spawnpoint-studio 0.1.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- spawnpoint/__init__.py +3 -0
- spawnpoint/_data/examples/coin_hopper.json +228 -0
- spawnpoint/_data/examples/neon_arena.json +251 -0
- spawnpoint/_data/examples/pixel_arena.json +242 -0
- spawnpoint/_data/examples/pixel_hopper.json +221 -0
- spawnpoint/_data/godot/addons/spawn_point/components/aim_component.gd +63 -0
- spawnpoint/_data/godot/addons/spawn_point/components/animator_component.gd +66 -0
- spawnpoint/_data/godot/addons/spawn_point/components/chase_ai_component.gd +107 -0
- spawnpoint/_data/godot/addons/spawn_point/components/collectible_component.gd +58 -0
- spawnpoint/_data/godot/addons/spawn_point/components/gate_component.gd +64 -0
- spawnpoint/_data/godot/addons/spawn_point/components/health_component.gd +83 -0
- spawnpoint/_data/godot/addons/spawn_point/components/hitbox_component.gd +50 -0
- spawnpoint/_data/godot/addons/spawn_point/components/hurtbox_component.gd +48 -0
- spawnpoint/_data/godot/addons/spawn_point/components/juice_component.gd +219 -0
- spawnpoint/_data/godot/addons/spawn_point/components/patrol_ai_component.gd +63 -0
- spawnpoint/_data/godot/addons/spawn_point/components/platformer_movement_component.gd +204 -0
- spawnpoint/_data/godot/addons/spawn_point/components/player_input_component.gd +77 -0
- spawnpoint/_data/godot/addons/spawn_point/components/projectile_component.gd +64 -0
- spawnpoint/_data/godot/addons/spawn_point/components/spawner_component.gd +58 -0
- spawnpoint/_data/godot/addons/spawn_point/components/stomp_component.gd +56 -0
- spawnpoint/_data/godot/addons/spawn_point/components/top_down_movement_component.gd +101 -0
- spawnpoint/_data/godot/addons/spawn_point/components/trigger_zone_component.gd +32 -0
- spawnpoint/_data/godot/addons/spawn_point/components/weapon_component.gd +83 -0
- spawnpoint/_data/godot/addons/spawn_point/manifest.json +1509 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/camera_rig.gd +71 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/cockpit.gd +62 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/entity_core.gd +98 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/fx.gd +112 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/game_state.gd +111 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/hud.gd +155 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/level.gd +19 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/sfx.gd +58 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/sp.gd +121 -0
- spawnpoint/_data/godot/addons/spawn_point/runtime/world.gd +130 -0
- spawnpoint/_data/godot/addons/spawn_point/shaders/flash.gdshader +9 -0
- spawnpoint/_data/godot/addons/spawn_point/shaders/floor_grid.gdshader +13 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/build.gd +612 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/build.tscn +6 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/capture.gd +42 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/capture.tscn +6 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/dump_manifest.gd +91 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/dump_manifest.tscn +6 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/playtest.gd +428 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/playtest.tscn +6 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/playtest_nav.gd +152 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/record.gd +89 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/record.tscn +6 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/smoke.gd +72 -0
- spawnpoint/_data/godot/addons/spawn_point/tools/smoke.tscn +6 -0
- spawnpoint/analyze.py +387 -0
- spawnpoint/build.py +146 -0
- spawnpoint/cli.py +290 -0
- spawnpoint/cockpit/__init__.py +0 -0
- spawnpoint/cockpit/server.py +473 -0
- spawnpoint/cockpit/static/app.css +111 -0
- spawnpoint/cockpit/static/app.js +327 -0
- spawnpoint/cockpit/static/index.html +79 -0
- spawnpoint/diagnostics.py +91 -0
- spawnpoint/expr.py +219 -0
- spawnpoint/gif.py +58 -0
- spawnpoint/godot.py +107 -0
- spawnpoint/graph.py +175 -0
- spawnpoint/level.py +157 -0
- spawnpoint/llm_server.py +77 -0
- spawnpoint/manifest.py +222 -0
- spawnpoint/playtest/__init__.py +104 -0
- spawnpoint/playtest/report.py +148 -0
- spawnpoint/playtest/runner.py +51 -0
- spawnpoint/playtest/tuner.py +151 -0
- spawnpoint/project.py +94 -0
- spawnpoint/py.typed +0 -0
- spawnpoint/rules.py +310 -0
- spawnpoint/sfx.py +352 -0
- spawnpoint/sprites/__init__.py +0 -0
- spawnpoint/sprites/ai.py +222 -0
- spawnpoint/sprites/contour.py +147 -0
- spawnpoint/sprites/generate.py +507 -0
- spawnpoint/sprites/importer.py +212 -0
- spawnpoint/sprites/resolve.py +139 -0
- spawnpoint/sprites/spriteset.py +159 -0
- spawnpoint/sprites/tiles.py +102 -0
- spawnpoint/studio/__init__.py +0 -0
- spawnpoint/studio/assemble.py +528 -0
- spawnpoint/studio/brief.py +197 -0
- spawnpoint/studio/creative.py +124 -0
- spawnpoint/studio/dataset.py +136 -0
- spawnpoint/studio/edits.py +206 -0
- spawnpoint/studio/levelgen.py +352 -0
- spawnpoint/studio/llm.py +145 -0
- spawnpoint/studio/orchestrator.py +341 -0
- spawnpoint/studio/prompts.py +122 -0
- spawnpoint/studio/web.py +123 -0
- spawnpoint/studio/webcheck.py +210 -0
- spawnpoint/studio_cli.py +232 -0
- spawnpoint_studio-0.1.0.dist-info/METADATA +360 -0
- spawnpoint_studio-0.1.0.dist-info/RECORD +118 -0
- spawnpoint_studio-0.1.0.dist-info/WHEEL +5 -0
- spawnpoint_studio-0.1.0.dist-info/entry_points.txt +2 -0
- spawnpoint_studio-0.1.0.dist-info/licenses/LICENSE +21 -0
- spawnpoint_studio-0.1.0.dist-info/top_level.txt +2 -0
- tests/conftest.py +49 -0
- tests/test_ai_sprites.py +122 -0
- tests/test_analyze.py +116 -0
- tests/test_cockpit.py +148 -0
- tests/test_e2e.py +33 -0
- tests/test_expr.py +59 -0
- tests/test_gif.py +19 -0
- tests/test_godot_library.py +17 -0
- tests/test_graph.py +44 -0
- tests/test_level.py +64 -0
- tests/test_live_llm.py +38 -0
- tests/test_manifest.py +54 -0
- tests/test_playtest.py +129 -0
- tests/test_rules.py +85 -0
- tests/test_sfx.py +30 -0
- tests/test_sprites.py +261 -0
- tests/test_studio.py +335 -0
- tests/test_web.py +41 -0
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"""Procedural pixel-art sprites with animations. Deterministic, GPU-free.
