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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)
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 + curved bamboo awning.
Drawn as two halves so a 2-tile boat reads as one continuous silhouette.
The hull floats on the water: its top edge (gunwale) is 4px down, so open
water ripple stays visible above the boat on the tile.
"""
c.fill(ox, 0, 32, 32, CLEAR)
if not right_half:
# Left half: bow rising to the left, hull tapering.
for i in range(26):
half = 3 + i // 3
c.fill(ox + 0, 10 + i, half, 1, BOAT_HULL)
c.fill(ox, 10, 3, 1, BOAT_HULL_DARK)
c.fill(ox + 12, 9, 20, 2, BOAT_HULL_DARK)
c.fill(ox + 12, 11, 20, 13, BOAT_HULL)
# Awning (wu peng) left edge, arch top.
c.fill(ox + 12, 1, 20, 8, BOAT_ROOF)
c.fill(ox + 12, 1, 20, 2, BOAT_ROOF_HI)
c.fill(ox + 12, 1, 2, 8, BOAT_ROOF_HI)
c.fill(ox + 12, 8, 20, 2, BOAT_HULL_DARK)
# Stern post at the extreme left of the visible half.
c.fill(ox, 6, 2, 6, BOAT_HULL_DARK)
else:
# Right half: stern rising to the right, mirrored continuous hull.
for i in range(26):
half = 3 + i // 3
c.fill(ox + 32 - half, 10 + i, half, 1, BOAT_HULL)
c.fill(ox + 29, 10, 3, 1, BOAT_HULL_DARK)
c.fill(ox, 9, 20, 2, BOAT_HULL_DARK)
c.fill(ox, 11, 20, 13, BOAT_HULL)
c.fill(ox, 1, 20, 8, BOAT_ROOF)
c.fill(ox, 1, 20, 2, BOAT_ROOF_HI)
c.fill(ox + 18, 1, 2, 8, BOAT_ROOF_HI)
c.fill(ox, 8, 20, 2, BOAT_HULL_DARK)
c.fill(ox + 30, 6, 2, 6, BOAT_HULL_DARK)
def draw_stone_lantern(c, ox):
"""Ishidoro-style stone lantern with a warm lit window (night glow anchor).
The lit pane is a bright warm core (alpha opaque) sitting inside a stone
housing, so the renderer's radial glow layer adds a real halo on top.
"""
c.fill(ox, 0, 32, 32, CLEAR)
# Base plinth.
c.fill(ox + 8, 27, 16, 5, LANTERN_STONE)
c.fill(ox + 8, 27, 16, 1, STONE_HI)
c.fill(ox + 11, 24, 10, 4, LANTERN_STONE)
# Shaft.
c.fill(ox + 14, 18, 4, 7, LANTERN_STONE)
# Light housing with a bright warm pane.
c.fill(ox + 6, 9, 20, 10, LANTERN_STONE)
c.fill(ox + 6, 9, 20, 1, STONE_HI)
c.fill(ox + 9, 11, 14, 7, LANTERN_GLOW)
c.fill(ox + 11, 12, 4, 5, LANTERN_GLOW_HI)
# Dark frame over the pane.
c.vline(ox + 9, 11, 7, STONE_DARK)
c.vline(ox + 22, 11, 7, STONE_DARK)
c.vline(ox + 15, 11, 7, STONE_DARK)
# Cap + finial.
c.fill(ox + 4, 6, 24, 4, STONE_DARK)
c.fill(ox + 6, 5, 20, 2, LANTERN_STONE)
c.fill(ox + 15, 1, 3, 4, LANTERN_STONE)
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
"""
c = Canvas(608, 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)
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(), 608, 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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