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# -*- coding: latin-1 -*-
# Balazar
# Copyright (C) 2003-2005 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
import os, os.path
import soya, tofu
import balazar, balazar.globdef
from balazar.level_gen import *
from balazar.character import _P, _V, _P2, _V2
import PIL, PIL.Image, PIL.ImageDraw
LAND = 196, 196, 196, 128
LAND = 255, 255, 255, 196
VOID = 0, 0, 0, 0
BRIDGE = 255, 255, 255, 255
ALTAR = 255, 0, 0, 255
GRID = [
( 64, 64, 64, 255),
( 0, 0, 255, 255),
( 0, 255, 0, 255),
(255, 0, 0, 255),
]
TRANSPARENT = 0, 0, 0, 0
DOWN = soya.Vector(None, 0.0, -1.0, 0.0)
MAP_SIZE = 32
GOALS = [(4, -1)]
def to_map(p): return int(round((p.x + BRIDGE_DEMI_DIM) / LEVEL_DIM * MAP_SIZE)), int(round((p.z + BRIDGE_DEMI_DIM) / LEVEL_DIM * MAP_SIZE))
def power2(x):
if x <= 32: return 32
if x <= 64: return 64
if x <= 128: return 128
if x <= 256: return 256
if x <= 512: return 512
if x <= 1024: return 1024
def make_map(country):
image = make_map_image(country.X1, country.Z1, country.X2, country.Z2)
image.save(os.path.join(soya.path[0], "images", "item_map_%s.png" % country.name))
def make_map_image(X1, Z1, X2, Z2):
X2 += 1
Z2 += 1
image = PIL.Image.new("RGBA", (power2((X2 - X1) * 32), power2((Z2 - Z1) * 32)), TRANSPARENT)
for X in range(X1, X2):
for Z in range(Z1, Z2):
print "XZ", X, Z, Level.get_by_pos(X, Z)
level_image = map_for_level(Level.get_by_pos(X, Z))
image.paste(level_image, ((X - X1) * 32, (Z - Z1) * 32))
return image
def map_for_level(level):
image = PIL.Image.new("RGBA", (32, 32), TRANSPARENT)
draw = PIL.ImageDraw.Draw(image)
draw.rectangle((0, 0, 32, 32), VOID)
bridge_2_pos = {}
if hasattr(level, "bridge_0_1"): draw.rectangle(( 0, 13, 4, 19), BRIDGE); bridge_2_pos[level.bridge_0_1] = [ 3, 12, 3, 21]
if hasattr(level, "bridge_2_1"): draw.rectangle((27, 13, 31, 19), BRIDGE); bridge_2_pos[level.bridge_2_1] = [28, 12, 28, 21]
if hasattr(level, "bridge_1_0"): draw.rectangle((13, 0, 19, 4), BRIDGE); bridge_2_pos[level.bridge_1_0] = [12, 3, 20, 3]
if hasattr(level, "bridge_1_2"): draw.rectangle((13, 27, 19, 31), BRIDGE); bridge_2_pos[level.bridge_1_2] = [12, 28, 20, 28]
draw.rectangle((4, 4, 27, 27), LAND)
if (level.X, level.Z) in GOALS:
draw.line((16, 6, 27, 17), "red")
draw.line((16, 16, 27, 5), "red")
for i in level.mobiles:
if isinstance(i, LifeAltar):
pass
#draw.rectangle((x, z, x + 1, z + 1), color)
elif isinstance(i, Grid):
for bridge in bridge_2_pos.keys():
p = i % level
a, b = bridge.get_box()
print (a.x < i.x < b.x), i.y, b.y, (a.z < i.z < b.z)
if (a.x < i.x < b.x) and (b.y - 8.0 < i.y < b.y + 8.0) and (a.z < i.z < b.z):
x1, z1, x2, z2 = bridge_2_pos[bridge]
draw.line((x1, z1, x2, z2), GRID[i.typ])
bridge_2_pos[bridge] = x1 + bridge.dX, z1 + bridge.dZ, x2 + bridge.dX, z2 + bridge.dZ
x1, z1, x2, z2 = bridge_2_pos[bridge]
draw.line((x1, z1, x2, z2), GRID[i.typ])
bridge_2_pos[bridge] = x1 + bridge.dX, z1 + bridge.dZ, x2 + bridge.dX, z2 + bridge.dZ
break
return image
def fullmap_for_level(level):
image = PIL.Image.new("RGBA", (32, 32), TRANSPARENT)
draw = PIL.ImageDraw.Draw(image)
_P.__init__(level, 0.0, 1000.0, 0.0)
for x in range(32):
_P.x = (float(x) / 32 * LEVEL_DIM) - BRIDGE_DEMI_DIM
for z in range(32):
_P.z = (float(z) / 32 * LEVEL_DIM) - BRIDGE_DEMI_DIM
if level.raypick(_P, DOWN, -1, 1, 1, _P2, _V2):
color = LAND
ground = _P2.parent
while ground:
if hasattr(ground, "map_color"):
color = ground.map_color
break
ground = ground.parent
else: color = VOID
image.putpixel((x, z), color)
for i in level.recursive():
if isinstance(i, LifeAltar): x, z = to_map(i); draw.rectangle((x, z, x + 1, z + 1), color)
elif isinstance(i, Grid):
draw.line(to_map(soya.Point(i, -10.0, 0.0, 0.0) % level) + to_map(soya.Point(i, 10.0, 0.0, 0.0) % level), GRID[i.typ])
#if hasattr(level, "bridge_0_1"): draw.rectangle(( 0, 15, 4, 17), BRIDGE)
#if hasattr(level, "bridge_2_1"): draw.rectangle((27, 15, 31, 17), BRIDGE)
#if hasattr(level, "bridge_1_0"): draw.rectangle((15, 0, 17, 4), BRIDGE)
#if hasattr(level, "bridge_1_2"): draw.rectangle((15, 27, 17, 31), BRIDGE)
return image
if __name__ == "__main__":
import balazar, balazar.globdef
#image = map_for_level(Level.get_by_pos(1, 0))
#image = make_map_image(1, -1, 4, 1)
#image.show(command = "display")
make_map(COUNTRIES["foret_pompon"])
make_map(COUNTRIES["village"])
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