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This commit is contained in:
478
packages/shared/src/assets/chromaKey.ts
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478
packages/shared/src/assets/chromaKey.ts
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@@ -0,0 +1,478 @@
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export type MutableRgbaBuffer = Uint8Array | Uint8ClampedArray;
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const SOFT_EDGE_ALPHA_THRESHOLD = 224;
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const FOREGROUND_NEIGHBOR_ALPHA_THRESHOLD = 96;
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function clamp01(value: number) {
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return Math.max(0, Math.min(1, value));
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}
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function lerp(from: number, to: number, t: number) {
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return from + (to - from) * clamp01(t);
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}
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function computeGreenBackgroundScore(
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red: number,
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green: number,
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blue: number,
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alpha: number,
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) {
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if (alpha === 0) {
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return 1;
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}
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const greenLead = green - Math.max(red, blue);
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if (green < 52 || greenLead <= 8) {
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return 0;
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}
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const greenRatio = green / Math.max(1, red + blue);
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if (greenRatio <= 0.52) {
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return 0;
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}
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return clamp01(
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((green - 52) / 168) * 0.22 +
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((greenLead - 8) / 96) * 0.53 +
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((greenRatio - 0.52) / 0.82) * 0.25,
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);
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}
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function computeWhiteBackgroundScore(
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red: number,
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green: number,
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blue: number,
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alpha: number,
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) {
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if (alpha === 0) {
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return 1;
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}
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const maxChannel = Math.max(red, green, blue);
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const minChannel = Math.min(red, green, blue);
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const average = (red + green + blue) / 3;
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if (average < 188 || minChannel < 168) {
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return 0;
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}
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const spread = maxChannel - minChannel;
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const neutrality = 1 - clamp01((spread - 6) / 34);
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const brightness = clamp01((average - 188) / 55);
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const floor = clamp01((minChannel - 168) / 60);
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return clamp01(neutrality * (brightness * 0.85 + floor * 0.15));
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}
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function collectForegroundNeighborColor(
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pixels: MutableRgbaBuffer,
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width: number,
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height: number,
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x: number,
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y: number,
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backgroundMask: Uint8Array,
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backgroundHints: Float32Array,
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) {
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let totalWeight = 0;
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let totalRed = 0;
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let totalGreen = 0;
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let totalBlue = 0;
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for (let offsetY = -2; offsetY <= 2; offsetY += 1) {
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for (let offsetX = -2; offsetX <= 2; offsetX += 1) {
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if (offsetX === 0 && offsetY === 0) {
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continue;
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}
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const nextX = x + offsetX;
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const nextY = y + offsetY;
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if (nextX < 0 || nextX >= width || nextY < 0 || nextY >= height) {
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continue;
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}
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const nextPixelIndex = nextY * width + nextX;
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if (backgroundMask[nextPixelIndex]) {
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continue;
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}
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if ((backgroundHints[nextPixelIndex] ?? 0) >= 0.18) {
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continue;
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}
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const nextOffset = nextPixelIndex * 4;
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const nextAlpha = pixels[nextOffset + 3] ?? 0;
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if (nextAlpha < FOREGROUND_NEIGHBOR_ALPHA_THRESHOLD) {
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continue;
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}
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const distance = Math.abs(offsetX) + Math.abs(offsetY);
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const weight =
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(nextAlpha / 255) *
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(distance <= 1 ? 1.8 : distance === 2 ? 1.2 : 0.7);
