mirror of
https://github.com/bs-community/blessing-skin-server.git
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deleted useless lib
This commit is contained in:
parent
e5fd39e13c
commit
9fb8424cfe
282
libs/2dskin.js
282
libs/2dskin.js
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/*
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A hodgepodge of random scripts to aid in rendering Minecraft skins
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Copyright (C) 2014 Kent Rasmussen
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Latest code should be available at https://github.com/earthiverse
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the overlays transparent if they have no transparent pixels (how Minecraft does it)
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function FixOverlay(context) {
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FixOverlay(context,1);
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}
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function FixOverlay(context,radio) {
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FixHead2(context,radio);
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FixBody2(context,radio);
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FixRightArm2(context,radio);
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FixLeftArm2(context,radio);
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FixRightLeg2(context,radio);
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FixLeftLeg2(context,radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the head overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixHead2(context) {
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FixHead2(context,1);
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}
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function FixHead2(context,radio) {
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// Front
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if(HasTransparency(context, 40, 8*radio, 8*radio, 8*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 40, 0 , 8*radio, 8*radio)) return;
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if(HasTransparency(context, 48, 0 , 8*radio, 8*radio)) return;
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if(HasTransparency(context, 32*radio, 8*radio, 8*radio, 8*radio)) return;
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if(HasTransparency(context, 48, 8*radio, 8*radio, 8*radio)) return;
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if(HasTransparency(context, 56, 8*radio, 8*radio, 8*radio)) return;
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// Didn't have transparency, clearing the head overlay area.
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context.clearRect(40*radio, 0 , 8*radio, 8*radio);
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context.clearRect(48*radio, 0 , 8*radio, 8*radio);
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context.clearRect(32*radio, 8*radio, 8*radio, 8*radio);
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context.clearRect(40*radio, 8*radio, 8*radio, 8*radio);
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context.clearRect(48*radio, 8*radio, 8*radio, 8*radio);
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context.clearRect(56*radio, 8*radio, 8*radio, 8*radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the body overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixBody2(context) {
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FixBody2(context,1);
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}
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function FixBody2(context,radio) {
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// Front
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if(HasTransparency(context, 20*radio, 36*radio, 8*radio, 12*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 20*radio, 32*radio, 8*radio, 4*radio)) return;
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if(HasTransparency(context, 28*radio, 32*radio, 8*radio, 4*radio)) return;
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if(HasTransparency(context, 16*radio, 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 28*radio, 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 32*radio, 36*radio, 8*radio, 12*radio)) return;
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// Didn't have transparency, clearing the body overlay area.
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context.clearRect(20*radio, 32*radio, 8*radio, 4*radio);
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context.clearRect(28*radio, 32*radio, 8*radio, 4*radio);
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context.clearRect(16*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(20*radio, 36*radio, 8*radio, 12*radio);
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context.clearRect(28*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(32*radio, 36*radio, 8*radio, 12*radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the right arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixRightArm2(context) {
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FixRightArm2(context,1);
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}
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function FixRightArm2(context,radio) {
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// Front
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if(HasTransparency(context, 44*radio, 36*radio, 4*radio, 12*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 44*radio, 32*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 48*radio, 32*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 40*radio, 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 48*radio, 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 52*radio, 36*radio, 4*radio, 12*radio)) return;
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// Didn't have transparency, clearing the right arm overlay area.
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context.clearRect(44*radio, 32*radio, 4*radio, 4*radio);
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context.clearRect(48*radio, 32*radio, 4*radio, 4*radio);
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context.clearRect(40*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(44*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(48*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(52*radio, 36*radio, 4*radio, 12*radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the left arm overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixLeftArm2(context) {
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FixLeftArm2(context,1);
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}
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function FixLeftArm2(context,radio) {
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// Front
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if(HasTransparency(context, 52*radio, 52*radio, 4*radio, 12*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 52*radio, 48*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 56*radio, 48*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 48*radio, 52*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 56*radio, 52*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 60*radio, 52*radio, 4*radio, 12*radio)) return;
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// Didn't have transparency, clearing the left arm overlay area.
