@@ -1,629 +1 @@
|
||||
export type QwenSpriteActionTemplateId =
|
||||
| 'idle'
|
||||
| 'run'
|
||||
| 'attack_slash'
|
||||
| 'hurt'
|
||||
| 'die';
|
||||
|
||||
export type QwenSpriteActionTemplate = {
|
||||
id: QwenSpriteActionTemplateId;
|
||||
label: string;
|
||||
loop: boolean;
|
||||
defaultFps: number;
|
||||
bodyTravel: string;
|
||||
weaponRule: string;
|
||||
stagingDirection?: string;
|
||||
defaultDetailText?: string;
|
||||
sequenceLines: [string, string, string, string];
|
||||
ending: string;
|
||||
};
|
||||
|
||||
export const DEFAULT_MASTER_NEGATIVE_PROMPT =
|
||||
'正面视角,左朝向,完全 90 度纯右视图,镜头透视,半身像,脚被裁切,头顶被裁切,多角色,复杂背景,建筑场景,道具堆叠,漂浮物,烟雾环境,武器消失,武器换手,额外手臂,额外腿,服装变化,脸部变化,模糊,运动模糊,文字,水印,UI 元素';
|
||||
|
||||
export const DEFAULT_SHEET_NEGATIVE_PROMPT =
|
||||
'多角色,左右朝向混乱,前视图,背视图,镜头切换,景别变化,特写,脚底裁切,头顶裁切,缺手,缺脚,额外肢体,武器消失,武器换手,服装变化,脸部变化,发型变化,动作不连续,重复帧过多,构图混乱,背景复杂,强透视,运动模糊,残影,文字,水印,UI,边框覆盖角色';
|
||||
|
||||
export const DEFAULT_REPAIR_NEGATIVE_PROMPT =
|
||||
'多角色,错误朝向,缺手,缺脚,额外肢体,武器消失,武器换手,脸部变化,发型变化,服装变化,模糊,运动模糊,复杂背景,文字,水印';
|
||||
|
||||
const CHIBI_STYLE_TEXT =
|
||||
'Q版大头身动作角色,头身比固定控制在 2 到 3 头身,头部占比明显更大,类似横版像素 RPG 可扮演角色的比例,不要写实长身比例。';
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||||
const PIXEL_STYLE_TEXT =
|
||||
'参考项目内可扮演角色的像素风动作角色画风,整体是像素游戏角色设计方向,身体始终朝右,适合横版动作 sprite 资产。';
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||||
const SIDE_FACING_RIGHT_TEXT =
|
||||
'角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。';
|
||||
const SUBJECT_ONLY_TEXT =
|
||||
'画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。';
|
||||
const CLEAN_BACKGROUND_TEXT =
|
||||
'背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。';
|
||||
const STYLE_REFERENCE_SCOPE_TEXT =
|
||||
'参考图不仅用于约束像素画风、颜色组织、头身比例、右朝向和镜头语言,还要严格约束身体结构骨架。生成结果必须优先沿用参考图的人形动作角色身体结构,包括头、躯干、双臂、双腿、站姿重心和整体头身比;可以变化发型、服装、主题配饰和材质,但不要脱离参考图的人形身体结构。';
|
||||
const CONCEPT_INTERPRETATION_TEXT =
|
||||
'请先拆解设定中的“身份词、主题词、身体结构词”。如果文字设定没有明确要求非人身体结构,默认优先生成人形拟人化角色,让主题词主要体现在服装、头饰、冠冕、权杖、纹样、材质和发光装饰上。';
|
||||
const HUMANLIKE_PRIORITY_TEXT =
|
||||
'默认优先使用参考图对应的人类或类人动作角色骨架,保持清楚的头、躯干、手臂和双腿轮廓,这样更适合横版动作 sprite。只有当文字设定明确要求鱼尾、触手身体、伞盖头部、无双腿、漂浮体、凝胶体或其他非人结构时,才改为对应非人身体。';
|
||||
const CONCEPT_HIERARCHY_TEXT =
|
||||
'视觉优先级应当是:身体结构词第一,身份词第二,主题词第三。没有明确身体结构词时,默认用人形拟人化表现,再把主题词转译成服装和装饰。';
|
||||
const THEME_APPLICATION_BOUNDARY_TEXT =
|
||||
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、武器和发光细节上,不要把主题词自动扩写成背景建筑、自然场景、漂浮装饰或额外环境物件。';
|
||||
const CHIBI_CHARACTER_TEXT =
|
||||
'即使角色带有怪物或海洋主题,也优先做成 Q版可爱的人形动作角色,方便读图和后续动画化。';
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||||
|
||||
const SETTING_AND_ROLE_ALIGNMENT_TEXT =
|
||||
'先从角色设定中提炼世界设定、时代氛围、阵营身份、职业职责、战斗习惯、装备结构、材质配色和情绪气质,再把这些信息落实到发型、服装层次、护具、武器、饰品、轮廓和动作节奏里,不要混入与设定无关的现代服饰、写实摄影镜头、枪械体系或其他世界观元素。';
