Commit 10/03-24
-- Began work on map generation. -- Wrote functions to generate and color an image of hexagons. -- Next step is to seed the map by generating tile clusters who designate what tile types are where
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107
Main.py
107
Main.py
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import pygame
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import sys
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sys.path.append('./Map')
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import MapManager
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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map = pygame.image.load( "./Map/sample.jpg")
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mapWidth = int(map.get_width())
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mapHeight = int(map.get_height())
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y = 0
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bY = 5
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bX = 4
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time1 = pygame.time.get_ticks()
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while bX < mapWidth:
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for x in range(bX, mapWidth):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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bX += 8
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y = 0
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y = bY
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while bY < mapHeight:
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for x in range(0, mapWidth):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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bY += 10
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y = bY
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bX = 4
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y = 0
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while bX < mapWidth:
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for x in range(bX, -1, -1):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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bX += 8
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y = 0
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bY = 2
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y = bY
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while bY < mapHeight:
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for x in range(mapWidth, 0, -1):
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if y < mapHeight:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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if y % 5 == 0:
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map.set_at((x, y), (0,0,0,255))
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y += 1
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bY += 10
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y = bY
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pygame.image.save(map, "./Map/blackstripes.png")
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GameMap = MapManager.MapManager()
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GameMap.load(map)
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time2 = pygame.time.get_ticks()
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print(str(time2 - time1))
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pygame.image.save(map, "./Map/sampledone.png")
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("black")
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# RENDER YOUR GAME HERE
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# flip() the display to put your work on screen
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pygame.display.flip()
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clock.tick(60) # limits FPS to 60
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running = False
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pygame.quit()
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import random
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class MapManager:
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def tileChecker(self, x, y, map):
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list = []
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CurY = y
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CurX = x
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RelX = 0
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RelY = 0
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floor = False
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contact = False
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while not floor:
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if map.get_at((CurX, CurY)) == (255,255,255,255) and y != 0:
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list.append((CurX,CurY))
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while not contact:
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if CurX+RelX-1 >= 0:
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RelX -= 1
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else:
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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contact = False
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RelX = 0
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while not contact:
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if CurX+RelX+1 < map.get_width():
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RelX += 1
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else:
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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if CurY+1 < map.get_height():
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CurY += 1
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else:
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floor = True
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contact = False
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RelX = 0
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elif map.get_at((CurX, CurY)) == (255,255,255,255) and y == 0:
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list.append((CurX,CurY))
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contact = False
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contactB = False
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RelX = 0
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RelY = 0
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while not contact:
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if map.get_at((CurX+RelX, CurY)) == (0,0,0,255):
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contact = True
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if map.get_at((CurX+RelX, CurY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY))
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while not contactB:
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if CurY+RelY+1 < map.get_height():
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RelY += 1
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else:
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contactB = True
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if map.get_at((CurX+RelX, CurY+RelY)) == (255,255,255,255):
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list.append((CurX+RelX,CurY+RelY))
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else:
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contactB = True
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if CurX+RelX+1 < map.get_width():
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RelX += 1
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else:
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contact = True
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contactB = False
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RelY = 0
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contact = False
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floor = True
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RelX = 0
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else:
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floor = True
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return list
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def load(self,mapObject):
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print("Loading map")
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tiles = {}
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tileprint = 0
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currentTile = 0
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for y in range(0, mapObject.get_height()-1):
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for x in range(0, mapObject.get_width()-1):
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CurCol = mapObject.get_at((x, y))
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if CurCol == (255,255,255,255):
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tiles[f"{currentTile}"] = Tile(currentTile)
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goodtiles = self.tileChecker(x, y, mapObject)
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for pixel in goodtiles:
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tiles[f"{currentTile}"].add_pixel(pixel)
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if tileprint < 20:
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print(f"Added tiles: {goodtiles}")
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tileprint += 1
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localId = tiles[f"{currentTile}"].getId() % (255*3)
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if localId < 255:
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colour1 = localId
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colour2 = 0
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colour3 = 0
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elif localId >= 255 and localId <= 510:
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colour1 = 255
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colour2 = localId - 255
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colour3 = 0
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else:
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colour1 = 255
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colour2 = 255
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colour3 = localId - 510
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tiles[f"{currentTile}"].paint_pixels(mapObject, int(colour1),int(colour2),int(colour3))
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currentTile += 1
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self.amountOfTiles = currentTile
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print(f"{tiles.keys()}")
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class Tile:
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def __init__(self, Id):
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self.Id = Id
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self.pixels = []
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self.colour = (random.randint(0,255),random.randint(0,255),random.randint(0,255))
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def getId(self):
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return self.Id
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def add_pixel(self,pixel):
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self.pixels.append(pixel)
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def paint_pixels(self, map, r,g,b):
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print(f"{r},{g},{b}")
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for pixel in self.pixels:
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map.set_at((pixel[0],pixel[1]), (r,g,b,255))
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BIN
Map/__pycache__/MapManager.cpython-312.pyc
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Map/__pycache__/MapManager.cpython-312.pyc
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Binary file not shown.
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Map/blackstripes.png
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Map/blackstripes.png
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Binary file not shown.
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After Width: | Height: | Size: 5.4 KiB |
BIN
Map/sample.jpg
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Map/sample.jpg
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Binary file not shown.
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After Width: | Height: | Size: 9.9 KiB |
BIN
Map/sample.png
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Map/sample.png
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Before Width: | Height: | Size: 0 B After Width: | Height: | Size: 360 B |
BIN
Map/sampledone.png
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Map/sampledone.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 269 KiB |
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