---------------------------------------------------------------------- -- AniPhallow - Animation Frame Selector for Aseprite -- -- Select tiles from a spritesheet to build directional walk animations -- (Up, Down, Left, Right). Click tiles on the source view to assign -- them to the currently selected direction. -- -- Left-click: add tile to current direction -- Right-click drag: scroll source view ---------------------------------------------------------------------- ---------------------------------------------------------------------- -- Configuration ---------------------------------------------------------------------- local DEFAULT_TILE_W = 16 local DEFAULT_TILE_H = 24 local DEFAULT_ANIM_SPEED = 200 local DEFAULT_PREVIEW_ZOOM = 4 local DEFAULT_SOURCE_ZOOM = 2 local MAX_PREVIEW_ZOOM = 10 local THUMB_SIZE = 16 local SOURCE_VIEWPORT_W = 300 local SOURCE_VIEWPORT_H = 250 local MAX_ANIMS = 20 -- max number of dynamic animations local TABS = { "Setup", "Render", "GB" } local GB_TILE = 8 -- Game Boy tile size (fixed 8x8) local GB_COLS = 16 -- tiles per row in optimized image (128px = GB standard) ---------------------------------------------------------------------- -- State ---------------------------------------------------------------------- local pc = app.pixelColor local S = { tileW = DEFAULT_TILE_W, tileH = DEFAULT_TILE_H, animSpeed = DEFAULT_ANIM_SPEED, previewZoom = DEFAULT_PREVIEW_ZOOM, sourceZoom = DEFAULT_SOURCE_ZOOM, animFrame = 0, currentAnim = 1, -- index into animNames currentTab = "Setup", sourceImage = nil, scrollX = 0, scrollY = 0, dragging = false, dragLastX = 0, dragLastY = 0, useBgColor = false, bgColor = Color(0, 0, 0), -- GB tab state gbFlipOpt = false, gbTiles = {}, -- list of unique tiles: {hash, positions={{x,y,flip},...}} gbOptImage = nil, -- generated optimized tileset Image gbSelectedTile = 0, -- 1-based index of selected tile in optimized set gbScrollX = 0, gbScrollY = 0, gbDragging = false, gbDragLastX = 0, gbDragLastY = 0, gbSrcScrollX = 0, gbSrcScrollY = 0, gbSrcDragging = false, gbSrcDragLastX = 0, gbSrcDragLastY = 0, gbTotalTiles = 0, gbCols = GB_COLS, -- columns in optimized image (matches source width) gbSimilarThreshold = 80, -- percentage of painted pixels that must match (1-100) gbOffsetOpt = false, -- also check offset combinations when finding similar gbCompress = true, -- compress: pack unique tiles left-to-right; false: keep layout, blank dupes gbSimilarPairs = {}, -- list of {i, j, flip, ox, oy, match} pairs of similar tile indices gbZoomOpt = 3, -- independent zoom for optimized tileset canvas gbZoomSrc = 2, -- independent zoom for source occurrences canvas gbSilhouette = false, -- checkbox state gbSilhouetteColor = Color(0, 0, 0), -- silhouette color gbSilhouetteColorSet = false, -- tracks if ever set by user gbAnalyzeMode = "pixel", -- "pixel" or "tile" gbLastSavePath = "", -- remembers last PNG export path gbLayerName = "auto-optimized-tiles", -- default layer name gbAlwaysOverwrite = false, -- overwrite layer checkbox gbTileSize = GB_TILE, -- current tile size used (8 for pixel, from tileset for tile) -- Dynamic animations: each frame is {x, y, flipped} animNames = {}, -- ordered list of animation names anims = {}, -- name -> list of {x, y, flipped} } ---------------------------------------------------------------------- -- Tab widget IDs (for show/hide) ---------------------------------------------------------------------- -- Setup tab elements (static IDs, dynamic ones added at runtime) local SETUP_IDS = { "btnConfig", "sepAnims", "lblCurrentAnim", "btnNewAnim", "btnDelAnim", "sepSource", "canvasSource", "sepFrames", "canvasStrips", "sepActions", "btnClearAnim", "btnClearAll", } -- Render tab elements (static, dynamic anim canvases handled separately) local RENDER_IDS = { "sepRender", "canvasRender", } -- GB tab elements local GB_IDS = { "sepGb", "btnAnalyze", "gbFlipOpt", "gbOffsetOpt", "gbCompress", "gbSilhouette", "gbAnalyzeMode", "gbSimilarThreshold", "btnFindSimilar", "lblSimilarStats", "sepGbOpt", "canvasGbOpt", "sepGbSource", "canvasGbSource", "btnGbSaveLayer", "btnGbCopyClipboard", "btnGbSave", } ---------------------------------------------------------------------- -- Preferences ---------------------------------------------------------------------- local PREFS_FILE = app.fs.joinPath(app.fs.userConfigPath, "aniphallow_prefs.ini") -- Serialize frames list: "x1,y1,f;x2,y2,f;..." (f=0 normal, f=1 flipped) local function serializeFrames(frames) local parts = {} for _, f in ipairs(frames) do table.insert(parts, f.x .. "," .. f.y .. "," .. (f.flipped and "1" or "0")) end return table.concat(parts, ";") end -- Deserialize frames string back to list local function deserializeFrames(str) local frames = {} if not str or str == "" then return frames end for part in string.gmatch(str, "([^;]+)") do local x, y, fl = string.match(part, "([%d-]+),([%d-]+),?(%d?)") if x and y then table.insert(frames, { x = tonumber(x), y = tonumber(y), flipped = (fl == "1") }) end end return frames end local function loadPrefs() local f = io.open(PREFS_FILE, "r") if not f then return end for line in f:lines() do local k, v = string.match(line, "^([%w_]+)=(.+)$") if k == "tileW" then S.tileW = tonumber(v) or DEFAULT_TILE_W end if k == "tileH" then S.tileH = tonumber(v) or DEFAULT_TILE_H end if k == "animSpeed" then S.animSpeed = tonumber(v) or DEFAULT_ANIM_SPEED end if k == "previewZoom" then S.previewZoom = tonumber(v) or DEFAULT_PREVIEW_ZOOM end if k == "sourceZoom" then S.sourceZoom = tonumber(v) or DEFAULT_SOURCE_ZOOM end if k == "currentAnim" then S.currentAnim = tonumber(v) or 1 end if k == "currentTab" and v ~= "" then S.currentTab = v end if k == "animNames" and v ~= "" then S.animNames = {} for name in string.gmatch(v, "([^|]+)") do table.insert(S.animNames, name) end end if k == "useBgColor" then S.useBgColor = (v == "true") end if k == "bgColorR" then S.bgColor = Color(tonumber(v) or 0, S.bgColor.green, S.bgColor.blue) end if k == "bgColorG" then S.bgColor = Color(S.bgColor.red, tonumber(v) or 0, S.bgColor.blue) end if k == "bgColorB" then S.bgColor = Color(S.bgColor.red, S.bgColor.green, tonumber(v) or 0) end if k == "gbFlipOpt" then S.gbFlipOpt = (v == "true") end if k == "gbOffsetOpt" then S.gbOffsetOpt = (v == "true") end if k == "gbCompress" then S.gbCompress = (v == "true") end if k == "gbSimilarThreshold" then S.gbSimilarThreshold = tonumber(v) or 3 end if k == "gbZoomOpt" then S.gbZoomOpt = tonumber(v) or 3 end if k == "gbZoomSrc" then S.gbZoomSrc = tonumber(v) or 2 end if k == "gbSilhouette" then S.gbSilhouette = (v == "true") end if k == "gbSilhouetteColorR" then