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#!/usr/bin/env python3
"""CC0 asset pack integration (third_party -> game atlases).
Reads the provenanced CC0 packs in third_party/ (Kenney Tiny Farm tiles, Puny
Characters) and emits deterministic atlases for the prototype:
src/LivingVillage.Desktop/Assets/cc0-tiles.png 608x32 (19 tiles, 32px each)
src/LivingVillage.Desktop/Assets/cc0-characters.png 3840x48 (5 variants x 4 directions x 6 frames, 32x48 cells)
Ground tiles (indices 0-3) come from Kenney Tiny Farm via integer 2x NEAREST of
the 16px source. Kenney Tiny Farm ships no water / roof / wall / railing / door
art (it is a farm pack), so indices 4-11 are *self-drawn* 32px pixel art in a
consistent Jiangnan palette (white plaster, dark slate tile, warm wood). Each
tile's provenance is recorded in docs/素材来源.md.
P39 (indices 12-18) appends more self-drawn Jiangnan elements after the P34
block, keeping every older index byte-for-byte backwards compatible:
12 bridge centre / 13 bridge end / 14 boat left / 15 boat right
16 stone lantern / 17 market stall / 18 reeds
Bridge/boat/lantern/stall/reeds are all self-drawn (Kenney Tiny Farm has none
of them), same palette, same 32px grid, NEAREST-safe (no resampling: drawn at
final 1x resolution, so pixel edges are exact).
Mapping strategy (16 -> 32): integer 2x nearest-neighbour upscale of every source
sprite; ground tiles fill the 32x32 cell exactly; Puny sprites keep their
16x24-ish content band (2x -> 32x48) anchored to the cell bottom.
Paths anchor to REPO/third_party; all outputs are deterministic (fixed poses,
fixed tiles, NEAREST resampling only).
"""
from PIL import Image
import struct, zlib, hashlib, subprocess
from pathlib import Path
REPO = Path(__file__).resolve().parents[1]
THIRD = REPO / "third_party"
DESKTOP = REPO / "src" / "LivingVillage.Desktop"
ASSETS = DESKTOP / "Assets"
OUTLINE = (23, 31, 34, 255)
class Canvas:
def __init__(self, width, height):
self.width = width
self.height = height
self.pixels = [[(0, 0, 0, 0)] * width for _ in range(height)]
def set(self, x, y, color):
if 0 <= x < self.width and 0 <= y < self.height:
self.pixels[y][x] = color
def get(self, x, y):
return self.pixels[y][x]
def fill(self, x, y, w, h, color):
for yy in range(y, y + h):
for xx in range(x, x + w):
self.set(xx, yy, color)
def vline(self, x, y, h, color):
for yy in range(y, y + h):
self.set(x, yy, color)
def hline(self, x, y, w, color):
for xx in range(x, x + w):
self.set(xx, y, color)
def blit(self, img, ox, oy, scale=2):
px = img.load()
for y in range(img.height):
for x in range(img.width):
c = img.getpixel((x, y))
r, g, b, a = c
for dy in range(scale):
for dx in range(scale):
self.set(ox + x * scale + dx, oy + y * scale + dy, (r, g, b, a))
def write_png(path, canvas):
raw = bytearray()
for y in range(canvas.height):
raw.append(0)
for x in range(canvas.width):
raw.extend(canvas.pixels[y][x])
