Refactoring: Project structure, sprite stairs & fog masks rendering fix

This commit is contained in:
2026-06-23 19:43:55 +02:00
parent 0ceae6f98b
commit 7d3003203c
89 changed files with 4576 additions and 1767 deletions
+40
View File
@@ -0,0 +1,40 @@
import numpy as np
from PIL import Image, ImageDraw
PALETTE = [
224, 248, 207, # 0
134, 192, 108, # 1
48, 104, 80, # 2
7, 24, 33 # 3
] + [0] * (256 * 3 - 12)
# Based on peasant_preview3, but looking down-right
GRID_DR_STAND = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032321111232300",
"0032312112132300",
"0032313113132300",
"0032311111132300",
"0032313333132300",
"0003331111333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000323003230000",
"0003333003333000",
"0003333003333000"
]
def draw_frame(draw, grid, x_off):
for y in range(16):
for x in range(16):
val = int(grid[y][x])
draw.point((x_off + x, y), fill=val)
img = Image.new("P", (16, 16), 0)
img.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(img), GRID_DR_STAND, 0)
img.save("test_peasant.png")
+583
View File
@@ -0,0 +1,583 @@
import os
from PIL import Image, ImageDraw
# Standard Game Boy palette
# 0: White, 1: Light Gray, 2: Dark Gray, 3: Black
PALETTE = [
224, 248, 207, # 0
134, 192, 108, # 1
48, 104, 80, # 2
7, 24, 33 # 3
] + [0] * (256 * 3 - 12)
def draw_corner(draw, corner_type, state, is_alt):
if state == 0:
fill_color = 3
neigh_inner = None
elif state == 1:
fill_color = 0 if is_alt else 1
neigh_inner = 1 if is_alt else 0
neigh_outline = 2
else:
fill_color = 1 if is_alt else 2
neigh_inner = 2 if is_alt else 1
neigh_outline = 3
if corner_type == 'tl':
draw.polygon([(0, 0), (15, 0), (0, 7)], fill=fill_color)
if state != 0:
draw.polygon([(-1, -4), (11, -1), (0, 3), (-12, 0)], fill=neigh_inner, outline=neigh_outline)
elif corner_type == 'tr':
draw.polygon([(16, 0), (31, 0), (31, 7)], fill=fill_color)
if state != 0:
draw.polygon([(31, -4), (43, -1), (32, 3), (20, 0)], fill=neigh_inner, outline=neigh_outline)
elif corner_type == 'bl':
draw.polygon([(0, 8), (0, 15), (15, 15)], fill=fill_color)
if state != 0:
draw.polygon([(-1, 12), (11, 15), (0, 19), (-12, 16)], fill=neigh_inner, outline=neigh_outline)
elif corner_type == 'br':
draw.polygon([(31, 8), (31, 15), (16, 15)], fill=fill_color)
if state != 0:
draw.polygon([(31, 12), (43, 15), (32, 19), (20, 16)], fill=neigh_inner, outline=neigh_outline)
def draw_autotile(img, y_offset, is_alt, mask, is_dark=False):
temp_img = Image.new("P", (32, 16), 3)
temp_img.putpalette(PALETTE)
draw = ImageDraw.Draw(temp_img)
tl_state = mask % 3
tr_state = mask // 3
body_color = 2 if is_dark else (1 if is_alt else 0)
outer = [(15, 0), (31, 7), (16, 15), (0, 8)]
draw.polygon(outer, fill=body_color)
draw_corner(draw, 'tl', tl_state, is_alt)
draw_corner(draw, 'tr', tr_state, is_alt)
draw_corner(draw, 'bl', 0, is_alt)
draw_corner(draw, 'br', 0, is_alt)
inner_color = 3 if is_dark else (0 if is_alt else 1)
if is_dark:
inner_color = 1 if is_alt else 2
outline_color = 3 if is_dark else 2
inner = [(15, 4), (27, 7), (16, 11), (4, 8)]
draw.polygon(inner, fill=inner_color, outline=outline_color)
img.paste(temp_img, (0, y_offset))
def generate_tiles():
img = Image.new("P", (32, 5768), 3)
img.putpalette(PALETTE)
for mask in range(9): draw_autotile(img, 8 + mask * 16, False, mask, False)
for mask in range(9): draw_autotile(img, 152 + mask * 16, True, mask, False)
for mask in range(9): draw_autotile(img, 296 + mask * 16, False, mask, True)
for mask in range(9): draw_autotile(img, 440 + mask * 16, True, mask, True)
stairs_pattern = [
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTT3311111133TTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT330033TTTTTTTTTTTTT",
"TTTTTTTTTTT3300000033TTTTTTTTTTT",
"TTTTTTTTTTTTT330033TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTT3311111133TTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT330033TTTTTTTTTTTTT",
"TTTTTTTTTTT3300000033TTTTTTTTTTT",
"TTTTTTTTTTTTT330033TTTTTTTTTTTTT",
]
dark_stairs_pattern = [
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT332233TTTTTTTTTTTTT",
"TTTTTTTTTTT3322222233TTTTTTTTTTT",
"TTTTTTTTTTTTT332233TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTT3311111133TTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT332233TTTTTTTTTTTTT",
"TTTTTTTTTTT3322222233TTTTTTTTTTT",
"TTTTTTTTTTTTT332233TTTTTTTTTTTTT",
"TTTTTTTTTTTTTTT33TTTTTTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
"TTTTTTTTTTT3311111133TTTTTTTTTTT",
"TTTTTTTTTTTTT331133TTTTTTTTTTTTT",
]
for v_set, base_offset, pattern in [
(0, 584, stairs_pattern),
(1, 1880, stairs_pattern),
(2, 3176, dark_stairs_pattern),
(3, 4472, dark_stairs_pattern)
]:
is_alt_vic = (v_set == 1 or v_set == 3)
is_dark_vic = (v_set == 2 or v_set == 3)
for mask in range(81):