S.gbSilhouetteColor = Color(tonumber(v) or 0, S.gbSilhouetteColor.green, S.gbSilhouetteColor.blue) end if k == "gbSilhouetteColorG" then S.gbSilhouetteColor = Color(S.gbSilhouetteColor.red, tonumber(v) or 0, S.gbSilhouetteColor.blue) end if k == "gbSilhouetteColorB" then S.gbSilhouetteColor = Color(S.gbSilhouetteColor.red, S.gbSilhouetteColor.green, tonumber(v) or 0) end if k == "gbSilhouetteColorSet" then S.gbSilhouetteColorSet = (v == "true") end if k == "gbAnalyzeMode" then S.gbAnalyzeMode = v end if k == "gbLastSavePath" then S.gbLastSavePath = v end if k == "gbLayerName" then S.gbLayerName = v end if k == "gbAlwaysOverwrite" then S.gbAlwaysOverwrite = (v == "true") end -- Dynamic anim frames: anim_0, anim_1, ... local animIdx = k and string.match(k, "^anim_(%d+)$") if animIdx then local idx = tonumber(animIdx) + 1 if S.animNames[idx] then S.anims[S.animNames[idx]] = deserializeFrames(v) end end end f:close() end local function savePrefs() local f = io.open(PREFS_FILE, "w") if not f then return end f:write("tileW=" .. S.tileW .. "\n") f:write("tileH=" .. S.tileH .. "\n") f:write("animSpeed=" .. S.animSpeed .. "\n") f:write("previewZoom=" .. S.previewZoom .. "\n") f:write("sourceZoom=" .. S.sourceZoom .. "\n") f:write("currentAnim=" .. S.currentAnim .. "\n") f:write("currentTab=" .. S.currentTab .. "\n") f:write("animNames=" .. table.concat(S.animNames, "|") .. "\n") f:write("useBgColor=" .. tostring(S.useBgColor) .. "\n") f:write("bgColorR=" .. S.bgColor.red .. "\n") f:write("bgColorG=" .. S.bgColor.green .. "\n") f:write("bgColorB=" .. S.bgColor.blue .. "\n") f:write("gbFlipOpt=" .. tostring(S.gbFlipOpt) .. "\n") f:write("gbOffsetOpt=" .. tostring(S.gbOffsetOpt) .. "\n") f:write("gbCompress=" .. tostring(S.gbCompress) .. "\n") f:write("gbSimilarThreshold=" .. S.gbSimilarThreshold .. "\n") f:write("gbZoomOpt=" .. S.gbZoomOpt .. "\n") f:write("gbZoomSrc=" .. S.gbZoomSrc .. "\n") f:write("gbSilhouette=" .. tostring(S.gbSilhouette) .. "\n") f:write("gbSilhouetteColorR=" .. S.gbSilhouetteColor.red .. "\n") f:write("gbSilhouetteColorG=" .. S.gbSilhouetteColor.green .. "\n") f:write("gbSilhouetteColorB=" .. S.gbSilhouetteColor.blue .. "\n") f:write("gbSilhouetteColorSet=" .. tostring(S.gbSilhouetteColorSet) .. "\n") f:write("gbAnalyzeMode=" .. S.gbAnalyzeMode .. "\n") f:write("gbLastSavePath=" .. S.gbLastSavePath .. "\n") f:write("gbLayerName=" .. S.gbLayerName .. "\n") f:write("gbAlwaysOverwrite=" .. tostring(S.gbAlwaysOverwrite) .. "\n") for i, name in ipairs(S.animNames) do f:write("anim_" .. (i - 1) .. "=" .. serializeFrames(S.anims[name] or {}) .. "\n") end f:close() end loadPrefs() ---------------------------------------------------------------------- -- Helpers ---------------------------------------------------------------------- local function clamp(v, lo, hi) return math.max(lo, math.min(hi, v)) end local function extractCell(src, sx, sy, tw, th) local cell = Image(tw, th, ColorMode.RGB) cell:clear(pc.rgba(0, 0, 0, 0)) for y = 0, th - 1 do for x = 0, tw - 1 do local rx, ry = sx + x, sy + y if rx >= 0 and rx < src.width and ry >= 0 and ry < src.height then cell:putPixel(x, y, src:getPixel(rx, ry)) end end end return cell end local function flipImageH(src) local flipped = Image(src.width, src.height, ColorMode.RGB) flipped:clear(pc.rgba(0, 0, 0, 0)) for y = 0, src.height - 1 do for x = 0, src.width - 1 do flipped:putPixel(src.width - 1 - x, y, src:getPixel(x, y)) end end return flipped end local function drawCheckerboard(gc, w, h, zoom, offsetX, offsetY) local ox = offsetX or 0 local oy = offsetY or 0 local cs = math.max(2, math.floor(zoom / 2)) for cy = 0, h - 1, cs do for cx = 0, w - 1, cs do local parity = (math.floor(cx / cs) + math.floor(cy / cs)) % 2 gc.color = (parity == 0) and Color(50, 50, 50) or Color(70, 70, 70) gc:fillRect(Rectangle(ox + cx, oy + cy, cs, cs)) end end end local function getSourceContentSize() local imgW = S.sourceImage and S.sourceImage.width or 0 local imgH = S.sourceImage and S.sourceImage.height or 0 return imgW * S.sourceZoom, imgH * S.sourceZoom end local function clampScroll() local contentW, contentH = getSourceContentSize() local maxScrollX = math.max(0, contentW - SOURCE_VIEWPORT_W) local maxScrollY = math.max(0, contentH - SOURCE_VIEWPORT_H) S.scrollX = clamp(S.scrollX, 0, maxScrollX) S.scrollY = clamp(S.scrollY, 0, maxScrollY) end -- Get the darkest color in the current palette (lowest luminance) local function getDarkestPaletteColor() local ok, result = pcall(function() local sp = app.sprite if not sp then return Color(0, 0, 0) end local pal = sp.palettes[1] if not pal or #pal == 0 then return Color(0, 0, 0) end local darkest = nil local darkestLum = math.huge for i = 0, #pal - 1 do local c = pal:getColor(i) if c.alpha > 0 then local lum = 0.299 * c.red + 0.587 * c.green + 0.114 * c.blue if lum < darkestLum then darkestLum = lum darkest = Color(c.red, c.green, c.blue) end end end return darkest or Color(0, 0, 0) end) if ok then return result end return Color(0, 0, 0) end ---------------------------------------------------------------------- -- GB Tile Hashing & Deduplication ---------------------------------------------------------------------- -- Hash an 8x8 tile at position (sx,sy) in source image local function tileHash(img, sx, sy) local parts = {} for y = 0, GB_TILE - 1 do for x = 0, GB_TILE - 1 do local rx, ry = sx + x, sy + y if rx < img.width and ry < img.height then parts[#parts + 1] = tostring(img:getPixel(rx, ry)) else parts[#parts + 1] = "0" end end end return table.concat(parts, ",") end -- Hash with horizontal flip local function tileHashFlipH(img, sx, sy) local parts = {} for y = 0, GB_TILE - 1 do for x = GB_TILE - 1, 0, -1 do local rx, ry = sx + x, sy + y if rx < img.width and ry < img.height then parts[#parts + 1] = tostring(img:getPixel(rx, ry)) else parts[#parts + 1] = "0" end end end return table.concat(parts, ",") end -- Hash with vertical flip local function tileHashFlipV(img, sx, sy) local parts = {} for y = GB_TILE - 1, 0, -1 do for x = 0, GB_TILE - 1 do local rx, ry = sx + x, sy + y if rx < img.width and ry < img.height then parts[#parts + 1] = tostring(img:getPixel(rx, ry)) else parts[#parts + 1] = "0" end end end return table.concat(parts, ",") end -- Hash with both flips local function tileHashFlipHV(img, sx, sy) local parts = {} for y = GB_TILE - 1, 0, -1 do for x = GB_TILE - 1, 0, -1 do local rx, ry = sx + x, sy + y if rx < img.width and ry < img.height then parts[#parts + 1] = tostring(img:getPixel(rx, ry)) else parts[#parts + 1] = "0" end end end return table.concat(parts, ",") end -- Check if an 8x8 tile is fully transparent