nodes/card_textures.py¶
Part of Balatro Feel.
1"""Procedural card-face textures.
2
3Each face is an RGBA uint8 ndarray with rounded corners, suit pip, and rank.
4Built once at startup; Sprite2D consumes the array directly via the engine's
5ndarray-as-texture path.
6"""
7
8from __future__ import annotations
9
10from dataclasses import dataclass
11
12import numpy as np
13
14CARD_W = 220
15CARD_H = 308
16CORNER_R = 22
17BORDER = 6
18
19SUIT_COLOURS = {
20 "H": (210, 50, 60),
21 "D": (210, 50, 60),
22 "S": (30, 30, 36),
23 "C": (30, 30, 36),
24}
25
26
27@dataclass(frozen=True)
28class CardId:
29 rank: str # "A", "2".."10", "J", "Q", "K"
30 suit: str # "H", "D", "S", "C"
31
32 def __str__(self) -> str:
33 return f"{self.rank}{self.suit}"
34
35
36def _aa_rounded_alpha(w: int, h: int, r: float) -> np.ndarray:
37 """Soft-edge alpha mask for a rounded rect (float32 [0,1])."""
38 ys = (np.arange(h) + 0.5)[:, None]
39 xs = (np.arange(w) + 0.5)[None, :]
40 # Distance to nearest edge, treating corners as discs of radius r.
41 cx = np.clip(xs, r, w - r)
42 cy = np.clip(ys, r, h - r)
43 dx = xs - cx
44 dy = ys - cy
45 dist = np.sqrt(dx * dx + dy * dy)
46 # alpha: 1 inside (dist <= r-0.5), 0 outside (dist >= r+0.5), linear ramp between
47 alpha = np.clip(r + 0.5 - dist, 0.0, 1.0)
48 return alpha.astype(np.float32)
49
50
51def _load_face(size: float):
52 import freetype
53
54 from simvx.graphics.text_renderer import _find_font
55
56 font_path = _find_font()
57 if font_path is None:
58 return None
59 face = freetype.Face(font_path)
60 face.set_char_size(int(size * 64))
61 return face
62
63
64def _stamp_char(target: np.ndarray, face, ch: str, x: int, baseline_y: int, colour: tuple[int, int, int]) -> int:
65 """Rasterise a single character; return advance in pixels."""
66 import freetype
67
68 face.load_char(ord(ch), freetype.FT_LOAD_RENDER | freetype.FT_LOAD_TARGET_NORMAL)
69 bm = face.glyph.bitmap
70 advance = face.glyph.advance.x >> 6
71 if bm.width == 0 or bm.rows == 0:
72 return advance
73 glyph_arr = np.array(bm.buffer, dtype=np.uint8).reshape(bm.rows, bm.width)
74 px = x + face.glyph.bitmap_left
75 py = baseline_y - face.glyph.bitmap_top
76 h, w = glyph_arr.shape
77 th, tw = target.shape[:2]
78 x0 = max(px, 0)
79 y0 = max(py, 0)
80 x1 = min(px + w, tw)
81 y1 = min(py + h, th)
82 if x1 <= x0 or y1 <= y0:
83 return advance
84 src = glyph_arr[y0 - py : y1 - py, x0 - px : x1 - px].astype(np.float32) / 255.0
85 alpha_src = src[..., None]
86 dst = target[y0:y1, x0:x1].astype(np.float32)
87 rgb = np.array(colour, dtype=np.float32)
88 blended_rgb = dst[..., :3] * (1.0 - alpha_src) + rgb * alpha_src
89 blended_a = dst[..., 3:] + 255.0 * alpha_src * (1.0 - dst[..., 3:] / 255.0)
90 out = np.concatenate([blended_rgb, blended_a], axis=-1)
91 target[y0:y1, x0:x1] = np.clip(out, 0, 255).astype(np.uint8)
92 return advance
93
94
95def _stamp_text(
96 target: np.ndarray,
97 text: str,
98 x: int,
99 baseline_y: int,
100 size: float,
101 colour: tuple[int, int, int],
102) -> int:
103 """Stamp a (possibly multi-char) string. Returns total width in pixels."""