def chunk(tag, payload):
return (
struct.pack(">I", len(payload))
+ tag
+ payload
+ struct.pack(">I", zlib.crc32(tag + payload) & 0xFFFFFFFF)
)
header = struct.pack(">IIBBBBB", canvas.width, canvas.height, 8, 6, 0, 0, 0)
data = (
b'\x89PNG\r\n\x1a\n'
+ chunk(b"IHDR", header)
+ chunk(b"IDAT", zlib.compress(bytes(raw), 9))
+ chunk(b"IEND", b"")
)
path.write_bytes(data)
def verify_png(path, expected_w, expected_h):
data = path.read_bytes()
assert data[:8] == b'\x89PNG\r\n\x1a\n', path
width, height = struct.unpack(">II", data[16:24])
assert (width, height) == (expected_w, expected_h), (path, width, height)
idat = b""
offset = 8
while offset < len(data):
(length,) = struct.unpack(">I", data[offset : offset + 4])
tag = data[offset + 4 : offset + 8]
if tag == b"IDAT":
idat += data[offset + 8 : offset + 8 + length]
offset += 12 + length
raw = zlib.decompress(idat)
stride = expected_w * 4 + 1
assert len(raw) == stride * expected_h, (path, len(raw))
print(f"ok {path.name} {width}x{height} bytes={len(data)}")
# --- self-drawn Jiangnan structure palette (indices 4-11) ---------------------
WATER_DEEP = (36, 84, 138, 255)
WATER_MID = (54, 110, 170, 255)
WATER_HI = (104, 158, 210, 255)
SLATE = (52, 58, 72, 255)
SLATE_HI = (96, 104, 122, 255)
SLATE_DARK = (33, 37, 47, 255)
PLASTER = (234, 228, 212, 255)
PLASTER_SH = (204, 197, 181, 255)
WOOD = (112, 74, 46, 255)
WOOD_DARK = (74, 47, 28, 255)
LATTICE = (52, 34, 22, 255)
CLEAR = (0, 0, 0, 0)
def draw_water(c, ox, phase):
"""One 32x32 water tile; `phase` in {0,1} shifts the wave crests by 4px."""
c.fill(ox, 0, 32, 32, WATER_MID)
shift = phase * 4
for yy in (6, 10, 20, 26):
for x in range(32):
if ((x + shift) // 4) % 2 == 0:
c.set(ox + x, yy, WATER_HI)
for yy in (4, 8, 18, 24):
for x in range(32):
if ((x + shift + 2) // 4) % 2 == 0:
c.set(ox + x, yy, WATER_DEEP)
def draw_roof_ridge(c, ox):
c.fill(ox, 0, 32, 32, SLATE)
c.fill(ox, 6, 32, 4, SLATE_HI)
for x in range(0, 32, 4):
c.vline(ox + x, 0, 6, SLATE_DARK)
c.vline(ox + x + 2, 10, 22, SLATE_DARK)
c.fill(ox, 0, 32, 2, SLATE_DARK)
def draw_roof_eave(c, ox):
c.fill(ox, 0, 32, 32, SLATE)
for x in range(0, 32, 4):
c.vline(ox + x, 0, 22, SLATE_DARK)
c.fill(ox, 22, 32, 3, SLATE_HI)
c.fill(ox, 25, 32, 3, SLATE_DARK)
for x in range(0, 32, 4):
c.set(ox + x + 3, 28, SLATE_HI)
def draw_wall(c, ox, window):
c.fill(ox, 0, 32, 32, PLASTER)
c.fill(ox, 0, 32, 4, WOOD)
c.fill(ox, 28, 32, 4, WOOD)
c.vline(ox, 0, 32, WOOD)
c.vline(ox + 31, 0, 32, WOOD)
if window:
c.fill(ox + 6, 6, 20, 20, WOOD_DARK)
c.fill(ox + 8, 8, 16, 16, LATTICE)
for i in range(8, 24, 4):
c.vline(ox + i, 8, 16, WOOD_DARK)
c.hline(ox + 8, i, 16, WOOD_DARK)
else:
c.fill(ox + 6, 12, 20, 2, PLASTER_SH)
c.fill(ox + 6, 18, 20, 2, PLASTER_SH)
def draw_railing(c, ox):
c.fill(ox, 0, 32, 32, CLEAR)
c.fill(ox, 6, 32, 3, WOOD)
c.fill(ox, 16, 32, 3, WOOD)
c.fill(ox, 2, 32, 2, WOOD_DARK)
for px in (2, 15, 28):
