LDtk import support
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tests/demo/ldtk/Test_file_for_API_showing_all_features.ldtk
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tests/demo/ldtk/Test_file_for_API_showing_all_features.ldtk
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tests/demo/ldtk/Typical_TopDown_example.ldtk
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tests/demo/ldtk/Typical_TopDown_example.ldtk
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tests/demo/ldtk/WorldMap_Free_layout.ldtk
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tests/demo/ldtk/WorldMap_Free_layout.ldtk
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tests/demo/ldtk/atlas/Inca_front_by_Kronbits-extended.png
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tests/demo/ldtk/atlas/Inca_front_by_Kronbits-extended.png
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tests/demo/ldtk/atlas/NuclearBlaze_by_deepnight.aseprite
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tests/demo/ldtk/atlas/NuclearBlaze_by_deepnight.aseprite
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tests/demo/ldtk/atlas/SunnyLand_by_Ansimuz-extended.png
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tests/demo/ldtk/atlas/SunnyLand_by_Ansimuz-extended.png
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tests/demo/ldtk/atlas/TopDown_by_deepnight.png
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tests/demo/ldtk/atlas/TopDown_by_deepnight.png
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tests/demo/screens/ldtk_demo.py
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tests/demo/screens/ldtk_demo.py
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# ldtk_demo.py - Visual demo of LDtk import system
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# Shows prebuilt level content and procedural generation via auto-rules
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# Uses the official LDtk TopDown example with real sprite art
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#
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# Usage:
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# Headless: cd build && ./mcrogueface --headless --exec ../tests/demo/screens/ldtk_demo.py
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# Interactive: cd build && ./mcrogueface --exec ../tests/demo/screens/ldtk_demo.py
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import mcrfpy
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from mcrfpy import automation
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import sys
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# -- Asset Paths -------------------------------------------------------
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LDTK_PATH = "../tests/demo/ldtk/Typical_TopDown_example.ldtk"
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# -- Load Project ------------------------------------------------------
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print("Loading LDtk TopDown example...")
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proj = mcrfpy.LdtkProject(LDTK_PATH)
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ts = proj.tileset("TopDown_by_deepnight")
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texture = ts.to_texture()
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rs = proj.ruleset("Collisions")
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Terrain = rs.terrain_enum()
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print(f" Project: v{proj.version}")
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print(f" Tileset: {ts.name} ({ts.tile_count} tiles, {ts.tile_width}x{ts.tile_height}px)")
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print(f" Ruleset: {rs.name} ({rs.rule_count} rules, {rs.group_count} groups)")
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print(f" Terrain values: {[t.name for t in Terrain]}")
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print(f" Levels: {proj.level_names}")
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# -- Helper: Info Panel -------------------------------------------------
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def make_info_panel(scene, lines, x=560, y=60, w=220, h=None):
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"""Create a semi-transparent info panel with text lines."""
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if h is None:
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h = len(lines) * 22 + 20
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panel = mcrfpy.Frame(pos=(x, y), size=(w, h),
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fill_color=mcrfpy.Color(20, 20, 30, 220),
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outline_color=mcrfpy.Color(80, 80, 120),
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outline=1.5)
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scene.children.append(panel)
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for i, text in enumerate(lines):
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cap = mcrfpy.Caption(text=text, pos=(10, 10 + i * 22))
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cap.fill_color = mcrfpy.Color(200, 200, 220)
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panel.children.append(cap)
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return panel
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# ======================================================================
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# SCREEN 1: Prebuilt Level Content (all 3 levels)
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# ======================================================================
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print("\nSetting up Screen 1: Prebuilt Levels...")
