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Add new PNG images for clean and preview outputs

- Added `image_clean.png` to the output directory for the clean image representation.
- Added `image_clean_preview.png` for the preview of the clean image.
- Introduced `image_svg_clean.png` for the SVG clean image representation.
recover-clean-png-output
Matteo Benedetto 4 days ago
parent
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76
ARM_APPIMAGE_PLAN.md

@ -0,0 +1,76 @@
# Piano di distribuzione ARM con AppImage
Questo repository ora e pronto per essere portato dentro un bundle AppImage senza dipendere dalla directory corrente e senza scrivere nel filesystem montato in sola lettura dell'AppImage.
## Stato attuale
- Le risorse di runtime vengono risolte a partire dal root del progetto tramite `MICE_PROJECT_ROOT`.
- I dati persistenti (`scores.txt`, `user_profiles.json`) vengono scritti in una directory utente persistente:
- `MICE_DATA_DIR`, se impostata.
- altrimenti `${XDG_DATA_HOME}/mice`.
- fallback: `~/.local/share/mice`.
- E presente uno scaffold di packaging in `packaging/`.
## Strategia consigliata
1. Costruire l'AppImage su una macchina `aarch64` reale o in una chroot/container ARM.
2. Creare dentro `AppDir` un ambiente Python copiato localmente con `python -m venv --copies`.
3. Installare le dipendenze Python da `requirements.txt` dentro quel Python locale.
4. Copiare il gioco e gli asset in `AppDir/usr/share/mice`.
5. Bundlare le librerie native richieste da SDL2 e dai wheel Python dentro `AppDir/usr/lib`.
6. Usare `AppRun` per esportare `LD_LIBRARY_PATH`, `MICE_PROJECT_ROOT` e `MICE_DATA_DIR` prima del lancio di `rats.py`.
7. Generare il file finale con `appimagetool`.
## Perche costruire nativamente su ARM
- Un AppImage deve contenere binari della stessa architettura del target.
- `PySDL2`, `numpy` e `Pillow` portano con se librerie native o dipendenze native.
- Il cross-build da `x86_64` a `aarch64` e possibile, ma aumenta molto il rischio di incompatibilita su `glibc`, `libSDL2` e wheel Python.
## Comando di build
Da una macchina Linux `aarch64` con `python3`, `rsync`, `ldd`, `ldconfig` e `appimagetool` disponibili:
```bash
./packaging/build_appimage_aarch64.sh
```
Output previsto:
- `dist/AppDir`
- `dist/Mice-aarch64.AppImage`
## Dipendenze host richieste al builder ARM
Serve un sistema di build ARM con almeno:
- `python3`
- `python3-venv`
- `rsync`
- `glibc` userland standard
- `appimagetool`
- librerie di sviluppo/runtime installate sul builder, in particolare:
- `libSDL2`
- `libSDL2_ttf`
## Test minimi da fare sul target ARM
1. Avvio del gioco da shell.
2. Caricamento font e immagini.
3. Riproduzione audio WAV.
4. Salvataggio punteggi in `~/.local/share/mice/scores.txt`.
5. Creazione e lettura profili in `~/.local/share/mice/user_profiles.json`.
6. Cambio livello da `assets/Rat/level.dat`.
## Rischi residui
- La relocazione di un venv copiato dentro AppImage e pratica, ma va verificata sul target reale.
- Se il target ARM ha un userland molto vecchio, conviene costruire l'AppImage su una distro ARM con `glibc` piu vecchia del target.
- Se emergono problemi di relocazione del Python del venv, il passo successivo corretto e passare a un Python relocatable tipo `python-build-standalone` mantenendo invariato il launcher.
## File introdotti
- `runtime_paths.py`
- `packaging/appimage/AppRun`
- `packaging/appimage/mice.desktop`
- `packaging/build_appimage_aarch64.sh`

16
README.md

@ -8,6 +8,7 @@ Mice! is a strategic game where players must kill rats with bombs before they re
## Features
- **Maze Generation**: Randomly generated mazes using Depth First Search (DFS) algorithm.
- **Original Level Support**: Loads the original `level.dat` from `assets/Rat/level.dat` when present and falls back to `maze.json` otherwise.
- **Units**: Different types of units such as rats, bombs, and points with specific behaviors.
- **Graphics**: Custom graphics for maze tiles, units, and effects.
- **Sound Effects**: Audio feedback for various game events.
@ -72,6 +73,7 @@ The Mice! game engine is built on a modular architecture designed for flexibilit
- **Map Class**: Manages the game world structure
- **Features**:
- Maze data loading and parsing
- DAT archive parsing for the original 32 built-in RATS levels
- Collision detection system
- Tile-based world representation
- Pathfinding support for AI units
@ -238,6 +240,20 @@ Units interact through a centralized collision and event system:
- **Libraries**:
- `numpy` 2.3.4 for vectorized collision detection
- `sdl2` for graphics and window management
## Level Sources
- Preferred source: `assets/Rat/level.dat`
- Fallback source: `maze.json`
- Current behavior: the loader can read any level from the DAT archive via `--level N`, while still falling back to `maze.json` when the DAT is unavailable.
- Tile semantics are now preserved internally from the original format: `0=EMPTY`, `1=WALL`, `2=TUNNEL`.
- Rendering uses those semantics directly: walls use themed grass/flower tiles, tunnel cells use themed cave tiles, and empty cells remain the generic walkable tunnel floor used by the Python version.
### Run examples
- `python rats.py`
- `python rats.py --level 7`
- `python rats.py --map maze.json`
- `Pillow` for image processing
- `uuid` for unique unit identification
- `subprocess` for playing sound effects

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