├── .gitignore ├── Assets ├── PixelSpriteGenerator-Unity.meta └── PixelSpriteGenerator-Unity │ ├── Prefabs.meta │ ├── Scenes.meta │ ├── Scenes │ ├── PixelSpriteGeneratorDemoScene.unity │ └── PixelSpriteGeneratorDemoScene.unity.meta │ ├── Scripts.meta │ └── Scripts │ ├── Demo.meta │ ├── Demo │ ├── DemoSpriteGenerator.cs │ └── DemoSpriteGenerator.cs.meta │ ├── PsgMask.cs │ ├── PsgMask.cs.meta │ ├── PsgOptions.cs │ ├── PsgOptions.cs.meta │ ├── PsgSprite.cs │ └── PsgSprite.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # Unity generated # 2 | # =============== # 3 | Temp/* 4 | Library/* 5 | Build/* 6 | Obj/* 7 | 8 | # ===================================== # 9 | # Visual Studio / MonoDevelop generated # 10 | # ===================================== # 11 | ExportedObj/* 12 | *.svd 13 | *.userprefs 14 | *.csproj 15 | *.pidb 16 | *.suo 17 | *.sln 18 | *.user 19 | *.unityproj 20 | *.booproj 21 | *.log 22 | Assets/UnityVS/* 23 | 24 | #Un-ignore these specific files 25 | 26 | #ignoring pidb, they are just code completion caching data according to: 27 | # http://stackoverflow.com/questions/1022111/what-are-monodevelops-pidb-files 28 | *.pidb 29 | *.userprefs 30 | 31 | # ============ # 32 | # OS generated # 33 | # ============ # 34 | .DS_Store 35 | .DS_Store? 36 | ._* 37 | .Spotlight-V100 38 | .Trashes 39 | Icon? 40 | ehthumbs.db 41 | Thumbs.db -------------------------------------------------------------------------------- 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{fileID: 2141973523} 1742 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scenes/PixelSpriteGeneratorDemoScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6cf7ef185485944248d7f9994b332e56 3 | timeCreated: 1451633753 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b787db827ed1450f8396b6556bffd1d 3 | folderAsset: yes 4 | timeCreated: 1451633499 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fb2033746e354bb78a80d2fd66c79fd 3 | folderAsset: yes 4 | timeCreated: 1451633551 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/Demo/DemoSpriteGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using System; 5 | 6 | namespace PixelSpriteGenerator 7 | { 8 | public class DemoSpriteGenerator : MonoBehaviour { 9 | 10 | [HideInInspector] 11 | public int[] templateData; 12 | 13 | [HideInInspector] 14 | public int width = 8; 15 | 16 | [HideInInspector] 17 | public int height = 8; 18 | 19 | [HideInInspector] 20 | public bool mirrorX; 21 | 22 | [HideInInspector] 23 | public bool mirrorY; 24 | 25 | public enum SpriteTemplate 26 | { 27 | spaceShipColored, 28 | spaceShipColoredLowSat, 29 | spaceShipManyColor, 30 | treeColored, 31 | dragonColored, 32 | shrubColored, 33 | robotBW 34 | } 35 | 36 | public SpriteTemplate SpriteTemplateSelection; 37 | 38 | private SpriteRenderer sr; 39 | 40 | private PsgOptions options; 41 | 42 | private PsgMask mask; 43 | 44 | private float spritePadding; 45 | 46 | // Use this for initialization 47 | void Start () { 48 | GenerateSprites (); 49 | } 50 | 51 | private void CheckTemplateSelection() 52 | { 53 | switch (SpriteTemplateSelection) { 54 | 55 | case SpriteTemplate.spaceShipColored: 56 | 57 | mask = new PsgMask (new int[] { 58 | 0, 0, 0, 0, 0, 0, 59 | 0, 0, 0, 0, 1, 1, 60 | 0, 0, 0, 0, 1, -1, 61 | 0, 0, 0, 1, 1, -1, 62 | 0, 0, 0, 1, 1, -1, 63 | 0, 0, 1, 1, 1, -1, 64 | 0, 1, 1, 1, 2, 2, 65 | 0, 1, 1, 1, 2, 2, 66 | 0, 1, 1, 1, 2, 2, 67 | 0, 1, 1, 1, 1, -1, 68 | 0, 0, 0, 1, 1, 1, 69 | 0, 0, 0, 0, 0, 0 70 | }, 6, 12, true, false); 