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Spritesheet Separator/Combiner

Spritesheet Separator/Combiner Version: 1.0
By: ForeverZer0

Introduction

This is a very basic script I wrote to help myself split up one of them big icon sheets into individual files. After admiring its niftiness for a second, I realized someone else may get some use out of it as well, so here it is. I have also included the ability to combine multiple images into a single one.

Features
  • Extremely simple to use.
  • Splits large icon/sprite sheets up into uniform images, then saves them as individual files in a matter of seconds.
  • Can seperate any image into pieces of any size.
  • Can combine separate files into a single sheet.
  • Lightweight and fast

Screenshots

Turns this...
icon-sheet.png


...into this...
icons_separated.png


...and vice-versa.

Script

[rgss]#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
# Spritesheet Seperator/Combiner
# Author: ForeverZer0
# Date: 5.14.2011
# Version: 1.0
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#
# Introduction:
#   This is a very basic script I wrote to help myself split up one of them big
#   icon sheets into individual files. After admiring its niftiness for a sec, I
#   realized someone else may get some use out of it as well, so here it is.
#
# Features:
#   - Extremely simple to use.
#   - Splits large icon/sprite sheets up into uniform images, then saves them as
#     individual files in a matter of seconds.
#   - Can seperate any image into pieces of any size.
#   - Combines many images of any size into one single file
#   - Lightweight and fast
#
# Instructions:
#   - Place script in new project or temporarily in an existing game anywhere
#     before "Main"
#   - Make any needed changes to the few configurations at the top of the script
#   - Run the game
#
# Credits:
#   - ForeverZer0, for the script
#
# Author's Notes:
#   - Report bugs/issues at http://www.chaos-project.com
#
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                          BEGIN CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
 
MODE = 1
# Select the mode to run in.
#   0 = Split Image
#   1 = Combine Images
 
FOLDER_NAME = 'Images'
# The folder name that the images will be placed into, or the folder where
# the images are contained that will be combined.
 
#---------------------------------
# Image Splitting
#---------------------------------
 
SOURCE_FILE = 'test.png'
# The name of the source file that will be split. Place in game directory.
 
SPLIT_X = 24
SPLIT_Y = 24
# The width/height in pixels to split the image file into on each axis.
 
BASE_NAME = 'icon'
# The base name used for the output files.
 
NAMING_TYPE = 1
# Define the naming convention applied to the base name.
# 0 = Numerically. (icon 1, icon 2, icon 3, etc, etc)
# 1 = Coordinates. (icon 1x2, icon 3x4, icon 3x5, etc. etc)
 
#---------------------------------
# Image Combining
#---------------------------------
 
IMAGES_WIDE = 12
# The number of images that will be placed per row
 
FILENAME = 'combined'
# The output filename
 
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
#                           END CONFIGURATION
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
 
module Zlib
  class Png_File < GzipWriter
#-------------------------------------------------------------------------------
    def make_png(bitmap_Fx,mode)
      @mode = mode
      @bitmap_Fx = bitmap_Fx
      self.write(make_header)
      self.write(make_ihdr)
      self.write(make_idat)
      self.write(make_iend)
    end
#-------------------------------------------------------------------------------
    def make_header
      return [0x89,0x50,0x4e,0x47,0x0d,0x0a,0x1a,0x0a].pack("C*")
    end
#-------------------------------------------------------------------------------
    def make_ihdr
      ih_size = [13].pack("N")
      ih_sign = "IHDR"
      ih_width = [@bitmap_Fx.width].pack("N")
      ih_height = [@bitmap_Fx.height].pack("N")
      ih_bit_depth = [8].pack("C")
      ih_color_type = [6].pack("C")
      ih_compression_method = [0].pack("C")
      ih_filter_method = [0].pack("C")
      ih_interlace_method = [0].pack("C")
      string = ih_sign + ih_width + ih_height + ih_bit_depth + ih_color_type +
               ih_compression_method + ih_filter_method + ih_interlace_method
      ih_crc = [Zlib.crc32(string)].pack("N")
      return ih_size + string + ih_crc
    end
#-------------------------------------------------------------------------------
    def make_idat
      header = "\x49\x44\x41\x54"
      data = make_bitmap_data
      data = Zlib::Deflate.deflate(data, 8)
      crc = [Zlib.crc32(header + data)].pack("N")
      size = [data.length].pack("N")
      return size + header + data + crc
    end
#-------------------------------------------------------------------------------
    def make_bitmap_data1
      w = @bitmap_Fx.width
      h = @bitmap_Fx.height
      data = []
      for y in 0...h
        data.push(0)
        for x in 0...w
          color = @bitmap_Fx.get_pixel(x, y)
          red = color.red
          green = color.green
          blue = color.blue
          alpha = color.alpha
          data.push(red)
          data.push(green)
          data.push(blue)
          data.push(alpha)
        end
      end
      return data.pack("C*")
    end
#-------------------------------------------------------------------------------
    def make_bitmap_data
      gz = Zlib::GzipWriter.open('hoge.gz')
      t_Fx = 0
      w = @bitmap_Fx.width
      h = @bitmap_Fx.height
      data = []
      for y in 0...h
        data.push(0)
        for x in 0...w
          t_Fx += 1
          if t_Fx % 10000 == 0
            Graphics.update
          end
          if t_Fx % 100000 == 0
            s = data.pack("C*")
            gz.write(s)
            data.clear
          end
          color = @bitmap_Fx.get_pixel(x, y)
          red = color.red
          green = color.green
          blue = color.blue
          alpha = color.alpha
          data.push(red)
          data.push(green)
          data.push(blue)
          data.push(alpha)
        end
      end
      s = data.pack("C*")
      gz.write(s)
      gz.close    
      data.clear
      gz = Zlib::GzipReader.open('hoge.gz')
      data = gz.read
      gz.close
      File.delete('hoge.gz')
      return data
    end
#-------------------------------------------------------------------------------
    def make_iend
      ie_size = [0].pack("N")
      ie_sign = "IEND"
      ie_crc = [Zlib.crc32(ie_sign)].pack("N")
      return ie_size + ie_sign + ie_crc
    end
  end
end
 