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Every kind is a painter on a small canvas (drawn at 2x). Colors come from a 4-tone ramp derived from
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one base color; extra features (ears, mask, wings, horns...) come from the entity name and a seed.
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"""
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from __future__ import annotations
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import colorsys
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import math
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import random
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import re
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import zlib
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from dataclasses import dataclass, field
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from typing import Callable
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import numpy as np
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from .spriteset import SpriteSet, build_sheet, finalize
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RGBA = tuple[int, int, int, int]
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# --- color ------------------------------------------------------------------------------------
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@dataclass(frozen=True)
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class Ramp:
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outline: RGBA
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shadow: RGBA
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base: RGBA
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light: RGBA
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eye: RGBA = (29, 27, 42, 255)
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white: RGBA = (255, 250, 240, 255)
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def _hex(c: str) -> tuple[float, float, float]:
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c = c.lstrip("#")
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return tuple(int(c[i:i + 2], 16) / 255 for i in (0, 2, 4)) # type: ignore[return-value]
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def _rgba(r: float, g: float, b: float) -> RGBA:
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return (round(max(0, min(1, r)) * 255), round(max(0, min(1, g)) * 255), round(max(0, min(1, b)) * 255), 255)
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def ramp(color: str) -> Ramp:
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h, s, v = colorsys.rgb_to_hsv(*_hex(color))
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# Shadows drift toward blue/purple, highlights toward warm: classic pixel-art hue shifting.
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shadow = colorsys.hsv_to_rgb((h + 0.04) % 1, min(1, s * 1.1 + 0.05), v * 0.68)
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light = colorsys.hsv_to_rgb((h - 0.03) % 1, s * 0.75, min(1, v * 1.18 + 0.08))
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outline = colorsys.hsv_to_rgb((h + 0.06) % 1, min(1, s * 0.9 + 0.2), v * 0.28)
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return Ramp(_rgba(*outline), _rgba(*shadow), _rgba(*_hex(color)), _rgba(*light))
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# --- canvas -----------------------------------------------------------------------------------
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class Canvas:
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def __init__(self, w: int, h: int):
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self.w, self.h = w, h
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self.px = np.zeros((h, w, 4), dtype=np.uint8)
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def set(self, x: float, y: float, c: RGBA) -> None:
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x, y = int(round(x)), int(round(y))
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if 0 <= x < self.w and 0 <= y < self.h:
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self.px[y, x] = c
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def rect(self, x0: float, y0: float, x1: float, y1: float, c: RGBA) -> None:
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for y in range(int(round(y0)), int(round(y1)) + 1):
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for x in range(int(round(x0)), int(round(x1)) + 1):
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self.set(x, y, c)
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def ellipse(self, cx: float, cy: float, rx: float, ry: float, c: RGBA, shade: Ramp | None = None) -> None:
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"""Filled ellipse; with `shade`, top-left gets the light tone and bottom-right the shadow."""
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for y in range(self.h):
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for x in range(self.w):
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dx, dy = (x + 0.5 - cx) / max(rx, 0.01), (y + 0.5 - cy) / max(ry, 0.01)
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if dx * dx + dy * dy <= 1.0:
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col = c
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if shade:
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t = dx * 0.55 + dy * 0.85
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col = shade.light if t < -0.55 else shade.shadow if t > 0.5 else c
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self.px[y, x] = col
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def poly(self, pts: list[tuple[float, float]], c: RGBA) -> None:
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for y in range(self.h):
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for x in range(self.w):
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if _inside(x + 0.5, y + 0.5, pts):
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self.px[y, x] = c
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def outline(self, c: RGBA) -> None:
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"""1px outline around everything opaque (4-neighbourhood)."""