104 face = _load_face(size)
105 if face is None:
106 return 0
107 cursor_x = x
108 for ch in text:
109 cursor_x += _stamp_char(target, face, ch, cursor_x, baseline_y, colour)
110 return cursor_x - x
111
112
113# ---------------------------------------------------------------------------
114# Vector suit pips (no font dependency; draws into a soft alpha mask)
115# ---------------------------------------------------------------------------
116
117
118def _aa_triangle(xs, ys, p0, p1, p2):
119 """Filled triangle alpha mask."""
120
121 # Half-plane test for each edge; inside if all signs match.
122 def edge(a, b, x, y):
123 return (b[0] - a[0]) * (y - a[1]) - (b[1] - a[1]) * (x - a[0])
124
125 s0 = edge(p0, p1, xs, ys)
126 s1 = edge(p1, p2, xs, ys)
127 s2 = edge(p2, p0, xs, ys)
128 inside = ((s0 >= 0) & (s1 >= 0) & (s2 >= 0)) | ((s0 <= 0) & (s1 <= 0) & (s2 <= 0))
129 return inside.astype(np.float32)
130
131
132def _heart_alpha(size: int) -> np.ndarray:
133 """Heart: two upper circles + downward-pointing triangle."""
134 ys = np.linspace(0.0, 1.0, size)[:, None]
135 xs = np.linspace(-0.5, 0.5, size)[None, :]
136 r = 0.25
137 # Two lobes at top
138 left = np.sqrt((xs + 0.25) ** 2 + (ys - 0.30) ** 2) <= r
139 right = np.sqrt((xs - 0.25) ** 2 + (ys - 0.30) ** 2) <= r
140 # Downward triangle from (-0.5, 0.30) to (0.5, 0.30) to (0.0, 0.95)
141 p0 = (-0.50, 0.30)
142 p1 = (0.50, 0.30)
143 p2 = (0.0, 0.95)
144 tri = _aa_triangle(xs, ys, p0, p1, p2)
145 a = left.astype(np.float32) + right.astype(np.float32) + tri
146 return np.clip(a, 0.0, 1.0).astype(np.float32)
147
148
149def _diamond_alpha(size: int) -> np.ndarray:
150 ys = np.linspace(0.0, 1.0, size)[:, None]
151 xs = np.linspace(-0.5, 0.5, size)[None, :]
152 d = np.abs(xs) / 0.40 + np.abs(ys - 0.5) / 0.50
153 alpha = np.where(d <= 1.0, 1.0, 0.0)
154 return alpha.astype(np.float32)
155
156
157def _spade_alpha(size: int) -> np.ndarray:
158 """Spade: inverted heart (point up) + stem at bottom."""
159 ys = np.linspace(0.0, 1.0, size)[:, None]
160 xs = np.linspace(-0.5, 0.5, size)[None, :]
161 r = 0.25
162 # Two lobes at *bottom*
163 left = np.sqrt((xs + 0.25) ** 2 + (ys - 0.65) ** 2) <= r
164 right = np.sqrt((xs - 0.25) ** 2 + (ys - 0.65) ** 2) <= r
165 # Upward triangle from (-0.5, 0.65) to (0.5, 0.65) to (0.0, 0.05)
166 tri = _aa_triangle(xs, ys, (-0.50, 0.65), (0.50, 0.65), (0.0, 0.05))
167 body = left.astype(np.float32) + right.astype(np.float32) + tri
168 body = np.clip(body, 0.0, 1.0)
169 # Stem: trapezoid from (−0.18, 0.85) → (0.18, 0.85) → (0.10, 0.98) → (−0.10, 0.98)
170 stem = _aa_triangle(xs, ys, (-0.18, 0.85), (0.18, 0.85), (0.10, 0.98)) + _aa_triangle(
171 xs, ys, (-0.18, 0.85), (0.10, 0.98), (-0.10, 0.98)
172 )
173 return np.clip(body + stem, 0.0, 1.0).astype(np.float32)
174
175
176def _club_alpha(size: int) -> np.ndarray:
177 """Club: three circles + stem."""