|
||||
const CHARACTER_DETAIL_COVERAGE_TEXT =
|
||||
'角色描述需要尽量落到可视化细节:发型与脸部识别点、年龄层与气质、服装层次、护具与配饰、武器/法器类型、主色与材质、职业姿态与世界观痕迹,避免只有抽象身份词。';
|
||||
|
||||
export const DEFAULT_CHARACTER_BRIEF =
|
||||
'魔潮复苏边境城邦中的少女遗迹冒险者,Q版大头身,约 2 到 3 头身,金棕色微卷短发,琥珀色眼睛,额前碎发与侧边发束清晰,表情明亮但带警觉;穿分层轻甲、短披风和旅行短裙,皮革护腕、金属护膝、系带短靴完整可见;腰间挂药剂包、地图筒与小型护符,右手持单手短剑,主色为蜂蜜金、墨绿和旧银,轮廓利落,像长期在遗迹与荒野间行动的年轻探索者。';
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export const PLAYABLE_CHARACTER_STYLE_REFERENCE_SOURCES = [
|
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'/character/Sword Princess/Original/Hero/idle/Idle01.png',
|
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'/character/Archer Hero/Original/Hero/idle/idle01.png',
|
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'/character/Girl Hero 1/Original/Hero/Idle/Idle01.png',
|
||||
'/character/Punch Hero 3/Original/Hero/Idle/Idle01.png',
|
||||
'/character/Fighter 4/original/Hero/idle/idle01.png',
|
||||
];
|
||||
|
||||
export const QWEN_SPRITE_ACTION_TEMPLATES: QwenSpriteActionTemplate[] = [
|
||||
{
|
||||
id: 'idle',
|
||||
label: '待机循环',
|
||||
loop: true,
|
||||
defaultFps: 8,
|
||||
bodyTravel: '原地',
|
||||
weaponRule: '武器始终在主手,位置稳定',
|
||||
sequenceLines: [
|
||||
'1-4 帧:稳定站姿,轻微呼吸起伏',
|
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'5-8 帧:胸腔与肩膀轻微抬起,衣摆极轻微变化',
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'9-12 帧:呼气回落,重心恢复',
|
||||
'13-16 帧:逐渐回到与首帧接近的站姿',
|
||||
],
|
||||
ending: '第 16 帧自然衔接第 1 帧',
|
||||
},
|
||||
{
|
||||
id: 'run',
|
||||
label: '奔跑循环',
|
||||
loop: true,
|
||||
defaultFps: 12,
|
||||
bodyTravel: '小幅前移但角色中心基本固定',
|
||||
weaponRule: '武器始终在主手,不换手',
|
||||
sequenceLines: [
|
||||
'1-4 帧:右腿前摆,左腿后蹬,身体略前倾',
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||||
'5-8 帧:双腿交叉经过身体下方,手臂反向摆动',
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'9-12 帧:左腿前摆,右腿后蹬,继续前倾',
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||||
'13-16 帧:完成另一半跑步循环并回到可接第 1 帧的状态',
|
||||
],
|
||||
ending: '第 16 帧能无缝接回第 1 帧',
|
||||
},
|
||||
{
|
||||
id: 'attack_slash',
|
||||
label: '横斩攻击',
|
||||
loop: false,
|
||||
defaultFps: 12,
|
||||
bodyTravel: '中幅前探',
|
||||
weaponRule: '右手持武器,始终右手,不换手',
|
||||
sequenceLines: [
|
||||
'1-4 帧:轻微收身蓄力,武器向后收',
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||||
'5-8 帧:重心前压,挥击开始',
|
||||
'9-12 帧:斩击达到最大幅度,动作力量最强',
|
||||
'13-16 帧:顺势收招,回到可接下一动作的稳定姿态',
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],
|
||||
ending: '第 16 帧停在收招后稳定姿态',
|
||||
},
|
||||
{
|
||||
id: 'hurt',
|
||||
label: '受击后仰',
|
||||
loop: false,
|
||||
defaultFps: 10,
|
||||
bodyTravel: '原地或极小后仰',
|
||||
weaponRule: '武器不要脱手,不要换手',
|
||||
sequenceLines: [
|
||||
'1-4 帧:突然受击,头肩后仰',