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a = self.px[..., 3] > 0
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p = np.pad(a, 1)
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ring = (p[:-2, 1:-1] | p[2:, 1:-1] | p[1:-1, :-2] | p[1:-1, 2:]) & ~a
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self.px[ring] = c
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def copy(self) -> np.ndarray:
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return self.px.copy()
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def _inside(x: float, y: float, pts: list[tuple[float, float]]) -> bool:
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inside = False
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for (x1, y1), (x2, y2) in zip(pts, pts[1:] + pts[:1]):
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if (y1 > y) != (y2 > y) and x < (x2 - x1) * (y - y1) / (y2 - y1) + x1:
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inside = not inside
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return inside
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# --- features from names ----------------------------------------------------------------------
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FEATURE_WORDS: dict[str, tuple[str, ...]] = {
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"ninja": ("mask",), "samurai": ("mask",), "thief": ("mask",),
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"fox": ("ears", "tail"), "cat": ("ears", "tail"), "kitty": ("ears", "tail"), "wolf": ("ears", "tail"),
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"dog": ("ears",), "bunny": ("long_ears",), "rabbit": ("long_ears",),
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"spider": ("legs",), "ant": ("legs", "antenna"), "beetle": ("legs",), "bug": ("legs", "antenna"),
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"bat": ("wings",), "bird": ("wings", "beak"), "crow": ("wings", "beak"), "dragon": ("wings", "horns"),
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"robot": ("antenna",), "bot": ("antenna",), "droid": ("antenna",), "mech": ("antenna",),
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"devil": ("horns",), "demon": ("horns",), "imp": ("horns",), "goblin": ("ears",), "orc": ("horns",),
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"knight": ("helmet",), "soldier": ("helmet",), "wizard": ("hat",), "witch": ("hat",), "mage": ("hat",),
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"ghost": ("ghost",), "spirit": ("ghost",),
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}
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def features_for(name: str) -> list[str]:
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words = re.findall(r"[A-Z][a-z0-9]*|[a-z0-9]+", name)
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out: list[str] = []
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for w in words:
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for f in FEATURE_WORDS.get(w.lower(), ()):
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if f not in out:
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out.append(f)
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return out
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# --- kinds ------------------------------------------------------------------------------------
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@dataclass
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class Kind:
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size: tuple[int, int]
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anims: dict[str, tuple[int, float, bool]] # name -> (frames, fps, loop)
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paint: Callable[["Ctx"], None]
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anchor: str = "center"
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@dataclass
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class Ctx:
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cv: Canvas
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r: Ramp
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feats: list[str]
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anim: str
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i: int
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rng: random.Random
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extra: dict = field(default_factory=dict)
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def _eyes(c: Ctx, positions: list[tuple[int, int]], big: bool = False) -> None:
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hurt = c.anim == "hurt"
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for x, y in positions:
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if hurt:
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c.cv.set(x, y, c.r.eye)
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c.cv.set(x - 1, y - 1, c.r.eye)
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c.cv.set(x + 1, y + 1, c.r.eye)
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elif big:
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c.cv.rect(x - 1, y - 1, x, y, c.r.white)
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c.cv.set(x, y, c.r.eye)
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else:
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c.cv.rect(x, y - 1, x, y, c.r.eye)
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def paint_hero(c: Ctx) -> None:
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cv, r, f = c.cv, c.r, c.feats
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bob = {"idle": c.i % 2, "run": (0, 1, 0, 1)[c.i % 4]}.get(c.anim, 0)
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# Legs (in shadow tone), positions per animation.
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legs = {"run": ((-1, 1), (0, 0), (1, -1), (0, 0))[c.i % 4], "jump": (0, 0), "fall": (-1, 1)}.get(c.anim, (0, 0))
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leg_h = {"jump": 1}.get(c.anim, 2)
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cv.rect(4 + legs[0], 13, 5 + legs[0], 13 + leg_h, r.shadow)
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cv.rect(7 + legs[1], 13, 8 + legs[1], 13 + leg_h, r.shadow)
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# Tail behind the body.
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if "tail" in f:
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wag = (0, -1)[c.i % 2] if c.anim in ("idle", "run") else 0
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cv.rect(1, 10 + bob + wag, 2, 11 + bob + wag, r.base)
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cv.set(0, 9 + bob + wag, r.light)
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# Body and arms.
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cv.rect(3, 8 + bob, 8, 12 + bob, r.base)
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cv.rect(3, 11 + bob, 8, 12 + bob, r.shadow)
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arm_y = 7 + bob if c.anim in ("jump", "fall") else 9 + bob
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cv.rect(2, arm_y, 2, arm_y + 2, r.shadow)
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cv.rect(9, arm_y, 9, arm_y + 2, r.shadow)
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# Head.