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totalWeight += weight;
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totalRed += (pixels[nextOffset] ?? 0) * weight;
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totalGreen += (pixels[nextOffset + 1] ?? 0) * weight;
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totalBlue += (pixels[nextOffset + 2] ?? 0) * weight;
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}
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}
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if (totalWeight <= 0) {
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return null;
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}
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return {
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red: Math.round(totalRed / totalWeight),
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green: Math.round(totalGreen / totalWeight),
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blue: Math.round(totalBlue / totalWeight),
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};
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}
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export function removeBackgroundFromRgba(
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pixels: MutableRgbaBuffer,
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width: number,
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height: number,
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) {
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const pixelCount = width * height;
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if (pixelCount <= 0) {
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return false;
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}
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const backgroundMask = new Uint8Array(pixelCount);
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const greenScores = new Float32Array(pixelCount);
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const whiteScores = new Float32Array(pixelCount);
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const backgroundHints = new Float32Array(pixelCount);
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const queue: number[] = [];
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let queueIndex = 0;
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let changed = false;
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for (let pixelIndex = 0; pixelIndex < pixelCount; pixelIndex += 1) {
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const offset = pixelIndex * 4;
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const red = pixels[offset] ?? 0;
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const green = pixels[offset + 1] ?? 0;
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const blue = pixels[offset + 2] ?? 0;
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const alpha = pixels[offset + 3] ?? 0;
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const greenScore = computeGreenBackgroundScore(red, green, blue, alpha);
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const whiteScore = computeWhiteBackgroundScore(red, green, blue, alpha);
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const transparencyHint = clamp01((56 - alpha) / 56) * 0.75;
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greenScores[pixelIndex] = greenScore;
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whiteScores[pixelIndex] = whiteScore;
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backgroundHints[pixelIndex] = Math.max(
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greenScore,
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whiteScore,
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transparencyHint,
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);
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}
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const trySeedBackground = (pixelIndex: number) => {
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if (backgroundMask[pixelIndex]) {
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return;
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}
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const offset = pixelIndex * 4;
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const alpha = pixels[offset + 3] ?? 0;
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const strongCandidate =
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alpha < 40 ||
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(greenScores[pixelIndex] ?? 0) > 0.12 ||
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(whiteScores[pixelIndex] ?? 0) > 0.32;
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if (!strongCandidate) {
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return;
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}
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backgroundMask[pixelIndex] = 1;
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queue.push(pixelIndex);
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};
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for (let x = 0; x < width; x += 1) {
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trySeedBackground(x);
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trySeedBackground((height - 1) * width + x);
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}
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for (let y = 1; y < height - 1; y += 1) {
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trySeedBackground(y * width);
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trySeedBackground(y * width + width - 1);
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}
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while (queueIndex < queue.length) {
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const pixelIndex = queue[queueIndex]!;
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queueIndex += 1;
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const x = pixelIndex % width;
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const y = Math.floor(pixelIndex / width);
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const neighborIndexes = [
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x > 0 ? pixelIndex - 1 : -1,
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x + 1 < width ? pixelIndex + 1 : -1,
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y > 0 ? pixelIndex - width : -1,
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y + 1 < height ? pixelIndex + width : -1,
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];
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for (const nextPixelIndex of neighborIndexes) {
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if (nextPixelIndex < 0 || backgroundMask[nextPixelIndex]) {
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continue;
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}
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const nextOffset = nextPixelIndex * 4;
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const nextAlpha = pixels[nextOffset + 3] ?? 0;
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const nextGreenScore = greenScores[nextPixelIndex] ?? 0;