local function isTileEmpty(img, sx, sy) for y = 0, GB_TILE - 1 do for x = 0, GB_TILE - 1 do if pc.rgbaA(img:getPixel(sx + x, sy + y)) > 0 then return false end end end return true end -- Check if tile B (at bx,by) is tile A (at ax,ay) placed with offset+flip -- All painted pixels must match perfectly in the overlap, and -- no painted pixels can exist outside the overlap area local function tilesMatchOffset(img, ax, ay, bx, by, ox, oy, flipH, flipV) local t = GB_TILE - 1 for y = 0, t do for x = 0, t do local pb = img:getPixel(bx + x, by + y) local bPainted = pc.rgbaA(pb) > 0 -- Where in A does this B pixel come from? local axp = x - ox local ayp = y - oy if axp >= 0 and axp <= t and ayp >= 0 and ayp <= t then local srcAx = flipH and (t - axp) or axp local srcAy = flipV and (t - ayp) or ayp local pa = img:getPixel(ax + srcAx, ay + srcAy) local aPainted = pc.rgbaA(pa) > 0 -- In overlap: both must agree (both painted+same, or both transparent) if bPainted ~= aPainted then return false end if bPainted and pa ~= pb then return false end else -- Outside overlap: B must not have painted pixels here if bPainted then return false end end end end return true end -- Analyze source image and build deduplicated tile list local function analyzeTiles(img, flipOpt, offsetOpt) local tiles = {} -- list of {hash, positions} local hashIndex = {} -- hash -> tile index in tiles list local totalCount = 0 local cols = math.floor(img.width / GB_TILE) local rows = math.floor(img.height / GB_TILE) -- Build flip modes for offset matching local flipModes = { {false, false, "none"} } if flipOpt then flipModes[2] = {true, false, "h"} flipModes[3] = {false, true, "v"} flipModes[4] = {true, true, "hv"} end for row = 0, rows - 1 do for col = 0, cols - 1 do local sx = col * GB_TILE local sy = row * GB_TILE -- Skip fully transparent tiles if isTileEmpty(img, sx, sy) then goto continueAnalyze end local hash = tileHash(img, sx, sy) totalCount = totalCount + 1 -- Check direct hash match if hashIndex[hash] then table.insert(tiles[hashIndex[hash]].positions, {x = sx, y = sy, flip = "none", ox = 0, oy = 0}) goto continueAnalyze end -- Check flipped hash matches if flipOpt then local hashH = tileHashFlipH(img, sx, sy) local hashV = tileHashFlipV(img, sx, sy) local hashHV = tileHashFlipHV(img, sx, sy) if hashIndex[hashH] then table.insert(tiles[hashIndex[hashH]].positions, {x = sx, y = sy, flip = "h", ox = 0, oy = 0}) goto continueAnalyze elseif hashIndex[hashV] then table.insert(tiles[hashIndex[hashV]].positions, {x = sx, y = sy, flip = "v", ox = 0, oy = 0}) goto continueAnalyze elseif hashIndex[hashHV] then table.insert(tiles[hashIndex[hashHV]].positions, {x = sx, y = sy, flip = "hv", ox = 0, oy = 0}) goto continueAnalyze end end -- Check offset matches (brute force against all existing unique tiles) if offsetOpt then local found = false for ti = 1, #tiles do local posA = tiles[ti].positions[1] for _, fm in ipairs(flipModes) do for oy = -(GB_TILE - 1), GB_TILE - 1 do for ox = -(GB_TILE - 1), GB_TILE - 1 do if ox == 0 and oy == 0 then goto continueOff end if tilesMatchOffset(img, posA.x, posA.y, sx, sy, ox, oy, fm[1], fm[2]) then table.insert(tiles[ti].positions, {x = sx, y = sy, flip = fm[3], ox = ox, oy = oy}) found = true end if found then break end ::continueOff:: end if found then break end end if found then break end end if found then break end end if found then goto continueAnalyze end end -- New unique tile local idx = #tiles + 1 tiles[idx] = { hash = hash, positions = {{x = sx, y = sy, flip = "none", ox = 0, oy = 0}} } hashIndex[hash] = idx ::continueAnalyze:: end end return tiles, totalCount end -- Analyze tiles using tilemap layers (tile mode) local function analyzeTilesTileMode(sprite, frameNum) local tiles = {} local hashIndex = {} local totalCount = 0 local tileSize = GB_TILE local ok, err = pcall(function() for _, layer in ipairs(sprite.layers) do if not layer.isTilemap then goto continueLayer end local cel = layer:cel(frameNum) if not cel then goto continueLayer end local tileset = layer.tileset if not tileset then goto continueLayer end local ts = tileset.grid.tileSize tileSize = ts.width -- assume square tiles local celImg = cel.image local celPos = cel.position local imgW = celImg.width local imgH = celImg.height -- Collect all tile placements local placements = {} for row = 0, imgH - 1 do for col = 0, imgW - 1 do local value = celImg:getPixel(col, row) local tileIdx = 0 local pOk, _ = pcall(function() tileIdx = app.pixelColor.tileI(value) end) if not pOk or tileIdx == 0 then goto continueTile end local canvasX = celPos.x + col * ts.width local canvasY = celPos.y + row * ts.height -- Use tileset name/index + tile index as identity local tsId = layer.name or "ts" local hash = tsId .. ":" .. tileIdx table.insert(placements, { hash = hash, canvasX = canvasX, canvasY = canvasY, tileIdx = tileIdx, }) ::continueTile:: end end -- Sort by reading order (top-to-bottom, left-to-right) table.sort(placements, function(a, b) if a.canvasY ~= b.canvasY then return a.canvasY < b.canvasY end return a.canvasX < b.canvasX end) -- Keep only first occurrence of each unique tile identity for _, p in ipairs(placements) do totalCount = totalCount + 1 if hashIndex[p.hash] then table.insert(tiles[hashIndex[p.hash]].positions, {x = p.canvasX, y = p.canvasY, flip = "none", ox = 0, oy = 0}) else local idx = #tiles + 1 tiles[idx] = { hash = p.hash, positions = {{x = p.canvasX, y = p.canvasY, flip = "none", ox = 0, oy = 0}} } hashIndex[p.hash] = idx end end ::continueLayer:: end end) if not ok then app.alert("Tile mode error: " .. tostring(err)) end return tiles, totalCount, tileSize end -- Compare two 8x8 regions with offset and optional flip -- ox, oy: offset applied to tile B -- flipH, flipV: flip tile B before comparing -- Returns: matches (coinciding painted pixels), paintedA (total painted in A) local function tileSimilarityEx(img, ax, ay, bx, by, ox, oy, flipH, flipV) local matches = 0 local paintedA = 0 local t = GB_TILE - 1 for y = 0, t do for x = 0, t do local pa = img:getPixel(ax + x, ay + y) if pc.rgbaA(pa) > 0 then paintedA = paintedA + 1 -- Position in tile B with offset local bxp = x - ox local byp = y - oy -- No overflow: skip if out of tile bounds if bxp >= 0 and bxp <= t and byp >= 0 and byp <= t then local srcBx = flipH and (t - bxp) or bxp local srcBy = flipV and (t - byp) or byp local pb = img:getPixel(bx + srcBx, by + srcBy) if pa == pb then matches = matches + 1 end end end end end return matches, paintedA end -- Count non-transparent pixels in an 8x8 tile local function countPaintedPixels(img, sx, sy) local count = 0 for y = 