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@Sephi-Chan
Created November 17, 2018 13:05
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--
-- json.lua
--
-- Copyright (c) 2018 rxi
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
--
local json = { _version = "0.1.1" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\\\",
[ "\"" ] = "\\\"",
[ "\b" ] = "\\b",
[ "\f" ] = "\\f",
[ "\n" ] = "\\n",
[ "\r" ] = "\\r",
[ "\t" ] = "\\t",
}
local escape_char_map_inv = { [ "\\/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return escape_char_map[c] or string.format("\\u%04x", c:byte())
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if val[1] ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(3, 6), 16 )
local n2 = tonumber( s:sub(9, 12), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local has_unicode_escape = false
local has_surrogate_escape = false
local has_escape = false
local last
for j = i + 1, #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
end
if last == 92 then -- "\\" (escape char)
if x == 117 then -- "u" (unicode escape sequence)
local hex = str:sub(j + 1, j + 5)
if not hex:find("%x%x%x%x") then
decode_error(str, j, "invalid unicode escape in string")
end
if hex:find("^[dD][89aAbB]") then
has_surrogate_escape = true
else
has_unicode_escape = true
end
else
local c = string.char(x)
if not escape_chars[c] then
decode_error(str, j, "invalid escape char '" .. c .. "' in string")
end
has_escape = true
end
last = nil
elseif x == 34 then -- '"' (end of string)
local s = str:sub(i + 1, j - 1)
if has_surrogate_escape then
s = s:gsub("\\u[dD][89aAbB]..\\u....", parse_unicode_escape)
end
if has_unicode_escape then
s = s:gsub("\\u....", parse_unicode_escape)
end
if has_escape then
s = s:gsub("\\.", escape_char_map_inv)
end
return s, j + 1
else
last = x
end
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
--------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------
local pc = app.pixelColor
function icolor(pixel)
return "rgba(" .. pc.rgbaR(pixel) .. ", " .. pc.rgbaG(pixel) .. ", " .. pc.rgbaB(pixel) .. ", " .. pc.rgbaA(pixel) .. ")"
end
local debug = false
function log(message)
return debug and print(message)
end
function irectangle(rectangle)
return "rectangle(" .. rectangle.x .. ", " .. rectangle.y .. ", " .. rectangle.width .. ", " .. rectangle.height .. ")"
end
function ipoint(point)
return "point(" .. point.x .. ", " .. point.y .. ")"
end
function get_layer(sprite, name)
for i, layer in ipairs(sprite.layers) do
if layer.name == name then
return layer
end
end
end
-- Return the cels of the given layer indexed by frame number.
function get_layer_cels(sprite, layer_name)
local layer = get_layer(app.activeSprite, layer_name)
local cels = {}
for i, cel in ipairs(layer.cels) do
cels[cel.frame] = cel
end
return cels
end
function find_origin(cel, color)
log("Search origin in cel for frame " .. cel.frame .. " in layer " .. cel.layer.name .. " looking for color " .. icolor(color))
local image = cel.image
local bounds = cel.bounds
local width = bounds.width
for y = 0, bounds.height do
for x = 0, width do
if image:getPixel(x,y) == color then
return {
x = x + bounds.x,
y = y + bounds.y
}
end
end
end
end
function find_boxes(cel, color, origin)
if not cel then return end
local boxes = {}
local image = cel.image
local bounds = cel.bounds
local ignored_points = {}
log("Search box of color " .. icolor(color) .. " in the cel for frame " .. cel.frame .. " and layer " .. cel.layer.name .. ". Origin is " .. ipoint(origin))
for y = 0, bounds.height do
for x = 0, bounds.width do
-- Search for pixels of the right color and which doesn't belong to a previously visited rectangle.
local pixel = image:getPixel(x, y)
if pixel == color and not ignored_points[x .. "_" .. y] then
local rectangle, visited_points = get_rectangle(cel, Point(x, y), color)
rectangle.x = x + bounds.x - origin.x
rectangle.y = y + bounds.y - origin.y
log("Add box " .. irectangle(rectangle))
table.insert(boxes, rectangle)
-- Mark the pixels of this rectangle as visited.
for point, _ in pairs(visited_points) do
ignored_points[point] = true
end
end
end
end
return boxes
end
-- Image being processes from top left corner, the first pixel encountered
-- is always the top left of a rectangle. Just follow the horizontal line
-- to the right until you get no more pixel, then go down until no more pixel
-- down, then left, then top until you reach the starting point.
function get_rectangle(cel, start, color)
log("Start exploring a rectangle from " .. ipoint(start))
local rectangle = { x = start.x, y = start.y, width = nil, height = nil }
local visited_points = { [start.x .. "_" .. start.y] = true}
local image = cel.image
local bounds = cel.bounds
local width = bounds.width
local point = { x = start.x, y = start.y }
local watchdog = 1000
repeat
watchdog = watchdog - 1
if point and image:getPixel(point.x + 1, point.y) == color then -- Go right.
visited_points[point.x + 1 .. "_" .. point.y] = true
point.x = point.x + 1
elseif point and image:getPixel(point.x, point.y + 1) == color then -- Go down.
visited_points[point.x .. "_" .. point.y + 1] = true
point.y = point.y + 1
else -- Found the bottom right corner!
rectangle.width = point.x - start.x + 1
rectangle.height = point.y - start.y + 1
end
until rectangle.width or watchdog == 0
-- Add the remaining points to the visited points.
for x = start.x, point.x do
visited_points[x .. "_" .. point.y] = true
end
for y = start.y, point.y do
visited_points[start.x .. "_" .. y] = true
end
return rectangle, visited_points
end
function extract_animations(sprite, colors)
local origin_layer = get_layer(sprite, "Origin")
local hitboxes_cels = get_layer_cels(sprite, "Hitboxes")
local hurtboxes_cels = get_layer_cels(sprite, "Hurtboxes")
local moveboxes_cels = get_layer_cels(sprite, "Moveboxes")
local animations = {}
for _, tag in ipairs(sprite.tags) do
animations[tag.name] = {
name = tag.name,
frames = {}
}
for i = 1, tag.frames do
local frame_index = tag.fromFrame + i - 1
local origin = find_origin(origin_layer.cels[frame_index], colors.origin)
log("Process frame " .. frame_index .. " of animation " .. tag.name)
animations[tag.name].frames[i] = {
index = i,
origin = origin,
hitboxes = find_boxes(hitboxes_cels[frame_index], colors.hitbox, origin),
hurtboxes = find_boxes(hurtboxes_cels[frame_index], colors.hurtbox, origin),
moveboxes = find_boxes(moveboxes_cels[frame_index], colors.movebox, origin),
rectangle = {
x = (frame_index - 1) * sprite.width,
y = 0,
width = sprite.width,
height = sprite.height
}
}
end
end
return animations
end
local red = pc.rgba(255, 0, 0, 255)
local green = pc.rgba(0, 255, 0, 255)
local blue = pc.rgba(0, 0, 255, 255)
local yellow = pc.rgba(255, 255, 0, 255)
local colors = {
origin = red,
movebox = green,
hurtbox = blue,
hitbox = yellow
}
local animations = extract_animations(app.activeSprite, colors)
local file = io.open("hero.json", "w")
io.output(file)
io.write(json.encode(animations))
io.close()
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