c.fill(ox + px, 2, 3, 26, WOOD)
c.set(ox + px + 1, 28, WOOD_DARK)
def draw_door(c, ox):
c.fill(ox, 0, 32, 32, CLEAR)
c.fill(ox + 4, 2, 24, 30, WOOD_DARK)
c.fill(ox + 7, 5, 18, 27, WOOD)
c.fill(ox + 14, 5, 4, 27, WOOD_DARK)
c.fill(ox + 20, 17, 3, 3, (222, 190, 120, 255))
# --- P39 self-drawn Jiangnan elements (indices 12-18) -------------------------
STONE = (150, 150, 142, 255)
STONE_DARK = (104, 106, 102, 255)
STONE_HI = (196, 196, 188, 255)
BRIDGE_DECK = (128, 128, 122, 255)
BOAT_HULL = (58, 48, 40, 255)
BOAT_HULL_DARK = (38, 32, 27, 255)
BOAT_ROOF = (46, 54, 42, 255)
BOAT_ROOF_HI = (76, 88, 66, 255)
LANTERN_PAPER = (228, 196, 128, 255)
LANTERN_GLOW = (255, 208, 150, 255)
LANTERN_GLOW_HI = (255, 232, 190, 255)
LANTERN_STONE = (168, 166, 156, 255)
REED_STEM = (74, 104, 60, 255)
REED_LEAF = (92, 130, 72, 255)
REED_TIP = (146, 158, 96, 255)
STALL_AWNING = (176, 74, 58, 255)
STALL_AWNING_2 = (196, 176, 132, 255)
CARROT = (216, 126, 54, 255)
CABBAGE = (120, 168, 84, 255)
CLOTH = (208, 198, 172, 255)
# --- P40 palette: paving slab, Wu Peng bamboo awning, red paper lantern -------
PAVE = (146, 144, 136, 255)
PAVE_HI = (188, 186, 176, 255)
PAVE_DARK = (98, 97, 92, 255)
PAVE_JOINT = (72, 72, 70, 255)
BAMBOO = (44, 58, 34, 255)
BAMBOO_HI = (86, 104, 62, 255)
BAMBOO_RIB = (28, 38, 22, 255)
BAMBOO_DARK = (22, 30, 17, 255)
RED_LANTERN = (208, 58, 46, 255)
RED_LANTERN_HI = (238, 104, 84, 255)
RED_LANTERN_DARK = (150, 34, 28, 255)
GOLD = (232, 196, 96, 255)
def draw_bridge_center(c, ox):
"""Arch bridge span: stone deck with a railing and an arched underside.
The lower third is transparent so the water ripple still shows through the
arch; a warm railing sits on top of the deck.
"""
c.fill(ox, 0, 32, 32, CLEAR)
# Deck (single stone span, bright top edge / dark underside).
c.fill(ox, 10, 32, 9, BRIDGE_DECK)
c.fill(ox, 10, 32, 2, STONE_HI)
c.fill(ox, 17, 32, 2, STONE_DARK)
# Arch cut-outs under the deck (transparent so water shows through).
c.fill(ox + 6, 19, 8, 13, CLEAR)
c.fill(ox + 18, 19, 8, 13, CLEAR)
c.fill(ox + 10, 19, 12, 5, BRIDGE_DECK)
# Wood railing above the deck.
c.fill(ox, 4, 32, 2, WOOD_DARK)
c.fill(ox, 7, 32, 2, WOOD)
for px in (3, 14, 25):
c.fill(ox + px, 4, 2, 6, WOOD)
c.set(ox + px, 9, WOOD_DARK)
def draw_bridge_end(c, ox):
"""Bridge end: stone abutment at the bank plus the last railing posts."""
c.fill(ox, 0, 32, 32, CLEAR)
# Stepped abutment: two stone steps widening down to the bank.
c.fill(ox + 4, 12, 24, 6, STONE)
c.fill(ox + 4, 12, 24, 2, STONE_HI)
c.fill(ox, 18, 32, 14, STONE)
c.fill(ox, 18, 32, 2, STONE_HI)
c.fill(ox, 29, 32, 3, STONE_DARK)
# End posts of the railing.
c.fill(ox + 2, 3, 3, 11, WOOD_DARK)
c.fill(ox + 2, 3, 3, 2, WOOD)
c.fill(ox + 27, 3, 3, 11, WOOD_DARK)
c.fill(ox + 27, 3, 3, 2, WOOD)
c.fill(ox + 2, 6, 28, 2, WOOD)
def draw_boat(c, ox, right_half):
"""Wu Peng boat half (2 tiles wide): dark hull + tall curved bamboo awning.
