#===============================================================================
# Tileset Merger
# Version 1.0
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Ever needed a few tilesets merged for mapping? This script will merge any
# tileset for you into one!
#
# Features:
# Merges any amount of tilesets into one tileset!
#
# Instructions:
# Import any tileset into the Tilesets folder that you want merged together.
# Then run the game and it'll merge it for you.
# Make sure all the tilesets have the same background color.
#
# Credits:
# game_guy ~ making it
# Fantasist ~ giving me a neat piece of code
# 66rpg ~ Bitmap to Png code
# GAX72 ~ Requesting merged tilesets
#===============================================================================
=begin
==============================================================================
Bitmap to PNG By ???
==============================================================================
?Bitmap??????
bitmap_obj.make_png(name[, path])
name:?????
path:????
??66??????????????
==============================================================================
=end
module Zlib
class Png_File < GzipWriter
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def make_png(bitmap_Fx,mode)
@mode = mode
@bitmap_Fx = bitmap_Fx
self.write(make_header)
self.write(make_ihdr)
self.write(make_idat)
self.write(make_iend)
end
#--------------------------------------------------------------------------
# ? PNG??????
#--------------------------------------------------------------------------
def make_header
return [0x89,0x50,0x4e,0x47,0x0d,0x0a,0x1a,0x0a].pack("C*")
end
#--------------------------------------------------------------------------
# ? PNG????????(IHDR)
#--------------------------------------------------------------------------
def make_ihdr
ih_size = [13].pack("N")
ih_sign = "IHDR"
ih_width = [@bitmap_Fx.width].pack("N")
ih_height = [@bitmap_Fx.height].pack("N")
ih_bit_depth = [8].pack("C")
ih_color_type = [6].pack("C")
ih_compression_method = [0].pack("C")
ih_filter_method = [0].pack("C")
ih_interlace_method = [0].pack("C")
string = ih_sign + ih_width + ih_height + ih_bit_depth + ih_color_type +
ih_compression_method + ih_filter_method + ih_interlace_method
ih_crc = [Zlib.crc32(string)].pack("N")
return ih_size + string + ih_crc
end
#--------------------------------------------------------------------------
# ? ??????(IDAT)
#--------------------------------------------------------------------------
def make_idat
header = "\x49\x44\x41\x54"
case @mode # ?54~
when 1
data = make_bitmap_data#1
else
data = make_bitmap_data
end
data = Zlib::Deflate.deflate(data, 8)
crc = [Zlib.crc32(header + data)].pack("N")
size = [data.length].pack("N")
return size + header + data + crc
end
#--------------------------------------------------------------------------
# ? ?Bitmap????????? mode 1(?54~)
#--------------------------------------------------------------------------
def make_bitmap_data1
w = @bitmap_Fx.width
h = @bitmap_Fx.height
data = []
for y in 0...h
data.push(0)
for x in 0...w
color = @bitmap_Fx.get_pixel(x, y)
red = color.red
green = color.green
blue = color.blue
alpha = color.alpha
data.push(red)
data.push(green)
data.push(blue)
data.push(alpha)
end
end
return data.pack("C*")
end
#--------------------------------------------------------------------------
# ? ?Bitmap????????? mode 0
#--------------------------------------------------------------------------
def make_bitmap_data
gz = Zlib::GzipWriter.open('hoge.gz')
t_Fx = 0
w = @bitmap_Fx.width
h = @bitmap_Fx.height
data = []
for y in 0...h
data.push(0)
for x in 0...w
t_Fx += 1
if t_Fx % 10000 == 0
Graphics.update
end
if t_Fx % 100000 == 0
s = data.pack("C*")
gz.write(s)
data.clear
#GC.start
end
color = @bitmap_Fx.get_pixel(x, y)
red = color.red
green = color.green
blue = color.blue
alpha = color.alpha
data.push(red)
data.push(green)
data.push(blue)
data.push(alpha)
end
end
s = data.pack("C*")
gz.write(s)
gz.close
data.clear
gz = Zlib::GzipReader.open('hoge.gz')
data = gz.read
gz.close
File.delete('hoge.gz')
return data
end
#--------------------------------------------------------------------------
# ? PNG??????(IEND)
#--------------------------------------------------------------------------
def make_iend
ie_size = [0].pack("N")
ie_sign = "IEND"
ie_crc = [Zlib.crc32(ie_sign)].pack("N")
return ie_size + ie_sign + ie_crc
end
end
end
#==============================================================================
# ? Bitmap
#------------------------------------------------------------------------------
# ????Bitmap?
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def make_png(name="like", path="",mode=0)
make_dir(path) if path != ""
Zlib::Png_File.open("temp.gz") {|gz|
gz.make_png(self,mode)
}
Zlib::GzipReader.open("temp.gz") {|gz|
$read = gz.read
}
f = File.open(path + name + ".png","wb")
f.write($read)
f.close
File.delete('temp.gz')
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def make_dir(path)
dir = path.split("/")
for i in 0...dir.size
unless dir == "."
add_dir = dir[0..i].join("/")
begin
Dir.mkdir(add_dir)
rescue
end
end
end
end
end
begin
@time = Time.now
@height = 0
@names = []
dir = Dir.new('Graphics/Tilesets/')
dir.entries.each {|file| next unless file.include?('.png')
@names.push(file); RPG::Cache.tileset(file)}
for i in 0...@names.size
@tile = RPG::Cache.tileset(@names[i])
@height += @tile.height
end
@bitmap = Bitmap.new(256, @height)
@height = 0
for i in 0...@names.size
@tile = RPG::Cache.tileset(@names[i])
@rect = Rect.new(0, 0, @tile.width, @tile.height)
@bitmap.blt(0, @height, @tile, @rect)
@height += @tile.height
end
@bitmap.make_png("MergedTile")
print "Merged #{@names.size} tilesets together in \n#{Time.now - @time} seconds."
exit
end