|
||||
'5-8 帧:身体失衡最明显',
|
||||
'9-12 帧:手臂和武器随惯性摆动',
|
||||
'13-16 帧:逐渐恢复到勉强站稳的姿态',
|
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],
|
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ending: '第 16 帧能接回 idle 或下一个动作',
|
||||
},
|
||||
{
|
||||
id: 'die',
|
||||
label: '倒地死亡',
|
||||
loop: false,
|
||||
defaultFps: 8,
|
||||
bodyTravel: '明显倒地位移',
|
||||
weaponRule: '武器不可瞬间消失',
|
||||
sequenceLines: [
|
||||
'1-4 帧:受创失衡,重心被打断',
|
||||
'5-8 帧:身体明显下坠或后仰',
|
||||
'9-12 帧:倒地过程完成,动作幅度最大',
|
||||
'13-16 帧:停在清晰的终止姿态',
|
||||
],
|
||||
ending: '第 16 帧停在死亡结束姿态,不需要循环',
|
||||
},
|
||||
];
|
||||
|
||||
const ACTION_TEMPLATE_DETAILS: Record<
|
||||
QwenSpriteActionTemplateId,
|
||||
{ stagingDirection: string; defaultDetailText: string }
|
||||
> = {
|
||||
idle: {
|
||||
stagingDirection:
|
||||
'演出重点是轻呼吸、微幅重心起伏、戒备感和可循环衔接。',
|
||||
defaultDetailText:
|
||||
'保持与角色设定一致的戒备气质和职业站姿,重心稳在脚下,呼吸起伏轻微,披风、衣摆、发梢和小型饰品只有细小摆动,武器安静跟随身体微动,像角色在所属世界里随时准备探索、交涉或开战的待机瞬间。',
|
||||
},
|
||||
run: {
|
||||
stagingDirection:
|
||||
'演出重点是持续推进、步点清楚、上身稳定和装备惯性。',
|
||||
defaultDetailText:
|
||||
'跑动时要体现角色职业和世界设定中的装备重量感,身体略微前压,步幅清晰,手臂与武器顺势摆动,披风、衣摆和挂件跟着惯性后甩,像角色正穿过战场、街巷或遗迹通道迅速移动,节奏连续稳定。',
|
||||
},
|
||||
attack_slash: {
|
||||
stagingDirection:
|
||||
'演出重点是收身蓄力、爆发斩击、武器轨迹和收招稳定。',
|
||||
defaultDetailText:
|
||||
'攻击前先有短暂收身蓄力,再顺着主手武器做干净利落的前踏斩击,爆发点明确,武器轨迹贴合角色职业习惯与世界观武器设定,衣摆和挂件随发力甩动,收招后还能稳住重心,像久经战斗训练的真实角色动作。',
|
||||
},
|
||||
hurt: {
|
||||
stagingDirection:
|
||||
'演出重点是冲击反馈、短暂失衡、惯性摆动和重新稳住。',
|
||||
defaultDetailText:
|
||||
'受击瞬间要有明确冲击反馈,肩背后仰或身体侧偏,表情短促吃痛但不夸张,武器和手臂因惯性发生合理摆动,服装层次和挂件跟着抖动一下,随后努力稳住姿态,像这个角色在其世界观里真实挨到一击后的反应。',
|
||||
},
|
||||
die: {
|
||||
stagingDirection:
|
||||
'演出重点是失衡下坠、动作逐渐停尽和终止姿态清晰。',
|
||||
defaultDetailText:
|
||||
'死亡动作要先表现失衡与力量被抽离,再完成明显倒下或瘫落,武器和四肢随惯性下坠,披风、衣摆和饰品有最后一次明显摆动,最终停在清晰的终止姿态,符合角色身份、装备重量和世界氛围,不要轻飘或喜剧化。',
|
||||
},
|
||||
};
|
||||
|
||||
export function getActionTemplateById(id: QwenSpriteActionTemplateId) {
|
||||
const template =
|
||||
QWEN_SPRITE_ACTION_TEMPLATES.find((candidate) => candidate.id === id) ??
|
||||
QWEN_SPRITE_ACTION_TEMPLATES[0];
|
||||
return {
|
||||
...template,
|
||||
...ACTION_TEMPLATE_DETAILS[template.id],
|
||||
};
|
||||
}
|
||||
|
||||
export function readFileAsDataUrl(file: File) {
|
||||
return new Promise<string>((resolve, reject) => {
|
||||
const reader = new FileReader();
|
||||
reader.onload = () => resolve(String(reader.result ?? ''));
|
||||
reader.onerror = () => reject(reader.error ?? new Error('读取文件失败'));
|
||||
reader.readAsDataURL(file);
|
||||
});
|
||||
}
|
||||
|
||||
function loadImageFromSource(source: string) {
|
||||
return new Promise<HTMLImageElement>((resolve, reject) => {
|
||||
const image = new Image();
|
||||
