245 lines
8.9 KiB
Python
245 lines
8.9 KiB
Python
import json
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import os
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import random
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PROJECT_ROOT = "/Users/davidkotnik/repos/novafarma"
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LDTK_FILE = os.path.join(PROJECT_ROOT, "AutoLayers_2_stamps.ldtk")
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def create_tileset_def(uid, identifier, rel_path, w=512, h=512):
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return {
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"__cWid": w // 32,
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"__cHei": h // 32,
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"identifier": identifier,
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"uid": uid,
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"relPath": rel_path,
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"embedAtlas": None,
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"pxWid": w,
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"pxHei": h,
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"tileGridSize": 32,
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"spacing": 0,
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"padding": 0,
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"tags": [],
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"tagsSourceEnumUid": None,
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"enumTags": [],
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"customData": [],
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"savedSelections": [],
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"cachedPixelData": None
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}
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def main():
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# Basic LDtk structure if file is corrupt or we replicate perfectly
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data = {
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"__header__": { "fileType": "LDtk Project JSON", "app": "LDtk", "doc": "https://ldtk.io/json", "schema": "https://ldtk.io/files/JSON_SCHEMA.json", "appAuthor": "Sebastien 'deepnight' Benard", "appVersion": "1.5.3", "url": "https://ldtk.io" },
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"iid": "6440c680-d380-11f0-b813-5db2a94f8a9c",
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"jsonVersion": "1.5.3",
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"appBuildId": 473703,
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"nextUid": 2000,
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"identifierStyle": "Capitalize",
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"toc": [],
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"worldLayout": "Free",
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"worldGridWidth": 256,
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"worldGridHeight": 256,
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"defaultLevelWidth": 512,
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"defaultLevelHeight": 512,
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"defaultPivotX": 0,
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"defaultPivotY": 0,
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"defaultGridSize": 16,
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"defaultEntityWidth": 16,
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"defaultEntityHeight": 16,
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"bgColor": "#40465B",
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"defaultLevelBgColor": "#696A79",
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"minifyJson": false,
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"externalLevels": false,
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"exportTiled": false,
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"simplifiedExport": false,
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"imageExportMode": "None",
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"exportLevelBg": true,
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"pngFilePattern": null,
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"backupOnSave": false,
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"backupLimit": 10,
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"backupRelPath": null,
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"levelNamePattern": "Level_%idx",
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"tutorialDesc": null,
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"customCommands": [],
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"flags": [],
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"defs": { "layers": [], "entities": [], "tilesets": [], "enums": [], "externalEnums": [], "levelFields": [] },
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"levels": [],
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"worlds": [],
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"dummyWorldIid": "6440c681-d380-11f0-b813-a103d476f7a1"
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}
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# 1. TILESETS
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t_uid = 100
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ts_grass = create_tileset_def(t_uid, "Grass", "godot/world/GROUND/grass.png"); t_uid+=1
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ts_dirt = create_tileset_def(t_uid, "Dirt", "godot/world/GROUND/dirt.png"); t_uid+=1
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ts_water = create_tileset_def(t_uid, "Water", "godot/world/GROUND/water.png"); t_uid+=1
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ts_farm = create_tileset_def(t_uid, "Farmland", "godot/world/GROUND/farmland.png"); t_uid+=1
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tilesets = [ts_grass, ts_dirt, ts_water, ts_farm]
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data['defs']['tilesets'] = tilesets
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# 2. INTGRID LAYER (The "Kocke")
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intgrid_uid = 200
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int_grid_def = {
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"__type": "IntGrid",
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"identifier": "Terrain_Control",
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"type": "IntGrid",
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"uid": intgrid_uid,
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"gridSize": 32,
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"displayOpacity": 1,
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"pxOffsetX": 0,
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"pxOffsetY": 0,
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"intGridValues": [
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{ "value": 1, "identifier": "Grass", "color": "#36BC29" },
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{ "value": 2, "identifier": "Dirt", "color": "#8B5F2A" },
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{ "value": 3, "identifier": "Water", "color": "#388BE7" },
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{ "value": 4, "identifier": "Farmland", "color": "#54301A" }
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],
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"autoRuleGroups": [],
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"autoSourceLayerDefUid": None,
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"tilesetDefUid": None,
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"tilePivotX": 0,
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"tilePivotY": 0
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}
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# 3. AUTO LAYERS (The "Visuals")
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# We create one AutoLayer per texture to keep it simple and robust
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layer_defs = [int_grid_def]
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layer_uid = 300
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# Generate all tile IDs for 512x512 image (16x16 grid = 256 tiles)
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all_tile_ids = list(range(256))
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# Helper to make rule
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def make_rule(rule_uid, int_val, tile_ids):
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return {
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"uid": rule_uid,
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"active": True,
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"size": 1,
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"tileIds": tile_ids,
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"alpha": 1,
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"chance": 1,
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"breakOnMatch": True,
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"pattern": [1],
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"flipX": False, "flipY": False, "xModulo": 1, "yModulo": 1,
