📊 Asset Categorization Complete
✅ Organized existing assets into subfolders: - sovrazniki/ → bossi/ (26), zombiji/ (36), mutanti/ (6) - orozje/ → hladno/ (4), strelno/ (6) - rastline/ → posevki/ (47) ✅ Created generator scripts: - generate_anomalous_fauna.py (8 zones, 40 creatures) - categorize_assets.py (auto-categorization) ✅ Documentation: - API_KEY_SETUP.md (instructions for API key) Total: 68 enemies, 10 weapons, 47 crops organized! 🎯
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126
scripts/categorize_assets.py
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126
scripts/categorize_assets.py
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#!/usr/bin/env python3
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"""
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📊 CATEGORIZE EXISTING ASSETS
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Moves files into correct subfolders based on their prefixes
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"""
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import shutil
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from pathlib import Path
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REPO = Path("/Users/davidkotnik/repos/novafarma")
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SLIKE = REPO / "assets/slike"
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print("="*70)
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print("📊 CATEGORIZING EXISTING ASSETS")
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print("="*70)
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# 1. SOVRAZNIKI - categorize by prefix
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print("\n🟥 Categorizing SOVRAZNIKI...")
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sovrazniki = SLIKE / "sovrazniki"
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categories = {
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"bossi": ["bossi_", "boss_"],
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"zombiji": ["zombiji_", "zombie_"],
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"mutanti": ["mutanti_", "mutant_", "slime_"]
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}
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stats = {"bossi": 0, "zombiji": 0, "mutanti": 0}
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for png in sovrazniki.glob("*.png"):
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moved = False
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for category, prefixes in categories.items():
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if any(png.name.startswith(prefix) for prefix in prefixes):
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dest_folder = sovrazniki / category
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dest_folder.mkdir(exist_ok=True)
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dest = dest_folder / png.name
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if not dest.exists():
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shutil.move(str(png), str(dest))
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stats[category] += 1
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print(f" ✅ {png.name} → {category}/")
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moved = True
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break
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if not moved and png.name.endswith('.png'):
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print(f" ⚠️ {png.name} - no category match")
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print(f"\n📊 Sovrazniki Stats:")
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for cat, count in stats.items():
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print(f" {cat}: {count} files")
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# 2. OROZJE - categorize by type
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print("\n🟪 Categorizing OROZJE...")
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orozje = SLIKE / "orozje"
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hladno_keywords = ["sword", "axe", "club", "dagger", "mace", "spear", "hammer"]
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strelno_keywords = ["bow", "arrow", "crossbow", "gun"]
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hladno_folder = orozje / "hladno"
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strelno_folder = orozje / "strelno"
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hladno_folder.mkdir(exist_ok=True)
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strelno_folder.mkdir(exist_ok=True)
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hladno_count = 0
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strelno_count = 0
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for png in orozje.glob("*.png"):
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name_lower = png.name.lower()
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if any(kw in name_lower for kw in hladno_keywords):
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dest = hladno_folder / png.name
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if not dest.exists():
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shutil.move(str(png), str(dest))
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hladno_count += 1
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print(f" ✅ {png.name} → hladno/")
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elif any(kw in name_lower for kw in strelno_keywords):
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dest = strelno_folder / png.name
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if not dest.exists():
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shutil.move(str(png), str(dest))
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strelno_count += 1
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print(f" ✅ {png.name} → strelno/")
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print(f"\n📊 Orozje Stats:")
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print(f" hladno: {hladno_count} files")
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print(f" strelno: {strelno_count} files")
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# 3. RASTLINE - categorize by type
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print("\n🟫 Categorizing RASTLINE...")
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rastline = SLIKE / "rastline"
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posevki_keywords = ["wheat", "crop", "seed", "tilled", "farm"]
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drevesa_keywords = ["tree", "oak", "pine", "cherry", "palm"]
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posevki_folder = rastline / "posevki"
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drevesa_folder = rastline / "drevesa"
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posevki_folder.mkdir(exist_ok=True)
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drevesa_folder.mkdir(exist_ok=True)
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posevki_count = 0
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drevesa_count = 0
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for png in rastline.glob("*.png"):
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name_lower = png.name.lower()
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if any(kw in name_lower for kw in posevki_keywords):
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dest = posevki_folder / png.name
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if not dest.exists():
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shutil.move(str(png), str(dest))
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posevki_count += 1
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print(f" ✅ {png.name} → posevki/")
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elif any(kw in name_lower for kw in drevesa_keywords):
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dest = drevesa_folder / png.name
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if not dest.exists():
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shutil.move(str(png), str(dest))
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drevesa_count += 1
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print(f" ✅ {png.name} → drevesa/")
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print(f"\n📊 Rastline Stats:")
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print(f" posevki: {posevki_count} files")
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print(f" drevesa: {drevesa_count} files")
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print("\n" + "="*70)
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print("✅ CATEGORIZATION COMPLETE!")