y_offset = base_offset + mask * 16
tl_state = mask % 3
tr_state = (mask // 3) % 3
bl_state = (mask // 9) % 3
br_state = (mask // 27) % 3
temp_img = Image.new("P", (32, 16), 3)
temp_img.putpalette(PALETTE)
draw = ImageDraw.Draw(temp_img)
body_color = 2 if is_dark_vic else (1 if is_alt_vic else 0)
outer = [(15, 0), (31, 7), (16, 15), (0, 8)]
draw.polygon(outer, fill=body_color)
draw_corner(draw, 'tl', tl_state, is_alt_vic)
draw_corner(draw, 'tr', tr_state, is_alt_vic)
draw_corner(draw, 'bl', bl_state, is_alt_vic)
draw_corner(draw, 'br', br_state, is_alt_vic)
for py in range(16):
for px in range(32):
char = pattern[py][px]
if char != 'T':
temp_img.putpixel((px, py), int(char))
img.paste(temp_img, (0, y_offset))
img.save("tiles.png")
def generate_stamina():
# 13 variants of 8x16 tiles = 104x16 pixels
img = Image.new("P", (104, 16), 0) # Fill with 0 (transparent)
img.putpalette(PALETTE)
def draw_sprite_bar_tile(x_off, filled_px, cap=None):
for y in range(8):
for x in range(8):
color = 3 # black inside
if y == 0 or y == 7:
color = 3 # black border
elif y == 1 or y == 6:
color = 2 # dark gray inner border
else:
if x < filled_px:
color = 1 # light gray (filled)
else:
color = 3 # black (empty)
if cap == 'L' and x == 0:
color = 2 # left border
elif cap == 'R' and x == 7:
color = 2 # right border
img.putpixel((x_off + x, y), color)
# Also fill bottom 8 rows with transparent color 0
for y in range(8, 16):
for x in range(104):
img.putpixel((x, y), 0)
for i in range(9):
draw_sprite_bar_tile(i * 8, i)
draw_sprite_bar_tile(9 * 8, 0, 'L')
draw_sprite_bar_tile(10 * 8, 0, 'R')
draw_sprite_bar_tile(11 * 8, 8, 'L')
draw_sprite_bar_tile(12 * 8, 8, 'R')
img.save("stamina.png")
# Grids for player frames
# 0 = White, 1 = Light Gray, 2 = Dark Gray, 3 = Black
# Down-Right Stand (Frame 0)
GRID_DR_STAND = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032321111232300",
"0032311211232300",
"0032311311332300",
"0032311111132300",
"0032311333332300",
"0003331111333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000323003230000",
"0003333003333000",
"0003333003333000"
]
# Down-Right Walk (Frame 1)
GRID_DR_WALK = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032321111232300",
"0032311211232300",
"0032311311332300",
"0032311111132300",
"0032311333332300",
"0003331111333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000320002300000",
"0003330033300000",
"0003330033300000"
]
# Up-Right Stand (Frame 4 in final list)
GRID_UR_STAND = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0003333333333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000323003230000",
"0003333003333000",
"0003333003333000"
]
# Up-Right Walk (Frame 5 in final list)
GRID_UR_WALK = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0003333333333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000320002300000",
"0003330033300000",
"0003330033300000"
]
def draw_frame(draw, grid, x_off):
for y in range(16):
for x in range(16):
val = int(grid[y][x])
draw.point((x_off + x, y), fill=val)
def generate_player():
# 8 frames in total (128x16 pixels)
player_img = Image.new("P", (128, 16), 0)
player_img.putpalette(PALETTE)
dr_stand = Image.new("P", (16, 16), 0)
dr_stand.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(dr_stand), GRID_DR_STAND, 0)
dr_walk = Image.new("P", (16, 16), 0)
dr_walk.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(dr_walk), GRID_DR_WALK, 0)
ur_stand = Image.new("P", (16, 16), 0)
ur_stand.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(ur_stand), GRID_UR_STAND, 0)
ur_walk = Image.new("P", (16, 16), 0)
ur_walk.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(ur_walk), GRID_UR_WALK, 0)
dl_stand = dr_stand.transpose(Image.FLIP_LEFT_RIGHT)
dl_walk = dr_walk.transpose(Image.FLIP_LEFT_RIGHT)
ul_stand = ur_stand.transpose(Image.FLIP_LEFT_RIGHT)
ul_walk = ur_walk.transpose(Image.FLIP_LEFT_RIGHT)
player_img.paste(dr_stand, (0 * 16, 0))
player_img.paste(dr_walk, (1 * 16, 0))
player_img.paste(dl_stand, (2 * 16, 0))
player_img.paste(dl_walk, (3 * 16, 0))
player_img.paste(ul_stand, (4 * 16, 0))
player_img.paste(ul_walk, (5 * 16, 0))
player_img.paste(ur_stand, (6 * 16, 0))
player_img.paste(ur_walk, (7 * 16, 0))
player_img.save("player.png")
def generate_gameover():
# 80x16 pixels
img = Image.new("P", (80, 16), 3)
img.putpalette(PALETTE)
# We can design each letter on an 8x16 grid
# Let's specify the pixel grids (16 rows of 8 chars)
# 0: White (text body), 2: Dark Gray (text outline/shadow), 3: Black (background)
grids = {
'G': [
"33322223",
"33200002",
"32002222",
"32023333",
"32023222",
"32023202",
"32002202",
"33200002",
"33322223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'A': [
"33322333",
"33200233",
"32022023",
"32022023",
"32000023",