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cv.ellipse(6, 5 + bob, 4, 4, r.base, shade=r)
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if "ears" in f:
|
|
190
|
+
cv.poly([(2.2, 3 + bob), (3.6, -0.2 + bob), (5, 2.5 + bob)], r.base)
|
|
191
|
+
cv.poly([(7, 2.5 + bob), (8.4, -0.2 + bob), (9.8, 3 + bob)], r.base)
|
|
192
|
+
if "long_ears" in f:
|
|
193
|
+
cv.rect(4, -1 + bob, 4, 2 + bob, r.light)
|
|
194
|
+
cv.rect(7, -1 + bob, 7, 2 + bob, r.light)
|
|
195
|
+
if "horns" in f:
|
|
196
|
+
cv.set(3, 1 + bob, r.white)
|
|
197
|
+
cv.set(8, 1 + bob, r.white)
|
|
198
|
+
if "helmet" in f:
|
|
199
|
+
cv.rect(2, 1 + bob, 9, 3 + bob, (190, 196, 206, 255))
|
|
200
|
+
if "hat" in f:
|
|
201
|
+
cv.poly([(1.5, 3.5 + bob), (6, -4 + bob), (10.5, 3.5 + bob)], r.shadow)
|
|
202
|
+
if "mask" in f:
|
|
203
|
+
cv.rect(2, 4 + bob, 10, 6 + bob, r.outline)
|
|
204
|
+
ribbon = (0, 1)[c.i % 2] if c.anim == "run" else 0
|
|
205
|
+
cv.set(1, 5 + bob, r.outline)
|
|
206
|
+
cv.set(0, 6 + bob + ribbon, r.outline)
|
|
207
|
+
if c.anim == "hurt":
|
|
208
|
+
_eyes(c, [(7, 5 + bob), (9, 5 + bob)])
|
|
209
|
+
else: # eyes glint through the mask slit
|
|
210
|
+
cv.set(7, 5 + bob, r.white)
|
|
211
|
+
cv.set(9, 5 + bob, r.white)
|
|
212
|
+
else:
|
|
213
|
+
_eyes(c, [(7, 5 + bob), (9, 5 + bob)])
|
|
214
|
+
cv.outline(r.outline)
|
|
215
|
+
|
|
216
|
+
|
|
217
|
+
def paint_slime(c: Ctx) -> None:
|
|
218
|
+
cv, r, f = c.cv, c.r, c.feats
|
|
219
|
+
w, h = cv.w, cv.h
|
|
220
|
+
sq = {"idle": ((0, 0), (1, -1))[c.i % 2], "run": ((0, 0), (1, -1), (0, 0), (-1, 1))[c.i % 4],
|
|
221
|
+
"jump": (-2, 2), "fall": (-1, 1), "hurt": (2, -2)}[c.anim]
|
|
222
|
+
rx, ry = w / 2 - 1 + sq[0] * 0.6, h * 0.55 - 0.5 + sq[1] * 0.7
|
|
223
|
+
cy = h - ry
|
|
224
|
+
cv.ellipse(w / 2, cy, rx, ry, r.base, shade=r)
|
|
225
|
+
cv.rect(w / 2 - rx + 1, h - 2, w / 2 + rx - 2, h - 2, r.shadow)
|
|
226
|
+
if "spots" in f:
|
|
227
|
+
top = int(h - 2 * ry) + 2
|
|
228
|
+
for _ in range(3): # same rng sequence every frame, so spots stay put
|
|
229
|
+
x, dy = c.rng.randint(3, w - 5), c.rng.random()
|
|
230
|
+
cv.set(x, top + dy * max(0, h - 3 - top), r.shadow)
|
|
231
|
+
if "horns" in f:
|
|
232
|
+
cv.set(w / 2 - 2, h - 2 * ry - 1, r.white)
|
|
233
|
+
cv.set(w / 2 + 2, h - 2 * ry - 1, r.white)
|
|
234
|
+
if "antenna" in f:
|
|
235
|
+
cv.rect(w / 2, h - 2 * ry - 2, w / 2, h - 2 * ry, r.shadow)
|
|
236
|
+
cv.set(w / 2, h - 2 * ry - 3, r.light)
|
|
237
|
+
ey = int(round(h - ry - 0.5))
|
|
238
|
+
eyes = [(int(w / 2) + 3, ey)] if c.extra.get("one_eye") else [(int(w / 2) + 1, ey), (int(w / 2) + 4, ey)]
|
|
239
|
+
_eyes(c, eyes, big=True)
|
|
240
|
+
cv.outline(r.outline)
|
|
241
|
+
|
|
242
|
+
|
|
243
|
+
def paint_hopper(c: Ctx) -> None:
|
|
244
|
+
cv, r = c.cv, c.r
|
|
245
|
+
w, h = cv.w, cv.h
|
|
246
|
+
up = {"jump": 2, "fall": 1}.get(c.anim, (0, 1)[c.i % 2] if c.anim == "idle" else 0)
|
|
247
|
+
# Back legs
|
|
248
|
+
if c.anim in ("jump", "fall"):
|
|
249
|
+
cv.rect(1, h - 4, 3, h - 1, r.shadow)