71 | 72 | spritePadding = 1f; 73 | 74 | options = new PsgOptions () { 75 | Colored = true, 76 | EdgeBrightness = 0.3f, 77 | ColorVariations = 0.2f, 78 | BrightnessNoise = 0.3f, 79 | Saturation = 0.5f 80 | }; 81 | 82 | break; 83 | 84 | case SpriteTemplate.spaceShipColoredLowSat: 85 | 86 | mask = new PsgMask (new int[] { 87 | 0, 0, 0, 0, 0, 0, 88 | 0, 0, 0, 0, 1, 1, 89 | 0, 0, 0, 0, 1, -1, 90 | 0, 0, 0, 1, 1, -1, 91 | 0, 0, 0, 1, 1, -1, 92 | 0, 0, 1, 1, 1, -1, 93 | 0, 1, 1, 1, 2, 2, 94 | 0, 1, 1, 1, 2, 2, 95 | 0, 1, 1, 1, 2, 2, 96 | 0, 1, 1, 1, 1, -1, 97 | 0, 0, 0, 1, 1, 1, 98 | 0, 0, 0, 0, 0, 0 99 | }, 6, 12, true, false); 100 | 101 | spritePadding = 1f; 102 | 103 | options = new PsgOptions () { 104 | Colored = true, 105 | EdgeBrightness = 0.3f, 106 | ColorVariations = 0.2f, 107 | BrightnessNoise = 0.3f, 108 | Saturation = 0.2f 109 | }; 110 | 111 | break; 112 | 113 | case SpriteTemplate.spaceShipManyColor: 114 | 115 | mask = new PsgMask (new int[] { 116 | 0, 0, 0, 0, 0, 0, 117 | 0, 0, 0, 0, 1, 1, 118 | 0, 0, 0, 0, 1, -1, 119 | 0, 0, 0, 1, 1, -1, 120 | 0, 0, 0, 1, 1, -1, 121 | 0, 0, 1, 1, 1, -1, 122 | 0, 1, 1, 1, 2, 2, 123 | 0, 1, 1, 1, 2, 2, 124 | 0, 1, 1, 1, 2, 2, 125 | 0, 1, 1, 1, 1, -1, 126 | 0, 0, 0, 1, 1, 1, 127 | 0, 0, 0, 0, 0, 0 128 | }, 6, 12, true, false); 129 | 130 | spritePadding = 1f; 131 | 132 | options = new PsgOptions () { 133 | Colored = true, 134 | EdgeBrightness = 0.3f, 135 | ColorVariations = 0.85f, 136 | BrightnessNoise = 0.3f, 137 | Saturation = 0.5f 138 | }; 139 | 140 | break; 141 | 142 | case SpriteTemplate.shrubColored: 143 | 144 | mask = new PsgMask (new int[] { 145 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 146 | 0, 0, 0, 0, 0, 0, 1, 1, 2, 147 | 0, 0, 0, 0, 0, 1, 0, 0, 2, 148 | 0, 0, 0, 0, 1, 0, 0, -1, 2, 149 | 0, 0, 0, 1, 0, 0, -1, 0, 2, 150 | 0, 0, 0, 0, 0, -1, 0, 0, 2, 151 | 0, 0, 0, 0, 0, 0, 0, 1, 2, 152 | 0, 0, 0, 0, -1, -1, 2, 2, 2, 153 | 0, 0, -1, -1, 0, 0, -1, -1, 2, 154 | 0, -1, 0, -1, 0, 0, -1, 0, -1, 155 | 0, 0, 0, 0, 0, -1, 0, 0, -1, 156 | 0, 0, 0, 0, 0, 0, 0, 0, 2, 157 | 0, 0, 0, 0, 0, 0, 0, 0, 2, 158 | 0, 0, 0, 0, 0, 0, 0, 0, 2, 159 | 0, 0, -1, -1, 2, 0, 0, 0, 2, 160 | 0, -1, 0, 0, -1, -1, 2, 0, 2, 161 | -1, 0, 0, 0, 0, 0, -1, -1, 2, 162 | 0, 0, 0, 0, 0, 0, 0, 0, 2, 163 | 0, 0, 0, 0, 0, 0, 0, -1, 2, 164 | 0, 0, 0, 0, 0, 0, 0, -1, 2, 165 | 0, 0, 0, 0, 0, 0, -1, -2, 2 166 | }, 9, 21, true, false); 167 | 168 | spritePadding = 1.7f; 169 | 170 | options = new PsgOptions () { 171 | Colored = true, 172 | EdgeBrightness = 0.3f, 173 | ColorVariations = 0.2f, 174 | BrightnessNoise = 0.3f, 175 | Saturation = 0.5f 176 | }; 177 | 178 | break; 179 | 180 | case SpriteTemplate.treeColored: 181 | 182 | mask = new PsgMask (new int[] { 183 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 184 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 185 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 186 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, -1, 187 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, 188 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 189 | 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, -1, 190 | 0, 0, 0, 0, 0, 0, -1, -1, 0, 0, 0, 0, -1, 191 | 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, 0, 0, -1, 192 | 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 193 | 0, 0, 1, -1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 194 | 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, -1, 195 | 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, -1, 