Mercurial > rinkhals
annotate regenerate_level_data.py @ 386:9f5cc2a880d5
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 27 Oct 2009 19:47:38 +0000 |
parents | d18f21ad1088 |
children | 02a6de5629d6 |
rev | line source |
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Better tile/level tools. Also better game board.
Jeremy Thurgood <firxen@gmail.com>
parents:
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1 #!/usr/bin/env python |
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2 |
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3 import os.path |
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4 |
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5 import pygame |
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6 from pygame.locals import SWSURFACE, SRCALPHA |
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7 |
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8 from gamelib import tiles, buildings |
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9 import regenerate_pngs |
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10 |
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11 LEVEL_PATH = "data/levels" |
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12 TILE_WIDTH = 20 |
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13 TILE_HEIGHT = 20 |
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14 TILES_X = 8 |
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15 TILES_Y = 8 |
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16 WIDTH = TILES_X * TILE_WIDTH |
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17 HEIGHT = TILES_Y * TILE_HEIGHT |
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18 |
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19 def generate_image(name, basepath): |
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20 fn, _ = os.path.splitext(os.path.basename(name)) |
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21 svg_name = os.path.join(basepath, fn+".svg") |
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22 if not os.path.exists(svg_name): |
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23 print 'Skipping %s, as it seems to be missing' % svg_name |
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24 return None |
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25 png_name = os.path.join(LEVEL_PATH, fn+".png") |
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26 regenerate_pngs.svg_to_png(svg_name, png_name, TILE_WIDTH, TILE_HEIGHT) |
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27 return pygame.image.load(png_name) |
f6bd57494e81
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28 |
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29 def get_tile_mappings(): |
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30 tile_map = {} |
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31 for building in buildings.BUILDINGS: |
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32 tn = building.TILE_NO |
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33 image = generate_image(building.IMAGE, regenerate_pngs.SPRITE_PATH) |
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34 if image: |
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35 tile_map[tn] = image |
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36 for tn, (_, tile_png) in tiles.TileMap.DEFAULT_TILES.items(): |
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37 if tn not in tile_map: |
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38 tile_map[tn] = generate_image(tile_png, regenerate_pngs.TILE_PATH) |
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Better tile/level tools. Also better game board.
Jeremy Thurgood <firxen@gmail.com>
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39 return tile_map |
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40 |
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41 def get_code_mappings(): |
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42 code_map = {} |
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43 # this list needs to manually kept in sync. This should be fixed |
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44 for tn, sprite_name in [(1, 'chkn')]: |
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45 image = generate_image(sprite_name, regenerate_pngs.SPRITE_PATH) |
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parents:
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46 if image: |
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47 code_map[tn] = image |
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48 return code_map |
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parents:
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49 |
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Jeremy Thurgood <firxen@gmail.com>
parents:
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50 if __name__ == '__main__': |
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51 s = pygame.Surface((WIDTH, HEIGHT), SWSURFACE|SRCALPHA, 32) |
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52 s.fill((0,0,0,0)) |
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Better tile/level tools. Also better game board.
Jeremy Thurgood <firxen@gmail.com>
parents:
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53 for n, img in get_tile_mappings().items(): |
f6bd57494e81
Better tile/level tools. Also better game board.
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54 rect = (TILE_WIDTH*(n % TILES_X), TILE_HEIGHT*(n / TILES_X), TILE_WIDTH, TILE_HEIGHT) |
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55 print n, rect |
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56 s.blit(img, rect) |
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57 pygame.image.save(s, os.path.join(LEVEL_PATH, "tiles.tga")) |
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58 s.fill((0,0,0,0)) |
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59 for n, img in get_code_mappings().items(): |
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60 rect = (TILE_WIDTH*(n % TILES_X), TILE_HEIGHT*(n / TILES_X), TILE_WIDTH, TILE_HEIGHT) |
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61 print n, rect |
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62 s.blit(img, rect) |
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63 pygame.image.save(s, os.path.join(LEVEL_PATH, "codes.tga")) |