178 ys = np.linspace(0.0, 1.0, size)[:, None]
179 xs = np.linspace(-0.5, 0.5, size)[None, :]
180 r = 0.22
181 top = np.sqrt(xs**2 + (ys - 0.30) ** 2) <= r
182 left = np.sqrt((xs + 0.22) ** 2 + (ys - 0.55) ** 2) <= r
183 right = np.sqrt((xs - 0.22) ** 2 + (ys - 0.55) ** 2) <= r
184 body = top.astype(np.float32) + left.astype(np.float32) + right.astype(np.float32)
185 body = np.clip(body, 0.0, 1.0)
186 stem = _aa_triangle(xs, ys, (-0.18, 0.78), (0.18, 0.78), (0.10, 0.98)) + _aa_triangle(
187 xs, ys, (-0.18, 0.78), (0.10, 0.98), (-0.10, 0.98)
188 )
189 return np.clip(body + stem, 0.0, 1.0).astype(np.float32)
190
191
192_SUIT_ALPHA_FNS = {
193 "H": _heart_alpha,
194 "D": _diamond_alpha,
195 "S": _spade_alpha,
196 "C": _club_alpha,
197}
198
199
200def _stamp_suit(target: np.ndarray, suit: str, cx: int, cy: int, size: int, colour: tuple[int, int, int]) -> None:
201 """Stamp a centred suit pip at (cx, cy) with `size` pixel dimension."""
202 alpha = _SUIT_ALPHA_FNS[suit](size)
203 h, w = alpha.shape
204 x0 = cx - w // 2
205 y0 = cy - h // 2
206 th, tw = target.shape[:2]
207 sx0 = max(x0, 0)
208 sy0 = max(y0, 0)
209 sx1 = min(x0 + w, tw)
210 sy1 = min(y0 + h, th)
211 if sx1 <= sx0 or sy1 <= sy0:
212 return
213 src = alpha[sy0 - y0 : sy1 - y0, sx0 - x0 : sx1 - x0]
214 alpha_src = src[..., None]
215 dst = target[sy0:sy1, sx0:sx1].astype(np.float32)
216 rgb = np.array(colour, dtype=np.float32)
217 blended_rgb = dst[..., :3] * (1.0 - alpha_src) + rgb * alpha_src
218 blended_a = np.maximum(dst[..., 3:], (alpha_src * 255.0))
219 out = np.concatenate([blended_rgb, blended_a], axis=-1)
220 target[sy0:sy1, sx0:sx1] = np.clip(out, 0, 255).astype(np.uint8)
221
222
223def make_card_face(card: CardId) -> np.ndarray:
224 """Build an RGBA uint8 card-face texture."""
225 img = np.zeros((CARD_H, CARD_W, 4), dtype=np.uint8)
226
227 alpha = _aa_rounded_alpha(CARD_W, CARD_H, CORNER_R)
228 body = np.empty_like(img)
229 body[..., 0] = 252
230 body[..., 1] = 250
231 body[..., 2] = 245
232 body[..., 3] = (alpha * 255).astype(np.uint8)
233 img = body
234
235 # Inner border: a slightly inset rounded rect drawn as a darker line via alpha mask
236 inner = _aa_rounded_alpha(CARD_W - 2 * BORDER, CARD_H - 2 * BORDER, CORNER_R - 4)
237 inner_full = np.zeros((CARD_H, CARD_W), dtype=np.float32)
238 inner_full[BORDER : CARD_H - BORDER, BORDER : CARD_W - BORDER] = inner
239 border_band = np.clip(alpha - inner_full, 0.0, 1.0)
240 edge_colour = np.array([220, 215, 205], dtype=np.float32)
241 for c in range(3):
242 img[..., c] = np.clip(
243 img[..., c] * (1.0 - border_band * 0.5) + edge_colour[c] * border_band * 0.5,
244 0,
245 255,
246 ).astype(np.uint8)
247
248 suit_rgb = SUIT_COLOURS[card.suit]
249 rank = card.rank
250
251 # Corner stack: rank text above a small suit pip.
