A 2D procedural tile framework for games.
Project description
TODO: Improve README
jabutiles
A 2D Tile library for python.
Most of the backend is pillow (PIL fork), the rest is numpy.
About the classes:
jabutiles.base.BaseImage
This is the most basic class used by jabutiles.
It is nothing more than a PIL.Image wrapped around functional style methods.
This means that each operation returns a copy of the class with the change.
It is not used directly, but inherited by the other core classes.
Provides most of the Image operations: rotation, mirroring, cropping, ...
jabutiles.mask.Mask (BaseImage)
This class inherits from the BaseImage.
It is used to represent a pure L mask.
Used as an alpha for a Texture or to overlay two Textures.
Can have additional components:
jabutiles.shape.Shape
A class that defines what is the purpose of the Mask.
It's used to govern rotation and reflection operations.
Can be:
orthogonal: square (GB/GBC/GBA Pokemon, Stardew Valley)isometric: diamond (Age of Empires II, Diablo II)hexagonal: bothflat(?) andpoint(Heroes of Might and Magic III)
jabutiles.edges.Edges
A class that governs how the Mask interacts with surrounding Masks.
Adds new methods:
invert: Inverts the grayscale values (0 <-> 255)
jabutiles.texture.Texture (BaseImage)
This class inherits from the BaseImage.
It is used to represent pure RGB(A) visual data, such as a Texture.
Usually generated in-code or loaded from an image file.
Adds new methods:
jabutiles.layer.Layer
A combination of a Texture and/or a Mask.
Must have at least one of them present.
If both exist, the Mask is the Texture's alpha.
If only Texture, it's regarded as a base Texture.
If only Mask, it's regarded as a Shape cutter.
jabutiles.tile.Tile
A collection of Layers (at least one).
If only one layer, MUST contain a Texture.
Usually follows this pattern:
[
(Texture, None), # 1. Base Layer, the Texture is the base
(Texture, Mask), # 2. Detail Layer, overlays information
... # Mask has no Shape nor Edges, is usually a pattern
(Texture, Mask(Edges)) # 3. Edges Layer, defines how to interact with neighbours
... # Can be more than one if surrounded by different Textures
(None, Mask(Shape)), # 4. Shape Layer, defines the final appearance
]
Exporting the resulting Image means stacking up the layers.
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