Yet another face fix - hopefully got the rules on accessories right

this time...
This commit is contained in:
Mike Primm 2011-08-30 18:13:59 -05:00
parent 9da3180e38
commit 704fc7fb32

View File

@ -56,16 +56,21 @@ public class PlayerFaces {
int[] faceaccessory = new int[64]; /* 8x8 of face accessory */
/* Get buffered image for face at 8x8 */
DynmapBufferedImage face8x8 = DynmapBufferedImage.allocateBufferedImage(8, 8);
int[] bgcolor = new int[1];
img.getRGB(0, 0, 1, 1, bgcolor, 0, 1); /* Get BG color (for accessory face) */
img.getRGB(8, 8, 8, 8, face8x8.argb_buf, 0, 8); /* Read face from image */
img.getRGB(40, 8, 8, 8, faceaccessory, 0, 8); /* Read face accessory from image */
/* Apply accessory to face: first element is transparency color so only ones not matching it */
/* Apply accessory to face: see if anything is transparent (if so, apply accessory */
boolean transp = false;
for(int i = 0; i < 64; i++) {
if(faceaccessory[i] != bgcolor[0])
if((faceaccessory[i] & 0xFF000000) == 0) {
transp = true;
break;
}
}
if(transp) {
for(int i = 0; i < 64; i++) {
if((faceaccessory[i] & 0xFF000000) != 0)
face8x8.argb_buf[i] = faceaccessory[i];
else if(face8x8.argb_buf[i] == bgcolor[0])
face8x8.argb_buf[i] = 0;
}
}
/* Write 8x8 file */
File img_8x8 = new File(faces8x8dir, playername + ".png");