"32022023",
"32022023",
"32022023",
"32233223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'M': [
"32233223",
"32022023",
"32000023",
"32022023",
"32022023",
"32022023",
"32022023",
"32022023",
"32233223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'E': [
"32222223",
"32000002",
"32022222",
"32000023",
"32022222",
"32023333",
"32000002",
"32222223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
' ': [
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'O': [
"33222233",
"32000023",
"32022023",
"32022023",
"32022023",
"32022023",
"32000023",
"33222233",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'V': [
"32233223",
"32022023",
"32022023",
"32022023",
"32022023",
"32022023",
"33200233",
"33322333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'R': [
"32222233",
"32000023",
"32022023",
"32000233",
"32022023",
"32022023",
"32022023",
"32233223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
]
}
text = "GAME OVER"
for i, char in enumerate(text):
grid = grids[char]
for y in range(16):
for x in range(8):
val = int(grid[y][x])
target_x = i * 8 + x + 4
target_y = y + 3
if target_x < 80 and target_y < 16:
img.putpixel((target_x, target_y), val)
img.save("gameover.png")
def generate_victory():
img = Image.new("P", (56, 16), 3)
img.putpalette(PALETTE)
grids = {
'V': [
"32223222",
"32023202",
"32023202",
"32023202",
"33202023",
"33200023",
"33320233",
"33332333"
],
'I': [
"33222233",
"33200233",
"33320233",
"33320233",
"33320233",
"33320233",
"33200233",
"33222233"
],
'C': [
"33222233",
"32000023",
"32022233",
"32023333",
"32023333",
"32022233",
"32000023",
"33222233"
],
'T': [
"32222223",
"32000002",
"33320233",
"33320233",
"33320233",
"33320233",
"33320233",
"33322233"
],
'O': [
"33222233",
"32000023",
"32022023",
"32022023",
"32022023",
"32022023",
"32000023",
"33222233"
],
'R': [
"32222233",
"32000023",
"32022023",
"32000023",
"32022023",
"32023023",
"32023023",
"32233223"
],
'Y': [
"32233223",
"32023202",
"33202023",
"33200023",
"33320233",
"33320233",
"33320233",
"33322233"
]
}
text = "VICTORY"
for i, char in enumerate(text):
grid = grids[char]
for y in range(8):
for x in range(8):
val = int(grid[y][x])
target_x = i * 8 + x
target_y = y + 4
if target_x < 56 and target_y < 16:
img.putpixel((target_x, target_y), val)
img.save("victory.png")
if __name__ == "__main__":
generate_tiles()
generate_player()
generate_gameover()
generate_stamina()
generate_victory()
print("PNG assets generated (tiles, player, gameover, stamina, victory).")
+118
View File
@@ -0,0 +1,118 @@
import numpy as np
from PIL import Image, ImageDraw
# Game Boy Hardware Colors (Green Palette)
PALETTE = [
224, 248, 207, # 0
134, 192, 108, # 1
48, 104, 80, # 2
7, 24, 33 # 3
] + [0] * (256 * 3 - 12)
# Scarier diagonal ghost
GHOST_DR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0031113331130000",
"0032111211133000",
"0003211111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_DR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0003113331130000",
"0032111211133000",
"0032211111111300",
"0003221111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
GHOST_UR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_UR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
def draw_frame(draw, grid, x_off):
for y in range(16):
for x in range(16):
val = int(grid[y][x])
draw.point((x_off + x, y), fill=val)
ghost_img = Image.new("P", (128, 16), 0)
ghost_img.putpalette(PALETTE)
dr_s = Image.new("P", (16, 16), 0); dr_s.putpalette(PALETTE); draw_frame(ImageDraw.Draw(dr_s), GHOST_DR_STAND, 0)
dr_w = Image.new("P", (16, 16), 0); dr_w.putpalette(PALETTE); draw_frame(ImageDraw.Draw(dr_w), GHOST_DR_WALK, 0)
ur_s = Image.new("P", (16, 16), 0); ur_s.putpalette(PALETTE); draw_frame(ImageDraw.Draw(ur_s), GHOST_UR_STAND, 0)
ur_w = Image.new("P", (16, 16), 0); ur_w.putpalette(PALETTE); draw_frame(ImageDraw.Draw(ur_w), GHOST_UR_WALK, 0)
dl_s = dr_s.transpose(Image.FLIP_LEFT_RIGHT)
dl_w = dr_w.transpose(Image.FLIP_LEFT_RIGHT)
ul_s = ur_s.transpose(Image.FLIP_LEFT_RIGHT)
ul_w = ur_w.transpose(Image.FLIP_LEFT_RIGHT)
ghost_img.paste(dr_s, (0 * 16, 0))
ghost_img.paste(dr_w, (1 * 16, 0))
ghost_img.paste(dl_s, (2 * 16, 0))
ghost_img.paste(dl_w, (3 * 16, 0))
ghost_img.paste(ul_s, (4 * 16, 0))
ghost_img.paste(ul_w, (5 * 16, 0))
ghost_img.paste(ur_s, (6 * 16, 0))
ghost_img.paste(ur_w, (7 * 16, 0))
ghost_img.save('enemy.png')
print("Saved enemy.png")
+128
View File
@@ -0,0 +1,128 @@
import numpy as np
from PIL import Image, ImageDraw
# Game Boy Hardware Colors (Green Palette)
C0 = (224, 248, 207, 255)
C1 = (134, 192, 108, 255)
C2 = (48, 104, 80, 255)
C3 = (7, 24, 33, 255)
TR = (224, 248, 207, 0) # Transparent
# Scarier diagonal ghost
# Down-Right Stand
GHOST_DR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0031113331130000",
