comparison regenerate_level_data.py @ 278:f6bd57494e81

Better tile/level tools. Also better game board.
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 05 Sep 2009 14:40:58 +0000
parents
children f0d5984dff92
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277:548bd549923c 278:f6bd57494e81
1 #!/usr/bin/env python
2
3 import os.path
4
5 import pygame
6 from pygame.locals import SWSURFACE, SRCALPHA
7
8 from gamelib import tiles, buildings
9 import regenerate_pngs
10
11 LEVEL_PATH = "data/levels"
12 TILE_WIDTH = 20
13 TILE_HEIGHT = 20
14 TILES_X = 8
15 TILES_Y = 8
16 WIDTH = TILES_X * TILE_WIDTH
17 HEIGHT = TILES_Y * TILE_HEIGHT
18
19 def generate_image(name, basepath):
20 fn, _ = os.path.splitext(os.path.basename(name))
21 svg_name = os.path.join(basepath, fn+".svg")
22 png_name = os.path.join(LEVEL_PATH, fn+".png")
23 regenerate_pngs.svg_to_png(svg_name, png_name, TILE_WIDTH, TILE_HEIGHT)
24 return pygame.image.load(png_name)
25
26 def get_tile_mappings():
27 tile_map = {}
28 for building in buildings.BUILDINGS:
29 tn = building.TILE_NO
30 tile_map[tn] = generate_image(building.IMAGE, regenerate_pngs.SPRITE_PATH)
31 for tn, (_, tile_png) in tiles.TileMap.DEFAULT_TILES.items():
32 if tn not in tile_map:
33 tile_map[tn] = generate_image(tile_png, regenerate_pngs.TILE_PATH)
34 return tile_map
35
36 if __name__ == '__main__':
37 s = pygame.Surface((WIDTH, HEIGHT), SWSURFACE|SRCALPHA, 32)
38 s.fill((0,0,0,0))
39 for n, img in get_tile_mappings().items():
40 rect = (TILE_WIDTH*(n % TILES_X), TILE_HEIGHT*(n / TILES_X), TILE_WIDTH, TILE_HEIGHT)
41 print n, rect
42 s.blit(img, rect)
43 pygame.image.save(s, os.path.join(LEVEL_PATH, "tiles.tga"))