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const nextWhiteScore = whiteScores[nextPixelIndex] ?? 0;
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const nextHint = backgroundHints[nextPixelIndex] ?? 0;
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const reachableSoftEdge =
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nextHint > 0.08 &&
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nextAlpha < SOFT_EDGE_ALPHA_THRESHOLD &&
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(nextGreenScore > 0.04 || nextWhiteScore > 0.08 || nextAlpha < 180);
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if (
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nextAlpha < 40 ||
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nextGreenScore > 0.12 ||
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nextWhiteScore > 0.32 ||
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reachableSoftEdge
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) {
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backgroundMask[nextPixelIndex] = 1;
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queue.push(nextPixelIndex);
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}
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}
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}
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for (let iteration = 0; iteration < 2; iteration += 1) {
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const expandedMask = new Uint8Array(backgroundMask);
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for (let y = 0; y < height; y += 1) {
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for (let x = 0; x < width; x += 1) {
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const pixelIndex = y * width + x;
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if (expandedMask[pixelIndex]) {
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continue;
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}
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const alpha = pixels[pixelIndex * 4 + 3] ?? 0;
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const hint = backgroundHints[pixelIndex] ?? 0;
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if (alpha >= SOFT_EDGE_ALPHA_THRESHOLD || hint <= 0.06) {
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continue;
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}
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let adjacentBackgroundCount = 0;
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for (let offsetY = -1; offsetY <= 1; offsetY += 1) {
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for (let offsetX = -1; offsetX <= 1; offsetX += 1) {
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if (offsetX === 0 && offsetY === 0) {
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continue;
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}
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const nextX = x + offsetX;
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const nextY = y + offsetY;
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if (nextX < 0 || nextX >= width || nextY < 0 || nextY >= height) {
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continue;
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}
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if (backgroundMask[nextY * width + nextX]) {
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adjacentBackgroundCount += 1;
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}
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}
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}
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if (
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adjacentBackgroundCount >= 2 ||
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(adjacentBackgroundCount >= 1 && hint > 0.18)
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) {
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expandedMask[pixelIndex] = 1;
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}
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}
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}
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backgroundMask.set(expandedMask);
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}
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for (let y = 0; y < height; y += 1) {
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for (let x = 0; x < width; x += 1) {
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const pixelIndex = y * width + x;
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if (!backgroundMask[pixelIndex]) {
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continue;
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}
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const offset = pixelIndex * 4;
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const alpha = pixels[offset + 3] ?? 0;
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if (alpha === 0) {
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continue;
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}
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const matteScore = Math.max(
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backgroundHints[pixelIndex] ?? 0,
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greenScores[pixelIndex] ?? 0,
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whiteScores[pixelIndex] ?? 0,
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);
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let foregroundSupport = 0;
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for (let offsetY = -1; offsetY <= 1; offsetY += 1) {
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for (let offsetX = -1; offsetX <= 1; offsetX += 1) {
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if (offsetX === 0 && offsetY === 0) {
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continue;
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}
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const nextX = x + offsetX;
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const nextY = y + offsetY;
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if (nextX < 0 || nextX >= width || nextY < 0 || nextY >= height) {
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continue;
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}
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const nextPixelIndex = nextY * width + nextX;
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if (backgroundMask[nextPixelIndex]) {
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continue;
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}
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const nextAlpha = pixels[nextPixelIndex * 4 + 3] ?? 0;
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if (nextAlpha >= FOREGROUND_NEIGHBOR_ALPHA_THRESHOLD) {
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foregroundSupport += 1;
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}
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}
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}
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let nextAlpha = alpha;
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if (matteScore > 0.9 || foregroundSupport === 0) {