"0032111211133000",
"0003211111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_DR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0003113331130000",
"0032111211133000",
"0032211111111300",
"0003221111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
GHOST_UR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_UR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
def draw_frame(draw, grid, x_off):
for y in range(16):
for x in range(16):
val = int(grid[y][x])
draw.point((x_off + x, y), fill=val)
ghost_img = Image.new("P", (128, 16), 0)
PALETTE = [C0[0], C0[1], C0[2], C1[0], C1[1], C1[2], C2[0], C2[1], C2[2], C3[0], C3[1], C3[2]] + [0]*756
ghost_img.putpalette(PALETTE)
dr_s = Image.new("P", (16, 16), 0); draw_frame(ImageDraw.Draw(dr_s), GHOST_DR_STAND, 0)
dr_w = Image.new("P", (16, 16), 0); draw_frame(ImageDraw.Draw(dr_w), GHOST_DR_WALK, 0)
ur_s = Image.new("P", (16, 16), 0); draw_frame(ImageDraw.Draw(ur_s), GHOST_UR_STAND, 0)
ur_w = Image.new("P", (16, 16), 0); draw_frame(ImageDraw.Draw(ur_w), GHOST_UR_WALK, 0)
dl_s = dr_s.transpose(Image.FLIP_LEFT_RIGHT)
dl_w = dr_w.transpose(Image.FLIP_LEFT_RIGHT)
ul_s = ur_s.transpose(Image.FLIP_LEFT_RIGHT)
ul_w = ur_w.transpose(Image.FLIP_LEFT_RIGHT)
ghost_img.paste(dr_s, (0 * 16, 0))
ghost_img.paste(dr_w, (1 * 16, 0))
ghost_img.paste(dl_s, (2 * 16, 0))
ghost_img.paste(dl_w, (3 * 16, 0))
ghost_img.paste(ul_s, (4 * 16, 0))
ghost_img.paste(ul_w, (5 * 16, 0))
ghost_img.paste(ur_s, (6 * 16, 0))
ghost_img.paste(ur_w, (7 * 16, 0))
# Resize by 4x for easier previewing
ghost_preview = Image.new('RGBA', ghost_img.size)
preview_palette = [TR, C1, C2, C3]
for y in range(ghost_img.size[1]):
for x in range(ghost_img.size[0]):
p = ghost_img.getpixel((x, y))
ghost_preview.putpixel((x, y), preview_palette[p])
ghost_preview = ghost_preview.resize((128*4, 16*4), Image.Resampling.NEAREST)
ghost_preview.save('ghost_enemy.png')
print("Saved scary diagonal ghost_enemy.png")
+44
View File
@@ -0,0 +1,44 @@
import numpy as np
from PIL import Image
palette = [
(224, 248, 207, 0), # 0: Transparent (alpha 0, but Game Boy color 0)
(134, 192, 108, 255), # 1: Light
(48, 104, 80, 255), # 2: Dark
(7, 24, 33, 255) # 3: Black
]
sprite = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], # 00
[0,0,0,3,1,3,0,0,0,0,0,0,0,0,0,0], # 01 flame tip
[0,0,3,1,2,1,3,0,0,3,3,3,3,3,0,0], # 02 flame / head top
[0,0,3,1,2,1,3,0,3,2,2,2,2,2,3,0], # 03 flame / hood
[0,0,0,3,1,3,0,0,3,1,1,1,1,1,3,0], # 04 flame base / face top
[0,0,0,3,2,3,0,0,3,1,3,1,3,1,3,0], # 05 stick / scared eyes (wide)
[0,0,0,3,2,3,0,0,3,1,1,3,1,1,3,0], # 06 stick / scared open mouth
[0,0,0,3,2,3,0,0,0,3,1,1,1,3,0,0], # 07 stick / chin
[0,0,0,3,2,3,0,0,3,2,2,2,2,2,3,0], # 08 stick / shoulders
[0,0,3,1,1,1,3,3,2,2,2,2,2,3,0,0], # 09 hand holding stick / body
[0,0,0,3,3,3,0,3,2,2,2,2,2,3,1,3], # 10 hand bottom / body / right hand
[0,0,0,0,0,0,0,0,3,2,2,2,2,3,3,3], # 11 body lower
[0,0,0,0,0,0,0,0,3,2,3,0,3,2,3,0], # 12 legs
[0,0,0,0,0,0,0,0,3,2,3,0,3,2,3,0], # 13 legs
[0,0,0,0,0,0,0,3,3,2,3,0,3,2,3,3], # 14 shoes
[0,0,0,0,0,0,0,3,3,3,0,0,0,3,3,3], # 15 shoes bottom
]
img = Image.new('RGBA', (16, 16))
pixels = img.load()
for y in range(16):
for x in range(16):
pixels[x, y] = palette[sprite[y][x]]
# Save 16x16 with transparency (for the actual asset generation)
img.save('peasant_16x16.png')
# Upscale for preview
preview = img.resize((160, 160), Image.Resampling.NEAREST)
bg = Image.new('RGBA', (160, 160), (224, 248, 207, 255))
bg.paste(preview, (0,0), preview)
bg.save('peasant_preview.png')
print("Generated peasant_16x16.png and peasant_preview.png")
+65
View File
@@ -0,0 +1,65 @@
import numpy as np
from PIL import Image
palette = [
(224, 248, 207, 0), # 0: Transparent
(134, 192, 108, 255), # 1: Light (Skin)
(48, 104, 80, 255), # 2: Dark (Clothes/Hood)
(7, 24, 33, 255) # 3: Black (Outlines/Eyes)
]
sprite = [
[0,0,0,0, 3,3,3,3,3,3,3,3, 0,0,0,0], # 00 hat top
[0,0,0,3, 2,2,2,2,2,2,2,2, 3,0,0,0], # 01 hat
[0,0,3,2, 2,3,3,3,3,3,3,2, 2,3,0,0], # 02 hat brim
[0,0,3,2, 3,2,1,1,1,1,2,3, 2,3,0,0], # 03 eyebrows outer
[0,0,3,2, 3,1,2,1,1,2,1,3, 2,3,0,0], # 04 eyebrows inner
[0,0,3,2, 3,1,3,1,1,3,1,3, 2,3,0,0], # 05 eyes
[0,0,3,2, 3,1,1,3,3,1,1,3, 2,3,0,0], # 06 mouth
[0,0,3,2, 3,1,1,3,3,1,1,3, 2,3,0,0], # 07 mouth
[0,0,0,3, 3,3,1,1,1,1,3,3, 3,0,0,0], # 08 chin
[0,0,3,2, 2,3,3,3,3,3,3,2, 2,3,0,0], # 09 shoulders
[0,0,3,2, 2,3,1,1,1,1,3,2, 2,3,0,0], # 10 hands clasped
[0,0,3,2, 2,3,3,3,3,3,3,2, 2,3,0,0], # 11 belt/lower arms
[0,0,3,2, 2,2,2,2,2,2,2,2, 2,3,0,0], # 12 tunic
[0,0,0,3, 2,2,2,3,3,2,2,2, 3,0,0,0], # 13 tunic split
[0,0,0,0, 3,2,3,0,0,3,2,3, 0,0,0,0], # 14 legs
[0,0,0,3, 3,3,3,0,0,3,3,3, 3,0,0,0], # 15 shoes
]