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context.clearRect(52*radio, 48*radio, 4*radio, 4*radio);
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context.clearRect(56*radio, 48*radio, 4*radio, 4*radio);
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context.clearRect(48*radio, 52*radio, 4*radio, 12*radio);
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context.clearRect(52*radio, 52*radio, 4*radio, 12*radio);
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context.clearRect(56*radio, 52*radio, 4*radio, 12*radio);
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context.clearRect(60*radio, 52*radio, 4*radio, 12*radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the right overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixRightLeg2(context) {
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FixRightLeg2(context,1);
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}
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function FixRightLeg2(context,radio) {
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// Front
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if(HasTransparency(context, 4*radio, 36*radio, 4*radio, 12*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 4*radio, 32*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 8*radio, 32*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 0 , 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 8*radio, 36*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 12*radio, 36*radio, 4*radio, 12*radio)) return;
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// Didn't have transparency, clearing the right leg overlay area.
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context.clearRect( 4*radio, 32*radio, 4*radio, 4*radio);
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context.clearRect( 8*radio, 32*radio, 4*radio, 4*radio);
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context.clearRect( 0 , 36*radio, 4*radio, 12*radio);
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context.clearRect( 4*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect( 8*radio, 36*radio, 4*radio, 12*radio);
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context.clearRect(12*radio, 36*radio, 4*radio, 12*radio);
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the left overlay transparent if it is has no transparent pixels (how Minecraft does it)
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function FixLeftLeg2(context) {
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FixLeftLeg2(context,1);
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}
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function FixLeftLeg2(context,radio) {
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// Front
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if(HasTransparency(context, 4*radio, 52*radio, 4*radio, 12*radio)) return;
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// Top, Bottom, Right, Left, Back
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if(HasTransparency(context, 4*radio, 48*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 8*radio, 48*radio, 4*radio, 4*radio)) return;
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if(HasTransparency(context, 0 , 52*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 8*radio, 52*radio, 4*radio, 12*radio)) return;
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if(HasTransparency(context, 12*radio, 52*radio, 4*radio, 12*radio)) return;
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// Didn't have transparency, clearing the left leg overlay area.
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context.clearRect( 4*radio, 48*radio, 4*radio, 4*radio);
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context.clearRect( 8*radio, 48*radio, 4*radio, 4*radio);
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context.clearRect( 0 , 52*radio, 4*radio, 12*radio);
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context.clearRect( 4*radio, 52*radio, 4*radio, 12*radio);
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context.clearRect( 8*radio, 52*radio, 4*radio, 12*radio);
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context.clearRect(12*radio, 52*radio, 4*radio, 12*radio);
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}
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// Expects a canvas with a 64x32 Minecraft skin drawn in the very top left corner (0,0)
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// Your canvas should be 64x64 in size to show the skin parts that were converted
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function Convert6432To6464(context) {
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Convert6432To6464(context,1);
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}
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function Convert6432To6464(context,radio) {
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// Convert old format to new format
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Copy(context, 4*radio, 16*radio, 4*radio, 4*radio, 20*radio, 48*radio, true); // Top Leg
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Copy(context, 8*radio, 16*radio, 4*radio, 4*radio, 24*radio, 48*radio, true); // Bottom Leg
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Copy(context, 0 , 20*radio, 4*radio, 12*radio, 24*radio, 52*radio, true); // Outer Leg
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Copy(context, 4*radio, 20*radio, 4*radio, 12*radio, 20*radio, 52*radio, true); // Front Leg
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Copy(context, 8*radio, 20*radio, 4*radio, 12*radio, 16*radio, 52*radio, true); // Inner Leg
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Copy(context, 12*radio, 20*radio, 4*radio, 12*radio, 28*radio, 52*radio, true); // Back Leg
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Copy(context, 44*radio, 16*radio, 4*radio, 4*radio, 36*radio, 48*radio, true); // Top Arm
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Copy(context, 48*radio, 16*radio, 4*radio, 4*radio, 40*radio, 48*radio, true); // Bottom Arm
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Copy(context, 40*radio, 20*radio, 4*radio, 12*radio, 40*radio, 52*radio, true); // Outer Arm
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Copy(context, 44*radio, 20*radio, 4*radio, 12*radio, 36*radio, 52*radio, true); // Front Arm