0, GB_TILE - 1 do for x = 0, GB_TILE - 1 do if pc.rgbaA(img:getPixel(sx + x, sy + y)) > 0 then count = count + 1 end end end return count end -- Find pairs of unique tiles that are similar (above threshold percentage) -- thresholdPct: percentage of painted pixels that must match (1-100) local function findSimilarTiles(img, tiles, thresholdPct, flipOpt, offsetOpt) local results = {} local flipModes = { {false, false, "none"} } if flipOpt then flipModes[2] = {true, false, "h"} flipModes[3] = {false, true, "v"} flipModes[4] = {true, true, "hv"} end local offsets = { {0, 0} } if offsetOpt then offsets = {} for oy = -(GB_TILE - 1), GB_TILE - 1 do for ox = -(GB_TILE - 1), GB_TILE - 1 do table.insert(offsets, {ox, oy}) end end end -- Pre-compute painted pixel counts local paintedCount = {} for i = 1, #tiles do local p = tiles[i].positions[1] paintedCount[i] = countPaintedPixels(img, p.x, p.y) end for i = 1, #tiles do local posA = tiles[i].positions[1] local paintedA = paintedCount[i] if paintedA == 0 then goto continueSI end for j = i + 1, #tiles do local posB = tiles[j].positions[1] local paintedB = paintedCount[j] if paintedB == 0 then goto continueSJ end local minPainted = math.min(paintedA, paintedB) local needed = math.ceil(minPainted * thresholdPct / 100) local bestMatch = 0 local bestFlip = "none" local bestOx, bestOy = 0, 0 for _, fm in ipairs(flipModes) do for _, off in ipairs(offsets) do local m = tileSimilarityEx( img, posA.x, posA.y, posB.x, posB.y, off[1], off[2], fm[1], fm[2]) if m > bestMatch then bestMatch = m bestFlip = fm[3] bestOx = off[1] bestOy = off[2] end if bestMatch >= minPainted then break end end if bestMatch >= minPainted then break end end if bestMatch >= needed then local pct = minPainted > 0 and math.floor(bestMatch / minPainted * 100) or 0 table.insert(results, { i = i, j = j, flip = bestFlip, ox = bestOx, oy = bestOy, match = bestMatch, pct = pct }) end ::continueSJ:: end ::continueSI:: end return results end -- Build optimized tileset -- compress=true: pack unique tiles left-to-right, same column count as source -- compress=false: same size as source, only first occurrence drawn, dupes left transparent -- silhouette: if true and not compress, draw duplicates as silhouettes -- silhouetteColor: color to use for silhouette pixels -- tileSize: tile size to use (default GB_TILE) local function buildOptimizedImage(img, tiles, compress, silhouette, silhouetteColor, tileSize) local ts = tileSize or GB_TILE local srcCols = math.floor(img.width / ts) if srcCols < 1 then srcCols = 1 end local numTiles = #tiles if numTiles == 0 then return nil, srcCols end if compress then local imgRows = math.ceil(numTiles / srcCols) local optW = srcCols * ts local optH = imgRows * ts local optImg = Image(optW, optH, ColorMode.RGB) optImg:clear(pc.rgba(0, 0, 0, 0)) for i, tile in ipairs(tiles) do local pos = tile.positions[1] local destCol = (i - 1) % srcCols local destRow = math.floor((i - 1) / srcCols) local dx = destCol * ts local dy = destRow * ts for y = 0, ts - 1 do for x = 0, ts - 1 do local rx, ry = pos.x + x, pos.y + y if rx < img.width and ry < img.height then optImg:putPixel(dx + x, dy + y, img:getPixel(rx, ry)) end end end end return optImg, srcCols else -- Same size as source, only draw first occurrence of each unique tile local optImg = Image(img.width, img.height, ColorMode.RGB) optImg:clear(pc.rgba(0, 0, 0, 0)) -- Build set of first-occurrence positions local firstPositions = {} for _, tile in ipairs(tiles) do local pos = tile.positions[1] firstPositions[pos.x .. "," .. pos.y] = true end -- Copy only first-occurrence tiles for _, tile in ipairs(tiles) do local pos = tile.positions[1] for y = 0, ts - 1 do for x = 0, ts - 1 do local rx, ry = pos.x + x, pos.y + y if rx < img.width and ry < img.height then optImg:putPixel(rx, ry, img:getPixel(rx, ry)) end end end end -- Draw duplicate positions as silhouettes if silhouette and silhouetteColor then local silR = silhouetteColor.red local silG = silhouetteColor.green local silB = silhouetteColor.blue local silPixel = pc.rgba(silR, silG, silB, 255) for _, tile in ipairs(tiles) do for pi = 2, #tile.positions do local pos = tile.positions[pi] for y = 0, ts - 1 do for x = 0, ts - 1 do local rx, ry = pos.x + x, pos.y + y if rx >= 0 and rx < img.width and ry >= 0 and ry < img.height then local srcPx = img:getPixel(rx, ry) if pc.rgbaA(srcPx) > 0 then optImg:putPixel(rx, ry, silPixel) end end end end end end end return optImg, srcCols end end ---------------------------------------------------------------------- -- Dialog ---------------------------------------------------------------------- local function run() if not app.sprite then app.alert("No sprite is open.") return end local animTimer = nil local refreshTimer = nil local function refreshSource() if not app.sprite then return end local sp = app.sprite local rgbSpec = ImageSpec{ width = sp.width, height = sp.height, colorMode = ColorMode.RGB, transparentColor = 0 } local img = Image(rgbSpec) img:clear() img:drawSprite(sp, app.frame) S.sourceImage = img end refreshSource() local contentW, contentH = getSourceContentSize() local viewW = math.min(contentW, SOURCE_VIEWPORT_W) local viewH = math.min(contentH, SOURCE_VIEWPORT_H) local dlg = Dialog{ title = "AniPhallow - Animation Builder", onclose = function() if animTimer then animTimer:stop() end if refreshTimer then refreshTimer:stop() end savePrefs() end } -- Get a frame image for an animation at index (handles flipped frames) local function getFrameImage(animName, idx) local frames = S.anims[animName] if not frames then return nil end local f = frames[idx] if not f or not S.sourceImage then return nil end local img = extractCell(S.sourceImage, f.x, f.y, S.tileW, S.tileH) if f.flipped then img = flipImageH(img) end return img end -- Get current animation name local function currentAnimName() if S.currentAnim >= 1 and S.currentAnim <= #S.animNames then return S.animNames[S.currentAnim] end return nil end local function updateAnimLabel() local name = currentAnimName() or "(none)" dlg:modify{ id = "lblCurrentAnim", text = "-> " .. name } end local function startAnimTimer() if animTimer then animTimer:stop() end animTimer = Timer{ interval = S.animSpeed / 1000.0, ontick = function() S.animFrame = S.animFrame + 1 dlg:repaint() end } animTimer:start() end local function captureCell(pixelX, pixelY, flipped) if not S.sourceImage then return end local name = currentAnimName() if not name then app.alert("Create an animation first.") return end local gridX = math.floor(pixelX / S.tileW) * S.tileW local gridY = math.floor(pixelY / S.tileH) * S.tileH if gridX < 0 or