image.crossOrigin = 'anonymous';
|
||||
image.onload = () => resolve(image);
|
||||
image.onerror = () => reject(new Error(`加载图片失败:${source}`));
|
||||
image.src = source;
|
||||
});
|
||||
}
|
||||
|
||||
function drawContainedImage(
|
||||
context: CanvasRenderingContext2D,
|
||||
image: HTMLImageElement,
|
||||
options: {
|
||||
x: number;
|
||||
y: number;
|
||||
width: number;
|
||||
height: number;
|
||||
},
|
||||
) {
|
||||
const fitScale = Math.min(
|
||||
options.width / image.width,
|
||||
options.height / image.height,
|
||||
);
|
||||
const drawWidth = image.width * fitScale;
|
||||
const drawHeight = image.height * fitScale;
|
||||
const drawX = options.x + (options.width - drawWidth) / 2;
|
||||
const drawY = options.y + (options.height - drawHeight) / 2;
|
||||
|
||||
context.drawImage(image, drawX, drawY, drawWidth, drawHeight);
|
||||
}
|
||||
|
||||
export async function sliceSpriteSheetFrames(
|
||||
spriteSource: string,
|
||||
options: {
|
||||
rows: number;
|
||||
cols: number;
|
||||
},
|
||||
) {
|
||||
const image = await loadImageFromSource(spriteSource);
|
||||
const frameWidth = Math.floor(image.width / options.cols);
|
||||
const frameHeight = Math.floor(image.height / options.rows);
|
||||
const frames: string[] = [];
|
||||
|
||||
for (let rowIndex = 0; rowIndex < options.rows; rowIndex += 1) {
|
||||
for (let colIndex = 0; colIndex < options.cols; colIndex += 1) {
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
if (!context) {
|
||||
throw new Error('无法创建画布上下文');
|
||||
}
|
||||
|
||||
canvas.width = frameWidth;
|
||||
canvas.height = frameHeight;
|
||||
context.drawImage(
|
||||
image,
|
||||
colIndex * frameWidth,
|
||||
rowIndex * frameHeight,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
0,
|
||||
0,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
);
|
||||
frames.push(canvas.toDataURL('image/png'));
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
frames,
|
||||
width: image.width,
|
||||
height: image.height,
|
||||
};
|
||||
}
|
||||
|
||||
export async function extractSpriteFrame(
|
||||
spriteSource: string,
|
||||
options: {
|
||||
rows: number;
|
||||
cols: number;
|
||||
frameIndex: number;
|
||||
outputSize?: number;
|
||||
},
|
||||
) {
|
||||
const sliced = await sliceSpriteSheetFrames(spriteSource, {
|
||||
rows: options.rows,
|
||||
cols: options.cols,
|
||||
});
|
||||
const frameSource = sliced.frames[options.frameIndex];
|
||||
|
||||
if (!frameSource) {
|
||||
throw new Error('帧索引超出范围。');
|
||||
}
|
||||
|
||||
if (!options.outputSize) {
|
||||
return frameSource;
|
||||
}
|
||||
|
||||
const image = await loadImageFromSource(frameSource);
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
