- tools/generate_textures.py (deterministic PIL) produces all authored PNGs: brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art (all <=1024px, power-of-two) - WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning with 'STEP LINE', generated skyline backdrop planes - GameManager: soft sun shadows (4-split parallel); guard in 'guard' group - NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, performer hat, protest sign, tourist backpack), procedural walk bob, head-turns-toward-guard attention cue - HUD: inspection artifact cards, mode icons (flashlight/door/wand), per-escalation vignette, body-camera overlay (corner brackets + REC + clock) - assets/ import convention documented; test_asset_textures_present_and_pow2 guards the pipeline (57 tests pass) - README tech stack updated for Gitea Actions + asset pipeline; screenshot gallery regenerated (day + night)
225 lines
8.3 KiB
Python
225 lines
8.3 KiB
Python
#!/usr/bin/env python3
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"""Generate small authored textures for Step Line (assets/ import convention).
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All outputs are deterministic (fixed seeds), <=1024px, power-of-two where
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possible. Run from the repo root: python3 tools/generate_textures.py
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"""
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import math
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import os
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import random
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import stat
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from PIL import Image, ImageDraw, ImageFilter, ImageFont
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ROOT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..")
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ASSETS = os.path.join(ROOT, "assets", "textures")
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FONT_CANDIDATES = [
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"/usr/share/fonts/liberation-sans-fonts/LiberationSans-Bold.ttf",
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"/usr/share/fonts/dejavu/DejaVuSans-Bold.ttf",
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"/usr/share/fonts/google-noto-vf/NotoSans[wght].ttf",
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"/usr/share/fonts/adwaita-sans-fonts/AdwaitaSans-Bold.ttf",
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]
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def font(size: int):
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for path in FONT_CANDIDATES:
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if os.path.exists(path):
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return ImageFont.truetype(path, size)
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return ImageFont.load_default()
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def save(img: Image.Image, name: str) -> None:
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os.makedirs(ASSETS, exist_ok=True)
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path = os.path.join(ASSETS, name)
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os.makedirs(os.path.dirname(path), exist_ok=True)
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img.save(path, optimize=True)
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print(f"wrote {os.path.relpath(path, ROOT)} {img.size}")
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def grain(size, base, spread, seed, blur=1.0):
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rnd = random.Random(seed)
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img = Image.new("L", (size, size), base)
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px = img.load()
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for y in range(size):
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for x in range(size):
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v = base + rnd.randint(-spread, spread)
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px[x, y] = max(0, min(255, v))
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return img.filter(ImageFilter.GaussianBlur(blur))
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def brick_facade():
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size = 512
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mortar = (118, 110, 104)
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base = (150, 92, 78)
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img = Image.new("RGB", (size, size), mortar)
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d = ImageDraw.Draw(img)
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rnd = random.Random(11)
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brick_h = size // 22
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mortar_t = 5
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offset = 0
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for row in range(22):
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y = row * brick_h
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cols = 2 if row % 2 == 0 else 3
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brick_w = (size - mortar_t) // (cols if cols > 1 else 1)
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for c in range(cols + 1):
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x0 = c * (brick_w + mortar_t) - (brick_w // 2 if row % 2 else 0)
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x1 = x0 + brick_w
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# wrap horizontally so the tile repeats seamlessly
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d.rectangle([x0, y, x1, y + brick_h - mortar_t], fill=base)
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# per-brick shading pass
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for _ in range(size * size // 900):
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bx = rnd.randint(0, size - 1)
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by = rnd.randint(0, size - 1)
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d.point((bx, by), fill=(max(0, base[0] - 18 + rnd.randint(0, 30)),
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max(0, base[1] - 10 + rnd.randint(0, 22)),
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max(0, base[2] - 8 + rnd.randint(0, 18))))
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# horizontal mortar lines on top of bricks (wraps vertically by drawing at 0 and size)
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for y in [-mortar_t, size - mortar_t]:
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d.rectangle([0, y, size, y + mortar_t], fill=mortar)
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save(img, "brick_facade.png")
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def seamless_concrete():
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size = 512