gridX + S.tileW > S.sourceImage.width then return end if gridY < 0 or gridY + S.tileH > S.sourceImage.height then return end if not S.anims[name] then S.anims[name] = {} end table.insert(S.anims[name], { x = gridX, y = gridY, flipped = flipped }) dlg:repaint() end -- Switch visible tab local function switchTab(tab) S.currentTab = tab local isSetup = (tab == "Setup") local isRender = (tab == "Render") local isGB = (tab == "GB") for _, id in ipairs(SETUP_IDS) do dlg:modify{ id = id, visible = isSetup } end for _, id in ipairs(RENDER_IDS) do dlg:modify{ id = id, visible = isRender } end for _, id in ipairs(GB_IDS) do dlg:modify{ id = id, visible = isGB } end -- Anim selector buttons (dynamic) for i = 1, #S.animNames do pcall(function() dlg:modify{ id = "btnAnim" .. i, visible = isSetup } end) end -- Update tab button labels for _, t in ipairs(TABS) do local label = (t == tab) and ("[" .. t .. "]") or (" " .. t .. " ") dlg:modify{ id = "tab" .. t, text = label } end dlg:repaint() end ---------------------------------------------------------------- -- TAB BUTTONS ---------------------------------------------------------------- for _, tab in ipairs(TABS) do local label = (tab == S.currentTab) and ("[" .. tab .. "]") or (" " .. tab .. " ") dlg:button{ id = "tab" .. tab, text = label, onclick = function() switchTab(tab) end } end ---------------------------------------------------------------- -- SETUP TAB ---------------------------------------------------------------- ---------------------------------------------------------------- -- Config button (opens sub-dialog) ---------------------------------------------------------------- dlg:button{ id = "btnConfig", text = "Config", onclick = function() local d = Dialog{ title = "Config" } d:number{ id = "tileW", label = "Tile W:", text = tostring(S.tileW), decimals = 0 } d:number{ id = "tileH", label = "Tile H:", text = tostring(S.tileH), decimals = 0 } d:slider{ id = "animSpeed", label = "Speed (ms):", min = 50, max = 1000, value = S.animSpeed } d:number{ id = "previewZoom", label = "Zoom:", text = tostring(S.previewZoom), decimals = 0 } d:check{ id = "useBgColor", text = "Solid background", selected = S.useBgColor } d:color{ id = "bgColor", label = "Bg Color:", color = S.bgColor } d:separator{ text = "GB Options" } -- Auto-detect darkest palette color on first open local silColor = S.gbSilhouetteColor if not S.gbSilhouetteColorSet then silColor = getDarkestPaletteColor() end d:color{ id = "silhouetteColor", label = "Silhouette:", color = silColor } d:entry{ id = "layerName", label = "Layer name:", text = S.gbLayerName } d:check{ id = "alwaysOverwrite", text = "Always overwrite layer", selected = S.gbAlwaysOverwrite } d:button{ id = "ok", text = "OK" } d:button{ text = "Cancel" } d:show() if d.data.ok then local tw = d.data.tileW if tw < 4 then tw = 4 elseif tw > 128 then tw = 128 end S.tileW = tw local th = d.data.tileH if th < 4 then th = 4 elseif th > 128 then th = 128 end S.tileH = th S.animSpeed = d.data.animSpeed if animTimer then animTimer.interval = S.animSpeed / 1000.0 end local pz = d.data.previewZoom if pz < 1 then pz = 1 elseif pz > MAX_PREVIEW_ZOOM then pz = MAX_PREVIEW_ZOOM end S.previewZoom = pz S.useBgColor = d.data.useBgColor S.bgColor = d.data.bgColor S.gbSilhouetteColor = d.data.silhouetteColor S.gbSilhouetteColorSet = true S.gbLayerName = d.data.layerName S.gbAlwaysOverwrite = d.data.alwaysOverwrite dlg:repaint() end end } ---------------------------------------------------------------- -- Animation selector (dynamic) ---------------------------------------------------------------- dlg:separator{ id = "sepAnims", text = "Animations" } dlg:label{ id = "lblCurrentAnim", text = "-> " .. (currentAnimName() or "(none)"), } dlg:button{ id = "btnNewAnim", text = "+", onclick = function() local d = Dialog{ title = "New Animation" } d:entry{ id = "name", label = "Name:", text = "" } d:button{ id = "ok", text = "OK" } d:button{ text = "Cancel" } d:show() if d.data.ok then local name = d.data.name if name and name ~= "" and not S.anims[name] then table.insert(S.animNames, name) S.anims[name] = {} S.currentAnim = #S.animNames savePrefs() dlg:close() run() end end end } dlg:button{ id = "btnDelAnim", text = "-", onclick = function() local name = currentAnimName() if not name then return end S.anims[name] = nil table.remove(S.animNames, S.currentAnim) S.currentAnim = math.min(S.currentAnim, math.max(1, #S.animNames)) savePrefs() dlg:close() run() end } dlg:newrow() -- Create buttons only for existing animations for i = 1, #S.animNames do dlg:button{ id = "btnAnim" .. i, text = S.animNames[i], onclick = function() S.currentAnim = i updateAnimLabel() dlg:repaint() end } end ---------------------------------------------------------------- -- Source canvas (L-click=add, R-click=add flipped, M-click=scroll) ---------------------------------------------------------------- dlg:separator{ id = "sepSource", text = "Source (L=add, R=add flipped)" } dlg:canvas{ id = "canvasSource", width = viewW, height = viewH, autoscaling = false, onpaint = function(ev) local gc = ev.context local cW, cH = getSourceContentSize() local vw = math.min(cW, SOURCE_VIEWPORT_W) local vh = math.min(cH, SOURCE_VIEWPORT_H) drawCheckerboard(gc, vw, vh, S.sourceZoom) if S.sourceImage then local srcW = S.sourceImage.width local srcH = S.sourceImage.height gc:drawImage( S.sourceImage, Rectangle(0, 0, srcW, srcH), Rectangle(-S.scrollX, -S.scrollY, srcW * S.sourceZoom, srcH * S.sourceZoom) ) end -- Draw grid if S.sourceImage then local imgW = S.sourceImage.width local imgH = S.sourceImage.height gc.color = Color(255, 255, 255, 40) for col = 0, math.floor(imgW / S.tileW) do local lx = col * S.tileW * S.sourceZoom - S.scrollX if lx >= 0 and lx < vw then gc:fillRect(Rectangle(lx, 0, 1, vh)) end end for row = 0, math.floor(imgH / S.tileH) do local ly = row * S.tileH * S.sourceZoom - S.scrollY if ly >= 0 and ly < vh then gc:fillRect(Rectangle(0, ly, vw, 1)) end end -- Highlight tiles assigned to current animation local name = currentAnimName() if name and S.anims[name] then for _, f in ipairs(S.anims[name]) do local rx = f.x * S.sourceZoom - S.scrollX local ry = f.y * S.sourceZoom - S.scrollY local rw = S.tileW * S.sourceZoom local rh = S.tileH * S.sourceZoom if rx + rw > 0 and rx < vw and ry + rh > 0 and ry < vh then -- Blue for normal, orange for flipped gc.color = f.flipped and Color(255, 160, 0, 160) or Color(100, 200, 255, 160) gc:fillRect(Rectangle(rx, ry, rw, 2)) gc:fillRect(Rectangle(rx, ry + rh - 2, rw, 2)) gc:fillRect(Rectangle(rx, ry, 2, rh)) gc:fillRect(Rectangle(rx + rw - 2, ry, 2, rh)) end end