if (!context) {
|
||||
throw new Error('无法创建画布上下文');
|
||||
}
|
||||
|
||||
canvas.width = options.outputSize;
|
||||
canvas.height = options.outputSize;
|
||||
context.clearRect(0, 0, canvas.width, canvas.height);
|
||||
context.drawImage(image, 0, 0, canvas.width, canvas.height);
|
||||
return canvas.toDataURL('image/png');
|
||||
}
|
||||
|
||||
export async function replaceSpriteFrame(
|
||||
spriteSource: string,
|
||||
options: {
|
||||
rows: number;
|
||||
cols: number;
|
||||
frameIndex: number;
|
||||
replacementSource: string;
|
||||
},
|
||||
) {
|
||||
const spriteImage = await loadImageFromSource(spriteSource);
|
||||
const replacementImage = await loadImageFromSource(options.replacementSource);
|
||||
const frameWidth = Math.floor(spriteImage.width / options.cols);
|
||||
const frameHeight = Math.floor(spriteImage.height / options.rows);
|
||||
const rowIndex = Math.floor(options.frameIndex / options.cols);
|
||||
const colIndex = options.frameIndex % options.cols;
|
||||
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
if (!context) {
|
||||
throw new Error('无法创建画布上下文');
|
||||
}
|
||||
|
||||
canvas.width = spriteImage.width;
|
||||
canvas.height = spriteImage.height;
|
||||
context.drawImage(spriteImage, 0, 0);
|
||||
context.clearRect(
|
||||
colIndex * frameWidth,
|
||||
rowIndex * frameHeight,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
);
|
||||
context.drawImage(
|
||||
replacementImage,
|
||||
colIndex * frameWidth,
|
||||
rowIndex * frameHeight,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
);
|
||||
|
||||
return canvas.toDataURL('image/png');
|
||||
}
|
||||
|
||||
export function buildOrderedActiveFrameIndices(
|
||||
frameOrder: number[],
|
||||
activeFrames: number[],
|
||||
) {
|
||||
return frameOrder.filter((frameIndex) => activeFrames.includes(frameIndex));
|
||||
}
|
||||
|
||||
export function buildOrderedActiveFrameSources(
|
||||
frameDataUrls: string[],
|
||||
frameOrder: number[],
|
||||
activeFrames: number[],
|
||||
) {
|
||||
return buildOrderedActiveFrameIndices(frameOrder, activeFrames)
|
||||
.map((frameIndex) => frameDataUrls[frameIndex] ?? '')
|
||||
.filter(Boolean);
|
||||
}
|
||||
|
||||
export async function composeSpriteSheetFromFrames(
|
||||
frameSources: string[],
|
||||
options: {
|
||||
cols: number;
|
||||
rows?: number;
|
||||
frameWidth?: number;
|
||||
frameHeight?: number;
|
||||
padToGrid?: boolean;
|
||||
},
|
||||
) {
|
||||
if (frameSources.length === 0) {
|
||||
throw new Error('没有可用于拼接精灵表的帧。');
|
||||
}
|
||||
|
||||
const images = await Promise.all(
|
||||
frameSources.map((source) => loadImageFromSource(source)),
|
||||
);
|
||||
const frameWidth =
|
||||
options.frameWidth ??