196 | 0, 0, 0, 1, 1, -1, -1, -1, 0, 0, 0, 1, -1, 197 | 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, -1, 1, -1, 198 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, -1, 199 | 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 1, -1, 200 | 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, -1, 201 | 0, 0, 1, -1, -1, -1, -1, 0, 0, 0, 0, 1, -1, 202 | 0, 1, 0, 0, 0, 1, -1, -1, -1, 0, 0, 1, -1, 203 | 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, 0, -1, -1, 204 | 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, 205 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, 206 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, 207 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, -1, 208 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, -1, -1 209 | }, 13, 26, true, false); 210 | 211 | spritePadding = 2.1f; 212 | 213 | options = new PsgOptions () { 214 | Colored = true, 215 | EdgeBrightness = 0.3f, 216 | ColorVariations = 0.2f, 217 | BrightnessNoise = 0.3f, 218 | Saturation = 0.5f 219 | }; 220 | 221 | break; 222 | 223 | case SpriteTemplate.dragonColored: 224 | 225 | mask = new PsgMask (new int[] { 226 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 227 | 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 228 | 0, 0, 0, 1, 1, 2, 2, 1, 1, 0, 0, 0, 229 | 0, 0, 1, 1, 1, 2, 2, 1, 1, 1, 0, 0, 230 | 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 231 | 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 232 | 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 233 | 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 234 | 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 235 | 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 236 | 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 237 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 238 | }, 12, 12, false, false); 239 | 240 | spritePadding = 1f; 241 | 242 | options = new PsgOptions () { 243 | Colored = true, 244 | EdgeBrightness = 0.3f, 245 | ColorVariations = 0.2f, 246 | BrightnessNoise = 0.3f, 247 | Saturation = 0.5f 248 | }; 249 | 250 | break; 251 | 252 | case SpriteTemplate.robotBW: 253 | 254 | mask = new PsgMask (new int[] { 255 | 0, 0, 0, 0, 256 | 0, 1, 1, 1, 257 | 0, 1, 2, 2, 258 | 0, 0, 1, 2, 259 | 0, 0, 0, 2, 260 | 1, 1, 1, 2, 261 | 0, 1, 1, 2, 262 | 0, 0, 0, 2, 263 | 0, 0, 0, 2, 264 | 0, 1, 2, 2, 265 | 1, 1, 0, 0 266 | }, 4, 11, true, false); 267 | 268 | spritePadding = 1f; 269 | 270 | options = new PsgOptions () { 271 | Colored = false, 272 | EdgeBrightness = 0.3f, 273 | ColorVariations = 0.2f, 274 | BrightnessNoise = 0.3f, 275 | Saturation = 0.5f 276 | }; 277 | 278 | break; 279 | 280 | default: 281 | 282 | mask = new PsgMask (new int[] { 283 | 0, 0, 0, 0, 0, 0, 284 | 0, 0, 0, 0, 1, 1, 285 | 0, 0, 0, 0, 1, -1, 286 | 0, 0, 0, 1, 1, -1, 287 | 0, 0, 0, 1, 1, -1, 288 | 0, 0, 1, 1, 1, -1, 289 | 0, 1, 1, 1, 2, 2, 290 | 0, 1, 1, 1, 2, 2, 291 | 0, 1, 1, 1, 2, 2, 292 | 0, 1, 1, 1, 1, -1, 293 | 0, 0, 0, 1, 1, 1, 294 | 0, 0, 0, 0, 0, 0 295 | }, 6, 12, true, false); 296 | 297 | spritePadding = 1f; 298 | 299 | options = new PsgOptions () { 300 | Colored = true, 301 | EdgeBrightness = 0.3f, 302 | ColorVariations = 0.2f, 303 | BrightnessNoise = 0.3f, 304 | Saturation = 0.5f 305 | }; 306 | 307 | break; 308 | } 309 | } 310 | 311 | public void DemoButtonPressed(string param) 312 | { 313 | switch (param) { 314 | 315 | case "spaceShipColored": 316 | SpriteTemplateSelection = SpriteTemplate.spaceShipColored; 317 | break; 318 | 319 | case "spaceShipColoredLowSat": 320 | SpriteTemplateSelection = SpriteTemplate.spaceShipColoredLowSat; 321 | break; 322 | 323 | case "spaceShipColoredManyColor": 324 | SpriteTemplateSelection = SpriteTemplate.spaceShipManyColor; 325 | break; 326 | 327 | case "dragonColored": 328 | SpriteTemplateSelection = SpriteTemplate.dragonColored; 329 | break; 330 | 331 | case "treeColored": 332 | SpriteTemplateSelection = SpriteTemplate.treeColored; 333 | break; 334 | 335 | case "shrubColored": 336 | SpriteTemplateSelection = SpriteTemplate.shrubColored; 337 | break; 338 | 339 | case "robotBw": 340 | SpriteTemplateSelection = SpriteTemplate.robotBW; 341 | break; 342 | 343 | default: 344 | SpriteTemplateSelection = SpriteTemplate.spaceShipColored; 345 | break; 346 | } 347 | 348 | var allSprites = GameObject.FindObjectsOfType (); 349 | if (allSprites != null) { 350 | foreach (var sprite in allSprites) { 351 | GameObject.Destroy (sprite.gameObject); 352 | } 353 | } 354 | GenerateSprites (); 355 | } 356 | 357 | private void GenerateSprites() 358 | { 359 | CheckTemplateSelection (); 360 | 361 | for (var y = 0; y < 10; y++) { 362 | for (var x = 0; x < 10; x++) { 363 | var psgSprite = new PsgSprite (mask, options); 364 | 365 | if (mask.mirrorX) { 366 | width = mask.width * 2; 367 | 368 | } else { 369 | width = mask.width; 370 | } 371 | 372 | if (mask.mirrorY) { 373 | height = mask.height * 2; 374 | } else { 375 | height = mask.height; 376 | } 377 | 378 | mirrorX = mask.mirrorX; 379 | mirrorY = mask.mirrorY; 380 | 381 | var tex = psgSprite.texture; 382 | tex.wrapMode = TextureWrapMode.Clamp; 383 | tex.filterMode = FilterMode.Point; 384 | 385 | var cmpts = new Type[1]{ typeof(SpriteRenderer) }; 386 | var go = new GameObject (((x + 1) * y).ToString (), cmpts); 387 | var theSr = go.GetComponent (); 388 | 389 | theSr.sprite = Sprite.Create(tex, new Rect(0, 0, (float)width, (float)height), new Vector2(0.5f, 0.5f), 32f); 390 | 391 | theSr.transform.localScale = new Vector3 (-2.2f, -2.2f, -2.2f); 392 | theSr.transform.position = new Vector2 (x * spritePadding, y * spritePadding); 393 | } 394 | } 395 | } 396 | } 397 | } -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/Demo/DemoSpriteGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0344dca53345549f89aa78712549d764 3 | timeCreated: 1451633537 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgMask.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace PixelSpriteGenerator 4 | { 5 | public class PsgMask { 6 | 7 | public int width; 8 | public int height; 9 | public int[] data; 10 | public bool mirrorX; 11 | public bool mirrorY; 12 | 13 | public PsgMask(int[] data, int width, int height, bool mirrorX, bool mirrorY) { 14 | this.width = width; 15 | this.height = height; 16 | this.data = data; 17 | this.mirrorX = mirrorX; 18 | this.mirrorY = mirrorY; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgMask.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e1a20e08e035641f7a870d9924c6fc1e 3 | timeCreated: 1451633537 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgOptions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace PixelSpriteGenerator 4 | { 5 | /// 6 | /// Data class to store options for Unity Pixel Sprite Generator mask usage 7 | /// 8 | public class PsgOptions { 9 | 10 | public bool Colored { get; set; } 11 | 12 | public float EdgeBrightness { get; set; } 13 | 14 | public float ColorVariations { get; set; } 15 | 16 | public float BrightnessNoise { get; set; } 17 | 18 | public float Saturation { get; set; } 19 | } 20 | } -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgOptions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc2cc176d17564ea59df3de68a105ca4 3 | timeCreated: 1451633537 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgSprite.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace PixelSpriteGenerator 5 | { 6 | public class PsgSprite { 7 | 8 | public int width; 9 | 10 | public int height; 11 | 12 | public PsgMask mask; 13 | 14 | public int[] data; 15 | 16 | public PsgOptions options; 17 | 18 | public Texture2D texture; 19 | 20 | public PsgSprite(PsgMask mask, PsgOptions options) { 21 | 22 | this.width = mask.width * (mask.mirrorX ? 2 : 1); 23 | this.height = mask.height * (mask.mirrorY ? 2 : 1); 24 | 25 | this.mask = mask; 26 | this.data = new int[this.width * this.height]; 27 | 28 | var defaults = new PsgOptions () { 29 | Colored = true, 30 | EdgeBrightness = 0.3f, 31 | ColorVariations = 0.2f, 32 | BrightnessNoise = 0.3f, 33 | Saturation = 0.5f 34 | }; 35 | 36 | if (options == null) { 37 | this.options = defaults; 38 | } 39 | else { 40 | this.options = options; 41 | } 42 | 43 | this.Init (); 44 | } 45 | 46 | private void Init() 47 | { 48 | this.InitContext (); 49 | this.InitData (); 50 | this.ApplyMask (); 51 | this.GenerateRandomSample (); 52 | 53 | if (this.mask.mirrorX) { 54 | this.MirrorX (); 55 | } 56 | 57 | if (this.mask.mirrorY) { 58 | this.MirrorY (); 59 | } 60 | 61 | this.GenerateEdges (); 62 | this.RenderPixelData (); 63 | } 64 | 65 | private void InitContext() 66 | { 67 | var newWidth = 0; 68 | var newHeight = 0; 69 | 70 | if (this.mask.mirrorX) { 71 | newWidth = this.width * 2; 72 | } else { 73 | newWidth = this.mask.width; 74 | } 75 | 76 | if (this.mask.mirrorY) { 77 | newHeight = this.height * 2; 78 | } else { 79 | newHeight = this.mask.height; 80 | } 81 | 82 | this.texture = new Texture2D (newWidth, newHeight, TextureFormat.ARGB32, false); 83 | } 84 | 85 | /// 86 | /// The GetData method returns the sprite template data at location (x, y) 87 | /// 88 | /// -1 = Always border (black) 89 | /// 0 = Empty 90 | /// 1 = Randomly chosen Empty/Body 91 | /// 2 = Randomly chosen Border/Body 92 | /// 93 | /// The data at the x,y co-ordinate. 94 | private int GetData(int x, int y) 95 | { 96 | return this.data[y * this.width + x]; 97 | } 98 | 99 | /// 100 | /// * The SetData method sets the sprite template data at location (x, y) 101 | /// * 102 | /// * -1 = Always border (black) 103 | /// * 0 = Empty 104 | /// * 1 = Randomly chosen Empty/Body 105 | /// * 2 = Randomly chosen Border/Body 106 | /// * 107 | /// 108 | /// The x coordinate. 109 | /// The y coordinate. 110 | /// Value. 111 | private void SetData(int x, int y, int value) 112 | { 113 | this.data[y * this.width + x] = value; 114 | } 115 | 116 | /// 117 | /// The InitData method initializes the sprite data to completely solid. 118 | /// 119 | private void InitData() 120 | { 121 | var h = this.height; 122 | var w = this.width; 123 | for (var y = 0; y < h; y++) { 124 | for (var x = 0; x < w; x++) { 125 | this.SetData(x, y, -1); 126 | } 127 | } 128 | } 129 | 130 | /// 131 | /// The MirrorX method mirrors the template data horizontally. 132 | /// 133 | private void MirrorX() 134 | { 135 | var h = this.height; 136 | var w = Mathf.FloorToInt(this.width/2); 137 | 138 | for (var y = 0; y < h; y++) { 139 | for (var x = 0; x < w; x++) { 140 | this.SetData(this.width - x - 1, y, this.GetData(x, y)); 141 | } 142 | } 143 | } 144 | 145 | /// 146 | /// The MirrorY method mirrors the template data vertically. 