P40 fix: the awning is a *solid* arched span, not a row of 1px posts. For
every column across the awning the tile fills a horizontal band from the
arch top y(x) down to the deck line, so the silhouette reads as one filled
拱形竹篷. The ridge (arch top plateau) is a continuous highlight band with no
transparent break. Each half is 32px wide; the right half mirrors the left,
so the two halves join into a single continuous arch with the ridge meeting
at the tile boundary (no broken arc).
Left half local profile y(x):
x < 1 : outside the awning (bow only)
x in [1,6) : rising arc 9,7,5,3,1 (stepped outer end)
x in [6,31]: ridge plateau y=1
The right half mirrors it (local lx -> 31-lx). The stepped end is capped with
one BAMBOO_DARK column; the hull has plank seams (y=14/22) and a waterline.
"""
c.fill(ox, 0, 32, 32, CLEAR)
deck_y = 9
def top_at(x):
"""Left-half local arch top row for column x, or None outside the awning."""
if x < 1:
return None
if x < 6:
# Rounded rise: 9,7,5,3,1 across x=1..5 so the ridge plateau starts at x=6.
return 9 - 2 * (x - 1)
return 1
# --- Hull: solid dark band, 8px down to 30px, with a raised bow/stern tip. ---
c.fill(ox, 8, 32, 22, BOAT_HULL)
c.fill(ox, 8, 32, 2, BOAT_HULL_DARK)
c.fill(ox, 28, 32, 2, BOAT_HULL_DARK)
# Plank seams (y=14 / y=22) + waterline (bottom rows read as below the water).
c.hline(ox, 14, 32, BOAT_HULL_DARK)
c.hline(ox, 22, 32, BOAT_HULL_DARK)
c.hline(ox, 29, 32, BOAT_HULL_DARK)
c.hline(ox, 30, 32, BOAT_HULL_DARK)
if not right_half:
c.fill(ox, 5, 3, 3, BOAT_HULL)
c.fill(ox, 6, 3, 2, BOAT_HULL_DARK)
awning_columns = list(range(1, 32))
rib_columns = [14, 20, 26]
cap_columns = [1] # stepped outer end of the awning
def local_top(lx):
return top_at(lx)
else:
c.fill(ox + 29, 5, 3, 3, BOAT_HULL)
c.fill(ox + 28, 6, 3, 2, BOAT_HULL_DARK)
awning_columns = list(range(0, 31))
rib_columns = [5, 11, 17]
cap_columns = [29] # mirrored stepped outer end
def local_top(lx):
return top_at(31 - lx)
# --- Solid arched span: each column fills from the arch line to the deck. ---
for lx in awning_columns:
t = local_top(lx)
if t is None:
continue
c.fill(ox + lx, t, 1, deck_y - t + 1, BAMBOO)
# Continuous ridge highlight: rows t..t+1 across the whole awning (no break).
for lx in awning_columns:
t = local_top(lx)
if t is None:
continue
c.fill(ox + lx, t, 1, min(2, deck_y - t + 1), BAMBOO_HI)
# Bamboo ribs below the ridge (texture only; ridge band stays continuous).
for lx in rib_columns:
t = local_top(lx)
if t is None or t + 2 > deck_y:
continue
c.fill(ox + lx, t + 2, 1, deck_y - t - 1, BAMBOO_RIB)
# Stepped end cap: one dark column closing the outer end of the awning.
for lx in cap_columns:
t = local_top(lx)
if t is None:
continue
c.fill(ox + lx, t, 1, deck_y - t + 1, BAMBOO_DARK)
# Deck shadow where the awning meets the hull.
for lx in awning_columns:
t = local_top(lx)
if t is None:
continue
c.set(ox + lx, deck_y, BAMBOO_RIB)
def draw_paving(c, ox):
"""P40 stone paving slab band: a coherent, walkable-looking stone tile.