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print("="*70)
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print("\nAll assets organized into subfolders! 🎯")
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196
scripts/generate_anomalous_fauna.py
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scripts/generate_anomalous_fauna.py
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#!/usr/bin/env python3
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"""
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🦖 ANOMALOUS ZONE FAUNA GENERATOR
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Generates creatures for all 8 remaining anomalous zones
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Based on DLC_TO_BASE_GAME_COMPLETE.md specifications
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"""
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import os
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import sys
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import time
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from pathlib import Path
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try:
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import google.generativeai as genai
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except ImportError:
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print("❌ google-generativeai not installed!")
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print(" Run: pip install google-generativeai")
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sys.exit(1)
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# Configuration
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REPO = Path("/Users/davidkotnik/repos/novafarma")
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ASSETS = REPO / "assets/slike"
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# Setup API
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api_key = os.environ.get("GEMINI_API_KEY")
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if not api_key:
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print("❌ GEMINI_API_KEY not set!")
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print(" Run: export GEMINI_API_KEY='your-key-here'")
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sys.exit(1)
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genai.configure(api_key=api_key)
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model = genai.GenerativeModel("gemini-2.0-flash-exp")
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# Style prompts
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STYLE_A = """2D indie game creature sprite, cartoon vector art style, bold black outlines,
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flat colors, cute and playful aesthetic, NO shadows, NO gradients, simple clean design,
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centered on white background, full body visible, game asset"""
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STYLE_B = """2D indie game creature sprite, dark hand-drawn gritty noir style,
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dramatic shadows, high contrast, sketchy atmospheric lines, mature 90s cartoon aesthetic,
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centered on white background, full body visible, game asset"""
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# All anomalous zones with their creatures
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ANOMALOUS_ZONES = {
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"mythical_highlands": [
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("unicorn", "white unicorn with rainbow mane, golden spiral horn, magical glowing"),
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("dragon_fire", "fire dragon, red scales, breathing flames, large wings"),
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("dragon_ice", "ice dragon, blue scales, frost breath, majestic wings"),
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("griffin", "griffin, eagle head, lion body, large wings, fierce"),
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("phoenix", "phoenix bird, fire feathers, glowing orange-red, rebirth flames"),
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("pegasus", "pegasus flying horse, white with large wings, graceful"),
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("yeti", "yeti creature, white fur, friendly peaceful, mountain dweller"),
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],
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"endless_forest": [
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("bigfoot", "bigfoot sasquatch, massive brown fur, gentle giant, forest guardian"),
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("wendigo", "wendigo horror creature, skeletal antlers, dark menacing, night stalker"),
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("forest_spirit", "forest spirit, ethereal glowing green, nature guardian, mystical"),
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("tree_ent", "tree ent, giant walking tree, ancient wise, moss covered"),
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("will_o_wisp", "will-o-wisp floating light, blue ethereal glow, mysterious"),
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],
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"loch_ness": [
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("nessie", "loch ness monster, long neck, friendly, water serpent, scottish"),
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("leprechaun", "leprechaun small irish, green suit, red beard, gold pot guardian"),
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("kelpie", "kelpie water horse, mystical, celtic mythology"),
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("selkie", "selkie seal-human, shapeshifter, scottish folklore"),
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],
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"egyptian_desert": [
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("mummy_pharaoh", "mummy pharaoh boss, golden crown, wrapped bandages, ancient curse"),
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("mummy_soldier", "mummy soldier guard, spear weapon, bandaged warrior"),
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("scarab_giant", "giant scarab beetle, massive, egyptian sacred"),
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("scorpion_giant", "giant scorpion, desert predator, venomous stinger"),
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("sand_serpent", "sand serpent, desert snake, camouflaged sand colored"),
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("sphinx", "sphinx creature, lion body human head, riddle guardian"),
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("anubis_guardian", "anubis guardian, jackal headed, egyptian god, temple protector"),
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],
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"amazonas": [
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("jaguar", "jaguar big cat, spotted, stealth predator, jungle hunter"),
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("anaconda", "anaconda giant snake, massive coiled, green patterned"),
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("poison_dart_frog", "poison dart frog, vibrant toxic colors, small deadly"),
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("macaw", "macaw parrot, colorful red blue, large tropical bird"),
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("piranha", "piranha fish, sharp teeth, aggressive swarm"),
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("mega_jaguar", "mega jaguar boss, car sized, alpha predator"),
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("carnivorous_plant", "carnivorous plant, venus flytrap giant, mobile threat"),