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scene1 = mcrfpy.Scene("ldtk_prebuilt")
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bg1 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
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fill_color=mcrfpy.Color(10, 10, 15))
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scene1.children.append(bg1)
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title1 = mcrfpy.Caption(text="LDtk Prebuilt Levels (auto-layer tiles from editor)",
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pos=(20, 10))
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title1.fill_color = mcrfpy.Color(255, 255, 255)
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scene1.children.append(title1)
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# Load all 3 levels side by side
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level_grids = []
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level_x_offset = 20
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for li, lname in enumerate(proj.level_names):
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level = proj.level(lname)
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# Find the Collisions layer (has the auto_tiles)
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for layer_info in level["layers"]:
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if layer_info["name"] == "Collisions" and layer_info.get("auto_tiles"):
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lw, lh = layer_info["width"], layer_info["height"]
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auto_tiles = layer_info["auto_tiles"]
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# Label
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label = mcrfpy.Caption(
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text=f"{lname} ({lw}x{lh})",
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pos=(level_x_offset, 38))
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label.fill_color = mcrfpy.Color(180, 220, 255)
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scene1.children.append(label)
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# Create layer with prebuilt tiles
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prebuilt_layer = mcrfpy.TileLayer(
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name=f"prebuilt_{lname}", texture=texture,
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grid_size=(lw, lh))
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prebuilt_layer.fill(-1)
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for tile in auto_tiles:
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x, y = tile["x"], tile["y"]
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if 0 <= x < lw and 0 <= y < lh:
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prebuilt_layer.set((x, y), tile["tile_id"])
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# Determine display size (scale to fit)
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max_w = 310 if li < 2 else 310
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max_h = 300
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scale = min(max_w / (lw * ts.tile_width),
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max_h / (lh * ts.tile_height))
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disp_w = int(lw * ts.tile_width * scale)
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disp_h = int(lh * ts.tile_height * scale)
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grid = mcrfpy.Grid(
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grid_size=(lw, lh),
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pos=(level_x_offset, 60),
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size=(disp_w, disp_h),
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layers=[prebuilt_layer])
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grid.fill_color = mcrfpy.Color(30, 30, 50)
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grid.center = (lw * ts.tile_width // 2,
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lh * ts.tile_height // 2)
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scene1.children.append(grid)
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level_grids.append((lname, lw, lh, len(auto_tiles)))
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level_x_offset += disp_w + 20
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break
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# Info panel
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info_lines = [
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"LDtk Prebuilt Content",
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"",
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f"Project: TopDown example",
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f"Version: {proj.version}",
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f"Tileset: {ts.name}",
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f" {ts.tile_count} tiles, {ts.tile_width}x{ts.tile_height}px",
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"",
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"Levels loaded:",
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]
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for lname, lw, lh, natiles in level_grids:
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info_lines.append(f" {lname}: {lw}x{lh}")
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info_lines.append(f" auto_tiles: {natiles}")
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make_info_panel(scene1, info_lines, x=20, y=400, w=400)
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nav1 = mcrfpy.Caption(
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text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
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pos=(20, 740))
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nav1.fill_color = mcrfpy.Color(120, 120, 150)
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scene1.children.append(nav1)
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# ======================================================================
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# SCREEN 2: Procedural Generation via Auto-Rules
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# ======================================================================
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print("\nSetting up Screen 2: Procedural Generation...")