Used only where the ground follows a traffic path / doorway / bridge approach
(see VillageArt.cc0PavingTiles); the renderer drops the isolated decorative
scatter so paving reads as a continuous band instead of lone slabs.
"""
c.fill(ox, 0, 32, 32, PAVE)
# Irregular slab joints: a few horizontal seams + staggered verticals so the
# tile tiles seamlessly into a band without a repeating checker look.
for y in (8, 20, 30):
c.hline(ox, y, 32, PAVE_JOINT)
for (x, y0, y1) in [(10, 0, 8), (22, 8, 20), (6, 20, 30), (18, 20, 30), (27, 0, 8)]:
c.vline(ox + x, y0, y1 - y0, PAVE_JOINT)
# Bright top-left highlights on a couple of slabs, dark bottom-right corners.
c.fill(ox + 1, 1, 8, 1, PAVE_HI)
c.fill(ox + 13, 9, 8, 1, PAVE_HI)
c.fill(ox + 23, 21, 8, 1, PAVE_HI)
c.set(ox + 9, 7, PAVE_DARK)
c.set(ox + 21, 19, PAVE_DARK)
c.set(ox + 31, 31, PAVE_DARK)
def draw_stone_lantern(c, ox):
"""Ishidoro-style stone lantern: three clear tiers (base / chamber / roof).
P40: the three tiers are drawn with distinct stone bands and outlines so the
stone lantern form is unmistakable and clearly differs from the red paper
lantern (index 20). A bright warm pane anchors the renderer's existing P14
premultiplied-alpha radial glow (no new lighting system).
"""
c.fill(ox, 0, 32, 32, CLEAR)
# Tier 1 — base: wide plinth + a narrower pedestal drum.
c.fill(ox + 6, 27, 20, 5, LANTERN_STONE)
c.fill(ox + 6, 27, 20, 1, STONE_HI)
c.fill(ox + 6, 31, 20, 1, STONE_DARK)
c.fill(ox + 10, 23, 12, 4, LANTERN_STONE)
c.fill(ox + 10, 23, 12, 1, STONE_HI)
c.fill(ox + 13, 17, 6, 6, LANTERN_STONE)
# Tier 2 — light chamber: wide stone housing with a bright warm pane.
c.fill(ox + 5, 8, 22, 10, LANTERN_STONE)
c.fill(ox + 5, 8, 22, 1, STONE_HI)
c.fill(ox + 5, 17, 22, 1, STONE_DARK)
c.fill(ox + 8, 10, 16, 7, LANTERN_GLOW)
c.fill(ox + 10, 11, 5, 5, LANTERN_GLOW_HI)
c.vline(ox + 8, 10, 7, STONE_DARK)
c.vline(ox + 23, 10, 7, STONE_DARK)
c.vline(ox + 15, 10, 7, STONE_DARK)
# Tier 3 — roof cap: flared stone eave + finial.
c.fill(ox + 3, 5, 26, 3, STONE_DARK)
c.fill(ox + 6, 3, 20, 2, LANTERN_STONE)
c.fill(ox + 6, 3, 20, 1, STONE_HI)
c.fill(ox + 14, 0, 4, 3, LANTERN_STONE)
c.set(ox + 15, 0, STONE_HI)
def draw_red_lantern(c, ox):
"""P40 red paper lantern: base / lit chamber / roof in the same three tiers.
A round red paper body with a golden tassel base and a dark wood cap; the
warm core reuses the same renderer glow path as the stone lantern, but the
silhouette (round red body vs grey stone housing) keeps the two distinct.
