Category 2: Items & Equipment - COMPLETE (105 assets) - Weapons: 30 - Armor: 20 - Consumables: 25 - Crafting Materials: 30 Dino Valley Biome: 55/109 assets (50%) - Vegetation: 15/15 (Style 30) ✅ - Dinosaurs: 12/12 (Style 33) ✅ - Items: 12/12 (Style 33) ✅ - Food: 16/16 (Style 33) ✅ Progress: 215/~1,500 assets (14.3%) Time: 23:45 CET, 02.01.2026 Production velocity: ~28 assets/hour
287 lines
12 KiB
Python
287 lines
12 KiB
Python
#!/usr/bin/env python3
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"""
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DOLINASMRTI SPRITESHEET GENERATOR V3
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Generates complete animation spritesheets for all game entities.
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Style 32 for characters/creatures, Style 30 for plants.
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Stardew Valley inspired animation system.
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"""
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import os
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import json
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import time
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from pathlib import Path
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from typing import Dict, List, Tuple
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import vertexai
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from vertexai.preview.vision_models import ImageGenerationModel
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# === CONFIGURATION ===
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PROJECT_ID = "gen-lang-client-0428644398"
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LOCATION = "us-central1"
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BASE_PATH = Path("/Users/davidkotnik/repos/novafarma/assets/slike")
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PROGRESS_FILE = Path("/Users/davidkotnik/repos/novafarma/.spritesheet_progress.json")
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LOG_FILE = Path("/Users/davidkotnik/repos/novafarma/spritesheet_generation.log")
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# === STYLE 32: CULT OF THE LAMB (PROPER SPECS) ===
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STYLE_32_DETAILED = """Style 32: Cult of the Lamb cute-dark aesthetic. CRITICAL REQUIREMENTS: Bold thick black outlines (2-3px), chibi proportions (head = 1/3 of body height), pastel-gothic color palette (dusty pink #E8B4D4, muted purple #9B7FB5, cream white #F5EFE6, soft gray #B8B8B8 with noir black shadows #2D2D2D), big expressive eyes (1/4 of face), smooth gradients on rounded forms, contradiction between adorable shapes and dark themes. Stardew Valley inspired pixel-perfect clarity. """
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# === STYLE 30: GARDEN STORY COZY ===
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STYLE_30_DETAILED = """Style 30: Garden Story cozy adventure. Soft rounded organic shapes, pastel-vibrant balance (cheerful greens #A8D5BA, warm yellows #F7DC6F, fresh oranges #F8B739), wholesome mature aesthetic (not childish), Link's Awakening charm with modern indie polish, clean vector edges with subtle texture. """
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COMMON_SUFFIX = """2D game sprite, pixel-perfect clarity, centered composition with 10px margin, consistent top-down lighting, solid chroma green background (#00FF00)."""
