b121bbba17
petctl gains screen verbs: `jump` (1-based number, name, next/prev/ primary/other, or a direction resolved from real geometry), `monitors`, and `read` for OCR of a monitor's contents. - monitors.py: pure layout model + jump-target resolution. The monitor list is published by PetWindow from QGuiApplication.screens() over a queued signal, so the controller and window agree on what "monitor 2" means; xrandr and Qt order screens differently on the same machine. - screen_text.py: pull-only OCR (mss capture + Tesseract/RapidOCR). Nothing captures unless the server asks, and the text rides back up the tool-result relay so Bolt can read a screen mid-turn. Both deps optional, soft-failing with a reason. SCREEN_TEXT=false removes it. - Query verbs are answered in controller._handle_command rather than pet_actions.describe(), because their output is the point. - scripts/generate_bolt_sprites.py draws every frame; walk/ is a side-view cycle stepped by distance travelled, not by the animation timer, so the planted paw tracks the window exactly. sprite.py loads it via EXTRA_ANIMATIONS keyed by name, with has() so callers can decline a placeholder blob. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
93 lines
4.4 KiB
Markdown
93 lines
4.4 KiB
Markdown
# Sprite assets
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Art: Bolt himself — a cream shepherd pup with a slate cap, a lightning blaze
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on his forehead and a bolt tag on his collar. The frames are **generated, not
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hand-drawn**: `scripts/generate_bolt_sprites.py` draws every one of them with
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Pillow and writes this folder.
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```bash
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python scripts/generate_bolt_sprites.py # rewrite this folder
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python scripts/generate_bolt_sprites.py --out /tmp/prev # preview elsewhere first
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python scripts/generate_bolt_sprites.py --states idle # just one state
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```
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That means tweaking the art is editing code, not 24 PNGs: the palette is a
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block of constants at the top of the script, the body/head/ear/tail shapes are
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one function each in normalised 0..1 coordinates, and each state's animation is
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a list of pose dicts in `frames_for()`. Everything is super-sampled 4x and
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downscaled on save, because PIL's draw primitives have no antialiasing.
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**Regenerate after editing** — the PNGs here are committed, so a change to the
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script alone doesn't move the pet.
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Convention the loader (`bolt_pet/ui/sprite.py`) expects:
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```
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assets/sprites/
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idle/ frame_00..07.png breathing, tail wag, blink on frame 06
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listening/ frame_00..03.png ears perked, head tilted in, collar tag lit, sound arcs
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thinking/ frame_00..05.png eyes up, head cocked, cycling dots
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talking/ frame_00..03.png mouth open/close with tongue, ears bouncing
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error/ frame_00..01.png X eyes, ears drooped, red spark
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walk/ frame_00..07.png side-view walk cycle (see below)
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```
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- One subfolder per pet state (matches `bolt_pet.state.PetState`), **plus
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`walk/`**, which is not a state — see below.
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- Any `*.png` filenames work — they're played back in alphabetical-sort
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order, looping, at `IDLE_ANIMATION_FPS` (see `.env`). At the default 6fps
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the 8-frame idle loop runs about 1.3s.
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- Frames are square (320px, 2x the default `PET_SIZE` of 160) so they
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downscale cleanly; the loader scales to fit `PET_SIZE` keeping aspect ratio
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and centres them in the square pet window.
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- A state directory with no frames in it falls back to a small
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procedurally-drawn placeholder blob (see `_placeholder_frames` in
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`sprite.py`).
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## The walk cycle
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`walk/` is the one animation that isn't a `PetState`. Walking is a property of
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*movement* — orthogonal to whether he's idle, listening or talking — so it
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stays out of the state machine and is keyed by name instead
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(`sprite.EXTRA_ANIMATIONS`). `PetWindow` uses it whenever the pet is actually
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travelling and falls back to the state animation the moment it stops.
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Three things about it are load-bearing if you redraw it:
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- **It's a side view, drawn facing right.** The other poses are a
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front-facing sit, which is fine standing still but slides like a chess
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piece when moving. `PetWindow._oriented()` mirrors the frames (cached) when
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he walks left, so only the right-facing version exists on disk.
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- **The cycle is advanced by distance travelled, not by the animation
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timer** (`_WALK_PIXELS_PER_FRAME`, one frame per ~13px). That's what keeps
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a planted paw tracking backwards at exactly the speed the window moves
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forwards. Drive it off the clock and the feet skate whenever
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`PET_WANDER_SPEED` doesn't happen to match `IDLE_ANIMATION_FPS`. If you
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change the number of frames or the stride length in
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`paw_position()`, retune that constant to match or he'll moonwalk.
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- **The frames carry their own vertical bob**, so the window's own bob is
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switched off while they're in use. Only the no-walk-art fallback still
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bobs in code.
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Delete `walk/` and everything still runs — he reverts to sliding with a small
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coded bob, which is what the pet did before the cycle existed.
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## Swapping in different art
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Replace any state's PNGs (same alphabetical-order-loops convention) to
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change its look — no code changes needed, and nothing forces you to keep
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using the generator. If your source is a single grid spritesheet (rows/cols
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of frames in one PNG) rather than one-file-per-frame, use
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`scripts/slice_spritesheet.py` to cut it into this folder-of-frames
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convention:
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```bash
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python scripts/slice_spritesheet.py path/to/idle_sheet.png assets/sprites/idle \
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--cols 6 --rows 1
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```
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If your format is something else entirely (a single animated GIF/APNG, a
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Spine/DragonBones skeletal export, an Aseprite `.json` atlas, etc.) — tell me
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the format and I'll adapt `sprite.py`'s loader rather than making you convert
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by hand.
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