"""
c.fill(ox, 0, 32, 32, CLEAR)
# Tier 1 — base: small wooden foot + short golden tassel (bottom rows stay
# clear so the door tile underneath is still readable when hung at a door).
c.fill(ox + 12, 22, 8, 2, WOOD_DARK)
c.fill(ox + 14, 19, 4, 3, GOLD)
c.fill(ox + 15, 17, 2, 2, GOLD)
# Tier 2 — paper body: round red lantern with vertical ribs and a lit core.
c.fill(ox + 7, 8, 18, 12, RED_LANTERN)
c.fill(ox + 6, 11, 20, 6, RED_LANTERN)
c.fill(ox + 9, 10, 14, 8, RED_LANTERN_HI)
c.fill(ox + 12, 12, 8, 5, (255, 226, 168, 255))
for rib in (10, 14, 18, 22):
c.vline(ox + rib, 9, 10, RED_LANTERN_DARK)
c.fill(ox + 7, 19, 18, 1, RED_LANTERN_DARK)
# Tier 3 — roof: dark wooden cap + finial loop.
c.fill(ox + 9, 6, 14, 2, WOOD_DARK)
c.fill(ox + 12, 4, 8, 2, WOOD)
c.fill(ox + 15, 1, 2, 3, WOOD_DARK)
def draw_stall(c, ox):
"""Roadside market stall: striped awning + counter + produce baskets."""
c.fill(ox, 0, 32, 32, CLEAR)
# Awning: red/cream stripes with a scalloped lower edge.
for x in range(0, 32, 4):
stripe = STALL_AWNING if (x // 4) % 2 == 0 else STALL_AWNING_2
c.fill(ox + x, 6, 4, 8, stripe)
c.fill(ox, 13, 32, 2, WOOD_DARK)
for x in range(0, 32, 8):
c.fill(ox + x, 15, 8, 2, STALL_AWNING_2)
c.set(ox + x + 4, 17, WOOD_DARK)
# Support poles.
c.vline(ox + 2, 15, 13, WOOD_DARK)
c.vline(ox + 28, 15, 13, WOOD_DARK)
# Counter.
c.fill(ox + 2, 20, 28, 4, WOOD)
c.fill(ox + 2, 20, 28, 1, WOOD_DARK)
# Produce on the counter.
c.fill(ox + 6, 17, 4, 3, CARROT)
c.fill(ox + 7, 16, 2, 1, REED_LEAF)
c.fill(ox + 14, 16, 6, 4, CABBAGE)
c.fill(ox + 15, 15, 4, 1, REED_LEAF)
c.fill(ox + 24, 17, 4, 3, CLOTH)
# Base.
c.fill(ox + 2, 24, 28, 4, WOOD_DARK)
def draw_reeds(c, ox):
"""Waterside reeds: a few stems with leaf blades and seed tips."""
c.fill(ox, 0, 32, 32, CLEAR)
stems = [(6, 6, 24), (13, 10, 22), (21, 7, 23), (26, 13, 20)]
for (x, top, bottom) in stems:
c.fill(ox + x, top, 2, bottom - top, REED_STEM)
c.fill(ox + x, top, 2, 3, REED_TIP)
# Leaf blades angling off the stem.
c.fill(ox + x - 4, top + 5, 5, 1, REED_LEAF)
c.fill(ox + x - 3, top + 6, 4, 1, REED_LEAF)
c.fill(ox + x + 2, top + 9, 4, 1, REED_LEAF)
# Dense root cluster at the waterline (bottom of the tile).
c.fill(ox + 3, 28, 26, 4, REED_LEAF)
c.fill(ox + 8, 30, 16, 2, REED_STEM)
def build_cc0_tile_atlas():
"""Nineteen 32x32 tiles: 4 Kenney ground + 15 self-drawn Jiangnan tiles.