|
||||
Math.max(...images.map((image) => image.width), 1);
|
||||
const frameHeight =
|
||||
options.frameHeight ??
|
||||
Math.max(...images.map((image) => image.height), 1);
|
||||
const rows =
|
||||
options.rows ?? Math.max(1, Math.ceil(images.length / options.cols));
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
if (!context) {
|
||||
throw new Error('无法创建画布上下文');
|
||||
}
|
||||
|
||||
canvas.width = frameWidth * options.cols;
|
||||
canvas.height = frameHeight * rows;
|
||||
context.clearRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
const totalCells = options.padToGrid ? rows * options.cols : images.length;
|
||||
for (let index = 0; index < totalCells; index += 1) {
|
||||
const image = images[index];
|
||||
if (!image) {
|
||||
continue;
|
||||
}
|
||||
const rowIndex = Math.floor(index / options.cols);
|
||||
const colIndex = index % options.cols;
|
||||
drawContainedImage(context, image, {
|
||||
x: colIndex * frameWidth,
|
||||
y: rowIndex * frameHeight,
|
||||
width: frameWidth,
|
||||
height: frameHeight,
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
dataUrl: canvas.toDataURL('image/png'),
|
||||
rows,
|
||||
cols: options.cols,
|
||||
frameWidth,
|
||||
frameHeight,
|
||||
frameCount: frameSources.length,
|
||||
};
|
||||
}
|
||||
|
||||
export async function buildPlayableCharacterStyleReferenceBoard(
|
||||
sources = PLAYABLE_CHARACTER_STYLE_REFERENCE_SOURCES,
|
||||
) {
|
||||
const images = await Promise.all(
|
||||
sources.map((source) => loadImageFromSource(source)),
|
||||
);
|
||||
const cols = 3;
|
||||
const rows = 2;
|
||||
const cellSize = 320;
|
||||
const padding = 24;
|
||||
const canvas = document.createElement('canvas');
|
||||
const context = canvas.getContext('2d');
|
||||
if (!context) {
|
||||
throw new Error('无法创建画布上下文');
|
||||
}
|
||||
|
||||
canvas.width = cols * cellSize + padding * 2;
|
||||
canvas.height = rows * cellSize + padding * 2;
|
||||
context.fillStyle = '#f6f0dd';
|
||||
context.fillRect(0, 0, canvas.width, canvas.height);
|
||||
context.imageSmoothingEnabled = false;
|
||||
|
||||
images.forEach((image, index) => {
|
||||
const colIndex = index % cols;
|
||||
const rowIndex = Math.floor(index / cols);
|
||||
drawContainedImage(context, image, {
|
||||
x: padding + colIndex * cellSize,
|
||||
y: padding + rowIndex * cellSize,
|
||||
width: cellSize,
|
||||
height: cellSize,
|
||||
});
|
||||
});
|
||||
|
||||
return canvas.toDataURL('image/png');
|
||||
}
|
||||
|
||||
export function buildMasterPrompt(characterBrief: string) {
|
||||
return [
|
||||
'???2D ???????????????????????????????????????????? sprite sheet ???',
|
||||
`?????${SIDE_FACING_RIGHT_TEXT}`,
|
||||
`?????${SUBJECT_ONLY_TEXT}`,
|
||||
`?????1:1 ??????????????????????????????????????????????????${CLEAN_BACKGROUND_TEXT}`,
|
||||
`?????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ?????????????????????????????????????/??/???????????????????????`,
|
||||