|
|
250
|
+
cv.rect(w - 4, h - 4, w - 2, h - 1, r.shadow)
|
|
251
|
+
else:
|
|
252
|
+
cv.rect(0, h - 3, 3, h - 1, r.shadow)
|
|
253
|
+
cv.rect(w - 4, h - 3, w - 1, h - 1, r.shadow)
|
|
254
|
+
cv.ellipse(w / 2, h - 4.5 - up, w / 2 - 1.5, 3.8, r.base, shade=r)
|
|
255
|
+
# Eye bumps
|
|
256
|
+
cv.ellipse(w / 2 - 2.5, h - 8.5 - up, 2, 2, r.base)
|
|
257
|
+
cv.ellipse(w / 2 + 2.5, h - 8.5 - up, 2, 2, r.base)
|
|
258
|
+
_eyes(c, [(int(w / 2) - 2, int(h - 8.5 - up)), (int(w / 2) + 3, int(h - 8.5 - up))], big=True)
|
|
259
|
+
cv.rect(w / 2 - 2, h - 3 - up, w / 2 + 3, h - 3 - up, r.shadow) # mouth
|
|
260
|
+
cv.outline(r.outline)
|
|
261
|
+
|
|
262
|
+
|
|
263
|
+
def paint_flyer(c: Ctx) -> None:
|
|
264
|
+
cv, r, f = c.cv, c.r, c.feats
|
|
265
|
+
w, h = cv.w, cv.h
|
|
266
|
+
flap = (0, 1, 2, 1)[c.i % 4] if c.anim in ("idle", "run") else 1
|
|
267
|
+
bob = (0, 1)[c.i % 2]
|
|
268
|
+
if "ghost" in f:
|
|
269
|
+
cv.ellipse(w / 2, h / 2 + bob - 1, w / 2 - 2, h / 2 - 1, r.light, shade=r)
|
|
270
|
+
for x in range(3, w - 3, 2):
|
|
271
|
+
cv.set(x, h - 2 + bob, r.light)
|
|
272
|
+
else:
|
|
273
|
+
wing_y = [h / 2 - 3, h / 2 - 1, h / 2 + 1][flap]
|
|
274
|
+
cv.poly([(w / 2 - 2, h / 2 + bob), (0.5, wing_y + bob), (2.5, h / 2 + 2 + bob)], r.shadow)
|
|
275
|
+
cv.poly([(w / 2 + 2, h / 2 + bob), (w - 0.5, wing_y + bob), (w - 2.5, h / 2 + 2 + bob)], r.shadow)
|
|
276
|
+
cv.ellipse(w / 2, h / 2 + bob, 3.5, 3.2, r.base, shade=r)
|
|
277
|
+
if "beak" in f:
|
|
278
|
+
cv.set(w / 2 + 4, h / 2 + bob, (255, 196, 64, 255))
|
|
279
|
+
_eyes(c, [(int(w / 2) + 1, int(h / 2 + bob) - 1), (int(w / 2) + 3, int(h / 2 + bob) - 1)])
|
|
280
|
+
cv.outline(r.outline)
|
|
281
|
+
|
|
282
|
+
|
|
283
|
+
def paint_robot(c: Ctx) -> None:
|
|
284
|
+
cv, r, f = c.cv, c.r, c.feats
|
|
285
|
+
w, h = cv.w, cv.h
|
|
286
|
+
bob = (0, 1)[c.i % 2] if c.anim in ("idle", "run") else 0
|
|
287
|
+
# Treads
|
|
288
|
+
cv.rect(1, h - 3, w - 2, h - 1, r.outline)
|
|
289
|
+
for x in range(1 + (c.i % 2 if c.anim == "run" else 0), w - 1, 2):
|
|
290
|
+
cv.set(x, h - 2, r.shadow)
|
|
291
|
+
cv.rect(1, 3 + bob, w - 2, h - 4 + bob, r.base)
|
|
292
|
+
cv.rect(1, h - 6 + bob, w - 2, h - 4 + bob, r.shadow)
|
|
293
|
+
cv.rect(2, 4 + bob, w - 3, 4 + bob, r.light)
|
|
294
|
+
# Visor
|
|
295
|
+
cv.rect(w / 2 - 1, 6 + bob, w - 2, 7 + bob, r.outline)
|
|
296
|
+
if c.anim == "hurt":
|
|
297
|
+
cv.rect(w / 2, 6 + bob, w - 3, 7 + bob, (255, 80, 80, 255))
|
|
298
|
+
else:
|
|
299
|
+
blink = c.anim == "idle" and c.i % 2 == 1
|
|
300
|
+
cv.rect(w - 4, 6 + bob, w - 3, 7 + bob, r.white if not blink else r.light)
|
|
301
|
+
cv.rect(4, bob, 4, 2 + bob, r.shadow) # robots always get an antenna
|
|
302
|
+
cv.set(4, bob - 1, (255, 90, 90, 255) if c.i % 2 else r.light)
|
|
303
|
+
cv.outline(r.outline)
|
|
304
|
+
|
|
305
|
+
|
|
306
|
+
def paint_turret(c: Ctx) -> None:
|
|
307
|
+
cv, r = c.cv, c.r
|
|
308
|
+
w, h = cv.w, cv.h
|
|
309
|
+
metal, metal_dark = (170, 172, 190, 255), (96, 98, 118, 255)