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Copy(context, 48*radio, 20*radio, 4*radio, 12*radio, 32*radio, 52*radio, true); // Inner Arm
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Copy(context, 52*radio, 20*radio, 4*radio, 12*radio, 44*radio, 52*radio, true); // Back Arm
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}
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// Expects a canvas with a Minecraft skin drawn in the very top left corner (0,0)
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// Makes the non-visible parts of the Minecraft skin transparent
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function FixNonVisible(context) {
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FixNonVisible(context,1);
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}
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function FixNonVisible(context,radio) {
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// 64x32 and 64x64 skin parts
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context.clearRect( 0 , 0 , 8*radio, 8*radio);
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context.clearRect(24*radio, 0 , 16*radio, 8*radio);
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context.clearRect(56*radio, 0 , 8*radio, 8*radio);
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context.clearRect( 0 , 16*radio, 4*radio, 4*radio);
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context.clearRect(12*radio, 16*radio, 8*radio, 4*radio);
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context.clearRect(36*radio, 16*radio, 8*radio, 4*radio);
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context.clearRect(52*radio, 16*radio, 4*radio, 4*radio);
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context.clearRect(56*radio, 16*radio, 8*radio, 32*radio);
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// 64x64 skin parts
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context.clearRect( 0 , 32*radio, 4*radio, 4*radio);
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context.clearRect(12*radio, 32*radio, 8*radio, 4*radio);
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context.clearRect(36*radio, 32*radio, 8*radio, 4*radio);
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context.clearRect(52*radio, 32*radio, 4*radio, 4*radio);
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context.clearRect( 0 , 48*radio, 4*radio, 4*radio);
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context.clearRect(12*radio, 48*radio, 8*radio, 4*radio);
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context.clearRect(28*radio, 48*radio, 8*radio, 4*radio);
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context.clearRect(44*radio, 48*radio, 8*radio, 4*radio);
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context.clearRect(60*radio, 48*radio, 8*radio, 4*radio);
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}
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// Checks if the given part of the canvas contains a pixel with 0 alpha value (transparent)
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function HasTransparency(context, x, y, w, h) {
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var imgData = context.getImageData(x, y, w, h);
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for(y = 0; y < h; y++) {
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for(x = 0; x < w; x++) {
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var index = (x + y * w) * 4;
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if(imgData.data[index + 3] == 0) return true; // Has transparency
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}
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}
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return false;
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}
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// Copies one part of the canvas to another, with the option of flipping it horizontally
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function Copy(context, sX, sY, w, h, dX, dY, flipHorizontal) {
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var imgData = context.getImageData(sX, sY, w, h);
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if(flipHorizontal)
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{
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// Flip horizontal
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for(y = 0; y < h; y++) {
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for(x = 0; x < (w / 2); x++) {
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index = (x + y * w) * 4;
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index2 = ((w - x - 1) + y * w) * 4;
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var pA1 = imgData.data[index];
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var pA2 = imgData.data[index+1];
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var pA3 = imgData.data[index+2];
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var pA4 = imgData.data[index+3];
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var pB1 = imgData.data[index2];
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var pB2 = imgData.data[index2+1];
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var pB3 = imgData.data[index2+2];
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var pB4 = imgData.data[index2+3];
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imgData.data[index] = pB1;
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imgData.data[index+1] = pB2;
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imgData.data[index+2] = pB3;
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imgData.data[index+3] = pB4;
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imgData.data[index2] = pA1;
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imgData.data[index2+1] = pA2;
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imgData.data[index2+2] = pA3;
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imgData.data[index2+3] = pA4;
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}
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}
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}
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context.putImageData(imgData,dX,dY);
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}
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