Change level preview based on selection
Changelog: - Finish script to generate level preview altas - Update render to pick preview based on scroll area selection - Fix level order check in scriptsmain
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9598fe7d35
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d2e5ed82ad
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@ -61,7 +61,7 @@ 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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if data["__identifier"] == "Order" and data["realEditorValues"]:
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order = data["__value"]
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return order
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@ -126,7 +126,7 @@ 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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if data["__identifier"] == "Order" and data["realEditorValues"]:
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order = data["__value"]
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return order
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@ -151,12 +151,24 @@ converted_filename = '.'.join(fileparts)
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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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LEVELS_PER_ROW = 5
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N_ROWS = n_levels // LEVELS_PER_ROW
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if n_levels % LEVELS_PER_ROW != 0:
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N_ROWS += 1
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IMG_WIDTH = 400
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IMG_HEIGHT = 400
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FULL_IMG_WIDTH = LEVELS_PER_ROW * IMG_WIDTH
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FULL_IMG_HEIGHT = N_ROWS * IMG_HEIGHT
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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[18:21]:
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lvl_render = Image.new("RGBA", (FULL_IMG_WIDTH, FULL_IMG_HEIGHT), (255,255,255,0))
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render_ctx = ImageDraw.Draw(lvl_render)
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for l, level in enumerate(all_levels):
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lx = (l % LEVELS_PER_ROW) * IMG_WIDTH
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ly = (l // LEVELS_PER_ROW) * IMG_HEIGHT
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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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@ -188,15 +200,13 @@ for level in all_levels[18:21]:
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print(f"Dim.: {width}x{height}. N Tiles: {width * height}")
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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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TILE_SIZE = max(TILE_SIZE,1)
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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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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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OFFSET = ((IMG_WIDTH - LVL_SIZE[0]) // 2 + lx, (IMG_HEIGHT - LVL_SIZE[1])//2 + ly)
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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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@ -238,4 +248,6 @@ for level in all_levels[18:21]:
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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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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.save("preview.png")
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lvl_render.show()
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@ -16,7 +16,7 @@ static void level_select_render_func(Scene_t* scene)
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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(preview, 0, (Vector2){
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draw_sprite(preview, data->scroll_area.curr_selection, (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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