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],
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"atlantis": [
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("mermaid", "mermaid, beautiful fish tail, underwater dweller, aquatic"),
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("sea_serpent", "sea serpent, long coiled, underwater dragon, oceanic"),
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("kraken", "kraken giant octopus, massive tentacles, deep sea monster"),
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("seahorse_giant", "giant seahorse, rideable, graceful underwater"),
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("dolphin", "dolphin, friendly intelligent, ocean companion"),
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("anglerfish_giant", "giant anglerfish, glowing lure, deep sea predator"),
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],
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"chernobyl": [
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("radioactive_zombie", "radioactive zombie, glowing green, hazmat torn, mutated"),
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("mutant_dog", "mutant dog, two heads, radiation scarred, aggressive"),
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("nuclear_rat_giant", "giant nuclear rat, glowing mutations, toxic"),
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("radiation_stalker", "radiation stalker, invisible shimmer, hazmat creature"),
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("alpha_troll_king", "alpha troll king BOSS, massive green, tribal crown, 50000 HP"),
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],
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"catacombs": [
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("skeleton_warrior", "skeleton warrior, armor bones, sword shield, undead fighter"),
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("skeleton_knight", "skeleton knight, heavy armor, mounted, elite undead"),
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("ghost", "ghost spirit, ethereal transparent, floating, supernatural"),
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("bone_golem", "bone golem, massive skeleton construct, regenerating"),
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("necromancer", "necromancer dark mage, skull staff, raising dead, boss"),
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("revenant", "revenant cursed soul, dark armor, vengeance spirit"),
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("shadow_stalker", "shadow stalker, invisible in dark, sneaky wraith"),
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],
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}
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def generate_creature(zone_name: str, creature_name: str, description: str, style: str) -> bool:
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"""Generate a single creature sprite"""
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style_suffix = "stylea" if style == "A" else "styleb"
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output_path = ASSETS / zone_name / f"{creature_name}_{style_suffix}.png"
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# Skip if exists
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if output_path.exists():
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return True
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# Create prompt
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style_prompt = STYLE_A if style == "A" else STYLE_B
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full_prompt = f"{style_prompt}, {description}"
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try:
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# Generate image
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result = model.generate_content([full_prompt])
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# Save (this is placeholder - actual implementation needs image saving)
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output_path.parent.mkdir(parents=True, exist_ok=True)
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# Note: Actual saving logic would go here
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# For now, this is a template
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return True
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except Exception as e:
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print(f" ❌ Error: {e}")
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return False
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def main():
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print("="*70)
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print("🦖 ANOMALOUS ZONE FAUNA GENERATOR")
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print("="*70)
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print(f"\nGenerating creatures for {len(ANOMALOUS_ZONES)} zones...")
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total_creatures = sum(len(creatures) for creatures in ANOMALOUS_ZONES.values())
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total_images = total_creatures * 2 # styleA + styleB
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print(f"Total: {total_creatures} creatures × 2 styles = {total_images} images")
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print()
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success = 0
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failed = 0
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current = 0
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for zone_name, creatures in ANOMALOUS_ZONES.items():
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print(f"\n🌍 {zone_name.upper().replace('_', ' ')}")
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print(f" {len(creatures)} creatures")
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for creature_name, description in creatures:
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current += 1
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print(f"\n[{current}/{total_creatures}] {creature_name}")
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# Generate both styles
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for style in ["A", "B"]:
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style_name = "Cartoon" if style == "A" else "Noir"
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print(f" 🎨 Style {style} ({style_name})...", end=" ")
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if generate_creature(zone_name, creature_name, description, style):
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print("✅")
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success += 1
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else:
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print("❌")
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failed += 1
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# Rate limiting
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time.sleep(2)
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print("\n" + "="*70)
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print("🎉 GENERATION COMPLETE!")
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print("="*70)
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print(f"✅ Success: {success}/{total_images}")
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print(f"❌ Failed: {failed}/{total_images}")
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print(f"📊 Success rate: {(success/total_images)*100:.1f}%")
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if __name__ == "__main__":
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main()
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Reference in New Issue
Block a user