end end end, onmousedown = function(ev) if ev.button == MouseButton.LEFT then local pixelX = math.floor((ev.x + S.scrollX) / S.sourceZoom) local pixelY = math.floor((ev.y + S.scrollY) / S.sourceZoom) captureCell(pixelX, pixelY, false) elseif ev.button == MouseButton.RIGHT then local pixelX = math.floor((ev.x + S.scrollX) / S.sourceZoom) local pixelY = math.floor((ev.y + S.scrollY) / S.sourceZoom) captureCell(pixelX, pixelY, true) else S.dragging = true S.dragLastX = ev.x S.dragLastY = ev.y end end, onmousemove = function(ev) if S.dragging then S.scrollX = S.scrollX + (S.dragLastX - ev.x) S.scrollY = S.scrollY + (S.dragLastY - ev.y) clampScroll() S.dragLastX = ev.x S.dragLastY = ev.y end end, onmouseup = function(ev) S.dragging = false end } ---------------------------------------------------------------- -- Frame strip for current animation ---------------------------------------------------------------- dlg:separator{ id = "sepFrames", text = "Frames (right-click to remove)" } local STRIP_TOTAL_W = SOURCE_VIEWPORT_W local STRIP_CELL = THUMB_SIZE + 1 local STRIP_H = STRIP_CELL * 2 + 4 dlg:canvas{ id = "canvasStrips", width = STRIP_TOTAL_W, height = STRIP_H, autoscaling = false, onpaint = function(ev) local gc = ev.context local name = currentAnimName() local frames = name and S.anims[name] or {} local cnt = #frames gc.color = Color(30, 30, 30) gc:fillRect(Rectangle(0, 0, STRIP_TOTAL_W, STRIP_H)) if cnt == 0 then gc.color = Color(60, 60, 60) gc:fillRect(Rectangle(4, 4, THUMB_SIZE, THUMB_SIZE)) return end local thumbsPerRow = math.max(1, math.floor(STRIP_TOTAL_W / STRIP_CELL)) for i = 1, cnt do local col = (i - 1) % thumbsPerRow local row = math.floor((i - 1) / thumbsPerRow) local tx = col * STRIP_CELL local ty = 2 + row * STRIP_CELL -- Checkerboard bg local cs = 2 for cy = 0, THUMB_SIZE - 1, cs do for cx = 0, THUMB_SIZE - 1, cs do local parity = (math.floor(cx / cs) + math.floor(cy / cs)) % 2 gc.color = (parity == 0) and Color(50, 50, 50) or Color(70, 70, 70) gc:fillRect(Rectangle(tx + cx, ty + cy, cs, cs)) end end local fimg = getFrameImage(name, i) if fimg then gc:drawImage( fimg, Rectangle(0, 0, S.tileW, S.tileH), Rectangle(tx, ty, THUMB_SIZE, THUMB_SIZE) ) end -- Flipped indicator (orange dot) if frames[i].flipped then gc.color = Color(255, 160, 0, 220) gc:fillRect(Rectangle(tx + THUMB_SIZE - 4, ty, 4, 4)) end -- Current frame indicator if cnt > 0 and ((S.animFrame % cnt)) == (i - 1) then gc.color = Color(100, 200, 255, 200) gc:fillRect(Rectangle(tx, ty - 1, THUMB_SIZE, 2)) end end end, onmousedown = function(ev) local name = currentAnimName() if not name then return end local frames = S.anims[name] if not frames or #frames == 0 then return end local thumbsPerRow = math.max(1, math.floor(STRIP_TOTAL_W / STRIP_CELL)) local col = math.floor(ev.x / STRIP_CELL) local row = math.floor((ev.y - 2) / STRIP_CELL) local idx = row * thumbsPerRow + col + 1 if idx >= 1 and idx <= #frames then if ev.button == MouseButton.RIGHT then table.remove(frames, idx) dlg:repaint() end end end } ---------------------------------------------------------------- -- Clear buttons ---------------------------------------------------------------- dlg:separator{ id = "sepActions" } dlg:button{ id = "btnClearAnim", text = "Clear Anim", onclick = function() local name = currentAnimName() if name then S.anims[name] = {} end dlg:repaint() end } dlg:button{ id = "btnClearAll", text = "Clear All", onclick = function() for _, name in ipairs(S.animNames) do S.anims[name] = {} end dlg:repaint() end } ---------------------------------------------------------------- -- RENDER TAB (single canvas with all animations in 2 columns) ---------------------------------------------------------------- dlg:separator{ id = "sepRender", text = "Animations", visible = false } local RENDER_MARGIN = 2 dlg:canvas{ id = "canvasRender", width = SOURCE_VIEWPORT_W, height = SOURCE_VIEWPORT_H, autoscaling = false, visible = false, onpaint = function(ev) local gc = ev.context local numAnims = #S.animNames if numAnims == 0 then return end local tw = S.tileW * S.previewZoom local th = S.tileH * S.previewZoom local cellW = tw + RENDER_MARGIN * 2 local cellH = th + RENDER_MARGIN * 2 local cols = 2 local totalW = cols * cellW for i, name in ipairs(S.animNames) do local col = (i - 1) % cols local row = math.floor((i - 1) / cols) local ox = col * cellW local oy = row * cellH -- Background if S.useBgColor then gc.color = S.bgColor gc:fillRect(Rectangle(ox + RENDER_MARGIN, oy + RENDER_MARGIN, tw, th)) else drawCheckerboard(gc, tw, th, S.previewZoom, ox + RENDER_MARGIN, oy + RENDER_MARGIN) end -- Draw current frame local frames = S.anims[name] or {} local totalFrames = #frames if totalFrames > 0 then local idx = (S.animFrame % totalFrames) + 1 local fimg = getFrameImage(name, idx) if fimg then gc:drawImage( fimg, Rectangle(0, 0, S.tileW, S.tileH), Rectangle(ox + RENDER_MARGIN, oy + RENDER_MARGIN, tw, th) ) end end end end, onwheel = function(ev) local dz = ev.deltaY < 0 and 1 or -1 S.previewZoom = math.max(1, math.min(MAX_PREVIEW_ZOOM, S.previewZoom + dz)) dlg:repaint() end } ---------------------------------------------------------------- -- GB TAB ---------------------------------------------------------------- dlg:separator{ id = "sepGb", text = "GB Tile Optimizer", visible = false } -- Row: Flip + Offset + Analyze dlg:check{ id = "gbFlipOpt", text = "Flip", selected = S.gbFlipOpt, visible = false, onclick = function() S.gbFlipOpt = dlg.data.gbFlipOpt end } dlg:check{ id = "gbOffsetOpt", text = "Offset", selected = S.gbOffsetOpt, visible = false, onclick = function() S.gbOffsetOpt = dlg.data.gbOffsetOpt end } dlg:check{ id = "gbCompress", text = "Compress", selected = S.gbCompress, visible = false, onclick = function() S.gbCompress = dlg.data.gbCompress end } dlg:check{ id = "gbSilhouette", text = "Silhouette", selected = S.gbSilhouette, visible = false, onclick = function() S.gbSilhouette = dlg.data.gbSilhouette end } dlg:combobox{ id = "gbAnalyzeMode", option = S.gbAnalyzeMode, options = {"pixel", "tile"}, visible = false, onchange = function() S.gbAnalyzeMode = dlg.data.gbAnalyzeMode end } -- Row: Analyze + >=threshold + Similar (all on one line) dlg:button{ id = "btnAnalyze", text = "Analyze", visible = false, onclick = function() if not S.sourceImage then return end local usedTileSize = GB_TILE if S.gbAnalyzeMode == "tile" then local ts S.gbTiles, S.gbTotalTiles, ts = analyzeTilesTileMode(app.sprite, app.frame.frameNumber) if ts then usedTileSize = ts end else S.gbTiles, S.gbTotalTiles = analyzeTiles(S.sourceImage, S.gbFlipOpt, S.gbOffsetOpt) end S.gbTileSize = usedTileSize