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Improve user interactions

tags/v0.2.0
NGnius (Graham) 4 years ago
parent
commit
1cf0c51e35
1 changed files with 26 additions and 19 deletions
  1. +26
    -19
      Pixi/PixiPlugin.cs

+ 26
- 19
Pixi/PixiPlugin.cs View File

@@ -16,14 +16,16 @@ namespace Pixi
{
public class PixiPlugin : IPlugin // the Illusion Plugin Architecture (IPA) will ignore classes that don't implement IPlugin'
{
private const uint PIXEL_WARNING_THRESHOLD = 25_000;

public string Name { get; } = Assembly.GetExecutingAssembly().GetName().Name; // Pixi
// To change the name, change the project's name

public string Version { get; } = Assembly.GetExecutingAssembly().GetName().Version.ToString(); // 0.1.0 (for now)
// To change the version, change <Version>#.#.#</Version> in Pixi.csproj

private uint width = 32;
private uint height = 32;
private uint width = 64;
private uint height = 64;

private double blockSize = 0.2;

@@ -88,7 +90,6 @@ namespace Pixi

private void pixelate2DFile(string filepath)
{
Logging.CommandLogWarning("Large images may freeze your game for a long period");
// Load image file and convert to Gamecraft blocks
Texture2D img = new Texture2D((int)width, (int)height);
// load file into texture
@@ -100,7 +101,7 @@ namespace Pixi
catch (Exception e)
{
Logging.CommandLogError($"Failed to load picture data. Reason: {e.Message}");
Logging.LogException(e);
Logging.MetaLog(e.Message + "\n" + e.StackTrace);
return;
}
float3 position = playerLocationEngine.GetPlayerLocation(0u);
@@ -157,6 +158,10 @@ namespace Pixi
{
width = _width;
height = _height;
if (width * height > PIXEL_WARNING_THRESHOLD)
{
Logging.CommandLogWarning($"That's a lot of pixels ({width * height}px)!\nImporting large images may freeze your game for a long time.");
}
Logging.CommandLog($"Pixi image size set to {width}x{height}");
}

@@ -171,6 +176,7 @@ namespace Pixi
{
BlockColors color = BlockColors.Default;
int darkness = 0;
bool force = false;
#if DEBUG
Logging.MetaLog($"Color (r:{pixel.r}, g:{pixel.g}, b:{pixel.b})");
#endif
@@ -183,23 +189,23 @@ namespace Pixi
else if (pixel.r >= pixel.g && pixel.r >= pixel.b)
{
// Red is highest
if ((pixel.r - pixel.g) > pixel.r * 0.66 && (pixel.r - pixel.b) > pixel.r * 0.66)
if ((pixel.r - pixel.g) > pixel.r * 0.65 && (pixel.r - pixel.b) > pixel.r * 0.55)
{
// Red is much higher than other pixels
darkness = (int)(10 - (pixel.r * 9.9));
darkness = (int)(9 - (pixel.r * 8.01));
color = BlockColors.Red;
}
else if ((pixel.g - pixel.b) > pixel.g * 0.3)
else if ((pixel.g - pixel.b) > pixel.g * 0.25)
{
// Green is much higher than blue
if ((pixel.r - pixel.g) < pixel.r * 0.7)
if ((pixel.r - pixel.g) < pixel.r * 0.8)
{
darkness = (int)(10 - ((pixel.r + pixel.g) * 4));
darkness = (int)(10 - ((pixel.r * 2.1 + pixel.g) * 2.1));
color = BlockColors.Orange;
}
else
{
darkness = (int)(10 - ((pixel.r + pixel.g) * 4.8));
darkness = (int)(10 - ((pixel.r * 2.1 + pixel.g) * 2.2));
color = BlockColors.Yellow;
}

@@ -214,16 +220,17 @@ namespace Pixi
{
// Green is close strength to blue
darkness = (int)(10 - ((pixel.r * 2.1 + pixel.g + pixel.b) * 2.5));
color = BlockColors.Pink;
color = darkness < 6 ? BlockColors.Pink : BlockColors.Orange;
force = true;
}
}
else if (pixel.g >= pixel.r && pixel.g >= pixel.b)
{
// Green is highest
if ((pixel.g - pixel.r) > pixel.g * 0.66 && (pixel.g - pixel.b) > pixel.g * 0.66)
if ((pixel.g - pixel.r) > pixel.g * 0.6 && (pixel.g - pixel.b) > pixel.g * 0.48)
{
// Green is much higher than other pixels
darkness = (int)(10 - (pixel.g * 9.9));
darkness = (int)(10 - (pixel.g * 10.1));
color = BlockColors.Green;
}
else if ((pixel.r - pixel.b) > pixel.r * 0.3)
@@ -232,7 +239,7 @@ namespace Pixi
darkness = (int)(10 - ((pixel.r + pixel.g) * 5.1));
color = BlockColors.Yellow;
}
else if ((pixel.b - pixel.r) > pixel.b * 0.3)
else if ((pixel.b - pixel.r) > pixel.b * 0.2)
{
// Blue is much higher than red
darkness = (int)(9 - ((pixel.g + pixel.b) * 5.1));
@@ -241,17 +248,17 @@ namespace Pixi
else
{
// Red is close strength to blue
darkness = (int)(10 - ((pixel.r + pixel.g * 2.1 + pixel.b) * 3));
darkness = (int)(10 - ((pixel.r + pixel.g * 2.2 + pixel.b) * 2.9));
color = BlockColors.Lime;
}
}
else if (pixel.b >= pixel.g && pixel.b >= pixel.r)
{
// Blue is highest
if ((pixel.b - pixel.g) > pixel.b * 0.66 && (pixel.b - pixel.r) > pixel.b * 0.66)
if ((pixel.b - pixel.g) > pixel.b * 0.6 && (pixel.b - pixel.r) > pixel.b * 0.6)
{
// Blue is much higher than other pixels
darkness = (int)(10 - (pixel.b * 9.9));
darkness = (int)(10 - (pixel.b * 10.1));
color = BlockColors.Blue;
}
else if ((pixel.g - pixel.r) > pixel.g * 0.3)
@@ -271,11 +278,11 @@ namespace Pixi
else
{
// Green is close strength to red
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b * 2.1) * 3.1));
darkness = (int)(10 - ((pixel.r + pixel.g + pixel.b * 2.2) * 3.0));
color = BlockColors.Aqua;
}
}
if (darkness > 8) darkness = 8; // level 9 is not darker than lvl 8
if (darkness > 8 && !force) darkness = 8; // level 9 is not darker than lvl 8
if (darkness < 0) darkness = 0;
// darkness 0 is the most saturated (it's not just the lightest)
#if DEBUG


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