Add prototype level map render
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1e584c1dc3
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*
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!.gitignore
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!CMakeLists.txt
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!ldtk_repacker.py
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!*.py
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!pack_ldtk.sh
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!pack_resources.sh
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!test_assets.info
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!testLevels.lvldata.zst
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!rres_packer.c
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!requirements.txt
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import sys
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import argparse
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import pprint
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import json
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import struct
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from PIL import Image, ImageDraw
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parser = argparse.ArgumentParser()
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parser.add_argument('filename')
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args = parser.parse_args()
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print("Rendering", args.filename)
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with open(args.filename, 'r') as f:
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level_pack_data = json.load(f)
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#pprint.pprint(level_pack_data)
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ENUMIDS_TILETYPE_MAPPING = {
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'Solid': 1,
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'WoodenPlat': 2,
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'Ladder': 3,
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'LSpike': 4,
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'RSpike': 5,
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'USpike': 6,
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'DSpike': 7,
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'EmptyWCrate': 8,
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'LArrowWCrate': 9,
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'RArrowWCrate': 10,
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'UArrowWCrate': 11,
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'DArrowWCrate': 12,
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'BombWCrate': 13,
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'EmptyMCrate': 14,
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'LArrowMCrate': 15,
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'RArrowMCrate': 16,
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'UArrowMCrate': 17,
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'DArrowMCrate': 18,
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'BombMCrate': 19,
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'Boulder': 20,
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'Runner': 21,
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'Player': 22,
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'Chest': 23,
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'Exit': 24,
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'Urchin': 25,
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}
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REC_DRAW_FUNCTION = lambda ctx,x,y,s,c : ctx.rectangle(((x,y), (x+s, y+s)), c)
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HALFREC_DRAW_FUNCTION = lambda ctx,x,y,s,c : ctx.rectangle(((x,y), (x+s, y+s//2)), c)
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CIRCLE_DRAW_FUNCTION = lambda ctx,x,y,s,c : ctx.circle((x+s//2, y+s//2), s//2, c)
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TILETYPE_SHAPE_MAP = {
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'Solid': (REC_DRAW_FUNCTION, (0,0,0,255)),
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'WoodenPlat': (HALFREC_DRAW_FUNCTION, (128,64,0,255)),
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'Ladder': (REC_DRAW_FUNCTION, (214,141,64,255)),
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#'LSpike': 4,
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#'RSpike': 5,
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'USpike': (HALFREC_DRAW_FUNCTION, (64,0,0,255)),
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#'DSpike': 7,
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'EmptyWCrate': (REC_DRAW_FUNCTION, (160,117,48,255)),
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#'LArrowWCrate': 9,
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#'RArrowWCrate': 10,
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#'UArrowWCrate': 11,
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#'DArrowWCrate': 12,
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#'BombWCrate': 13,
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'EmptyMCrate': (REC_DRAW_FUNCTION, (225,225,225,255)),
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#'LArrowMCrate': 15,
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#'RArrowMCrate': 16,
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#'UArrowMCrate': 17,
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#'DArrowMCrate': 18,
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#'BombMCrate': 19,
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'Boulder': (CIRCLE_DRAW_FUNCTION, (45,45,45,255)),
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#'Runner': 21,
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#'Player': 22,
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'Player': (REC_DRAW_FUNCTION, (255,0,255,255)),
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'Chest': (REC_DRAW_FUNCTION, (255,255,0,255)),
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'Exit': (REC_DRAW_FUNCTION, (0,255,0,255)),
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#'Urchin': 25,
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}
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# First go to tilesets and find Simple_tiles identifier, then find enumTags to identifier which tile type is what tileid
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ids_tiletype_map = {}
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tileset_defs = level_pack_data["defs"]["tilesets"]
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for ts_def in tileset_defs:
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if ts_def["identifier"] != "Items_spritesheet":
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continue
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for tag in ts_def["enumTags"]:
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ids_tiletype_map[tag["tileIds"][0]] = tag["enumValueId"]
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if not ids_tiletype_map:
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print("No tileset definition")
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sys.exit(1)
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pprint.pprint(ids_tiletype_map)
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def get_level_order(lvl) -> int:
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order = 65535;
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for data in lvl['fieldInstances']:
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if data["__identifier"] == "Order":
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order = data["__value"]
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return order
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all_levels = level_pack_data["levels"]
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all_levels.sort(key=get_level_order)
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# Number of levels is the length of the levels
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n_levels = len(all_levels)
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print("Number of levels:", n_levels)
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fileparts = args.filename.split('.')