147 | /// 148 | private void MirrorY() 149 | { 150 | var h = Mathf.FloorToInt(this.height/2); 151 | var w = this.width; 152 | 153 | for (var y = 0; y < h; y++) { 154 | for (var x = 0; x < w; x++) { 155 | this.SetData(x, this.height - y - 1, this.GetData(x, y)); 156 | } 157 | } 158 | } 159 | 160 | /// 161 | /// The applyMask method copies the mask data into the template data array at 162 | /// * location (0, 0). 163 | /// * 164 | /// * (note: the mask may be smaller than the template data array) 165 | /// 166 | private void ApplyMask() 167 | { 168 | var h = this.mask.height; 169 | var w = this.mask.width; 170 | 171 | for (var y = 0; y < h; y++) { 172 | for (var x = 0; x < w; x++) { 173 | this.SetData(x, y, this.mask.data[y * w + x]); 174 | } 175 | } 176 | } 177 | 178 | /// 179 | /// * Apply a random sample to the sprite template. 180 | /// * 181 | /// * If the template contains a 1 (internal body part) at location (x, y), then 182 | /// * there is a 50% chance it will be turned empty. If there is a 2, then there 183 | /// * is a 50% chance it will be turned into a body or border. 184 | /// * 185 | /// * (feel free to play with this logic for interesting results) 186 | /// 187 | private void GenerateRandomSample() 188 | { 189 | var h = this.height; 190 | var w = this.width; 191 | var x = 0; 192 | var y = 0; 193 | var val = 0; 194 | 195 | for (y = 0; y < h; y++) 196 | { 197 | for (x = 0; x < w; x++) 198 | { 199 | val = this.GetData(x, y); 200 | 201 | if (val == 1) 202 | { 203 | val = val * Mathf.RoundToInt(Random.Range(0f, 1f)); 204 | } 205 | else if (val == 2) 206 | { 207 | if (Random.Range(0f, 1f) > 0.5) 208 | { 209 | val = 1; 210 | } 211 | else 212 | { 213 | val = -1; 214 | } 215 | } 216 | 217 | this.SetData(x, y, val); 218 | } 219 | } 220 | } 221 | 222 | private Color SetHSL(Color inputColor, float h, float s, float l) 223 | { 224 | int i; 225 | float f; 226 | float p; 227 | float q; 228 | float t; 229 | 230 | i = Mathf.FloorToInt(h * 6); 231 | f = h * 6 - i; 232 | p = l * (1 - s); 233 | q = l * (1 - f * s); 234 | t = l * (1 - (1 - f) * s); 235 | 236 | switch (i % 6) { 237 | case 0: 238 | inputColor.r = l; 239 | inputColor.g = t; 240 | inputColor.b = p; 241 | break; 242 | case 1: 243 | inputColor.r = q; 244 | inputColor.g = l; 245 | inputColor.b = p; 246 | break; 247 | case 2: 248 | inputColor.r = p; 249 | inputColor.g = l; 250 | inputColor.b = t; 251 | break; 252 | case 3: 253 | inputColor.r = p; 254 | inputColor.g = q; 255 | inputColor.b = l; 256 | break; 257 | case 4: 258 | inputColor.r = t; 259 | inputColor.g = p; 260 | inputColor.b = l; 261 | break; 262 | case 5: 263 | inputColor.r = l; 264 | inputColor.g = p; 265 | inputColor.b = q; 266 | break; 267 | 268 | default: 269 | Debug.LogError ("No case found!"); 270 | break; 271 | } 272 | 273 | return inputColor; 274 | } 275 | 276 | /// 277 | /// * This method applies edges to any template location that is positive in 278 | /// * value and is surrounded by empty (0) pixels. 