#===============================================================================
# ** Bitmap
#===============================================================================
 
class Bitmap
 
  def make_png(name="like", path="",mode=0)
    make_dir(path) if path != ""
    Zlib::Png_File.open("temp.gz") {|gz| gz.make_png(self, mode) }
    Zlib::GzipReader.open("temp.gz") {|gz| $read = gz.read }
    f = File.open(path + name + ".png","wb")
    f.write($read)
    f.close
    File.delete('temp.gz')
    end
#-------------------------------------------------------------------------------
  def make_dir(path)
    dir = path.split("/")
    dir.each_index {|i|
      unless dir == "."
        add_dir = dir[0..i].join("/")
        begin
          Dir.mkdir(add_dir)
        rescue
        end
      end
    }
  end
end
 
#===============================================================================
# Processing
#===============================================================================
 
time = Time.now
 
if MODE == 0
  bitmap = Bitmap.new(SOURCE_FILE)
  count = 0
  (0...(bitmap.width / SPLIT_X)).each {|x| (0...(bitmap.height / SPLIT_Y)).each {|y|
    count += 1
    icon = Bitmap.new(SPLIT_X, SPLIT_Y)
    rect = Rect.new(x * SPLIT_X, y * SPLIT_Y, SPLIT_X, SPLIT_Y)
    icon.blt(0, 0, bitmap, rect)
    name = (BASE_NAME + (NAMING_TYPE == 0 ? " #{count}" : " #{x+1}x#{y+1}"))
    icon.make_png(name, FOLDER_NAME + '/')
    if count % 80 == 0
      Graphics.update
    end
  }}
 
elsif MODE == 1
  
  images = Dir.entries(FOLDER_NAME) - ['.', '..']
  if images.empty?
    print("No image files found in #{FOLDERNAME} directory.")
    exit
  end
  images.collect! {|filename| Bitmap.new("#{FOLDER_NAME}/#{filename}") }
  w, h, num = images[0].width, images[0].height, images.size
  canvas = Bitmap.new(w * IMAGES_WIDE, (num.to_f / IMAGES_WIDE).ceil * h)
  images.each_with_index {|image, i|
    x, y = (i % IMAGES_WIDE) * w, (i / IMAGES_WIDE) * h
    canvas.blt(x, y, image, Rect.new(0, 0, w, h))
    if (i % 80) == 0
      Graphics.update
    end
  }
  canvas.make_png(FILENAME, '')
end
 
print ("Process Complete!\n" +
      "#{count} images converted in #{Time.now.to_f - time.to_f} seconds.")
exit
[/rgss]

Instructions

Place script anywhere above main, place source file in game directory, make any needed adjustments to the configuration, then run the game.

Author's Notes

Please report any bugs/issues so that they can be resolved. Enjoy!

Terms and Conditions

Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.
 

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