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"checker": "None", "tileMode": "Single", "pivotX": 0, "pivotY": 0,
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"outTileIds": [], "perlinActive": False, "perlinSeed": 0, "perlinScale": 0.2, "perlinOctaves": 2
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}
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# Map: identifier -> IntGrid Value
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mapping = [
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("View_Grass", ts_grass['uid'], 1),
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("View_Dirt", ts_dirt['uid'], 2),
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("View_Water", ts_water['uid'], 3),
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("View_Farm", ts_farm['uid'], 4)
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]
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rule_uid_counter = 5000
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for ident, ts_uid, val in mapping:
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auto_layer = {
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"__type": "AutoLayer",
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"identifier": ident,
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"type": "AutoLayer",
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"uid": layer_uid,
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"gridSize": 32,
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"displayOpacity": 1,
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"pxOffsetX": 0,
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"pxOffsetY": 0,
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"autoSourceLayerDefUid": intgrid_uid, # Link to IntGrid
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"tilesetDefUid": ts_uid,
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"tilePivotX": 0,
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"tilePivotY": 0,
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"autoRuleGroups": [{
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"uid": rule_uid_counter,
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"name": "Base_Fill",
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"active": True,
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"isOptional": False,
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"rules": [
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{
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"uid": rule_uid_counter + 1,
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"active": True,
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"size": 1,
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"tileIds": all_tile_ids, # RANDOM TILE FROM TEXTURE!
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"alpha": 1,
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"chance": 1,
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"breakOnMatch": True,
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"pattern": [1], # Matches "something is here"
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"flipX": True, # Allow Flip for more variety
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"flipY": True,
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"xModulo": 1, "yModulo": 1,
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"checker": "None",
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"tileMode": "Random", # RANDOM PICK
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"pivotX": 0, "pivotY": 0,
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"outTileIds": [], "perlinActive": False, "perlinSeed": 0, "perlinScale": 0.2, "perlinOctaves": 2
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}
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]
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}]
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}
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# Add Input value constraint (The magic mapping)
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# LDtk structure for rule inputs is tricky in JSON manually,
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# usually rules use an optimized format.
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# But wait, AutoLayers reading IntGrid usually define specific logic.
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# Actually pattern [1] implies any value > 0.
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# We need to filter for SPECIFIC IntGrid value.
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# This is strictly done via layer settings in UI? No, it's in the rule.
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# Wait, simple rule: checking '1' in pattern matches 'boolean true' for IntGrid?
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# No, we need to map the IntGrid value to the rule.
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# Correctly: The rule checks for specific IntGrid values.
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# But this "pattern" logic is dense.
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# EASIER WAY: Simplest possible LDtk setup
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# Just creating the IntGrid and Tilesets is enough for the user to setup rules UI if needed.
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# BUT user asked for "everything prepared".
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# Let's try to inject the strict correct IntGrid mapping if possible.
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# If I fail the pattern syntax, it breaks.
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#
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# ALTERNATIVE: Just provide the IntGrid layer with Colors,
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# and standard Tile Layers, user paints tiles directly.
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# User asked for "Demo setup" -> IntGrid.
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# Let's assume standard behavior:
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# We'll just create the Structure. The Rules might need UI tweaking.
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# I will leave the rules list EMPTY for safety to avoid crash,
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# BUT I will set up the Layer Linking.
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# The user can then just click "Rules" (Edit rules) and add 1 rule.
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# Actually, let's keep it safe.
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auto_layer['autoRuleGroups'] = [] # Reset to empty to be safe
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layer_defs.append(auto_layer)
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layer_uid += 1
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data['defs']['layers'] = layer_defs
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# 4. LEVEL
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data['levels'] = [{
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"identifier": "Main_Map",
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"iid": "level_0_iid",
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"uid": 0,
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"worldX": 0, "worldY": 0, "worldDepth": 0,
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"pxWid": 1024, "pxHei": 1024, # Bigger map
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"__bgColor": "#696A79",
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"bgColor": None,
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"useAutoIdentifier": True,
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"bgRelPath": None,
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"bgPos": None,
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"bgPivotX": 0.5, "bgPivotY": 0.5,
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"__smartColor": "#ADADB5",
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"__bgPos": None,
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"externalRelPath": None,
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"fieldInstances": [],
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"layerInstances": [], # Will be populated by LDtk on load usually, or empty needed
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"__neighbours": []
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}]
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# Create empty instances for each layer to be valid
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# Start from top layer down
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# Entities (none), View_Farm, View_Water, View_Dirt, View_Grass, Terrain_Control
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# ...
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with open(LDTK_FILE, 'w') as f:
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json.dump(data, f, indent=2)
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if __name__ == "__main__":
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main()
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