279 | /// 280 | private void GenerateEdges() 281 | { 282 | var h = this.height; 283 | var w = this.width; 284 | var x = 0; 285 | var y = 0; 286 | 287 | for (y = 0; y < h; y++) 288 | { 289 | for (x = 0; x < w; x++) 290 | { 291 | if (this.GetData(x, y) > 0) 292 | { 293 | if (y - 1 >= 0 && this.GetData(x, y - 1) == 0) 294 | { 295 | this.SetData(x, y - 1, -1); 296 | } 297 | if (y + 1 < height && this.GetData(x, y + 1) == 0) 298 | { 299 | this.SetData(x, y + 1, -1); 300 | } 301 | if (x - 1 >= 0 && this.GetData(x - 1, y) == 0) 302 | { 303 | this.SetData(x - 1, y, -1); 304 | } 305 | if (x + 1 < width && this.GetData(x + 1, y) == 0) 306 | { 307 | this.SetData(x + 1, y, -1); 308 | } 309 | } 310 | } 311 | } 312 | } 313 | 314 | /// 315 | /// * This method renders out the template data to a Unity Texture2D to be used for the SpriteRenderer to display 316 | /// * the sprite. 317 | /// * 318 | /// * (note: only template locations with the values of -1 (border) are rendered) 319 | /// * 320 | /// 321 | private void RenderPixelData() 322 | { 323 | var isVerticalGradient = Random.Range(0f, 1f) > 0.5f; 324 | var saturation = Mathf.Max(Mathf.Min(Random.Range(0f, 1f) * this.options.Saturation, 1f), 0f); 325 | 326 | var hue = Random.Range(0f, 1f); 327 | 328 | var u = 0; 329 | var v = 0; 330 | var ulen = 0; 331 | var vlen = 0; 332 | 333 | var isNewColor = 0f; 334 | var val = 0; 335 | var color = new Color(0,0,0); 336 | var brightness = 0f; 337 | 338 | // Target XY of pixels for the SetPixel method on the Texture2D 339 | var x = 0; 340 | var y = 0; 341 | 342 | if (isVerticalGradient) 343 | { 344 | ulen = this.height; 345 | vlen = this.width; 346 | } 347 | else 348 | { 349 | ulen = this.width; 350 | vlen = this.height; 351 | } 352 | 353 | for (u = 0; u < ulen; u++) 354 | { 355 | // Create a non-uniform random number between 0 and 1 (lower numbers more likely) 356 | isNewColor = Mathf.Abs(((Random.Range(0f, 1f) * 2 - 1) 357 | + (Random.Range(0f, 1f) * 2 - 1) 358 | + (Random.Range(0f, 1f) * 2 - 1)) / 3); 359 | 360 | // Only change the color sometimes (values above 0.8 are less likely than others) 361 | if (isNewColor > (1f - this.options.ColorVariations)) 362 | { 363 | hue = Random.Range(0f, 1f); 364 | } 365 | 366 | for (v = 0; v < vlen; v++) 367 | { 368 | if (isVerticalGradient) 369 | { 370 | val = this.GetData(v, u); 371 | x = v; 372 | y = u; 373 | } 374 | else 375 | { 376 | val = this.GetData(u, v); 377 | x = u; 378 | y = v; 379 | } 380 | 381 | color = new Color (1, 1, 1, 0); // transparent by default (0 alpha) 382 | 383 | if (val != 0) 384 | { 385 | if (this.options.Colored) 386 | { 387 | // Fade brightness away towards the edges 388 | brightness = Mathf.Sin((u / ulen) * Mathf.PI) * (1f - this.options.BrightnessNoise) 389 | + Random.Range(0f, 3f) * this.options.BrightnessNoise; // Original code uses random between 0 and 1. 390 | 391 | color = SetHSL(color, hue, saturation, brightness); 392 | 393 | // If this is an edge, then darken the pixel 394 | if (val == -1) 395 | { 396 | color.r *= this.options.EdgeBrightness; 397 | color.g *= this.options.EdgeBrightness; 398 | color.b *= this.options.EdgeBrightness; 399 | 400 | } 401 | 402 | color.a = 1; 403 | } 404 | else 405 | { 406 | // Not colored, simply output black 407 | if (val == -1) 408 | { 409 | color.r = 0; 410 | color.g = 0; 411 | color.b = 0; 412 | color.a = 1; 413 | } 414 | } 415 | } 416 | 417 | this.texture.SetPixel (x, y, color); 418 | } 419 | } 420 | 421 | // Apply the changes to the texture 422 | this.texture.Apply(); 423 | } 424 | 425 | /// 426 | /// Used for debug purposes 427 | /// 428 | /// The to string. 