Ground source is the *packed* sheet (tilemap_packed.png) which has NO spacing
between tiles: 192x176 = 12x11 tiles at a 16px pitch (the spaced tilemap.png
is 203x186 at 17px pitch; mixing the two misaligns every non-zero cell). Grid
coordinates: two full grass shades (9,8)/(10,8) then two grey stone slabs
(4,8)/(4,9). Indices 4-11 are self-drawn (Kenney Tiny Farm has no water, roof,
wall, railing or door tiles), layout fixed by the P34 atlas contract:
4 water A / 5 water B / 6 roof ridge / 7 roof eave
8 wall wood / 9 wall window / 10 railing / 11 door
P39 appends indices 12-18 (bridge / boat / lantern / stall / reeds) after the
P34 block so every older index stays unchanged and backwards compatible:
12 bridge centre / 13 bridge end / 14 boat left / 15 boat right
16 stone lantern / 17 market stall / 18 reeds
P40 appends indices 19-20 (paving slab / red lantern):
19 paving slab / 20 red lantern
"""
c = Canvas(672, 32)
packed = Image.open(THIRD / "kenney_tiny-farm" / "Tilemap" / "tilemap_packed.png").convert("RGBA")
def tile(grid_x, grid_y):
return packed.crop((grid_x * 16, grid_y * 16, grid_x * 16 + 16, grid_y * 16 + 16))
choices = [(9, 8), (10, 8), (4, 8), (4, 9)]
for index, (gx, gy) in enumerate(choices):
c.blit(tile(gx, gy), index * 32, 0, scale=2)
draw_water(c, 4 * 32, 0)
draw_water(c, 5 * 32, 1)
draw_roof_ridge(c, 6 * 32)
draw_roof_eave(c, 7 * 32)
draw_wall(c, 8 * 32, window=False)
draw_wall(c, 9 * 32, window=True)
draw_railing(c, 10 * 32)
draw_door(c, 11 * 32)
# P39 appended block.
draw_bridge_center(c, 12 * 32)
draw_bridge_end(c, 13 * 32)
draw_boat(c, 14 * 32, right_half=False)
draw_boat(c, 15 * 32, right_half=True)
draw_stone_lantern(c, 16 * 32)
draw_stall(c, 17 * 32)
draw_reeds(c, 18 * 32)
# P40 appended block.
draw_paving(c, 19 * 32)
draw_red_lantern(c, 20 * 32)
return c
def build_cc0_character_atlas():
"""5 variants x 4 directions x 6 frames of 32x48 cells from Puny characters.
Layout: each 32x48 CELL = source 16x24 content band scaled 2x (32x48), anchored
bottom (feet on the ground line). Directions: the pack provides south-facing
art only; south/north use the same band (pack limitation recorded in the
commit), west/east are mirrored copies so walkers always read toward the player.
Frames 0-3 are the walk cycle (source poses 0-3). Frames 4-5 are the idle
breath cycle: the neutral pose (source pose 0) relaxed, then raised 1px for
the inhale. The pack has no dedicated idle art, so this reuses pose 0.
"""
c = Canvas(3840, 48)
variant_files = [
"Soldier-Blue.png",
"Soldier-Yellow.png",
"Warrior-Blue.png",
"Archer-Green.png",
"Character-Base.png",
]
variants = []
for name in variant_files:
im = Image.open(THIRD / "puny-characters" / "Puny-Characters" / name).convert("RGBA")
pose_cells = []
for i in range(4):
left = 8 + i * 32
pose_cells.append(im.crop((left, 2, left + 16, 26)))
variants.append(pose_cells)
cell_w = 32
for vi, pose_cells in enumerate(variants):
for di in range(4):
# Walk frames reuse poses 0-3; idle frames 4-5 reuse the neutral pose 0,
# with frame 5 raised 1px so the pair reads as a breath.
frame_poses = [pose_cells[0], pose_cells[1], pose_cells[2], pose_cells[3], pose_cells[0], pose_cells[0]]
frame_offsets = [0, 0, 0, 0, 0, -1]
for frame in range(6):
sprite = frame_poses[frame].resize((32, 48), Image.NEAREST)
if di in (1, 3):
sprite = sprite.transpose(Image.FLIP_LEFT_RIGHT)
ox = cell_w * ((vi * 4 + di) * 6 + frame)
c.blit(sprite, ox, frame_offsets[frame], scale=1)
return c
def main():
ASSETS.mkdir(parents=True, exist_ok=True)
targets = [
("cc0-tiles.png", build_cc0_tile_atlas(), 672, 32),
("cc0-characters.png", build_cc0_character_atlas(), 3840, 48),
]
for name, canvas, w, h in targets:
path = ASSETS / name
write_png(path, canvas)
verify_png(path, w, h)
if __name__ == "__main__":
main()
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