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# === SPRITESHEET DEFINITIONS ===
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CREATURE_SPRITESHEETS = {
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"kreature/zombiji": {
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"style": STYLE_32_DETAILED,
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"entities": [
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{
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"name": "zombie_basic",
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"description": "Basic shambling zombie, rotting flesh, exposed ribs, tattered clothing, blank white eyes, slow gait",
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"animations": {
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"idle": "Standing idle, slight body sway, 2 frames",
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"walk_south": "Walking toward camera, shambling gait, 4 frames",
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"walk_north": "Walking away, shambling, 4 frames",
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"walk_east": "Walking right, side view shamble, 4 frames",
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"walk_west": "Walking left, mirror of east walk, 4 frames",
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"attack": "Lunge forward with arms extended, bite motion, 3 frames"
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}
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},
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{
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"name": "zombie_runner",
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"description": "Fast aggressive zombie, sprinting pose, lean athletic build, wild hair, crazed expression",
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"animations": {
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"idle": "Aggressive stance, heavy breathing, 2 frames",
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"walk_south": "Running sprint toward camera, 4 frames",
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"walk_north": "Sprinting away, 4 frames",
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"walk_east": "Fast run right, 4 frames",
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"walk_west": "Fast run left, 4 frames",
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"attack": "Diving tackle motion, 3 frames"
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}
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},
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{
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"name": "zombie_tank",
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"description": "Massive bulky zombie, muscular frame, cracked skin, intimidating but cute chunky",
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"animations": {
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"idle": "Heavy breathing, arms at sides, 2 frames",
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"walk_south": "Slow powerful stomp forward, 4 frames",
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"walk_north": "Lumbering away, 4 frames",
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"walk_east": "Heavy walk right, 4 frames",
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"walk_west": "Heavy walk left, 4 frames",
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"attack": "Overhead smash motion, 3 frames"
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}
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}
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]
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},
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"kreature/dinozavri": {
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"style": STYLE_32_DETAILED,
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"entities": [
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{
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"name": "dino_raptor",
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"description": "Velociraptor, intelligent predator, sickle claw raised, sleek feathered body, cunning eyes",
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"animations": {
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"idle": "Alert stance, head bobbing, 2 frames",
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"walk_south": "Hopping gait toward camera, Stardew Valley style, 4 frames",
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"walk_north": "Hopping away, tail balance, 4 frames",
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"walk_east": "Side-view hop right, 4 frames",
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"walk_west": "Side-view hop left, 4 frames",
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"attack": "Sickle claw slash motion, 3 frames"
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}
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},
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{
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"name": "dino_trex",
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"description": "T-Rex, massive head, tiny arms, powerful legs, roaring pose, chunky cute-terrifying",
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"animations": {
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"idle": "Standing tall, slight head sway, 2 frames",
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"walk_south": "Heavy stomp forward, ground shake, 4 frames",
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"walk_north": "Stomping away, 4 frames",
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"walk_east": "Side stomp right, 4 frames",
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"walk_west": "Side stomp left, 4 frames",
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"attack": "Massive bite lunge, jaws wide, 3 frames"
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}
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}
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]
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},
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"kreature/zivali": {
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"style": STYLE_32_DETAILED,
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"entities": [
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{
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"name": "animal_bear",
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"description": "Brown bear, thick fur, rounded ears, big paws, intimidating but huggable",
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"animations": {
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"idle": "Standing on hind legs, gentle sway, 2 frames",
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"walk_south": "Four-legged lumbering walk forward, 4 frames",
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"walk_north": "Lumbering away, 4 frames",
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"walk_east": "Side walk right, 4 frames",
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"walk_west": "Side walk left, 4 frames",
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"attack": "Swipe with paw, standing tall, 3 frames"
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}
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},
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{
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"name": "animal_wolf",
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"description": "Gray wolf, sleek predator, sharp teeth, pointed ears, fierce yet cute",
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"animations": {
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"idle": "Alert stance, ears perked, 2 frames",
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"walk_south": "Prowling walk forward, 4 frames",
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"walk_north": "Prowl away, 4 frames",
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"walk_east": "Side prowl right, 4 frames",
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"walk_west": "Side prowl left, 4 frames",
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"attack": "Lunge bite motion, 3 frames"
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}
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}
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]
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}
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}
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class SpritesheetGenerator:
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"""Generates complete animation spritesheets for game entities."""