429 | public string TemplateToString() 430 | { 431 | var h = height; 432 | var w = width; 433 | var x = 0; 434 | var y = 0; 435 | var output = string.Empty; 436 | 437 | for (y = 0; y < h; y++) 438 | { 439 | for (x = 0; x < w; x++) 440 | { 441 | var val = this.GetData(x, y); 442 | output += (val >= 0) ? " " + val : "" + val; 443 | } 444 | output += "\n"; 445 | } 446 | return output; 447 | } 448 | } 449 | } -------------------------------------------------------------------------------- /Assets/PixelSpriteGenerator-Unity/Scripts/PsgSprite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 067d27024d8b44af9ab9e5124d626071 3 | timeCreated: 1451633537 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 Sean 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PixelSpriteGenerator-Unity 2 | A port of the Pixel Sprite Generator to C# for use with the Unity3D game engine. 3 | 4 | Ported from the JavaScript / HTML version done by zfedoran https://github.com/zfedoran/pixel-sprite-generator to work with Unity3D. 5 | 6 | ## Examples 7 | 8 | ### Space ship sprites colored 9 | ![alt text](http://i.imgur.com/nRYrV61.png "Space ship sprites colored") 10 | 11 | ### Space ship sprites low saturation 12 | ![alt text](http://i.imgur.com/1tZ44QZ.png "Space ship sprites low saturation") 13 | 14 | ### Space ship sprites many color variations 15 | ![alt text](http://i.imgur.com/NuQ8lRH.png "Space ship sprites many color variations") 16 | 17 | ### Dragon sprites colored 18 | ![alt text](http://i.imgur.com/X4Rf4es.png "Dragon sprites colored") 19 | 20 | ### Tree sprites colored 21 | ![alt text](http://i.imgur.com/9xKU0Sb.png "Tree sprites colored") 22 | 23 | ### Shrub sprites colored 24 | ![alt text](http://i.imgur.com/gxj2Xn5.png "Shrub sprites colored") 25 | 26 | ### Robot sprites B&W 27 | ![alt text](http://i.imgur.com/ZG5cY6a.png "Robot sprites B&W") 28 | 29 | ## Algorithm information 30 | 31 | The sprites are generated by using a two dimensional mask. The values in the mask are then randomized and mirrored. The resulting template is rendered to a canvas element. 32 | 33 | ![alt text](http://i.imgur.com/kXfWtgh.png "Algorithm") 34 | 35 | The algorithm is explained in more detail on [Dave Bollinger's](http://bit.ly/12gyd46) website. 36 | 37 | ![alt text](http://i.imgur.com/TZdwdEV.png "Algorithm") 38 | 39 | ## Usage in Unity3D 40 | 41 | To use Pixel Sprite Generator for Unity, you should first of all add the three main scripts/classes to your Unity project: 42 | 43 | - PsgSprite.cs 44 | - PsgMask.cs 45 | - PsgOptions.cs 46 | 47 | Once these are added, to generate a sprite you need to define a template. The template is an integer array. Take a look at the template examples in the included PixeSpriteGeneratorDemo.cs for some ideas. Create an instance of the PsgMask class and pass in your template int[] and also pass in parameters to indicate your template size dimensions (x, y) as well as whether or not it is mirrored on the X or Y axes. 48 | 49 | Next, create an instance of PsgOptions and define the options you would like to use. For example, colored or not, saturation, edge brightness etc... These options effect the look of your generated sprites. 50 | 51 | Finally, create a new PsgSprite instance and pass in the mask and options (PsgMask and PsgOptions instances you created before). 52 | 53 | The constructor of PsgSprite instance will do everything for you, and afterwards you can access the PsgSprite texture property to get a handle on the Texture2D that is created of the sprite. Use point mode filtering for the texture and set the wrap mode to Clamp for best results and usage as the texture for a Sprite. 54 | --------------------------------------------------------------------------------