SETTING_AND_ROLE_ALIGNMENT_TEXT,
|
||||
CHARACTER_DETAIL_COVERAGE_TEXT,
|
||||
CONCEPT_INTERPRETATION_TEXT,
|
||||
HUMANLIKE_PRIORITY_TEXT,
|
||||
CONCEPT_HIERARCHY_TEXT,
|
||||
THEME_APPLICATION_BOUNDARY_TEXT,
|
||||
characterBrief.trim(),
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join('\n');
|
||||
}
|
||||
|
||||
export function buildSheetPrompt(options: {
|
||||
characterBrief: string;
|
||||
actionTemplate: QwenSpriteActionTemplate;
|
||||
extraDirection: string;
|
||||
}) {
|
||||
return [
|
||||
`???1??????????? 4x4 ? sprite sheet?? 16 ????????????????????????????????????????????????????????????????????????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
|
||||
SETTING_AND_ROLE_ALIGNMENT_TEXT,
|
||||
CONCEPT_INTERPRETATION_TEXT,
|
||||
HUMANLIKE_PRIORITY_TEXT,
|
||||
CONCEPT_HIERARCHY_TEXT,
|
||||
THEME_APPLICATION_BOUNDARY_TEXT,
|
||||
`????${options.actionTemplate.label}`,
|
||||
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
|
||||
`?????${options.actionTemplate.loop ? '?' : '?'}`,
|
||||
`?????${options.actionTemplate.bodyTravel}`,
|
||||
`?????${options.actionTemplate.weaponRule}`,
|
||||
...options.actionTemplate.sequenceLines,
|
||||
`?????${options.actionTemplate.ending}`,
|
||||
'?????????????????????????????????????????????????????????????????????????????????? sprite frames?',
|
||||
options.characterBrief.trim(),
|
||||
`???????${options.extraDirection.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join('\n');
|
||||
}
|
||||
|
||||
export function buildRepairPrompt(options: {
|
||||
issueText: string;
|
||||
useNeighborLabel: '???' | '???';
|
||||
}) {
|
||||
return [
|
||||
`???1??????????2??????????3???????2??${options.useNeighborLabel}?`,
|
||||
`?????????????????????????????????????????????????????????2???????1?????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ${SETTING_AND_ROLE_ALIGNMENT_TEXT} ${CONCEPT_INTERPRETATION_TEXT} ${HUMANLIKE_PRIORITY_TEXT} ${CONCEPT_HIERARCHY_TEXT} ${THEME_APPLICATION_BOUNDARY_TEXT} ???3???????????????? sprite sheet ??`,
|
||||
'?????????????????????????',
|
||||
`?????${options.issueText.trim() || '????????????????????'}`,
|
||||
].join('\n');
|
||||
}
|
||||
|
||||
export function buildVideoActionPrompt(options: {
|
||||
actionTemplate: QwenSpriteActionTemplate;
|
||||
actionDetailText: string;
|
||||
useChromaKey: boolean;
|
||||
characterBrief: string;
|
||||
}) {
|
||||
return [
|
||||
`???????????????? ${options.actionTemplate.label}?`,
|
||||
`??????1??????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
|
||||
SETTING_AND_ROLE_ALIGNMENT_TEXT,
|
||||
CONCEPT_INTERPRETATION_TEXT,
|
||||
HUMANLIKE_PRIORITY_TEXT,
|
||||
CONCEPT_HIERARCHY_TEXT,
|
||||
THEME_APPLICATION_BOUNDARY_TEXT,
|
||||
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
|
||||
`?????${options.actionTemplate.sequenceLines.join('?')}??????${options.actionTemplate.ending}?`,
|
||||
options.useChromaKey
|
||||
? '??????????????????????????????'