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scene2 = mcrfpy.Scene("ldtk_procgen")
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bg2 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
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fill_color=mcrfpy.Color(10, 10, 15))
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scene2.children.append(bg2)
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title2 = mcrfpy.Caption(
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text="LDtk Procedural Generation (auto-rules at runtime)",
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pos=(20, 10))
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title2.fill_color = mcrfpy.Color(255, 255, 255)
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scene2.children.append(title2)
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# Generate a procedural dungeon using the LDtk Collisions rules
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PW, PH = 32, 24
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proc_dm = mcrfpy.DiscreteMap((PW, PH), fill=0)
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# Fill everything with walls first
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for y in range(PH):
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for x in range(PW):
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proc_dm.set(x, y, int(Terrain.WALLS))
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# Carve out rooms as floor (value 0 = empty/floor in this tileset)
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rooms = [
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(2, 2, 10, 6), # Room 1: top-left
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(16, 2, 13, 6), # Room 2: top-right
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(2, 12, 8, 10), # Room 3: bottom-left
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(14, 11, 14, 11), # Room 4: bottom-right
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(10, 8, 6, 5), # Room 5: center
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]
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for rx, ry, rw, rh in rooms:
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for y in range(ry, min(ry + rh, PH)):
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for x in range(rx, min(rx + rw, PW)):
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proc_dm.set(x, y, 0) # 0 = floor/empty
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# Connect rooms with corridors
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corridors = [
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# Horizontal corridors
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(11, 4, 16, 6), # Room 1 -> Room 2
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(9, 12, 14, 14), # Room 3 -> Room 4
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# Vertical corridors
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(5, 7, 7, 12), # Room 1 -> Room 3
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(20, 7, 22, 11), # Room 2 -> Room 4
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# Center connections
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(10, 9, 14, 11), # Center -> Room 4
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]
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for cx1, cy1, cx2, cy2 in corridors:
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for y in range(cy1, min(cy2 + 1, PH)):
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for x in range(cx1, min(cx2 + 1, PW)):
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proc_dm.set(x, y, 0)
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# Apply auto-rules
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proc_layer = mcrfpy.TileLayer(
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name="procgen", texture=texture, grid_size=(PW, PH))
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proc_layer.fill(-1)
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rs.apply(proc_dm, proc_layer, seed=42)
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# Stats
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wall_count = sum(1 for y in range(PH) for x in range(PW)
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if proc_dm.get(x, y) == int(Terrain.WALLS))
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floor_count = PW * PH - wall_count
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resolved = rs.resolve(proc_dm, seed=42)
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matched = sum(1 for t in resolved if t >= 0)
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unmatched = sum(1 for t in resolved if t == -1)
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print(f" Dungeon: {PW}x{PH}")
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print(f" Walls: {wall_count}, Floors: {floor_count}")
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print(f" Resolved: {matched} matched, {unmatched} unmatched")
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# Display grid
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disp_w2 = min(520, PW * ts.tile_width)
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disp_h2 = min(520, PH * ts.tile_height)
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scale2 = min(520 / (PW * ts.tile_width), 520 / (PH * ts.tile_height))
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disp_w2 = int(PW * ts.tile_width * scale2)
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disp_h2 = int(PH * ts.tile_height * scale2)
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grid2 = mcrfpy.Grid(grid_size=(PW, PH),
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pos=(20, 60), size=(disp_w2, disp_h2),
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layers=[proc_layer])
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grid2.fill_color = mcrfpy.Color(30, 30, 50)
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grid2.center = (PW * ts.tile_width // 2, PH * ts.tile_height // 2)
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scene2.children.append(grid2)
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# Info panel
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make_info_panel(scene2, [
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"Procedural Dungeon",
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"",
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f"Grid: {PW}x{PH}",
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f"Seed: 42",
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"",
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"Terrain counts:",
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f" WALLS: {wall_count}",
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f" FLOOR: {floor_count}",
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"",
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"Resolution:",
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f" Matched: {matched}/{PW*PH}",
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f" Unmatched: {unmatched}",
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"",
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f"Rules: {rs.rule_count} total",
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f"Groups: {rs.group_count}",
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"",
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"5 rooms + corridors",
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"carved from solid walls",
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], x=disp_w2 + 40, y=60, w=260)
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nav2 = mcrfpy.Caption(
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text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
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pos=(20, 740))
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nav2.fill_color = mcrfpy.Color(120, 120, 150)
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scene2.children.append(nav2)
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# ======================================================================
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# SCREEN 3: Side-by-Side Comparison
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# ======================================================================
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print("\nSetting up Screen 3: Comparison...")
