Mercurial > rinkhals
changeset 385:d18f21ad1088
Also create code image for pgu's leveledit
author | Neil Muller <drnlmuller@gmail.com> |
---|---|
date | Tue, 27 Oct 2009 19:46:07 +0000 |
parents | f0d5984dff92 |
children | 9f5cc2a880d5 |
files | regenerate_level_data.py |
diffstat | 1 files changed, 15 insertions(+), 0 deletions(-) [+] |
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--- a/regenerate_level_data.py Tue Oct 27 19:44:20 2009 +0000 +++ b/regenerate_level_data.py Tue Oct 27 19:46:07 2009 +0000 @@ -37,6 +37,15 @@ tile_map[tn] = generate_image(tile_png, regenerate_pngs.TILE_PATH) return tile_map +def get_code_mappings(): + code_map = {} + # this list needs to manually kept in sync. This should be fixed + for tn, sprite_name in [(1, 'chkn')]: + image = generate_image(sprite_name, regenerate_pngs.SPRITE_PATH) + if image: + code_map[tn] = image + return code_map + if __name__ == '__main__': s = pygame.Surface((WIDTH, HEIGHT), SWSURFACE|SRCALPHA, 32) s.fill((0,0,0,0)) @@ -45,3 +54,9 @@ print n, rect s.blit(img, rect) pygame.image.save(s, os.path.join(LEVEL_PATH, "tiles.tga")) + s.fill((0,0,0,0)) + for n, img in get_code_mappings().items(): + rect = (TILE_WIDTH*(n % TILES_X), TILE_HEIGHT*(n / TILES_X), TILE_WIDTH, TILE_HEIGHT) + print n, rect + s.blit(img, rect) + pygame.image.save(s, os.path.join(LEVEL_PATH, "codes.tga"))