# We need to replace the first frame of player.png which is 128x16
# We will create a new 128x16 image, paste this frame into the first slot
# For now, we just copy this frame 8 times so the animation doesn't break,
# although we only designed the first frame.
img_sheet = Image.new('P', (128, 16))
# Create palette flat array
flat_palette = []
for p in palette:
flat_palette.extend([p[0], p[1], p[2]])
# Pad palette to 256 colors
flat_palette.extend([0] * (768 - len(flat_palette)))
img_sheet.putpalette(flat_palette)
pixels = img_sheet.load()
for frame in range(8):
for y in range(16):
for x in range(16):
pixels[x + frame*16, y] = sprite[y][x]
# Save the game asset
img_sheet.save('player.png', transparency=0)
# Save the preview
preview = Image.new('RGBA', (16, 16))
p_pixels = preview.load()
for y in range(16):
for x in range(16):
p_pixels[x, y] = palette[sprite[y][x]]
preview = preview.resize((160, 160), Image.Resampling.NEAREST)
bg = Image.new('RGBA', (160, 160), (224, 248, 207, 255))
bg.paste(preview, (0,0), preview)
bg.save('peasant_preview2.png')
print("Generated player.png and peasant_preview2.png")
+55
View File
@@ -0,0 +1,55 @@
import numpy as np
from PIL import Image
palette = [
(224, 248, 207, 0), # 0: Transparent
(134, 192, 108, 255), # 1: Light (Skin)
(48, 104, 80, 255), # 2: Dark (Clothes/Hood)
(7, 24, 33, 255) # 3: Black (Outlines/Eyes)
]
sprite = [
[0,0,0,0, 3,3,3,3,3,3,3,3, 0,0,0,0], # 00 hat top
[0,0,0,3, 2,2,2,2,2,2,2,2, 3,0,0,0], # 01 hat
[0,0,3,2, 2,3,3,3,3,3,3,2, 2,3,0,0], # 02 hat brim
[0,0,3,2, 3,2,1,1,1,1,2,3, 2,3,0,0], # 03 eyebrows outer
[0,0,3,2, 3,1,2,1,1,2,1,3, 2,3,0,0], # 04 eyebrows inner
[0,0,3,2, 3,1,3,1,1,3,1,3, 2,3,0,0], # 05 eyes
[0,0,3,2, 3,1,1,1,1,1,1,3, 2,3,0,0], # 06 cheeks
[0,0,3,2, 3,1,3,3,3,3,1,3, 2,3,0,0], # 07 mouth (tense)
[0,0,0,3, 3,3,1,1,1,1,3,3, 3,0,0,0], # 08 chin
[0,0,3,2, 3,3,3,3,3,3,3,3, 2,3,0,0], # 09 shoulders/neck
[0,0,3,2, 3,2,2,2,2,2,2,3, 2,3,0,0], # 10 arms/body
[0,0,3,1, 3,2,2,2,2,2,2,3, 1,3,0,0], # 11 hands/body
[0,0,3,3, 3,3,2,2,2,2,3,3, 3,3,0,0], # 12 hands bottom / tunic
[0,0,0,0, 3,2,3,0,0,3,2,3, 0,0,0,0], # 13 legs
[0,0,0,3, 3,3,3,0,0,3,3,3, 3,0,0,0], # 14 shoes
[0,0,0,3, 3,3,3,0,0,3,3,3, 3,0,0,0], # 15 shoes
]
img_sheet = Image.new('P', (128, 16))
flat_palette = []
for p in palette:
flat_palette.extend([p[0], p[1], p[2]])
flat_palette.extend([0] * (768 - len(flat_palette)))
img_sheet.putpalette(flat_palette)
pixels = img_sheet.load()
for frame in range(8):
for y in range(16):
for x in range(16):
pixels[x + frame*16, y] = sprite[y][x]
img_sheet.save('player.png', transparency=0)
preview = Image.new('RGBA', (16, 16))
p_pixels = preview.load()
for y in range(16):
for x in range(16):
p_pixels[x, y] = palette[sprite[y][x]]
preview = preview.resize((160, 160), Image.Resampling.NEAREST)
bg = Image.new('RGBA', (160, 160), (224, 248, 207, 255))
bg.paste(preview, (0,0), preview)
bg.save('peasant_preview3.png')
print("Generated peasant_preview3.png")
+46
View File
@@ -0,0 +1,46 @@
import os
from PIL import Image, ImageDraw
# Standard Game Boy palette
# 0: White, 1: Light Gray, 2: Dark Gray, 3: Black
PALETTE = [
224, 248, 207, # 0
134, 192, 108, # 1
48, 104, 80, # 2
7, 24, 33 # 3
] + [0] * (256 * 3 - 12)
stairs_pattern = [
"00000000000000033000000000000000",
"00000000000003311330000000000000",
"00000000000331111113300000000000",
"00000000000003311330000000000000",
"00000000000000033000000000000000",
"00000000000003300330000000000000",
"00000000000330000003300000000000",
"00000000000003300330000000000000",
"00000000000000033000000000000000",
"00000000000003311330000000000000",
"00000000000331111113300000000000",
"00000000000003311330000000000000",
"00000000000000033000000000000000",
"00000000000003300330000000000000",
"00000000000330000003300000000000",
"00000000000003300330000000000000",
]
def generate_stairs_sprite():
img = Image.new("P", (32, 16), 0)
img.putpalette(PALETTE)
for py in range(16):
for px in range(32):
char = stairs_pattern[py][px]
if char != '0':
img.putpixel((px, py), int(char))
img.save("stairs_sprite.png")
print("stairs_sprite.png generated.")