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scene3 = mcrfpy.Scene("ldtk_compare")
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bg3 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
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fill_color=mcrfpy.Color(10, 10, 15))
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scene3.children.append(bg3)
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title3 = mcrfpy.Caption(
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text="LDtk: Prebuilt vs Re-resolved (same tileset, same rules)",
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pos=(20, 10))
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title3.fill_color = mcrfpy.Color(255, 255, 255)
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scene3.children.append(title3)
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# Use World_Level_1 (16x16, square, compact)
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cmp_level = proj.level("World_Level_1")
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cmp_layer = None
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for layer in cmp_level["layers"]:
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if layer["name"] == "Collisions":
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cmp_layer = layer
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break
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cw, ch = cmp_layer["width"], cmp_layer["height"]
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cmp_auto_tiles = cmp_layer["auto_tiles"]
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cmp_intgrid = cmp_layer["intgrid"]
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# Left: Prebuilt tiles from editor
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left_label = mcrfpy.Caption(text="Prebuilt (from LDtk editor)", pos=(20, 38))
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left_label.fill_color = mcrfpy.Color(180, 220, 255)
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scene3.children.append(left_label)
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left_layer = mcrfpy.TileLayer(
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name="cmp_prebuilt", texture=texture, grid_size=(cw, ch))
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left_layer.fill(-1)
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for tile in cmp_auto_tiles:
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x, y = tile["x"], tile["y"]
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if 0 <= x < cw and 0 <= y < ch:
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left_layer.set((x, y), tile["tile_id"])
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grid_left = mcrfpy.Grid(grid_size=(cw, ch),
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pos=(20, 60), size=(350, 350),
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layers=[left_layer])
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grid_left.fill_color = mcrfpy.Color(30, 30, 50)
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grid_left.center = (cw * ts.tile_width // 2, ch * ts.tile_height // 2)
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scene3.children.append(grid_left)
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# Right: Re-resolved using our engine
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right_label = mcrfpy.Caption(
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text="Re-resolved (our engine, same IntGrid)", pos=(400, 38))
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right_label.fill_color = mcrfpy.Color(180, 255, 220)
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scene3.children.append(right_label)
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cmp_dm = mcrfpy.DiscreteMap((cw, ch))
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for y in range(ch):
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for x in range(cw):
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cmp_dm.set(x, y, cmp_intgrid[y * cw + x])
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right_layer = mcrfpy.TileLayer(
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name="cmp_resolved", texture=texture, grid_size=(cw, ch))
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right_layer.fill(-1)
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rs.apply(cmp_dm, right_layer, seed=42)
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grid_right = mcrfpy.Grid(grid_size=(cw, ch),
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pos=(400, 60), size=(350, 350),
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layers=[right_layer])
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grid_right.fill_color = mcrfpy.Color(30, 30, 50)
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grid_right.center = (cw * ts.tile_width // 2, ch * ts.tile_height // 2)
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scene3.children.append(grid_right)
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# Tile comparison stats
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cmp_matched = 0
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cmp_mismatched = 0
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for y in range(ch):
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for x in range(cw):
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pre = left_layer.at(x, y)
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res = right_layer.at(x, y)
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if pre == res:
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cmp_matched += 1
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else:
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cmp_mismatched += 1