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if len(fileparts) == 1:
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fileparts.append("lvldat")
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else:
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fileparts[-1] = "lvldata"
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converted_filename = '.'.join(fileparts)
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# First run the entire level pack to figure out the largest dimensions required.
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# tile size needs to be dynamic. Fix the output dimensions (and therefore aspect ratio)
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# figure out width and height of level
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# Get the tile size that fit within the dimensions
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# Error out if tile size is zero
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# Figure out the offset to center the render
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TILE_SIZE = 8
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# Each level should be packed as: [width, 2 bytes][height, 2 bytes][tile_type,entity,water,padding 1,1,1,1 bytes][tile_type,entity,water,padding 1,1,1,1 bytes]...
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# Then loop the levels. Read the layerIndstances
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for level in all_levels[3:4]:
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n_chests : int = 0
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# Search for __identifier for the level layout
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level_name = ""
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level_metadata = level['fieldInstances']
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level_tileset = 0;
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for data in level_metadata:
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if data["__identifier"] == "TileSet":
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level_tileset = data["__value"]
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if data["__identifier"] == "Name":
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level_name = data["__value"]
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print("Parsing level", level_name)
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level_layout = {}
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entity_layout = {}
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water_layout = {}
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for layer in level['layerInstances']:
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if layer["__identifier"] == "Tiles":
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level_layout = layer
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elif layer["__identifier"] == "Entities":
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entity_layout = layer
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elif layer["__identifier"] == "Water":
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water_layout = layer
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# Dimensions of each level is obtained via __cWid and __cHei. Get the __gridSize as well
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width = level_layout["__cWid"]
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height = level_layout["__cHei"]
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print(f"Dim.: {width}x{height}. N Tiles: {width * height}")
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IMG_WIDTH = width * TILE_SIZE
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IMG_HEIGHT = height * TILE_SIZE
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# Create a W x H array of tile information
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n_tiles = width * height
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lvl_render = Image.new("RGBA", (IMG_WIDTH, IMG_HEIGHT), (255,255,255,0))
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render_ctx = ImageDraw.Draw(lvl_render)
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# Loop through gridTiles, get "d" as the index to fill the info
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for i, tile in enumerate(level_layout["gridTiles"]):
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x, y= (tile["d"][0] % width * TILE_SIZE, tile["d"][0] // width * TILE_SIZE)
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try:
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if ids_tiletype_map[tile["t"]] in TILETYPE_SHAPE_MAP:
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draw_func, colour = TILETYPE_SHAPE_MAP[ids_tiletype_map[tile["t"]]]
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draw_func(render_ctx, x, y, TILE_SIZE, colour)
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else:
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print(ids_tiletype_map[tile["t"]], "is not mapped");
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except Exception as e:
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print("Error on tile", i, x, y)
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print(e)
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lvl_render.show()
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#for i, water_level in enumerate(water_layout["intGridCsv"]):
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# tiles_info[i][2] = water_level
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## Subject to change
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#for ent in entity_layout["entityInstances"]:
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# x,y = ent["__grid"]
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# tiles_info[y*width + x][0] = ENUMIDS_TILETYPE_MAPPING[ent["__identifier"]]
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# if ent["__identifier"] == "Urchin":
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# spd_encoding = 0
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# for urchin_data in ent['fieldInstances']:
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# if urchin_data["__identifier"] == "Direction":
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# spd_encoding |= urchin_data["__value"] << 2
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# elif urchin_data["__identifier"] == "SpeedLevel":
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# spd_encoding |= urchin_data["__value"]
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# tiles_info[y*width + x][0] += spd_encoding
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break
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#for y in range(height):
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# for x in range(width):
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# print(tiles_info[y*width + x], end=" ")
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# print()
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@ -0,0 +1 @@
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Pillow
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