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 scripts
main
En Yi 2025-01-21 22:13:05 +08:00
parent 9598fe7d35
commit d2e5ed82ad
3 changed files with 21 additions and 9 deletions

View File

@ -61,7 +61,7 @@ pprint.pprint(ids_tiletype_map)
def get_level_order(lvl) -> int:
order = 65535;
for data in lvl['fieldInstances']:
if data["__identifier"] == "Order":
if data["__identifier"] == "Order" and data["realEditorValues"]:
order = data["__value"]
return order

View File

@ -126,7 +126,7 @@ pprint.pprint(ids_tiletype_map)
def get_level_order(lvl) -> int:
order = 65535;
for data in lvl['fieldInstances']:
if data["__identifier"] == "Order":
if data["__identifier"] == "Order" and data["realEditorValues"]:
order = data["__value"]
return order
@ -151,12 +151,24 @@ converted_filename = '.'.join(fileparts)
# Get the tile size that fit within the dimensions
# Error out if tile size is zero
# Figure out the offset to center the render
LEVELS_PER_ROW = 5
N_ROWS = n_levels // LEVELS_PER_ROW
if n_levels % LEVELS_PER_ROW != 0:
N_ROWS += 1
IMG_WIDTH = 400
IMG_HEIGHT = 400
FULL_IMG_WIDTH = LEVELS_PER_ROW * IMG_WIDTH
FULL_IMG_HEIGHT = N_ROWS * IMG_HEIGHT
# 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]...
# Then loop the levels. Read the layerIndstances
for level in all_levels[18:21]:
lvl_render = Image.new("RGBA", (FULL_IMG_WIDTH, FULL_IMG_HEIGHT), (255,255,255,0))
render_ctx = ImageDraw.Draw(lvl_render)
for l, level in enumerate(all_levels):
lx = (l % LEVELS_PER_ROW) * IMG_WIDTH
ly = (l // LEVELS_PER_ROW) * IMG_HEIGHT
n_chests : int = 0
# Search for __identifier for the level layout
level_name = ""
@ -188,15 +200,13 @@ for level in all_levels[18:21]:
print(f"Dim.: {width}x{height}. N Tiles: {width * height}")
TILE_SIZE = 400 // max(width, height)
TILE_SIZE = max(min(TILE_SIZE, 10),1)
TILE_SIZE = max(TILE_SIZE,1)
# Create a W x H array of tile information
n_tiles = width * height
lvl_render = Image.new("RGBA", (IMG_WIDTH, IMG_HEIGHT), (255,255,255,0))
render_ctx = ImageDraw.Draw(lvl_render)
LVL_SIZE = (width*TILE_SIZE-1, height*TILE_SIZE-1)
OFFSET = ((IMG_WIDTH - LVL_SIZE[0]) // 2, (IMG_HEIGHT - LVL_SIZE[1])//2)
OFFSET = ((IMG_WIDTH - LVL_SIZE[0]) // 2 + lx, (IMG_HEIGHT - LVL_SIZE[1])//2 + ly)
render_ctx.rectangle((OFFSET, (OFFSET[0]+width*TILE_SIZE-1, OFFSET[1] + height*TILE_SIZE-1)), (64,64,64,255))
# Loop through gridTiles, get "d" as the index to fill the info
@ -238,4 +248,6 @@ for level in all_levels[18:21]:
x, y = (i % width * TILE_SIZE + OFFSET[0], i // width * TILE_SIZE + OFFSET[1])
height = TILE_SIZE * water_level / 4
render_ctx.rectangle(((x,y+TILE_SIZE-height), (x+TILE_SIZE-1, y+TILE_SIZE-1)), WATER_COLOUR)
lvl_render.save("preview.png")
lvl_render.show()

View File

@ -16,7 +16,7 @@ static void level_select_render_func(Scene_t* scene)
draw_sprite(level_select, 0, (Vector2){0,0},0, false);
draw_sprite(level_board, 0, (Vector2){level_select->frame_size.x,0},0, false);
draw_sprite(preview, 0, (Vector2){
draw_sprite(preview, data->scroll_area.curr_selection, (Vector2){
level_select->frame_size.x + (level_board->frame_size.x - preview->frame_size.x) / 2,
(level_board->frame_size.y - preview->frame_size.y) / 2,
},0, false);