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.gitignore eec560246c Replace the OGA tiles with a well-formed set based on 32-127 ascii chars. 3 лет назад
.python-version 6f13ff1fa4 Specify the python version. 3 лет назад
LICENSE f5cd94a37c init 4 лет назад
Makefile 7ab12f3d76 Allow passing in the grid and tiles for the map generator. 3 лет назад
README.org f417133a6a WIP save. 3 лет назад
default_config.toml eec560246c Replace the OGA tiles with a well-formed set based on 32-127 ascii chars. 3 лет назад
image_data.txt f417133a6a WIP save. 3 лет назад
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map_key.txt 024dfb07da Clean up the grid_tile_key and add a map_key. 3 лет назад
poetry.lock 1912cd637d Add a preliminary single tile generator. 3 лет назад
pyproject.toml 1912cd637d Add a preliminary single tile generator. 3 лет назад
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tiles.png 024dfb07da Clean up the grid_tile_key and add a map_key. 3 лет назад

README.org

About

A prototype map renderer, with more features on the roadmap, for use with Fenris Punk.

License

Copyright 2020 vaeringjar.

Distributed under the AGPLv3+.

Acknowledgments

Tiles and icon copyright Hyptosis and Zabin used via the CC BY 3.0 license.

https://opengameart.org/content/lots-of-free-2d-tiles-and-sprites-by-hyptosis

Developer users

See also the Makefile.

For better or worse, this project uses the following jargon:

grid
The plain text, human-more-friendly representation of the
image.
tile
A single square for use as a reusable image file.
sprite
The rendered image from a grid(s) and tile(s).
image_data
The RGB data used to generate the tile(s).

And I want to migrate to use these terms, without using the word "map" or "tile" because they have many meanings:

sprite
A 2d array of pixels, default to 8x8.
pallet
The colour key for each pixel.
sheet
The available, reusable graphics.
grid
Commonly referred to as ascii art.
key
A hardcoded translation from the grid to the appropriate
location on the sheet.
image
The rendering of a grid using the sheet.

In addtion to that, each graphic will have three stages:

  • ascii art
  • RGB
  • rendered image

For sprite_lengths greater than 8x8, currently 32x32 in the game, there will need to be an intermediate step to render based on lower res sprites and/or some validation when rendering so sprite lengths match the ascii input.