|
||||
: '?????????????',
|
||||
`???????${options.actionDetailText.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
|
||||
`?????${options.characterBrief.trim()}`,
|
||||
'?????????????????????????????????????????',
|
||||
].join(' ');
|
||||
}
|
||||
|
||||
export async function triggerDataUrlDownload(
|
||||
filename: string,
|
||||
dataUrl: string,
|
||||
) {
|
||||
const response = await fetch(dataUrl);
|
||||
const blob = await response.blob();
|
||||
const objectUrl = URL.createObjectURL(blob);
|
||||
const anchor = document.createElement('a');
|
||||
anchor.href = objectUrl;
|
||||
anchor.download = filename;
|
||||
anchor.click();
|
||||
URL.revokeObjectURL(objectUrl);
|
||||
}
|
||||
|
||||
export function triggerJsonDownload(filename: string, value: unknown) {
|
||||
const blob = new Blob([JSON.stringify(value, null, 2)], {
|
||||
type: 'application/json',
|
||||
});
|
||||
const objectUrl = URL.createObjectURL(blob);
|
||||
const anchor = document.createElement('a');
|
||||
anchor.href = objectUrl;
|
||||
anchor.download = filename;
|
||||
anchor.click();
|
||||
URL.revokeObjectURL(objectUrl);
|
||||
}
|
||||
|
||||
export function buildDefaultFrameOrder(frameCount: number) {
|
||||
return Array.from({ length: frameCount }, (_, index) => index);
|
||||
}
|
||||
|
||||
export function restoreAllFrames(frameCount: number) {
|
||||
return buildDefaultFrameOrder(frameCount);
|
||||
}
|
||||
|
||||
export function buildMasterNegativePrompt(_characterBrief: string) {
|
||||
return `${DEFAULT_MASTER_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,也不要把主题词自动扩写成角色以外的场景元素,除非文字设定明确要求`;
|
||||
}
|
||||
|
||||
export function buildSheetNegativePrompt(_characterBrief: string) {
|
||||
return `${DEFAULT_SHEET_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,除非文字设定明确要求非人身体`;
|
||||
}
|
||||
|
||||
export function buildRepairNegativePrompt(_characterBrief: string) {
|
||||
return `${DEFAULT_REPAIR_NEGATIVE_PROMPT},不要机械地把主题词直接画成完整怪物本体,除非文字设定明确要求非人身体`;
|
||||
}
|
||||
|
||||
export function moveFrameOrderItem(
|
||||
frameOrder: number[],
|
||||
frameIndex: number,
|
||||
direction: -1 | 1,
|
||||
) {
|
||||
const currentOrderIndex = frameOrder.indexOf(frameIndex);
|
||||
if (currentOrderIndex < 0) {
|
||||
return frameOrder;
|
||||
}
|
||||
|
||||
const targetIndex = currentOrderIndex + direction;
|
||||
if (targetIndex < 0 || targetIndex >= frameOrder.length) {
|
||||
return frameOrder;
|
||||
}
|
||||
|
||||
const nextOrder = [...frameOrder];
|
||||
const [item] = nextOrder.splice(currentOrderIndex, 1);
|
||||
nextOrder.splice(targetIndex, 0, item);
|
||||
return nextOrder;
|
||||
}
|
||||
|
||||
export function toggleActiveFrame(activeFrames: number[], frameIndex: number) {
|
||||
if (activeFrames.includes(frameIndex)) {
|
||||
return activeFrames.filter((item) => item !== frameIndex);
|
||||
}
|
||||
|
||||
return [...activeFrames, frameIndex].sort((left, right) => left - right);
|
||||
}
|
||||
export * from '../prompts/qwenSpriteSheetToolPrompts';
|
||||
|
||||
Reference in New Issue
Block a user