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nextAlpha = 0;
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} else if (matteScore > 0.72 && foregroundSupport <= 1) {
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nextAlpha = Math.min(alpha, Math.round(alpha * 0.08));
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} else {
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nextAlpha = Math.min(
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alpha,
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Math.round(alpha * Math.max(0.08, 1 - matteScore * 0.95)),
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);
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}
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if (foregroundSupport >= 3 && matteScore < 0.55) {
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nextAlpha = Math.max(nextAlpha, Math.round(alpha * 0.22));
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}
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if (nextAlpha < 10) {
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nextAlpha = 0;
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}
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if (nextAlpha !== alpha) {
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pixels[offset + 3] = nextAlpha;
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changed = true;
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}
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}
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}
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for (let y = 0; y < height; y += 1) {
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for (let x = 0; x < width; x += 1) {
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const pixelIndex = y * width + x;
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const offset = pixelIndex * 4;
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const alpha = pixels[offset + 3] ?? 0;
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if (alpha === 0) {
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continue;
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}
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let touchesTransparentEdge = false;
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for (let offsetY = -1; offsetY <= 1; offsetY += 1) {
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for (let offsetX = -1; offsetX <= 1; offsetX += 1) {
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if (offsetX === 0 && offsetY === 0) {
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continue;
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}
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const nextX = x + offsetX;
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const nextY = y + offsetY;
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if (nextX < 0 || nextX >= width || nextY < 0 || nextY >= height) {
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touchesTransparentEdge = true;
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continue;
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}
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const nextPixelIndex = nextY * width + nextX;
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if (
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backgroundMask[nextPixelIndex] ||
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(pixels[nextPixelIndex * 4 + 3] ?? 0) < 16
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) {
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touchesTransparentEdge = true;
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}
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}
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}
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if (!touchesTransparentEdge) {
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continue;
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}
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const greenScore = greenScores[pixelIndex] ?? 0;
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const whiteScore = whiteScores[pixelIndex] ?? 0;
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const contamination = Math.max(
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greenScore,
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whiteScore,
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backgroundMask[pixelIndex] ? 0.35 : 0,
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alpha < 220 ? ((220 - alpha) / 220) * 0.25 : 0,
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);
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|
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if (contamination < 0.06) {
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continue;
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}
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let red = pixels[offset] ?? 0;
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let green = pixels[offset + 1] ?? 0;
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let blue = pixels[offset + 2] ?? 0;
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const sample = collectForegroundNeighborColor(
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pixels,
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width,
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height,
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x,
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y,
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backgroundMask,
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backgroundHints,
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);
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const blend = clamp01(
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Math.max(contamination * 0.82, touchesTransparentEdge ? 0.22 : 0),
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);
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if (sample) {
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red = Math.round(lerp(red, sample.red, blend));
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green = Math.round(lerp(green, sample.green, blend));
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blue = Math.round(lerp(blue, sample.blue, blend));
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if (greenScore > 0.04) {
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green = Math.min(green, sample.green + 18);
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}
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|
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if (whiteScore > 0.1) {
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red = Math.min(red, sample.red + 26);
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green = Math.min(green, sample.green + 26);
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blue = Math.min(blue, sample.blue + 26);
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}
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} else {
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if (greenScore > 0.04) {
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green = Math.max(
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Math.max(red, blue),
