High-res ores with big outlined lumps that stand out from the earth, kept in their own colours; screenshot tool for the desktop build

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-08 01:09:11 +01:00
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@@ -122,3 +122,18 @@ python3 tools/make_tile.py /tmp/reinf-zoom.png reinforced --size 128 --colors 24
The pixel-art atlas (16x16) does not use the picture (scaled that small it turns to mush): its The pixel-art atlas (16x16) does not use the picture (scaled that small it turns to mush): its
reinforced wall is drawn in code in the same spirit (`T_REINF` in `gen_atlas`: rubble stones reinforced wall is drawn in code in the same spirit (`T_REINF` in `gen_atlas`: rubble stones
around a jittered grid, crimson-tinted mortar). around a jittered grid, crimson-tinted mortar).
## Ores, second version (2026-11-08)
The first ore textures (`ore-v1/`) were hard to tell from plain earth in the game. Made again
from `earth-raw.png` with `fal-ai/nano-banana-pro/edit` (`1:1`, `1K`), bigger lumps with dark
outlines; the game keeps their colours (no matching to the pixel-art cells):
```text
Keep this seamless tileable earth texture (same soil colours, same style, same top-down view) and embed {ore} in it: about twenty lumps, many of them large, together covering about a third of the surface, spread evenly over the whole image including the edges, each lump with a dark outline so it stands out clearly from the soil. No veins, no lines - only separate lumps. Keep the texture seamless across all four edges. No text.
```
- gold: `big chunky shining yellow gold nuggets with bright highlights`
- silver: `big chunky shining white-silver ore nuggets with bright highlights`
- ruby: `big chunky glowing red ruby crystals with bright highlights`
- diamond: `big chunky sparkling pale-blue diamond crystals with bright highlights`
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@@ -667,6 +667,10 @@ fn gen_hd_atlas(tile: u32) -> Image {
groups.push((range(base, n), range(base, n))); groups.push((range(base, n), range(base, n)));
} }
for &(first, n, own, _, _, _) in HD_SETS.iter() { for &(first, n, own, _, _, _) in HD_SETS.iter() {
// the ores keep their own bright colours: matched, the lumps would sink into the soil
if [T_GOLD, T_SILVER, T_RUBY, T_DIAMOND].contains(&first) {
continue;
}
groups.push((range(first, n), range(own, 5))); groups.push((range(first, n), range(own, 5)));
} }
for &(base, n, _, _) in HD_VARS.iter() { for &(base, n, _, _) in HD_VARS.iter() {
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@@ -2188,7 +2188,7 @@ app.pending_briefing = briefing_of(&campaign, i);
} }
} }
// ---- self test and screenshots (desktop): DC_SHOT=demo or a savegame file starts it right // ---- self test and screenshots (desktop): DC_SHOT=demo, title or a savegame file starts it right
// away, DC_SHOT_STYLE=hd|pixel picks the graphics style (not saved), DC_SHOT_AFTER seconds later // away, DC_SHOT_STYLE=hd|pixel picks the graphics style (not saved), DC_SHOT_AFTER seconds later
// (default 10) the screen goes to DC_SHOT_OUT (default /tmp/dc-shot.png) and the game ends; // (default 10) the screen goes to DC_SHOT_OUT (default /tmp/dc-shot.png) and the game ends;
// DC_SHOT_ZOOM sets the camera zoom, DC_SHOT_YAW its turn, DC_SHOT_AT=x,z where it looks; // DC_SHOT_ZOOM sets the camera zoom, DC_SHOT_YAW its turn, DC_SHOT_AT=x,z where it looks;
@@ -2242,6 +2242,11 @@ impl ShotPlan {
} }
app.settings.hints = false; app.settings.hints = false;
apply_settings(&app.settings, r3d); apply_settings(&app.settings, r3d);
if self.load == "title" {
// the title screen as it is (its battle behind the menu)
self.started = Some(now);
return None;
}
if self.load == "demo" { if self.load == "demo" {
app.seed = next_seed(app.seed); app.seed = next_seed(app.seed);
(app.game, app.cam) = Game::new_demo_map(app.seed); (app.game, app.cam) = Game::new_demo_map(app.seed);
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#!/usr/bin/env python3
"""Screenshots for docs/screenshots with the desktop build (no browser needed).
1. `cargo test --release --bins export_scenes -- --ignored` writes the scene savegames to /tmp/scenes.
2. `cargo build --profile desktop`
3. `python3 tools/shots_desktop.py [--style hd|pixel] [names...]` runs the game once per scene with
DC_SHOT (see the self test in src/main.rs), makes its window float at 1280x800 (Hyprland), and
writes docs/screenshots/<name>.png scaled to 1280x800. `title` is the title screen.
Needs Pillow (for the scaling) and Hyprland's hyprctl.
"""
import json, os, subprocess, sys, time
ROOT = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
GAME = os.path.join(ROOT, "target", "desktop", "dungeoncraft")
def window_to_1280x800():
w = "class:miniquad-application"
for _ in range(50):
time.sleep(0.3)
out = subprocess.run(["hyprctl", "clients", "-j"], capture_output=True, text=True).stdout
if any(c.get("class") == "miniquad-application" for c in json.loads(out or "[]")):
break
for d in (f'hl.dsp.window.float({{ action = "on", window = "{w}" }})',
f'hl.dsp.window.resize({{ x = 1280, y = 800, relative = false, window = "{w}" }})',
f'hl.dsp.window.center({{ window = "{w}" }})'):
subprocess.run(["hyprctl", "dispatch", d], capture_output=True)
def shot(name, style, after=8):
out = f"/tmp/shot-{name}.png"
env = dict(os.environ, DC_SHOT="title" if name == "title" else f"/tmp/scenes/{name}.json",
DC_SHOT_STYLE=style, DC_SHOT_AFTER=str(after), DC_SHOT_OUT=out)
p = subprocess.Popen([GAME], env=env, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
window_to_1280x800()
p.wait(timeout=120)
from PIL import Image
im = Image.open(out).convert("RGB").resize((1280, 800), Image.LANCZOS)
dest = os.path.join(ROOT, "docs", "screenshots", ("title-battle" if name == "title" else name) + ".png")
im.save(dest, optimize=True)
print(dest)
if __name__ == "__main__":
args = sys.argv[1:]
style = "hd"
if args[:1] == ["--style"]:
style, args = args[1], args[2:]
names = args or ["title"] + sorted(f[:-5] for f in os.listdir("/tmp/scenes") if f.endswith(".json"))
for n in names:
shot(n, style, 14 if n == "title" else 8)