Fix preview render size & add to level select
parent
925526199e
commit
9598fe7d35
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@ -151,10 +151,12 @@ converted_filename = '.'.join(fileparts)
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# Get the tile size that fit within the dimensions
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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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# Error out if tile size is zero
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# Figure out the offset to center the render
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# Figure out the offset to center the render
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TILE_SIZE = 8
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IMG_WIDTH = 400
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IMG_HEIGHT = 400
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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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# 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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# Then loop the levels. Read the layerIndstances
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for level in all_levels[13:15]:
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for level in all_levels[18:21]:
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n_chests : int = 0
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n_chests : int = 0
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# Search for __identifier for the level layout
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# Search for __identifier for the level layout
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level_name = ""
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level_name = ""
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@ -184,16 +186,22 @@ for level in all_levels[13:15]:
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width = level_layout["__cWid"]
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width = level_layout["__cWid"]
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height = level_layout["__cHei"]
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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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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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TILE_SIZE = 400 // max(width, height)
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TILE_SIZE = max(min(TILE_SIZE, 10),1)
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# Create a W x H array of tile information
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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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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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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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render_ctx = ImageDraw.Draw(lvl_render)
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LVL_SIZE = (width*TILE_SIZE-1, height*TILE_SIZE-1)
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OFFSET = ((IMG_WIDTH - LVL_SIZE[0]) // 2, (IMG_HEIGHT - LVL_SIZE[1])//2)
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render_ctx.rectangle((OFFSET, (OFFSET[0]+width*TILE_SIZE-1, OFFSET[1] + height*TILE_SIZE-1)), (64,64,64,255))
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# Loop through gridTiles, get "d" as the index to fill the info
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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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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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x, y= (tile["d"][0] % width * TILE_SIZE + OFFSET[0], tile["d"][0] // width * TILE_SIZE + OFFSET[1])
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try:
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try:
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if ids_tiletype_map[tile["t"]] in TILETYPE_SHAPE_MAP:
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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, colour = TILETYPE_SHAPE_MAP[ids_tiletype_map[tile["t"]]]
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@ -209,7 +217,9 @@ for level in all_levels[13:15]:
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for ent in entity_layout["entityInstances"]:
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for ent in entity_layout["entityInstances"]:
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x,y = ent["__grid"]
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x,y = ent["__grid"]
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x *= TILE_SIZE
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x *= TILE_SIZE
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x += OFFSET[0]
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y *= TILE_SIZE
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y *= TILE_SIZE
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y += OFFSET[1]
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ent = ent["__identifier"]
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ent = ent["__identifier"]
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try:
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try:
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if ent in TILETYPE_SHAPE_MAP:
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if ent in TILETYPE_SHAPE_MAP:
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@ -225,7 +235,7 @@ for level in all_levels[13:15]:
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for i, water_level in enumerate(water_layout["intGridCsv"]):
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for i, water_level in enumerate(water_layout["intGridCsv"]):
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if water_level == 0:
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if water_level == 0:
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continue
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continue
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x, y = (i % width * TILE_SIZE, i // width * TILE_SIZE)
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x, y = (i % width * TILE_SIZE + OFFSET[0], i // width * TILE_SIZE + OFFSET[1])
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height = TILE_SIZE * water_level / 4
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height = TILE_SIZE * water_level / 4
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render_ctx.rectangle(((x,y+TILE_SIZE-height), (x+TILE_SIZE-1, y+TILE_SIZE-1)), WATER_COLOUR)
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render_ctx.rectangle(((x,y+TILE_SIZE-height), (x+TILE_SIZE-1, y+TILE_SIZE-1)), WATER_COLOUR)
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lvl_render.show()
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lvl_render.show()
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@ -10,10 +10,16 @@ static void level_select_render_func(Scene_t* scene)
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Sprite_t* spr = get_sprite(&scene->engine->assets, "bunny_spr1");
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Sprite_t* spr = get_sprite(&scene->engine->assets, "bunny_spr1");
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Sprite_t* level_board = get_sprite(&scene->engine->assets, "lvl_board");
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Sprite_t* level_board = get_sprite(&scene->engine->assets, "lvl_board");
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Sprite_t* level_select = get_sprite(&scene->engine->assets, "lvl_select");
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Sprite_t* level_select = get_sprite(&scene->engine->assets, "lvl_select");
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Sprite_t* preview = get_sprite(&scene->engine->assets, "lvlprvw");
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BeginTextureMode(scene->layers.render_layers[0].layer_tex);
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BeginTextureMode(scene->layers.render_layers[0].layer_tex);
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ClearBackground(BLANK);
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ClearBackground(BLANK);
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draw_sprite(level_select, 0, (Vector2){0,0},0, false);
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draw_sprite(level_select, 0, (Vector2){0,0},0, false);
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draw_sprite(level_board, 0, (Vector2){level_select->frame_size.x,0},0, false);
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draw_sprite(level_board, 0, (Vector2){level_select->frame_size.x,0},0, false);
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draw_sprite(preview, 0, (Vector2){
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level_select->frame_size.x + (level_board->frame_size.x - preview->frame_size.x) / 2,
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(level_board->frame_size.y - preview->frame_size.y) / 2,
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},0, false);
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DrawText("Level Select", 10, 10, 40, BLACK);
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DrawText("Level Select", 10, 10, 40, BLACK);
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vert_scrollarea_render(&data->scroll_area);
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vert_scrollarea_render(&data->scroll_area);
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draw_sprite(
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draw_sprite(
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