S.gbOptImage, S.gbCols = buildOptimizedImage( S.sourceImage, S.gbTiles, S.gbCompress, S.gbSilhouette, S.gbSilhouetteColor, usedTileSize) S.gbSelectedTile = 0 S.gbScrollX = 0 S.gbScrollY = 0 local unique = #S.gbTiles local total = S.gbTotalTiles dlg:modify{ id = "btnAnalyze", text = "Analyze (" .. unique .. "/" .. total .. ")" } if S.gbOptImage then local z = S.gbZoomOpt dlg:modify{ id = "canvasGbOpt", width = math.min(S.gbOptImage.width * z, SOURCE_VIEWPORT_W), height = math.min(S.gbOptImage.height * z, 120) } end dlg:repaint() end } dlg:button{ id = "gbSimilarThreshold", text = ">=" .. S.gbSimilarThreshold .. "%", visible = false, onclick = function() local d = Dialog{ title = "Similarity Threshold" } d:number{ id = "val", label = "% of painted pixels that must match (1-100):", text = tostring(S.gbSimilarThreshold), decimals = 0 } d:button{ id = "ok", text = "OK" } d:button{ text = "Cancel" } d:show() if d.data.ok then local v = d.data.val if v < 1 then v = 1 end if v > 100 then v = 100 end S.gbSimilarThreshold = v dlg:modify{ id = "gbSimilarThreshold", text = ">=" .. v .. "%" } end end } dlg:button{ id = "btnFindSimilar", text = "Similar", visible = false, onclick = function() if #S.gbTiles == 0 then app.alert("Run Analyze first.") return end S.gbSimilarPairs = findSimilarTiles( S.sourceImage, S.gbTiles, S.gbSimilarThreshold, S.gbFlipOpt, S.gbOffsetOpt) dlg:modify{ id = "btnFindSimilar", text = "Similar (" .. #S.gbSimilarPairs .. ")" } dlg:repaint() end } dlg:label{ id = "lblSimilarStats", text = "", visible = false } -- Optimized tileset canvas dlg:separator{ id = "sepGbOpt", text = "Optimized Tileset (R-click to select)", visible = false } local GB_OPT_W = SOURCE_VIEWPORT_W local GB_OPT_H = 120 dlg:canvas{ id = "canvasGbOpt", width = GB_OPT_W, height = GB_OPT_H, autoscaling = false, visible = false, onpaint = function(ev) local gc = ev.context local z = S.gbZoomOpt local ts = S.gbTileSize or GB_TILE -- Background gc.color = Color(30, 30, 30) gc:fillRect(Rectangle(0, 0, GB_OPT_W, GB_OPT_H)) if not S.gbOptImage then return end local imgW = S.gbOptImage.width local imgH = S.gbOptImage.height drawCheckerboard(gc, math.min(imgW * z, GB_OPT_W), math.min(imgH * z, GB_OPT_H), z) gc:drawImage( S.gbOptImage, Rectangle(0, 0, imgW, imgH), Rectangle(-S.gbScrollX, -S.gbScrollY, imgW * z, imgH * z) ) -- Draw tile grid gc.color = Color(255, 255, 255, 30) for col = 0, math.floor(imgW / ts) do local lx = col * ts * z - S.gbScrollX if lx >= 0 and lx < GB_OPT_W then gc:fillRect(Rectangle(lx, 0, 1, math.min(imgH * z, GB_OPT_H))) end end for row = 0, math.floor(imgH / ts) do local ly = row * ts * z - S.gbScrollY if ly >= 0 and ly < GB_OPT_H then gc:fillRect(Rectangle(0, ly, math.min(imgW * z, GB_OPT_W), 1)) end end -- Helper: get pixel position of tile i in optimized image local function tilePos(i) if S.gbCompress then local c = (i - 1) % S.gbCols local r = math.floor((i - 1) / S.gbCols) return c * ts, r * ts else local pos = S.gbTiles[i].positions[1] return pos.x, pos.y end end -- Highlight tiles involved in similar pairs if #S.gbSimilarPairs > 0 then local similarSet = {} for _, pair in ipairs(S.gbSimilarPairs) do similarSet[pair.i] = true similarSet[pair.j] = true end local rw = ts * z local rh = ts * z for idx, _ in pairs(similarSet) do local tx, ty = tilePos(idx) local srx = tx * z - S.gbScrollX local sry = ty * z - S.gbScrollY gc.color = Color(255, 0, 255, 40) gc:fillRect(Rectangle(srx, sry, rw, rh)) gc.color = Color(255, 0, 255, 150) gc:fillRect(Rectangle(srx, sry, rw, 1)) gc:fillRect(Rectangle(srx, sry + rh - 1, rw, 1)) gc:fillRect(Rectangle(srx, sry, 1, rh)) gc:fillRect(Rectangle(srx + rw - 1, sry, 1, rh)) end -- If a tile is selected and is in a similar pair, highlight its partner(s) if S.gbSelectedTile > 0 then for _, pair in ipairs(S.gbSimilarPairs) do local partner = nil if pair.i == S.gbSelectedTile then partner = pair.j end if pair.j == S.gbSelectedTile then partner = pair.i end if partner then local ptx, pty = tilePos(partner) local prx = ptx * z - S.gbScrollX local pry = pty * z - S.gbScrollY gc.color = Color(255, 255, 0, 80) gc:fillRect(Rectangle(prx, pry, rw, rh)) gc.color = Color(255, 255, 0, 220) gc:fillRect(Rectangle(prx, pry, rw, 2)) gc:fillRect(Rectangle(prx, pry + rh - 2, rw, 2)) gc:fillRect(Rectangle(prx, pry, 2, rh)) gc:fillRect(Rectangle(prx + rw - 2, pry, 2, rh)) end end end end -- Highlight selected tile if S.gbSelectedTile > 0 and S.gbSelectedTile <= #S.gbTiles then local tx, ty = tilePos(S.gbSelectedTile) local rx = tx * z - S.gbScrollX local ry = ty * z - S.gbScrollY local rw = ts * z local rh = ts * z gc.color = Color(255, 0, 0, 220) gc:fillRect(Rectangle(rx, ry, rw, 2)) gc:fillRect(Rectangle(rx, ry + rh - 2, rw, 2)) gc:fillRect(Rectangle(rx, ry, 2, rh)) gc:fillRect(Rectangle(rx + rw - 2, ry, 2, rh)) end end, onmousedown = function(ev) if ev.button == MouseButton.LEFT then -- LEFT = drag scroll S.gbDragging = true S.gbDragLastX = ev.x S.gbDragLastY = ev.y elseif ev.button == MouseButton.RIGHT then -- RIGHT = select tile if not S.gbOptImage then return end local z = S.gbZoomOpt local ts = S.gbTileSize or GB_TILE local pixelX = math.floor((ev.x + S.gbScrollX) / z) local pixelY = math.floor((ev.y + S.gbScrollY) / z) if S.gbCompress then local col = math.floor(pixelX / ts) local row = math.floor(pixelY / ts) local idx = row * S.gbCols + col + 1 if idx >= 1 and idx <= #S.gbTiles then S.gbSelectedTile = idx end else -- Find which unique tile is at this pixel position local clickTileX = math.floor(pixelX / ts) * ts local clickTileY = math.floor(pixelY / ts) * ts for i, tile in ipairs(S.gbTiles) do local pos = tile.positions[1] if pos.x == clickTileX and pos.y == clickTileY then S.gbSelectedTile = i break end end end dlg:repaint() end end, onmousemove = function(ev) if S.gbDragging then S.gbScrollX = S.gbScrollX + (S.gbDragLastX - ev.x) S.gbScrollY = S.gbScrollY + (S.gbDragLastY - ev.y) S.gbScrollX = math.max(0, S.gbScrollX) S.gbScrollY = math.max(0, S.gbScrollY) S.gbDragLastX = ev.x S.gbDragLastY = ev.y end end, onmouseup = function(ev) S.gbDragging = false dlg:repaint() end, onwheel = function(ev) local dz = ev.deltaY < 0 and 1 or -1 S.gbZoomOpt = math.max(1, math.min(10, S.gbZoomOpt + dz)) dlg:repaint() end } -- Source canvas showing occurrences of selected tile dlg:separator{ id = "sepGbSource", text = "Occurrences in source", visible = false } local GB_SRC_W = SOURCE_VIEWPORT_W local GB_SRC_H = 150 -- Flip colors local FLIP_COLORS = { none = Color(255, 0, 0, 180), h = Color(255, 160, 0, 180), v = Color(0, 200, 0, 180), hv = Color(255, 255, 0, 180), } dlg:canvas{ id = "canvasGbSource", width = GB_SRC_W, height = GB_SRC_H, autoscaling = false, visible = false, onpaint = function(ev) local gc = ev.context local ts = S.gbTileSize or GB_TILE gc.color = Color(30, 30, 30) gc:fillRect(Rectangle(0, 0, GB_SRC_W, GB_SRC_H)) if not S.sourceImage then return end local z = S.gbZoomSrc local srcW = S.sourceImage.width local srcH = S.sourceImage.height drawCheckerboard(gc, math.min(srcW * z, GB_SRC_W), math.min(srcH * z, GB_SRC_H), z) gc:drawImage( S.sourceImage, Rectangle(0, 0, srcW, srcH), Rectangle(-S.gbSrcScrollX, -S.gbSrcScrollY, srcW * z, srcH * z) ) -- Draw tile grid gc.color = Color(255, 255, 255, 20) for col = 0, math.floor(srcW / ts) do local lx = col * ts * z - S.gbSrcScrollX if lx >= 0 and lx < GB_SRC_W then gc:fillRect(Rectangle(lx, 0, 1, math.min(srcH * z, GB_SRC_H))) end end for row = 0, math.floor(srcH / ts) do local ly = row * ts * z - S.gbSrcScrollY if ly >= 0 and ly < GB_SRC_H then gc:fillRect(Rectangle(0, ly, math.min(srcW * z, GB_SRC_W), 1)) end end -- Highlight all occurrences of selected tile if S.gbSelectedTile > 0 and S.gbSelectedTile <= #S.gbTiles then local tile = S.gbTiles[S.gbSelectedTile] for _, pos in ipairs(tile.positions) do local rx = pos.x * z - S.gbSrcScrollX local ry = pos.y * z - S.gbSrcScrollY local rw = ts * z local rh = ts * z if rx + rw > 0 and rx < GB_SRC_W and ry + rh > 0 and ry < GB_SRC_H then local c = FLIP_COLORS[pos.flip] or FLIP_COLORS.none -- Semi-transparent fill gc.color = Color(c.red, c.green, c.blue, 60) gc:fillRect(Rectangle(rx, ry, rw, rh)) -- Border gc.color = c gc:fillRect(Rectangle(rx, ry, rw, 2)) gc:fillRect(Rectangle(rx, ry + rh - 2, rw, 2)) gc:fillRect(Rectangle(rx, ry, 2, rh)) gc:fillRect(Rectangle(rx + rw - 2, ry, 2, rh)) end end end end, onmousedown = function(ev) if ev.button == MouseButton.LEFT then -- LEFT = drag scroll S.gbSrcDragging = true S.gbSrcDragLastX = ev.x S.gbSrcDragLastY = ev.y end end, onmousemove = function(ev) if S.gbSrcDragging then S.gbSrcScrollX = S.gbSrcScrollX + (S.gbSrcDragLastX - ev.x) S.gbSrcScrollY = S.gbSrcScrollY + (S.gbSrcDragLastY - ev.y) S.gbSrcScrollX = math.max(0, S.gbSrcScrollX) S.gbSrcScrollY = math.max(0, S.gbSrcScrollY) S.gbSrcDragLastX = ev.x S.gbSrcDragLastY = ev.y end end, onmouseup = function(ev) S.gbSrcDragging = false dlg:repaint() end, onwheel = function(ev) local dz = ev.deltaY < 0 and 1 or -1 S.gbZoomSrc = math.max(1, math.min(10, S.gbZoomSrc + dz)) dlg:repaint() end } -- Save as Layer button dlg:button{ id = "btnGbSaveLayer", text = "Save as Layer", visible = false, onclick = function() if not S.gbOptImage then app.alert("Run Analyze first.") return end local sp = app.sprite if not sp then return end local layerName = S.gbLayerName if not layerName or layerName == "" then layerName = "auto-optimized-tiles" end -- Check if layer with that name exists local existingLayer = nil local existingIdx = nil for i, layer in ipairs(sp.layers) do if layer.name == layerName then existingLayer = layer existingIdx = i break end end app.transaction("Save Optimized Layer", function() if existingLayer then if S.gbAlwaysOverwrite then -- Overwrite: delete old cels, add new cel with image for _, cel in ipairs(existingLayer.cels) do sp:deleteCel(cel) end existingLayer.isEditable = true sp:newCel(existingLayer, app.frame, S.gbOptImage, Point(0, 0)) existingLayer.isEditable = false else -- Create new layer with incremented name local suffix = 2 local newName = layerName .. "-" .. suffix local nameExists = true while nameExists do nameExists = false for _, layer in ipairs(sp.layers) do if layer.name == newName then nameExists = true suffix = suffix + 1 newName = layerName .. "-" .. suffix break end end end local newLayer = sp:newLayer() newLayer.name = newName -- Move just above existing layer if existingIdx then sp:newCel(newLayer, app.frame, S.gbOptImage, Point(0, 0)) newLayer.isEditable = false end end else -- Create at top of layer stack local newLayer = sp:newLayer() newLayer.name = layerName sp:newCel(newLayer, app.frame, S.gbOptImage, Point(0, 0)) newLayer.isEditable = false end end) app.alert("Layer saved: " .. layerName) end } -- Copy to clipboard button dlg:button{ id = "btnGbCopyClipboard", text = "Copy to Clipboard", visible = false, onclick = function() if not S.gbOptImage then app.alert("Run Analyze first.") return end local optW = S.gbOptImage.width local optH = S.gbOptImage.height local tmpSprite = Sprite(optW, optH, ColorMode.RGB) local cel = tmpSprite.cels[1] cel.image:drawImage(S.gbOptImage) app.command.SelectAll() app.command.CopyMerged() tmpSprite:close() app.alert("Copied!") end } -- Save PNG button dlg:button{ id = "btnGbSave", text = "Save PNG", visible = false, onclick = function() if not S.gbOptImage then app.alert("Run Analyze first.") return end local defaultFile = "tileset_optimized.png" if S.gbLastSavePath ~= "" then defaultFile = S.gbLastSavePath end local saveDlg = Dialog{ title = "Save Optimized Tileset" } saveDlg:file{ id = "path", save = true, filename = defaultFile, filetypes = { "png" }, } saveDlg:button{ id = "ok", text = "Save" } saveDlg:button{ text = "Cancel" } saveDlg:show() if not saveDlg.data.ok then return end local path = saveDlg.data.path if not path or path == "" then return end S.gbLastSavePath = path local optW = S.gbOptImage.width local optH = S.gbOptImage.height local tmpSprite = Sprite(optW, optH, ColorMode.RGB) local cel = tmpSprite.cels[1] cel.image:drawImage(S.gbOptImage) tmpSprite:saveCopyAs(path) tmpSprite:close() app.alert("Saved: " .. path) end } ---------------------------------------------------------------- -- CLOSE BUTTON (always visible) ---------------------------------------------------------------- dlg:newrow() dlg:separator() dlg:button{ text = "Close", onclick = function() dlg:close() end } ---------------------------------------------------------------- -- Timers ---------------------------------------------------------------- animTimer = Timer{ interval = S.animSpeed / 1000.0, ontick = function() S.animFrame = S.animFrame + 1 dlg:repaint() end } animTimer:start() local gbRefreshCounter = 0 refreshTimer = Timer{ interval = 0.5, ontick = function() local isDragging = S.dragging or S.gbDragging or S.gbSrcDragging if S.currentTab == "GB" and not isDragging then -- On GB tab and not dragging: only refresh every 2 seconds (4 ticks at 0.5s) gbRefreshCounter = gbRefreshCounter + 1 if gbRefreshCounter >= 4 then gbRefreshCounter = 0 refreshSource() end dlg:repaint() else gbRefreshCounter = 0 if not isDragging then refreshSource() end dlg:repaint() end end } refreshTimer:start() startAnimTimer() switchTab(S.currentTab) dlg:show{ wait = false } end run()