if __name__ == "__main__":
generate_stairs_sprite()
+141
View File
@@ -0,0 +1,141 @@
import sys
from PIL import Image, ImageDraw
PALETTE = [
224, 248, 207, # 0
134, 192, 108, # 1
48, 104, 80, # 2
7, 24, 33 # 3
] + [0] * (256 * 3 - 12)
def generate_victory():
# 64x16 pixels
img = Image.new("P", (64, 16), 3)
img.putpalette(PALETTE)
grids = {
'V': [
"32233223",
"32022023",
"32022023",
"32022023",
"32022023",
"32022023",
"33200233",
"33322333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'I': [
"33322333",
"33322333",
"33300333",
"33300333",
"33300333",
"33300333",
"33300333",
"33322333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'T': [
"32222223",
"32000002",
"33300333",
"33300333",
"33300333",
"33300333",
"33300333",
"33322333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'O': [
"33222233",
"32000023",
"32022023",
"32022023",
"32022023",
"32022023",
"32000023",
"33222233",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'R': [
"32222233",
"32000023",
"32022023",
"32000233",
"32022023",
"32022023",
"32022023",
"32233223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
],
'A': [
"33322333",
"33200233",
"32022023",
"32022023",
"32000023",
"32022023",
"32022023",
"32022023",
"32233223",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333",
"33333333"
]
}
text = "VITTORIA"
for i, char in enumerate(text):
grid = grids[char]
for y in range(16):
for x in range(8):
val = int(grid[y][x])
target_x = i * 8 + x
target_y = y
if target_x < 64 and target_y < 16:
img.putpixel((target_x, target_y), val)
img.save("victory.png")
if __name__ == "__main__":
generate_victory()
+56
View File
@@ -0,0 +1,56 @@
import cv2
import numpy as np
def main():
img = cv2.imread('hello_iso_gb.png')
if img is None:
print("Error: Could not load hello_iso_gb.png")
return
gray = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY)
h, w = gray.shape
# Create a markup copy of the image
markup = img.copy()
# We want to detect the rendering glitches (black V-shapes or gaps cutting into the floor tiles)
# The floor tiles are White (255) and Light Gray (153) with Dark Gray (85) lines.
# The empty background is Black (0).
# Inside the walkable path, any Black (0) pixel that is surrounded by floor tile colors
# represents a cutout glitch.
# Let's use morphological operations to find these black cutouts inside the tiles.
# Threshold to find floor tiles (value > 50, so anything not black)
_, floor_mask = cv2.threshold(gray, 50, 255, cv2.THRESH_BINARY)
# Invert to find black pixels
black_mask = cv2.bitwise_not(floor_mask)
# Find contours of the black regions
contours, _ = cv2.findContours(black_mask, cv2.RETR_TREE, cv2.CHAIN_APPROX_SIMPLE)
glitch_count = 0
for cnt in contours:
x, y, rw, rh = cv2.boundingRect(cnt)
# The screen border is black, so we ignore black regions touching the screen boundaries
if x <= 2 or y <= 2 or (x + rw) >= w - 2 or (y + rh) >= h - 2:
continue
# Glitches are small black gaps/triangles. Typically small (e.g. area between 4 and 40 pixels)
area = cv2.contourArea(cnt)
if 2 <= area <= 50:
# Check if it's inside the checkerboard area
# (which is roughly centered on the screen)
cv2.rectangle(markup, (x, y), (x + rw, y + rh), (0, 0, 255), 1) # Red box
glitch_count += 1
print(f"Detected {glitch_count} rendering glitches (black cutouts/gaps) inside the floor map.")
# Save the marked-up image to the artifacts directory
output_path = '/home/enne2/.gemini/antigravity-ide/brain/dd9e728a-93c4-49f8-90b6-3f72fcc47f04/analyzed_tiles.png'
cv2.imwrite(output_path, markup)
print(f"Saved analysis markup to: {output_path}")
if __name__ == '__main__':
main()
+30
View File
@@ -0,0 +1,30 @@
import cv2
import numpy as np
def main():
img = cv2.imread('hello_iso_gb.png')
if img is None:
print("Error: Could not load hello_iso_gb.png")
return
gray = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY)
h, w = gray.shape
print(f"Image dimensions: {w}x{h}")
# Print all unique gray values on screen
unique_vals = np.unique(gray)
print(f"Unique gray values: {unique_vals}")
# Find all contours in the image
contours, _ = cv2.findContours(gray, cv2.RETR_TREE, cv2.CHAIN_APPROX_SIMPLE)
print("\nAll non-trivial contours:")
for idx, cnt in enumerate(contours):
x, y, rw, rh = cv2.boundingRect(cnt)
area = cv2.contourArea(cnt)
# Filter out screen-sized or tiny noise contours
if 4 <= area <= 10000:
print(f"Contour {idx}: x={x}, y={y}, w={rw}, h={rh}, area={area}, center=({x + rw/2}, {y + rh/2})")
if __name__ == '__main__':
main()
+43
View File
@@ -0,0 +1,43 @@
from PIL import Image
# Open the new cover image
img = Image.open('bg.png')
# Convert to grayscale first to get raw intensity values
img_gray = img.convert('L')
# Create a new indexed image with the exact Game Boy palette mapping
# 0 = White, 1 = Light Gray, 2 = Dark Gray, 3 = Black
final_img = Image.new('P', img_gray.size)
# Set the palette
palette = [
255, 255, 255, # 0: White
170, 170, 170, # 1: Light Gray
85, 85, 85, # 2: Dark Gray
0, 0, 0 # 3: Black
]
palette += [0] * (256 * 3 - len(palette))
final_img.putpalette(palette)
# Map the grayscale pixels to palette indices (0-3)
# Darker pixels get higher indices (closer to 3/Black), lighter get lower indices (closer to 0/White)
raw_pixels = list(img_gray.getdata())
mapped_pixels = []
for p in raw_pixels:
if p > 200:
mapped_pixels.append(0) # White
elif p > 120:
mapped_pixels.append(1) # Light Gray
elif p > 55:
mapped_pixels.append(2) # Dark Gray
else:
mapped_pixels.append(3) # Black
final_img.putdata(mapped_pixels)
# Save the resulting image
final_img.save('title_bg.png')
print("title_bg.png created successfully with correct color indexing.")