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cmp_total = cw * ch
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cmp_pct = (cmp_matched / cmp_total * 100) if cmp_total > 0 else 0
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print(f" Comparison Level_1: {cmp_matched}/{cmp_total} match ({cmp_pct:.0f}%)")
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# Bottom: Another procgen with different seed
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bot_label = mcrfpy.Caption(
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text="Procgen (new layout, seed=999)", pos=(20, 430))
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bot_label.fill_color = mcrfpy.Color(255, 220, 180)
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scene3.children.append(bot_label)
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BW, BH = 16, 16
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bot_dm = mcrfpy.DiscreteMap((BW, BH), fill=int(Terrain.WALLS))
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# Diamond room shape
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for y in range(BH):
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for x in range(BW):
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cx_d = abs(x - BW // 2)
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cy_d = abs(y - BH // 2)
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if cx_d + cy_d < 6:
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bot_dm.set(x, y, 0) # floor
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# Add some internal walls (pillars)
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for px, py in [(6, 6), (9, 6), (6, 9), (9, 9)]:
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bot_dm.set(px, py, int(Terrain.WALLS))
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bot_layer = mcrfpy.TileLayer(
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name="bot_procgen", texture=texture, grid_size=(BW, BH))
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bot_layer.fill(-1)
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rs.apply(bot_dm, bot_layer, seed=999)
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grid_bot = mcrfpy.Grid(grid_size=(BW, BH),
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pos=(20, 460), size=(250, 250),
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layers=[bot_layer])
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grid_bot.fill_color = mcrfpy.Color(30, 30, 50)
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grid_bot.center = (BW * ts.tile_width // 2, BH * ts.tile_height // 2)
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scene3.children.append(grid_bot)
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# Info
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make_info_panel(scene3, [
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"Tile-by-Tile Comparison",
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f"Level: World_Level_1 ({cw}x{ch})",
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"",
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f" Matches: {cmp_matched}/{cmp_total}",
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f" Mismatches: {cmp_mismatched}/{cmp_total}",
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f" Match rate: {cmp_pct:.0f}%",
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"",
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"Prebuilt has stacked tiles",
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"(shadows, outlines, etc.)",
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"Our engine picks last match",
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"per cell (single layer).",
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"",
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"Bottom: diamond room +",
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"4 pillars, seed=999",
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], x=300, y=440, w=340)
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|
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nav3 = mcrfpy.Caption(
|
||||
text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
|
||||
pos=(20, 740))
|
||||
nav3.fill_color = mcrfpy.Color(120, 120, 150)
|
||||
scene3.children.append(nav3)
|
||||
|
||||
|
||||
# ======================================================================
|
||||
# Navigation & Screenshots
|
||||
# ======================================================================
|
||||
scenes = [scene1, scene2, scene3]
|
||||
scene_names = ["prebuilt", "procgen", "compare"]
|
||||
|
||||
def on_key(key, action):
|
||||
if action != mcrfpy.InputState.PRESSED:
|
||||
return
|
||||
if key == mcrfpy.Key.NUM_1:
|
||||
mcrfpy.current_scene = scene1
|
||||
elif key == mcrfpy.Key.NUM_2:
|
||||
mcrfpy.current_scene = scene2
|
||||
elif key == mcrfpy.Key.NUM_3:
|
||||
mcrfpy.current_scene = scene3
|
||||
elif key == mcrfpy.Key.ESCAPE:
|
||||
mcrfpy.exit()
|
||||
|
||||
for s in scenes:
|
||||
s.on_key = on_key
|
||||
|
||||
# Detect headless mode
|
||||
is_headless = False
|
||||
try:
|
||||
win = mcrfpy.Window.get()
|
||||
is_headless = "headless" in str(win).lower()
|
||||
except:
|
||||
is_headless = True
|
||||
|
||||
if is_headless:
|
||||
for i, (sc, name) in enumerate(zip(scenes, scene_names)):
|
||||
mcrfpy.current_scene = sc
|
||||
for _ in range(3):
|
||||
mcrfpy.step(0.016)
|
||||
fname = f"ldtk_demo_{name}.png"
|
||||
automation.screenshot(fname)
|
||||
print(f" Screenshot: {fname}")
|
||||
print("\nAll screenshots captured. Done!")
|
||||
sys.exit(0)
|
||||
else:
|
||||
mcrfpy.current_scene = scene1
|
||||
print("\nLDtk Demo ready!")
|
||||
print("Press [1] [2] [3] to switch screens, [ESC] to quit")
|
||||
Loading…
Add table
Add a link
Reference in a new issue