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Ui test #2

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4 changes: 2 additions & 2 deletions Debug.win32/FC16UI.tlog/FC16UI.lastbuildstate
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#TargetFrameworkVersion=v4.0:PlatformToolSet=v141:EnableManagedIncrementalBuild=false:VCToolArchitecture=Native32Bit:WindowsTargetPlatformVersion=10.0.16299.0
Debug|Win32|G:\prog\FC16\UI\Project\FC16UI\proj.win32\|
#TargetFrameworkVersion=v4.0:PlatformToolSet=v141_xp:EnableManagedIncrementalBuild=false:VCToolArchitecture=Native32Bit:WindowsTargetPlatformVersion=7.0
Debug|Win32|E:\programming\FC16UI\FC16UI\|
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65 changes: 65 additions & 0 deletions Debug.win32/res/Enresult.txt
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Round 44
PlayerAlive: 4
Player0Info
Rank 4 Score 93 KillNum 0 TowerNum 1 SurvivalRound 43 SoldierNum 5 Resource 22 MaxPopulation 30 Population 10
Player1Info
Rank 3 Score 93 KillNum 0 TowerNum 1 SurvivalRound 43 SoldierNum 5 Resource 22 MaxPopulation 30 Population 10
Player2Info
Rank 2 Score 93 KillNum 0 TowerNum 1 SurvivalRound 43 SoldierNum 5 Resource 22 MaxPopulation 30 Population 10
Player3Info
Rank 1 Score 93 KillNum 0 TowerNum 1 SurvivalRound 43 SoldierNum 5 Resource 22 MaxPopulation 30 Population 10
TowerInfo
TowerID 0 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 1 Owner 0 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 2 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 3 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 4 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 5 Owner 1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 6 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 7 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 8 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 9 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 10 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 11 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 12 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 13 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 14 Owner 2 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 15 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 16 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 17 Owner -1 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
TowerID 18 Owner 3 Level 1 Blood 200 Recruiting 0 RecruitingRound -1 RecruitingType None
SoldierInfo
SoldierID 1 Owner 0 Type LightInfantry Level 1 Blood 100 X_Position 22 Y_Position 99
SoldierID 2 Owner 1 Type LightInfantry Level 1 Blood 100 X_Position 73 Y_Position 93
SoldierID 3 Owner 2 Type LightInfantry Level 1 Blood 100 X_Position 10 Y_Position 25
SoldierID 4 Owner 3 Type LightInfantry Level 1 Blood 100 X_Position 79 Y_Position 88
SoldierID 5 Owner 0 Type LightInfantry Level 1 Blood 100 X_Position 22 Y_Position 97
SoldierID 6 Owner 1 Type LightInfantry Level 1 Blood 100 X_Position 73 Y_Position 91
SoldierID 7 Owner 2 Type LightInfantry Level 1 Blood 100 X_Position 10 Y_Position 23
SoldierID 8 Owner 3 Type LightInfantry Level 1 Blood 100 X_Position 79 Y_Position 72
SoldierID 9 Owner 0 Type LightInfantry Level 1 Blood 100 X_Position 22 Y_Position 95
SoldierID 10 Owner 1 Type LightInfantry Level 1 Blood 100 X_Position 73 Y_Position 89
SoldierID 11 Owner 2 Type LightInfantry Level 1 Blood 100 X_Position 10 Y_Position 21
SoldierID 12 Owner 3 Type LightInfantry Level 1 Blood 100 X_Position 79 Y_Position 52
SoldierID 13 Owner 0 Type LightInfantry Level 1 Blood 100 X_Position 22 Y_Position 93
SoldierID 14 Owner 1 Type LightInfantry Level 1 Blood 100 X_Position 73 Y_Position 87
SoldierID 15 Owner 2 Type LightInfantry Level 1 Blood 100 X_Position 10 Y_Position 19
SoldierID 16 Owner 3 Type LightInfantry Level 1 Blood 100 X_Position 79 Y_Position 32
SoldierID 17 Owner 0 Type LightInfantry Level 1 Blood 100 X_Position 22 Y_Position 83
SoldierID 18 Owner 1 Type LightInfantry Level 1 Blood 100 X_Position 73 Y_Position 85
SoldierID 19 Owner 2 Type LightInfantry Level 1 Blood 100 X_Position 10 Y_Position 13
SoldierID 20 Owner 3 Type LightInfantry Level 1 Blood 100 X_Position 79 Y_Position 12
CommandsInfo
Player0Commands
Move SoldierID 17 Direction UP Distance 2
Player1Commands
Attack SoldierID 12 VicType Soldier VictimID 21
Attack SoldierID 12 VicType Tower VictimID 21
Player2Commands
Move SoldierID 19 Direction UP Distance 2
Player3CommandsInfo
Move SoldierID 4 Direction UP Distance 2
Move SoldierID 8 Direction UP Distance 2
Move SoldierID 12 Direction UP Distance 2
Move SoldierID 16 Direction UP Distance 2
Move SoldierID 20 Direction UP Distance 2
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49 changes: 49 additions & 0 deletions Debug.win32/res/merge_script.py
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import os
import Image

UNIT_SIZE = 32 #in pt
NUM_PER_ROW = 7
TARGET_WIDTH = UNIT_SIZE * NUM_PER_ROW
TARGET_HEIGHT = 5 * UNIT_SIZE

path = "E:/programming/tile_map_test/new_map_csv_test/tileset/workspace/"
# images_name = []
# for root, dirs, files in os.walk(path):
# for f in files :
# images_name.append(f)

#need a order user const images_name
images_name = []
type_list = ["LightInfantry", "LightArcher", "LightKnight", "Mangonel", "HeavyInfantry", "HeavyArcher", "HeavyKnight"]
for i in range(4):
for soldier in type_list:
images_name.append(soldier + str(i) + ".png")
print(soldier + str(i) + ".png")


left = 0
right = UNIT_SIZE
top = UNIT_SIZE # 0 for unblank one
bottom = UNIT_SIZE * 2 # UNIT_SIZE for unblank one
target = Image.new('RGBA', (TARGET_WIDTH, TARGET_HEIGHT), (0, 0, 0, 1))

#add the first blank row
# for i in range(NUM_PER_ROW):
# image = images[i]
# target.paste(image, (left, 0, right, UNIT_SIZE))
# left += UNIT_SIZE
# right += UNIT_SIZE


for i in range(len(images_name)/NUM_PER_ROW):
left = 0
right = UNIT_SIZE
for j in range(NUM_PER_ROW):
image = Image.open(path + images_name[i * NUM_PER_ROW + j])
target.paste(image, (left, top, right, bottom))
left += UNIT_SIZE
right += UNIT_SIZE
top += UNIT_SIZE
bottom += UNIT_SIZE

target.save(path + "merge.png")
4 changes: 4 additions & 0 deletions Debug.win32/res/soldier_set.tsx
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.1" name="soldier_set" tilewidth="32" tileheight="32" tilecount="35" columns="7">
<image source="tileset/soldier_set.png" width="224" height="160"/>
</tileset>
4 changes: 4 additions & 0 deletions Debug.win32/res/terrains.tsx
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.2" tiledversion="1.2.1" name="terrains" tilewidth="32" tileheight="32" tilecount="16" columns="8">
<image source="tileset/terrains_list.png" width="256" height="64"/>
</tileset>
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