Refactoring: Project structure, sprite stairs & fog masks rendering fix
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@@ -0,0 +1,55 @@
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import numpy as np
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from PIL import Image
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palette = [
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(224, 248, 207, 0), # 0: Transparent
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(134, 192, 108, 255), # 1: Light (Skin)
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(48, 104, 80, 255), # 2: Dark (Clothes/Hood)
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(7, 24, 33, 255) # 3: Black (Outlines/Eyes)
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]
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sprite = [
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[0,0,0,0, 3,3,3,3,3,3,3,3, 0,0,0,0], # 00 hat top
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[0,0,0,3, 2,2,2,2,2,2,2,2, 3,0,0,0], # 01 hat
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[0,0,3,2, 2,3,3,3,3,3,3,2, 2,3,0,0], # 02 hat brim
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[0,0,3,2, 3,2,1,1,1,1,2,3, 2,3,0,0], # 03 eyebrows outer
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[0,0,3,2, 3,1,2,1,1,2,1,3, 2,3,0,0], # 04 eyebrows inner
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[0,0,3,2, 3,1,3,1,1,3,1,3, 2,3,0,0], # 05 eyes
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[0,0,3,2, 3,1,1,1,1,1,1,3, 2,3,0,0], # 06 cheeks
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[0,0,3,2, 3,1,3,3,3,3,1,3, 2,3,0,0], # 07 mouth (tense)
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[0,0,0,3, 3,3,1,1,1,1,3,3, 3,0,0,0], # 08 chin
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[0,0,3,2, 3,3,3,3,3,3,3,3, 2,3,0,0], # 09 shoulders/neck
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[0,0,3,2, 3,2,2,2,2,2,2,3, 2,3,0,0], # 10 arms/body
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[0,0,3,1, 3,2,2,2,2,2,2,3, 1,3,0,0], # 11 hands/body
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[0,0,3,3, 3,3,2,2,2,2,3,3, 3,3,0,0], # 12 hands bottom / tunic
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[0,0,0,0, 3,2,3,0,0,3,2,3, 0,0,0,0], # 13 legs
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[0,0,0,3, 3,3,3,0,0,3,3,3, 3,0,0,0], # 14 shoes
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[0,0,0,3, 3,3,3,0,0,3,3,3, 3,0,0,0], # 15 shoes
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]
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img_sheet = Image.new('P', (128, 16))
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flat_palette = []
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for p in palette:
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flat_palette.extend([p[0], p[1], p[2]])
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flat_palette.extend([0] * (768 - len(flat_palette)))
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img_sheet.putpalette(flat_palette)
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pixels = img_sheet.load()
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for frame in range(8):
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for y in range(16):
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for x in range(16):
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pixels[x + frame*16, y] = sprite[y][x]
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img_sheet.save('player.png', transparency=0)
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preview = Image.new('RGBA', (16, 16))
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p_pixels = preview.load()
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for y in range(16):
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for x in range(16):
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p_pixels[x, y] = palette[sprite[y][x]]
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preview = preview.resize((160, 160), Image.Resampling.NEAREST)
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bg = Image.new('RGBA', (160, 160), (224, 248, 207, 255))
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bg.paste(preview, (0,0), preview)
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bg.save('peasant_preview3.png')
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print("Generated peasant_preview3.png")
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