+18
View File
@@ -0,0 +1,18 @@
from pyboy import PyBoy
import sys
def take_screenshot():
# Initialize PyBoy in headless mode to not block or require X11
pyboy = PyBoy('hello_iso.gb', window_type="headless")
# Run for 300 frames to let the PyBoy boot screen finish and the title screen render fully
for _ in range(300):
pyboy.tick()
# Take screenshot
pyboy.screen.image.save('screenshot.png')
print("Screenshot saved to screenshot.png")
pyboy.stop()
if __name__ == "__main__":
take_screenshot()
+75
View File
@@ -0,0 +1,75 @@
import cv2
import numpy as np
from pyboy import PyBoy
def main():
# Load PyBoy with the test gameover ROM
pyboy = PyBoy('test_gameover.gb', window='null', cgb=False)
# Tick for 120 frames to let the game boot and sprites render
for _ in range(120):
pyboy.tick()
# Grab screen buffer and convert it to OpenCV format
screen_image = pyboy.screen.image
# screen_image is a PIL Image. Convert to numpy array (RGB)
img_np = np.array(screen_image)
# Convert RGB to BGR for OpenCV
img_bgr = cv2.cvtColor(img_np, cv2.COLOR_RGB2BGR)
# Save the screenshot
cv2.imwrite('gameover_rendering.png', img_bgr)
print("Screenshot saved to gameover_rendering.png")
# Analyze alignment using OpenCV
gray = cv2.cvtColor(img_bgr, cv2.COLOR_BGR2GRAY)
h, w = gray.shape
print(f"Screen size: {w}x{h}")
# The background is white/light (value 255). The text has black/dark pixels.
# We use BINARY_INV to detect dark objects.
_, thresh = cv2.threshold(gray, 200, 255, cv2.THRESH_BINARY_INV)
# Find all contours in the thresholded image
contours, _ = cv2.findContours(thresh, cv2.RETR_EXTERNAL, cv2.CHAIN_APPROX_SIMPLE)
# Find the bounding box of elements in the lower half of the screen (y > 100) where "GAME OVER" is rendered
gameover_boxes = []
player_boxes = []
for cnt in contours:
x, y, rw, rh = cv2.boundingRect(cnt)
if y > 80:
gameover_boxes.append((x, y, rw, rh))
else:
player_boxes.append((x, y, rw, rh))
# Combine bounding boxes of GAME OVER parts
if len(gameover_boxes) > 0:
min_x = min(box[0] for box in gameover_boxes)
max_x = max(box[0] + box[2] for box in gameover_boxes)
min_y = min(box[1] for box in gameover_boxes)
max_y = max(box[1] + box[3] for box in gameover_boxes)
text_width = max_x - min_x
text_height = max_y - min_y
center_x = min_x + text_width / 2.0
print("\n--- OpenCV Alignment Verification ---")
print(f"GAME OVER text bounding box: x={min_x}, y={min_y}, w={text_width}, h={text_height}")
print(f"GAME OVER text horizontal center: {center_x}")
print(f"Target screen center: {w / 2.0}")
# Verify alignment within 2 pixels tolerance
offset = abs(center_x - (w / 2.0))
print(f"Alignment offset: {offset} pixels")
if offset <= 2.0:
print("SUCCESS: The GAME OVER text is absolutely aligned (perfectly centered)!")
else:
print(f"WARNING: The GAME OVER text is off-center by {offset} pixels.")
else:
print("Error: Could not detect the GAME OVER text in the lower half of the screen.")
pyboy.stop()
if __name__ == '__main__':
main()
+75
View File
@@ -0,0 +1,75 @@
from pyboy import PyBoy
from pyboy.utils import WindowEvent
def get_symbol_address(symbol_name):
try:
with open('hello_iso.noi', 'r') as f:
for line in f:
parts = line.strip().split()
if len(parts) >= 3 and parts[0] == 'DEF' and parts[1] == symbol_name:
return int(parts[2], 16)
except FileNotFoundError:
pass
raise ValueError(f"Symbol {symbol_name} not found in hello_iso.noi")
def main():
pyboy = PyBoy('hello_iso.gb', window='null', cgb=False)
# Let the game boot and generate the maze
for _ in range(60 * 2):
pyboy.tick()
# Dynamically look up addresses
player_lx_addr = get_symbol_address('_player_lx')
player_ly_addr = get_symbol_address('_player_ly')
maze_addr = get_symbol_address('_maze')
# Read player position from RAM
lx = pyboy.memory[player_lx_addr]
ly = pyboy.memory[player_ly_addr]
print(f"Initial player coordinates in RAM: lx={lx}, ly={ly}")
# Read maze array from RAM (7x7 starting at maze_addr)
map_size = 7
maze = []
for y in range(map_size):
row = []
for x in range(map_size):
val = pyboy.memory[maze_addr + y * map_size + x]
row.append(val)
maze.append(row)
print("\nMaze layout in RAM (0=wall, 1=path):")
for y, row in enumerate(maze):
row_str = f"{y:02d}: "
for x, val in enumerate(row):
if x == lx and y == ly:
row_str += "P" # Player
else:
row_str += str(val)
print(row_str)
# Check neighbors of player
print(f"\nPlayer neighbors: Up={maze[ly-1][lx]}, Down={maze[ly+1][lx]}, Left={maze[ly][lx-1]}, Right={maze[ly][lx+1]}")
# Try pressing Down (Down-Left)
print("\nSimulating pressing DOWN...")
