Add map tool

This commit is contained in:
Miloslav Číž 2020-02-29 18:07:14 +01:00
parent e96d566c59
commit af4f498c0b
2 changed files with 266 additions and 0 deletions

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general:
- Add blinking:
- In menu, the selected level number should blink to indicate it can be
changed.
- Near locked door the specific unlocking card should blink on the HUD bar.
- Add setting SFG_BLINK_PERIOD to control blinking speed.
- try to remove the debug flag (-g1) from compiler and see if it decreases size
- port to GB Meta
- more level prop items

261
assets/img2map.py Normal file
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# Python tool to convert an image to map for the Anarch game. The input image
# has to be in gif format.
#
# by drummyfish
# released under CC0 1.0.
import sys
from PIL import Image
elementTypes = [
"NONE",
"BARREL",
"HEALTH",
"BULLETS",
"ROCKETS",
"PLASMA",
"TREE",
"FINISH",
"TELEPORT",
"TERMINAL",
"COLUMN",
"CARD0",
"CARD1",
"CARD2",
"LOCK0"
]
propertyTypes = [
"ELEVATOR",
"SQUEEZER",
"DOOR"
]
image = Image.open(sys.argv[1])
pixels = image.load()
palette = []
paletteInverse = [0 for i in range(256)]
x = 5
y = 69
i = 0
# load the palette/sca
for i in range(256):
if i % 64 == 0:
x = 5
y += 1
palette.append(pixels[(x,y)])
paletteInverse[pixels[(x,y)]] = i
x += 1
def getPixel(x,y):
return paletteInverse[pixels[(x,y)]]
def loadTileDict(x,y):
result = []
for i in range(64):
texture = getPixel(x + i,y + 31)
if texture > 6:
raise(Exception("Texture index can't be higher than 6."))
height = 0
for j in range(31):
if getPixel(x + i,y + 30 - j) == 7:
break
height += 1
result.append((texture,height))
return result
def defineName(n):
c = chr(ord("A") + n)
return c + c
floorDict = loadTileDict(5,37)
ceilDict = loadTileDict(5,5)
floorColor = getPixel(41,122)
ceilColor = getPixel(41,118)
backgroundTex = getPixel(41,126)
doorTex = getPixel(41,130)
playerStart = [0,0,0]
textures = []
elements = []
defines = []
levelMap = [[(0,False) for i in range(64)] for j in range(64)]
# load the map
for y in range(64):
for x in range(64):
n = getPixel(70 + x,5 + y)
if n < 64:
levelMap[x][y] = (n,False)
else:
# tile with special property, create a define for it
prop = n / 64 - 1
tile = n % 64
defNum = -1
for i in range(len(defines)):
if defines[i] == (tile,prop):
defNum = i
break
if defNum == -1: # not found:
defNum = len(defines)
defines.append((tile,prop))
levelMap[x][y] = (defNum,True)
# load elements
playerFound = False
for y in range(64):
for x in range(64):
n = getPixel(x + 70, y + 70)
if n < len(elementTypes):
elements.append((n,x,y))
elif n >= 240:
if playerFound:
raise(Exception("Multiple player starting positions specified."))
playerStart = [x,y,(n - 240) * 16]
playerFound = True
if not playerFound:
raise(Exception("Player starting position not specified."))
if len(elements) > 128:
raise(Exception("More than 128 level elements."))
for i in range(128 - len(elements)):
elements.append((0,0,0))
# load textures
x = 41
y = 114
for i in range(6):
textures.append(getPixel(x,y))
x += 4
def numAlign(n):
return str(n) + "," + (" " if n < 10 else "")
def mapXScale():
r = " // "
for i in range(64):
r += str(i).ljust(2) + " "
return r + "\n"
def printC():
result = ""
result += " { // level\n"
result += " { // mapArray\n"
result += " #define o 0\n"
for i in range(len(defines)):
result += " #define " + defineName(i) + " (" + str(defines[i][0]) + " | SFG_TILE_PROPERTY_" + propertyTypes[defines[i][1]] + ")\n"
result += mapXScale()
for y in range(64):
result += "/*" + str(y).ljust(2) + "*/ "
for x in range(64):
item = levelMap[x][y]
if not item[1]:
result += ("o " if item[0] == 0 else str(item[0]).ljust(2))
else:
result += defineName(item[0])
result += "," if y < 63 or x < 63 else " "
result += " /*" + str(y).ljust(2) + "*/ \n"
result += mapXScale()
for i in range(len(defines)):
result += " #undef " + defineName(i) + "\n"
result += " #undef o\n"
result += " },\n"
result += " { // tileDictionary\n "
for i in range(64):
result += "SFG_TD(" + str(floorDict[i][1]).rjust(2) + "," + str(ceilDict[i][1]).rjust(2) + "," + str(floorDict[i][0]) + "," + str(ceilDict[i][0]) + ")"
result += "," if i != 63 else " "
if (i + 1) % 4 == 0:
result += " // " + str(i - 3) + " \n "
result += "}, // tileDictionary\n"
s = ""
first = True
for t in textures:
if first:
first = False
else:
s += ","
s += str(t).ljust(2)
result += " {" + s + "}, // textureIndices\n"
result += " " + numAlign(doorTex) + " // doorTextureIndex\n"
result += " " + numAlign(floorColor) + " // floorColor\n"
result += " " + numAlign(ceilColor) + " // ceilingColor\n"
result += " {" + str(playerStart[0]).ljust(2) + ", " + str(playerStart[1]).ljust(2) + ", " + str(playerStart[2]).ljust(3) + "}, // player start: x, y, direction\n"
result += " " + numAlign(backgroundTex) + " // backgroundImage\n"
result += " { // elements\n"
even = True
i = 0
for e in elements:
if even:
result += " "
result += "{SFG_LEVEL_ELEMENT_" + elementTypes[e[0]] + ", {" + str(e[1]) + "," + str(e[2]) + "}}"
if i < 127:
result += ","
if not even:
result += "\n"
even = not even
i += 1
result += " }, // elements\n"
result += " } // level\n"
print(result)
printC()