|
|
310
|
+
recoil = 1 if c.anim == "hurt" else 0
|
|
311
|
+
# Barrel first (pointing right), then the head over its base.
|
|
312
|
+
cv.rect(6 - recoil, 5, w - 2 - recoil, 6, metal)
|
|
313
|
+
cv.rect(6 - recoil, 7, w - 2 - recoil, 7, metal_dark)
|
|
314
|
+
cv.rect(w - 2 - recoil, 4, w - 2 - recoil, 7, metal_dark)
|
|
315
|
+
cv.poly([(1, h - 0.5), (w - 3, h - 0.5), (w - 5, h - 4), (3, h - 4)], r.shadow)
|
|
316
|
+
cv.ellipse(5.5, 7.5, 4.2, 4.2, r.base, shade=r)
|
|
317
|
+
light = (255, 80, 80, 255) if c.i % 2 else r.light
|
|
318
|
+
cv.set(4, 6, light)
|
|
319
|
+
cv.outline(r.outline)
|
|
320
|
+
|
|
321
|
+
|
|
322
|
+
def paint_bug(c: Ctx) -> None:
|
|
323
|
+
cv, r, f = c.cv, c.r, c.feats
|
|
324
|
+
w, h = cv.w, cv.h
|
|
325
|
+
step = c.i % 2 if c.anim == "run" else 0
|
|
326
|
+
for k, x in enumerate((3, 6, 9)):
|
|
327
|
+
off = 1 if (k + step) % 2 else 0
|
|
328
|
+
cv.rect(x - off, 1, x - off, 3, r.outline)
|
|
329
|
+
cv.rect(x + off - 1, h - 4, x + off - 1, h - 2, r.outline)
|
|
330
|
+
cv.ellipse(w / 2 - 1, h / 2, 4.5, 3.2, r.base, shade=r)
|
|
331
|
+
cv.ellipse(w - 3.5, h / 2, 2.3, 2.2, r.shadow)
|
|
332
|
+
cv.rect(w / 2 - 1, h / 2 - 3, w / 2 - 1, h / 2 + 2, r.shadow)
|
|
333
|
+
if "antenna" in f:
|
|
334
|
+
cv.set(w - 1, h / 2 - 3, r.outline)
|
|
335
|
+
cv.set(w - 1, h / 2 + 2, r.outline)
|
|
336
|
+
_eyes(c, [(w - 2, int(h / 2) - 1)])
|
|
337
|
+
cv.outline(r.outline)
|
|
338
|
+
|
|
339
|
+
|
|
340
|
+
def paint_coin(c: Ctx) -> None:
|
|
341
|
+
cv, r = c.cv, c.r
|
|
342
|
+
w, h = cv.w, cv.h
|
|
343
|
+
widths = (3.5, 2.8, 1.6, 0.8, 1.6, 2.8)
|
|
344
|
+
rx = widths[c.i % len(widths)]
|
|
345
|
+
cv.ellipse(w / 2, h / 2, rx, h / 2 - 0.5, r.base, shade=r)
|
|
346
|
+
if rx > 1.5:
|
|
347
|
+
cv.rect(w / 2, h / 2 - 1, w / 2, h / 2 + 1, r.shadow)
|
|
348
|
+
cv.outline(r.outline)
|
|
349
|
+
|
|
350
|
+
|
|
351
|
+
def _star_points(cx: float, cy: float, ro: float, ri: float) -> list[tuple[float, float]]:
|
|
352
|
+
pts = []
|
|
353
|
+
for k in range(10):
|
|
354
|
+
a = -math.pi / 2 + k * math.pi / 5
|
|
355
|
+
rad = ro if k % 2 == 0 else ri
|
|
356
|
+
pts.append((cx + math.cos(a) * rad, cy + math.sin(a) * rad))
|
|
357
|
+
return pts
|
|
358
|
+
|
|
359
|
+
|
|
360
|
+
def paint_star(c: Ctx) -> None:
|
|
361
|
+
cv, r = c.cv, c.r
|
|
362
|
+
w, h = cv.w, cv.h
|
|
363
|
+
s = (1.0, 0.92, 1.0, 1.06)[c.i % 4]
|
|
364
|
+
cv.poly(_star_points(w / 2, h / 2 + 0.3, (w / 2 - 0.5) * s, (w / 4.2) * s), r.base)
|
|
365
|
+
cv.set(w / 2 - 1, h / 2 - 1, r.light)
|
|
366
|
+
cv.set(w / 2, h / 2 + 2, r.shadow)
|
|
367
|
+
cv.outline(r.outline)
|
|
368
|
+
if c.i % 4 == 3:
|
|
369
|
+
cv.set(w - 1, 0, r.white)
|
|
370
|
+
|
|
371
|
+
|
|
372
|
+
def paint_gem(c: Ctx) -> None:
|
|
373
|
+
cv, r = c.cv, c.r
|
|
374
|
+
w, h = cv.w, cv.h
|
|
375
|
+
cv.poly([(w / 2, 0.5), (w - 0.5, h / 3), (w / 2, h - 0.5), (0.5, h / 3)], r.base)
|
|
376
|
+
cv.poly([(w / 2, 0.5), (w / 2, h - 0.5), (0.5, h / 3)], r.light)
|
|
377
|
+
cv.rect(1, h / 3, w - 2, h / 3, r.shadow)
|
|
378
|
+
cv.outline(r.outline)
|
|
379
|
+
sparkle = c.i % 4
|
|
380
|
+
if sparkle == 1:
|
|
381
|
+
cv.set(1, 1, r.white)