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def __init__(self):
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print("=" * 70)
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print("🎮 DOLINASMRTI SPRITESHEET GENERATOR V3")
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print("=" * 70)
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print("Features: Full animation support, Style 32 accurate, Auto-organization")
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print()
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# Initialize Vertex AI
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vertexai.init(project=PROJECT_ID, location=LOCATION)
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self.model = ImageGenerationModel.from_pretrained("imagen-3.0-generate-001")
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# Load progress
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self.progress = self.load_progress()
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# Stats
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self.session_count = 0
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self.session_failed = 0
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# Logging
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self.log = open(LOG_FILE, 'a')
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self.log_message(f"\n{'='*70}")
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self.log_message(f"Session started: {time.strftime('%Y-%m-%d %H:%M:%S')}")
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self.log_message(f"{'='*70}\n")
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def __del__(self):
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if hasattr(self, 'log'):
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self.log.close()
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def load_progress(self) -> Dict:
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if PROGRESS_FILE.exists():
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with open(PROGRESS_FILE, 'r') as f:
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return json.load(f)
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return {"completed": [], "failed": []}
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def save_progress(self):
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with open(PROGRESS_FILE, 'w') as f:
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json.dump(self.progress, f, indent=2)
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def is_completed(self, asset_id: str) -> bool:
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return asset_id in self.progress["completed"]
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def log_message(self, msg: str):
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print(msg)
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self.log.write(msg + "\n")
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self.log.flush()
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def generate_animation_frame(self, entity_name: str, animation_name: str,
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description: str, style: str) -> bool:
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"""Generate single animation frame."""
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asset_id = f"{entity_name}_{animation_name}"
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if self.is_completed(asset_id):
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self.log_message(f" ⏭️ SKIP: {animation_name} (done)")
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return True
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# Build complete prompt
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full_prompt = f"{style}{description}, {animation_name}. {COMMON_SUFFIX}"
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self.log_message(f" 🎨 {animation_name}")
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try:
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response = self.model.generate_images(
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prompt=full_prompt,
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number_of_images=1,
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aspect_ratio="1:1",
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safety_filter_level="block_few",
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person_generation="allow_adult"
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)
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if response.images:
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# Save frame
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# Extract category from entity metadata (would need to pass this)
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# For now, save to temp location
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output_path = Path(f"/tmp/{entity_name}_{animation_name}.png")
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response.images[0].save(location=str(output_path))
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self.log_message(f" ✅ Saved")
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self.progress["completed"].append(asset_id)
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self.session_count += 1
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self.save_progress()
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return True
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else:
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self.log_message(f" ❌ No image")
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self.progress["failed"].append(asset_id)
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self.session_failed += 1
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return False
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except Exception as e:
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self.log_message(f" ❌ ERROR: {str(e)}")
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self.progress["failed"].append(asset_id)
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self.session_failed += 1
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return False
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def generate_entity(self, category: str, entity: Dict, style: str):
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"""Generate complete spritesheet for one entity."""
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name = entity["name"]
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desc = entity["description"]
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animations = entity["animations"]
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self.log_message(f"\n 🎯 ENTITY: {name}")
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self.log_message(f" {desc}")
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self.log_message(f" Animations: {len(animations)}")
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for anim_name, anim_desc in animations.items():
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full_desc = f"{desc}, {anim_desc}"
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self.generate_animation_frame(name, anim_name, full_desc, style)
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time.sleep(2) # Rate limiting
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def generate_all_spritesheets(self):
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"""Generate all entity spritesheets."""
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self.log_message("\n🔥 STARTING SPRITESHEET GENERATION")
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self.log_message("="*70 + "\n")
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for category, data in CREATURE_SPRITESHEETS.items():
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self.log_message(f"\n📁 CATEGORY: {category}")
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self.log_message("="*70)
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for entity in data["entities"]:
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self.generate_entity(category, entity, data["style"])
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# Summary
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self.log_message(f"\n{'='*70}")
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self.log_message("✅ GENERATION COMPLETE!")
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self.log_message(f" Session generated: {self.session_count}")
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self.log_message(f" Session failed: {self.session_failed}")
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self.log_message(f"{'='*70}\n")
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def main():
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generator = SpritesheetGenerator()
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try:
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generator.generate_all_spritesheets()
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except KeyboardInterrupt:
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print("\n⚠️ Interrupted - Progress saved!")
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except Exception as e:
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print(f"\n❌ Error: {e}")
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raise
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if __name__ == "__main__":
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main()
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