pyboy.send_input(WindowEvent.PRESS_ARROW_DOWN)
pyboy.tick()
pyboy.send_input(WindowEvent.RELEASE_ARROW_DOWN)
for _ in range(30):
pyboy.tick()
print(f"Player coordinates after DOWN: lx={pyboy.memory[player_lx_addr]}, ly={pyboy.memory[player_ly_addr]}")
# Try pressing Right (Down-Right)
print("\nSimulating pressing RIGHT...")
pyboy.send_input(WindowEvent.PRESS_ARROW_RIGHT)
pyboy.tick()
pyboy.send_input(WindowEvent.RELEASE_ARROW_RIGHT)
for _ in range(30):
pyboy.tick()
print(f"Player coordinates after RIGHT: lx={pyboy.memory[player_lx_addr]}, ly={pyboy.memory[player_ly_addr]}")
pyboy.stop()
if __name__ == "__main__":
main()
+1
View File
@@ -0,0 +1 @@
# Music script generator
+14
View File
@@ -0,0 +1,14 @@
from pyboy import PyBoy
def main():
pyboy = PyBoy('hello_iso.gb', window='null', cgb=False)
# Tick a few frames to let the map render
for _ in range(60 * 2):
pyboy.tick()
pyboy.screen.image.save('hello_iso_gb.png')
pyboy.stop()
print("Screenshot saved to hello_iso_gb.png")
if __name__ == "__main__":
main()
+78
View File
@@ -0,0 +1,78 @@
GRID_DR_STAND = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032321111232300",
"0032311211232300",
"0032311311332300",
"0032311111132300",
"0032311333332300",
"0003331111333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000323003230000",
"0003333003333000",
"0003333003333000"
]
GRID_DR_WALK = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032321111232300",
"0032311211232300",
"0032311311332300",
"0032311111132300",
"0032311333332300",
"0003331111333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000320002300000",
"0003330033300000",
"0003330033300000"
]
GRID_UR_STAND = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0003333333333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000323003230000",
"0003333003333000",
"0003333003333000"
]
GRID_UR_WALK = [
"0000333333330000",
"0003222222223000",
"0032233333322300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0032222222222300",
"0003333333333000",
"0032333333332300",
"0032322222232300",
"0031322222231300",
"0033332222333300",
"0000320002300000",
"0003330033300000",
"0003330033300000"
]
import sys
print("Done")
+126
View File
@@ -0,0 +1,126 @@
import os
with open('generate_assets.py', 'r') as f:
content = f.read()
GHOST_GRIDS = """
# Ghost Grids
GHOST_DR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0031113331130000",
"0032111211133000",
"0003211111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_DR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003113113130000",
"0003112221130000",
"0003113331130000",
"0032111211133000",
"0032211111111300",
"0003221111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
GHOST_UR_STAND = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000321330000000",
"0000033000000000",
"0000000000000000"
]
GHOST_UR_WALK = [
"0000033333000000",
"0000322222300000",
"0003211111230000",
"0003111111130000",
"0003111111130000",
"0003111111130000",
"0003211111133000",
"0000321111111300",
"0000322111113000",
"0000322111330000",
"0000032213000000",
"0000032213000000",
"0000032113000000",
"0000003213000000",
"0000000330000000",
"0000000000000000"
]
def generate_enemy():
img = Image.new("P", (128, 16), 0)
img.putpalette(PALETTE)
dr_s = Image.new("P", (16, 16), 0)
dr_s.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(dr_s), GHOST_DR_STAND, 0)
dr_w = Image.new("P", (16, 16), 0)
dr_w.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(dr_w), GHOST_DR_WALK, 0)
ur_s = Image.new("P", (16, 16), 0)
ur_s.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(ur_s), GHOST_UR_STAND, 0)
ur_w = Image.new("P", (16, 16), 0)
ur_w.putpalette(PALETTE)
draw_frame(ImageDraw.Draw(ur_w), GHOST_UR_WALK, 0)
dl_s = dr_s.transpose(Image.FLIP_LEFT_RIGHT)
dl_w = dr_w.transpose(Image.FLIP_LEFT_RIGHT)
ul_s = ur_s.transpose(Image.FLIP_LEFT_RIGHT)
ul_w = ur_w.transpose(Image.FLIP_LEFT_RIGHT)
img.paste(dr_s, (0 * 16, 0))
img.paste(dr_w, (1 * 16, 0))
img.paste(dl_s, (2 * 16, 0))
img.paste(dl_w, (3 * 16, 0))
img.paste(ul_s, (4 * 16, 0))
img.paste(ul_w, (5 * 16, 0))
img.paste(ur_s, (6 * 16, 0))
img.paste(ur_w, (7 * 16, 0))
img.save("enemy.png")
"""
content = content.replace("def generate_player():", GHOST_GRIDS + "\ndef generate_player():")
content = content.replace("generate_player()", "generate_player()\n generate_enemy()")
content = content.replace("player, gameover", "player, enemy, gameover")
with open('generate_assets.py', 'w') as f:
f.write(content)