|
|
382
|
+
elif sparkle == 3:
|
|
383
|
+
cv.set(w - 2, h - 3, r.white)
|
|
384
|
+
|
|
385
|
+
|
|
386
|
+
def paint_heart(c: Ctx) -> None:
|
|
387
|
+
cv, r = c.cv, c.r
|
|
388
|
+
w, h = cv.w, cv.h
|
|
389
|
+
s = (0.0, 0.4)[c.i % 2]
|
|
390
|
+
cv.ellipse(w / 2 - 1.8, 2.8, 2.2 + s, 2.2 + s, r.base, shade=r)
|
|
391
|
+
cv.ellipse(w / 2 + 1.8, 2.8, 2.2 + s, 2.2 + s, r.base, shade=r)
|
|
392
|
+
cv.poly([(0.5 - s, 3.5), (w - 0.5 + s, 3.5), (w / 2, h - 0.2 + s)], r.base)
|
|
393
|
+
cv.set(2, 2, r.white)
|
|
394
|
+
cv.outline(r.outline)
|
|
395
|
+
|
|
396
|
+
|
|
397
|
+
def paint_orb(c: Ctx) -> None:
|
|
398
|
+
cv, r = c.cv, c.r
|
|
399
|
+
w, h = cv.w, cv.h
|
|
400
|
+
cv.ellipse(w / 2, h / 2, w / 2 - 1, h / 2 - 1, r.base, shade=r)
|
|
401
|
+
cv.set(w / 2 - 1 + (c.i % 2), h / 2 - 2, r.white)
|
|
402
|
+
cv.outline(r.outline)
|
|
403
|
+
|
|
404
|
+
|
|
405
|
+
def paint_door(c: Ctx) -> None:
|
|
406
|
+
cv, r = c.cv, c.r
|
|
407
|
+
w, h = cv.w, cv.h
|
|
408
|
+
cv.rect(0, 0, w - 1, h - 1, r.base)
|
|
409
|
+
for x in range(2, w - 1, 3):
|
|
410
|
+
cv.rect(x, 0, x, h - 1, r.shadow)
|
|
411
|
+
for y in range(4, h, 14):
|
|
412
|
+
cv.rect(0, y, w - 1, y + 1, (120, 120, 132, 255))
|
|
413
|
+
cv.set(1, y, (200, 200, 210, 255))
|
|
414
|
+
cv.rect(w - 3, h // 2, w - 2, h // 2 + 1, (240, 200, 80, 255))
|
|
415
|
+
cv.outline(r.outline)
|
|
416
|
+
|
|
417
|
+
|
|
418
|
+
def paint_exit(c: Ctx) -> None:
|
|
419
|
+
cv, r = c.cv, c.r
|
|
420
|
+
w, h = cv.w, cv.h
|
|
421
|
+
cv.ellipse(w / 2, w / 2, w / 2 - 0.5, w / 2 - 0.5, r.base)
|
|
422
|
+
cv.rect(0.5, w / 2, w - 1.5, h - 1, r.base)
|
|
423
|
+
cv.ellipse(w / 2, w / 2 + 1, w / 2 - 2.5, w / 2 - 2.5, (20, 16, 36, 255))
|
|
424
|
+
cv.rect(2.5, w / 2 + 1, w - 3.5, h - 1, (20, 16, 36, 255))
|
|
425
|
+
rng = random.Random(c.i)
|
|
426
|
+
for _ in range(4):
|
|
427
|
+
cv.set(rng.randint(3, w - 4), rng.randint(4, h - 2), r.light)
|
|
428
|
+
cv.outline(r.outline)
|
|
429
|
+
|
|
430
|
+
|
|
431
|
+
def paint_portal(c: Ctx) -> None:
|
|
432
|
+
cv, r = c.cv, c.r
|
|
433
|
+
w, h = cv.w, cv.h
|
|
434
|
+
cv.ellipse(w / 2, h / 2, w / 2 - 0.5, h / 2 - 0.5, r.shadow)
|
|
435
|
+
cv.ellipse(w / 2, h / 2, w / 2 - 3, h / 2 - 3, (20, 16, 36, 255))
|
|
436
|
+
for k in range(4):
|
|
437
|
+
a = c.i * math.pi / 8 + k * math.pi / 2
|
|
438
|
+
for t in range(3):
|
|
439
|
+
rad = w / 2 - 2 - t * 2.2
|
|
440
|
+
cv.set(w / 2 + math.cos(a + t * 0.6) * rad, h / 2 + math.sin(a + t * 0.6) * rad, r.light)
|
|
441
|
+
cv.outline(r.outline)
|
|
442
|
+
|
|
443
|
+
|
|
444
|
+
def paint_spikes(c: Ctx) -> None:
|
|
445
|
+
cv, r = c.cv, c.r
|
|
446
|
+
w, h = cv.w, cv.h
|
|
447
|
+
teeth = 3
|
|
448
|
+
tw = w / teeth
|
|
449
|
+
for k in range(teeth):
|
|
450
|
+
x0 = k * tw
|
|
451
|
+
cv.poly([(x0 + 0.2, h), (x0 + tw / 2, 0.3), (x0 + tw - 0.2, h)], r.base)
|
|
452
|
+
cv.rect(x0 + tw / 2, 2, x0 + tw / 2, h - 1, r.light)
|
|
453
|
+
cv.outline(r.outline)
|
|
454
|
+
|
|
455
|
+
|
|
456
|
+
def paint_bullet(c: Ctx) -> None:
|
|
457
|
+
cv, r = c.cv, c.r
|
|
458
|
+
w, h = cv.w, cv.h
|
|
459
|
+
cv.ellipse(w / 2, h / 2, w / 2, h / 2, r.light)
|
|
460
|
+