252 rank_size = 50
253 suit_small = 30
254 margin = 18
255 rank_baseline = margin + rank_size
256 pip_centre_y = rank_baseline + suit_small // 2 + 4
257 pip_centre_x = margin + suit_small // 2 + 2
258
259 _stamp_text(img, rank, margin, rank_baseline, rank_size, suit_rgb)
260 _stamp_suit(img, card.suit, pip_centre_x, pip_centre_y, suit_small, suit_rgb)
261
262 # Bottom-right corner stack: stamp into a copy and flip 180°.
263 bot = np.zeros_like(img)
264 _stamp_text(bot, rank, margin, rank_baseline, rank_size, suit_rgb)
265 _stamp_suit(bot, card.suit, pip_centre_x, pip_centre_y, suit_small, suit_rgb)
266 bot_flipped = bot[::-1, ::-1, :]
267 bot_a = bot_flipped[..., 3:].astype(np.float32) / 255.0
268 img_f = img.astype(np.float32)
269 img_f[..., :3] = img_f[..., :3] * (1.0 - bot_a) + bot_flipped[..., :3].astype(np.float32) * bot_a
270 img_f[..., 3:] = np.maximum(img_f[..., 3:], bot_flipped[..., 3:].astype(np.float32))
271 img = np.clip(img_f, 0, 255).astype(np.uint8)
272
273 # Centre suit pip: sized to fit comfortably between the two corner stacks.
274 centre_size = 96
275 cx = CARD_W // 2
276 cy = CARD_H // 2
277 _stamp_suit(img, card.suit, cx, cy, centre_size, suit_rgb)
278
279 # Re-mask alpha to the rounded rect (in case glyphs leaked)
280 img[..., 3] = np.minimum(img[..., 3], (alpha * 255).astype(np.uint8))
281 return img
282
283
284def make_card_shadow() -> np.ndarray:
285 """Soft drop-shadow texture, same outline as a card."""
286 pad = 18
287 w = CARD_W + 2 * pad
288 h = CARD_H + 2 * pad
289 img = np.zeros((h, w, 4), dtype=np.uint8)
290 # Distance-based soft alpha
291 ys = np.arange(h)[:, None]
292 xs = np.arange(w)[None, :]
293 cx_l = pad + CORNER_R
294 cx_r = w - pad - CORNER_R - 1
295 cy_t = pad + CORNER_R
296 cy_b = h - pad - CORNER_R - 1
297 cx = np.clip(xs, cx_l, cx_r)
298 cy = np.clip(ys, cy_t, cy_b)
299 dx = xs - cx
300 dy = ys - cy
301 dist = np.sqrt(dx * dx + dy * dy) - CORNER_R
302 alpha = np.clip(1.0 - dist / pad, 0.0, 1.0) ** 2
303 img[..., 3] = (alpha * 110).astype(np.uint8)
304 return img
305
306
307_CACHE: dict[str, np.ndarray] = {}
308
309
310def get_card_face(card: CardId) -> np.ndarray:
311 key = str(card)
312 if key not in _CACHE:
313 _CACHE[key] = make_card_face(card)
314 return _CACHE[key]
315
316
317def get_shadow() -> np.ndarray:
318 if "_shadow" not in _CACHE:
319 _CACHE["_shadow"] = make_card_shadow()
320 return _CACHE["_shadow"]
321
322
323def make_default_hand() -> list[CardId]:
324 """Seven mixed cards for the demo hand."""
325 return [
326 CardId("A", "S"),
327 CardId("K", "H"),
328 CardId("Q", "D"),
329 CardId("J", "C"),
330 CardId("10", "H"),
331 CardId("9", "S"),
332 CardId("7", "D"),
333 ]