length-1 });
  }

  encoder.finish();
  output.write(encoder.bytes());
};

Promise.all([
  loadImage(__dirname + "/hand.png"),
  loadImage(process.argv[2]),
]).then(([hand, sprite]) => renderGif({ hand, sprite }, fs.createWriteStream(process.argv[3])));