cv.set(w / 2 - 1 + (c.i % 2), h / 2 - 1, r.white)
|
|
461
|
+
|
|
462
|
+
|
|
463
|
+
KINDS: dict[str, Kind] = {
|
|
464
|
+
"hero": Kind((12, 16), {"idle": (2, 3, True), "run": (4, 10, True), "jump": (1, 1, False),
|
|
465
|
+
"fall": (1, 1, False), "hurt": (1, 1, False)}, paint_hero, "bottom"),
|
|
466
|
+
"slime": Kind((14, 10), {"idle": (2, 3, True), "run": (4, 8, True), "jump": (1, 1, False),
|
|
467
|
+
"fall": (1, 1, False), "hurt": (1, 1, False)}, paint_slime, "bottom"),
|
|
468
|
+
"hopper": Kind((13, 11), {"idle": (2, 2, True), "run": (2, 6, True), "jump": (1, 1, False),
|
|
469
|
+
"fall": (1, 1, False), "hurt": (1, 1, False)}, paint_hopper, "bottom"),
|
|
470
|
+
"flyer": Kind((14, 10), {"idle": (4, 10, True), "run": (4, 14, True), "hurt": (1, 1, False)}, paint_flyer),
|
|
471
|
+
"robot": Kind((13, 13), {"idle": (2, 2, True), "run": (2, 8, True), "hurt": (1, 1, False)}, paint_robot, "bottom"),
|
|
472
|
+
"turret": Kind((14, 14), {"idle": (2, 2, True), "hurt": (1, 1, False)}, paint_turret, "bottom"),
|
|
473
|
+
"bug": Kind((12, 12), {"idle": (2, 3, True), "run": (2, 10, True), "hurt": (1, 1, False)}, paint_bug),
|
|
474
|
+
"coin": Kind((7, 7), {"idle": (6, 10, True)}, paint_coin),
|
|
475
|
+
"star": Kind((9, 9), {"idle": (4, 6, True)}, paint_star),
|
|
476
|
+
"gem": Kind((7, 9), {"idle": (4, 4, True)}, paint_gem),
|
|
477
|
+
"heart": Kind((8, 7), {"idle": (2, 3, True)}, paint_heart),
|
|
478
|
+
"orb": Kind((8, 8), {"idle": (2, 3, True)}, paint_orb),
|
|
479
|
+
"door": Kind((9, 63), {"idle": (1, 1, False)}, paint_door, "bottom"),
|
|
480
|
+
"exit": Kind((14, 24), {"idle": (3, 6, True)}, paint_exit, "bottom"),
|
|
481
|
+
"portal": Kind((20, 20), {"idle": (4, 8, True)}, paint_portal),
|
|
482
|
+
"spikes": Kind((15, 7), {"idle": (1, 1, False)}, paint_spikes, "bottom"),
|
|
483
|
+
"bullet": Kind((4, 4), {"idle": (2, 12, True)}, paint_bullet),
|
|
484
|
+
}
|
|
485
|
+
|
|
486
|
+
|
|
487
|
+
def generate(name: str, kind: str, color: str, features: list[str] | None = None, seed: int = 0,
|
|
488
|
+
scale: int = 2) -> SpriteSet:
|
|
489
|
+
if kind not in KINDS:
|
|
490
|
+
raise ValueError(f"unknown sprite kind '{kind}'")
|
|
491
|
+
spec = KINDS[kind]
|
|
492
|
+
feats = list(features) if features is not None else features_for(name)
|
|
493
|
+
rng_seed = zlib.crc32(f"{name}:{kind}:{seed}".encode())
|
|
494
|
+
extra = {"one_eye": random.Random(rng_seed).random() < 0.3}
|
|
495
|
+
if kind == "slime" and random.Random(rng_seed + 1).random() < 0.5 and "spots" not in feats:
|
|
496
|
+
feats.append("spots")
|
|
497
|
+
r = ramp(color)
|
|
498
|
+
frames: dict[str, list[np.ndarray]] = {}
|
|
499
|
+
for anim, (n, _fps, _loop) in spec.anims.items():
|
|
500
|
+
frames[anim] = []
|
|
501
|
+
for i in range(n):
|
|
502
|
+
cv = Canvas(*spec.size)
|
|
503
|
+
spec.paint(Ctx(cv, r, feats, anim, i, random.Random(rng_seed), extra))
|
|
504
|
+
frames[anim].append(cv.copy())
|
|
505
|
+
sheet, anims = build_sheet(frames, {a: v[1] for a, v in spec.anims.items()},
|
|
506
|
+
{a: v[2] for a, v in spec.anims.items()})
|
|
507
|
+
return finalize(name, sheet, spec.size, anims, scale, spec.anchor)
|