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Math.round(green - (green - Math.max(red, blue)) * 0.78),
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);
|
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}
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|
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if (whiteScore > 0.12) {
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const spread = Math.max(red, green, blue) - Math.min(red, green, blue);
|
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if (spread < 20) {
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const tonedValue = Math.round(((red + green + blue) / 3) * 0.88);
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red = Math.min(red, tonedValue);
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green = Math.min(green, tonedValue);
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blue = Math.min(blue, tonedValue);
|
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}
|
||||
}
|
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}
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let nextAlpha = alpha;
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const edgeFade = Math.max(greenScore * 0.35, whiteScore * 0.28);
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if (edgeFade > 0.08) {
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nextAlpha = Math.min(alpha, Math.round(alpha * (1 - edgeFade)));
|
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if (nextAlpha < 10) {
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nextAlpha = 0;
|
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}
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}
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if (
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red !== (pixels[offset] ?? 0) ||
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green !== (pixels[offset + 1] ?? 0) ||
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blue !== (pixels[offset + 2] ?? 0) ||
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nextAlpha !== alpha
|
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) {
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pixels[offset] = red;
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pixels[offset + 1] = green;
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pixels[offset + 2] = blue;
|
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pixels[offset + 3] = nextAlpha;
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
@@ -94,11 +94,10 @@ export const QWEN_SPRITE_ACTION_TEMPLATES: QwenSpriteActionTemplate[] = [
|
||||
},
|
||||
];
|
||||
|
||||
const CHIBI_STYLE_TEXT =
|
||||
'Q版大头身动作角色,头身比固定控制在 2 到 2.5 头身,头部占比明显更大,肩宽和骨盆都更收紧,躯干与四肢短而紧凑,接近经典横版像素动作角色的身体比例,不要写实长身比例。';
|
||||
const BODY_RATIO_TEXT =
|
||||
'横版像素动作角色体型,头身比优先控制在 3 到 4 头身,头部只允许略大于写实比例,保留清楚的头、躯干、双臂和双腿轮廓,不要退化成软萌 Q版大头贴或儿童绘本比例。';
|
||||
const PIXEL_STYLE_TEXT =
|
||||
'像素风画风,整体是像素游戏角色设计方向,深色粗轮廓配合清晰大色块,侧脸五官简化,发型、服装、配饰优先形成醒目剪影,身体始终朝右,适合横版动作 sprite 资产。';
|
||||
|
||||
'明确的像素动作角色设定稿气质,整体按像素游戏角色设计方向组织,使用深色清楚轮廓、稳定剪影、有限大色块和硬朗边缘,不要柔和厚涂插画感,发型、服装、配饰优先形成醒目可读的像素级识别点,身体始终朝右,适合横版动作 sprite 资产。';
|
||||
|
||||
export function getActionTemplateById(id: QwenSpriteActionTemplateId) {
|
||||
return (
|
||||
@@ -113,7 +112,7 @@ export function buildMasterPrompt(characterBrief: string) {
|
||||
`视角要求: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。`,
|
||||
`主体要求: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。`,
|
||||
`画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。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。`,
|
||||
`风格要求:Q版大头身动作角色,清爽可爱,头身比固定控制在 2 到 2.5 头身,头部占比明显更大,肩宽和骨盆都更收紧,躯干与四肢短而紧凑。深色粗轮廓配合清晰大色块,侧脸五官简化,发型、服装、配饰优先形成醒目剪影,适合横版动作 sprite 资产。高可读性游戏角色设定图,形体清晰,服装层次明确,便于后续连续动作生成。`,
|
||||
`风格要求:${BODY_RATIO_TEXT} ${PIXEL_STYLE_TEXT} 高可读性游戏角色设定图,形体清晰,服装层次明确,优先体现像素动作角色感而不是软萌 Q版插画感,便于后续连续动作生成。`,
|
||||
'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,只有当文字设定明确要求非人结构时,才改为对应非人身体。',
|
||||
'主题词默认只作用在角色自身的服装剪裁、材质、纹样、饰品、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。',
|
||||
'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。',
|
||||
@@ -130,12 +129,12 @@ export function buildVideoActionPrompt(options: {
|
||||
characterBrief: string;
|
||||
}) {
|
||||
return [
|
||||
`单人全身角色动作视频,动作主题是 ${options.actionTemplate.label}。`,
|
||||
`单人全身角色动作视频,动作英文名是 ${options.actionTemplate.id}。`,
|
||||
`角色固定为图1同一角色,保持右向斜侧身动作视角,镜头稳定,轮廓清晰,不要退化成完全 90 度纯右视图。`,
|
||||
`视角要求:角色采用横版动作素材常用的右向斜侧身站姿,身体整体朝右,但保留少量正面信息,能读到面部轮廓与胸肩结构,不是完全 90 度纯右视图,也不是正面立绘。`,
|
||||
`主体要求:画面中只保留单个角色主体,不要额外人物、动物、召唤物、载具或陪体。`,
|
||||
`画面要求:1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。背景固定为纯绿色绿幕,只作为抠像底色,不出现建筑、室内布景、风景、地面道具、漂浮物、烟雾叙事元素或其他角色以外的场景内容。`,
|
||||
`风格要求:${CHIBI_STYLE_TEXT} ${PIXEL_STYLE_TEXT} 清爽可爱,高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,便于后续连续动作生成。`,
|
||||
`风格要求:${BODY_RATIO_TEXT} ${PIXEL_STYLE_TEXT} 高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,优先保证像素动作角色感,不要退化成只剩 Q 版比例的普通插画,便于后续连续动作生成。`,
|
||||
`动作结构:${options.actionTemplate.sequenceLines.join(';')}。结尾要求:${options.actionTemplate.ending}。`,
|
||||
options.useChromaKey
|
||||
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。'
|
||||
|
||||
@@ -2,6 +2,9 @@ import type { JsonObject } from './common';
|
||||
|
||||
export const SAVE_SNAPSHOT_VERSION = 2;
|
||||
export const DEFAULT_MUSIC_VOLUME = 0.42;
|
||||
export const DEFAULT_PLATFORM_THEME = 'light';
|
||||
export const PLATFORM_THEMES = ['light', 'dark'] as const;
|
||||
export type PlatformTheme = (typeof PLATFORM_THEMES)[number];
|
||||
|
||||
export type SavedGameSnapshot<
|
||||
TGameState = unknown,
|
||||
@@ -28,6 +31,7 @@ export type SavedGameSnapshotInput<
|
||||
|
||||
export type RuntimeSettings = {
|
||||
musicVolume: number;
|
||||
platformTheme: PlatformTheme;
|
||||
};
|
||||
|
||||
export type BasicOkResult = {
|
||||
@@ -73,6 +77,31 @@ export type ProfilePlayStatsResponse = {
|
||||
updatedAt: string | null;
|
||||
};
|
||||
|
||||
export type ProfileSaveArchiveSummary = {
|
||||
worldKey: string;
|
||||
ownerUserId: string | null;
|
||||
profileId: string | null;
|
||||
worldType: string | null;
|
||||
worldName: string;
|
||||
subtitle: string;
|
||||
summaryText: string;
|
||||
coverImageSrc: string | null;
|
||||
lastPlayedAt: string;
|
||||
};
|
||||
|
||||
export type ProfileSaveArchiveListResponse = {
|
||||
entries: ProfileSaveArchiveSummary[];
|
||||
};
|
||||
|
||||
export type ProfileSaveArchiveResumeResponse<
|
||||
TGameState = unknown,
|
||||
TBottomTab extends string = string,
|
||||
TCurrentStory = unknown,
|
||||
> = {
|
||||
entry: ProfileSaveArchiveSummary;
|
||||
snapshot: SavedGameSnapshot<TGameState, TBottomTab, TCurrentStory>;
|
||||
};
|
||||
|
||||
export type CustomWorldPublicationStatus = 'draft' | 'published';
|
||||
export type CustomWorldThemeMode =
|
||||
| 'martial'
|
||||
|
||||
@@ -261,6 +261,8 @@ export const TASK5_RUNTIME_FUNCTION_IDS = [
|
||||
'idle_observe_signs',
|
||||
'idle_rest_focus',
|
||||
'idle_travel_next_scene',
|
||||
'battle_attack_basic',
|
||||
'battle_use_skill',
|
||||
'battle_all_in_crush',
|
||||
'battle_escape_breakout',
|
||||
'battle_feint_step',
|
||||
@@ -326,6 +328,7 @@ export type RuntimeStoryOptionView = {
|
||||
actionText: string;
|
||||
detailText?: string;
|
||||
scope: Task5RuntimeOptionScope;
|
||||
payload?: RuntimeStoryChoicePayload;
|
||||
disabled?: boolean;
|
||||
reason?: string;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user