Files
ascreamfromthedark-gb/generate_assets.py
T

445 lines
13 KiB
Python

import os
from PIL import Image, ImageDraw
# Standard Game Boy palette
# 0: White, 1: Light Gray, 2: Dark Gray, 3: Black
PALETTE = [
255, 255, 255, # 0
170, 170, 170, # 1
85, 85, 85, # 2
0, 0, 0 # 3
] + [0] * (256 * 3 - 12)
def draw_autotile(draw, y_offset, is_alt, mask, is_dark=False):
# Determine the neighbor fill color
# Tile 1 (Normal, is_alt=False) neighbors should match Tile 2 (Alt) body color: 1 (Light Gray)
# Tile 2 (Alt, is_alt=True) neighbors should match Tile 1 (Normal) body color: 0 (White)
if not is_dark:
neighbor_color = 0 if is_alt else 1
tl_color = neighbor_color if (mask & 1) else 3
tr_color = neighbor_color if (mask & 2) else 3
dl_color = neighbor_color if (mask & 4) else 3
dr_color = neighbor_color if (mask & 8) else 3
# Draw corners
draw.polygon([(0, y_offset), (15, y_offset), (0, y_offset + 7)], fill=tl_color)
draw.polygon([(16, y_offset), (31, y_offset), (31, y_offset + 7)], fill=tr_color)
draw.polygon([(0, y_offset + 8), (0, y_offset + 15), (15, y_offset + 15)], fill=dl_color)
draw.polygon([(31, y_offset + 8), (31, y_offset + 15), (16, y_offset + 15)], fill=dr_color)
# Draw the main diamond shape on top
points = [(15, y_offset), (31, y_offset + 7), (16, y_offset + 15), (0, y_offset + 8)]
inner = [(15, y_offset + 4), (27, y_offset + 7), (16, y_offset + 11), (4, y_offset + 8)]
if not is_alt:
# Tile 1: Normal floor (body is White, inner is Light Gray)
draw.polygon(points, fill=0, outline=2)
draw.polygon(inner, fill=1, outline=2)
else:
# Tile 2: Alt floor (body is Light Gray, inner is White)
draw.polygon(points, fill=1, outline=2)
draw.polygon(inner, fill=0, outline=2)
else:
# Darker version: Shift colors down
# White (0) -> Light Gray (1)
# Light Gray (1) -> Dark Gray (2)
# Dark Gray (2) -> Black (3)
# Black (3) -> Black (3)
neighbor_color = 1 if is_alt else 2
tl_color = neighbor_color if (mask & 1) else 3
tr_color = neighbor_color if (mask & 2) else 3
dl_color = neighbor_color if (mask & 4) else 3
dr_color = neighbor_color if (mask & 8) else 3
# Draw corners
draw.polygon([(0, y_offset), (15, y_offset), (0, y_offset + 7)], fill=tl_color)
draw.polygon([(16, y_offset), (31, y_offset), (31, y_offset + 7)], fill=tr_color)
draw.polygon([(0, y_offset + 8), (0, y_offset + 15), (15, y_offset + 15)], fill=dl_color)
draw.polygon([(31, y_offset + 8), (31, y_offset + 15), (16, y_offset + 15)], fill=dr_color)
# Draw the main diamond shape on top
points = [(15, y_offset), (31, y_offset + 7), (16, y_offset + 15), (0, y_offset + 8)]
inner = [(15, y_offset + 4), (27, y_offset + 7), (16, y_offset + 11), (4, y_offset + 8)]
if not is_alt:
# Tile 1 Dark: body is Light Gray (1), inner is Dark Gray (2), outline is Black (3)
draw.polygon(points, fill=1, outline=3)
draw.polygon(inner, fill=2, outline=3)
else:
# Tile 2 Dark: body is Dark Gray (2), inner is Light Gray (1), outline is Black (3)
draw.polygon(points, fill=2, outline=3)
draw.polygon(inner, fill=1, outline=3)
def generate_tiles():
# 64 variants total:
# 0..15: Tile 1 (Normal Floor) with masks 0..15
# 16..31: Tile 2 (Alt Floor) with masks 0..15
# 32..47: Tile 1 Dark (Normal Floor Dark) with masks 0..15
# 48..63: Tile 2 Dark (Alt Floor Dark) with masks 0..15
# Height is 8 pixels (black spacer) + 64 variants * 16 pixels = 1032 pixels
img = Image.new("P", (32, 1032), 3)
img.putpalette(PALETTE)
draw = ImageDraw.Draw(img)
# Draw Tile 1 variants (start at y=8)
for mask in range(16):
draw_autotile(draw, 8 + mask * 16, False, mask, False)
# Draw Tile 2 variants (start at y=264)
for mask in range(16):
draw_autotile(draw, 264 + mask * 16, True, mask, False)
# Draw Tile 1 Dark variants (start at y=520)
for mask in range(16):
draw_autotile(draw, 520 + mask * 16, False, mask, True)
# Draw Tile 2 Dark variants (start at y=776)
for mask in range(16):
draw_autotile(draw, 776 + mask * 16, True, mask, True)
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 = [
"0000000000000000",
"0000003333000000",
"0000031111300000",
"0000311111130000",
"0000311313130000", # Eyes facing right/down
"0000031111300000",
"0000003333000000",
"0000032222300000",
"0000312222130000",
"0000312222130000",
"0000032222300000",
"0000003333000000",
"0000033003300000",
"0000033003300000",
"0000333003330000",
"0000000000000000"
]
# Down-Right Walk (Frame 1)
GRID_DR_WALK = [
"0000000000000000",
"0000003333000000",
"0000031111300000",
"0000311111130000",
"0000311313130000",
"0000031111300000",
"0000003333000000",
"0000032222300000",
"0000312222130000",
"0000312222130000",
"0000032222300000",
"0000003333000000",
"0000033000030000", # Left leg forward, right leg back
"0000330000033000",
"0003330000033300",
"0000000000000000"
]
# Up-Right Stand (Frame 4 in final list)
GRID_UR_STAND = [
"0000000000000000",
"0000003333000000",
"0000031111300000",
"0000311111130000",
"0000311111130000", # Back of head (no eyes)
"0000031111300000",
"0000003333000000",
"0000032222300000",
"0000312222130000",
"0000312222130000",
"0000032222300000",
"0000003333000000",
"0000033003300000",
"0000033003300000",
"0000333003330000",
"0000000000000000"
]
# Up-Right Walk (Frame 5 in final list)
GRID_UR_WALK = [
"0000000000000000",
"0000003333000000",
"0000031111300000",
"0000311111130000",
"0000311111130000",
"0000031111300000",
"0000003333000000",
"0000032222300000",
"0000312222130000",
"0000312222130000",
"0000032222300000",
"0000003333000000",
"0000033000030000",
"0000330000033000",
"0003330000033300",
"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)
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")
if __name__ == "__main__":
generate_tiles()
generate_player()
generate_gameover()
generate_stamina()
print("PNG assets generated (tiles, player, gameover, and stamina).")