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img = grain(size, 150, 26, 7, blur=2.5).convert("RGBA")
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d = ImageDraw.Draw(img)
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rnd = random.Random(19)
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for _ in range(90):
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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r = rnd.choice([2, 3, 4])
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d.ellipse([x - r, y - r, x + r, y + r], fill=(0, 0, 0, rnd.randint(8, 22)))
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for _ in range(8): # subtle crack segments
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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pts = [(x, y)]
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for _ in range(6):
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x += rnd.randint(-24, 24)
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y += rnd.randint(-8, 8)
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pts.append((x % size, y % size))
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d.line(pts, fill=(70, 70, 70, 170), width=1)
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save(img, "concrete.png")
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def asphalt():
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size = 512
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img = grain(size, 52, 14, 23, blur=1.2).convert("RGBA")
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d = ImageDraw.Draw(img)
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rnd = random.Random(31)
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for _ in range(600):
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x, y = rnd.randint(0, size), rnd.randint(0, size)
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d.point((x, y), fill=(max(0, 40 - rnd.randint(0, 18)),) * 3 + (rnd.randint(40, 110),))
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save(img, "asphalt.png")
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def awning():
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w, h = 1024, 256
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img = Image.new("RGB", (w, h), (140, 40, 45))
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d = ImageDraw.Draw(img)
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stripe = 64
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for i in range(w // stripe):
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if i % 2 == 1:
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d.rectangle([i * stripe, 0, (i + 1) * stripe - 2, h], fill=(230, 225, 220))
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# scalloped bottom edge
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for x in range(0, w, 32):
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d.arc([x, h - 24, x + 32, h + 40], 0, 180, fill=(80, 20, 24), width=6)
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f = font(96)
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tw = d.textlength("STEP LINE", font=f)
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d.text(((w - tw) / 2, 30), "STEP LINE", font=f, fill=(255, 250, 235))
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# subtle top shading
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shade = Image.new("RGBA", (w, h), (0, 0, 0, 0))
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sd = ImageDraw.Draw(shade)
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sd.rectangle([0, 0, w, 10], fill=(0, 0, 0, 90))
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img = Image.alpha_composite(img.convert("RGBA"), shade)
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save(img, "awning.png")
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def skyline():
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w, h = 1024, 256
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img = Image.new("RGBA", (w, h), (0, 0, 0, 0))
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d = ImageDraw.Draw(img)
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rnd = random.Random(41)
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build_color = (16, 18, 30, 255)
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x = -40
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while x < w + 40:
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bw = rnd.randint(64, 170)
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bh = rnd.randint(150, 400)
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d.rectangle([x, h - bh, x + bw, h], fill=build_color)
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# few lit windows
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for _ in range(bw * bh // 900):
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wx = x + rnd.randint(4, max(4, bw - 8))
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wy = h - rnd.randint(4, bh - 4)
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if rnd.random() < 0.5:
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d.rectangle([wx, wy, wx + 6, wy + 8], fill=(255, 200, 120, 220))
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x += bw + rnd.randint(10, 46)
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d.rectangle([0, h - 6, w, h], fill=(12, 13, 22, 255))
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save(img, "skyline.png")
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def vignette():
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size = 512
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img = Image.new("L", (size, size), 0)
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px = img.load()
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c = size / 2.0
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max_d = math.hypot(c, c)
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for y in range(size):
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for x in range(size):
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dist = math.hypot(x - c, y - c) / max_d
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t = max(0.0, (dist - 0.55) / 0.45)
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px[x, y] = int(255 * (t * t))
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save(img, "vignette.png")
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def icon(name, draw_fn):
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size = 64
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img = Image.new("RGBA", (size, size), (0, 0, 0, 0))
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d = ImageDraw.Draw(img)
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draw_fn(d, size)
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save(img, name)
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def icons():
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def flashlight_on(d, s):
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d.rounded_rectangle([s*0.30, s*0.30, s*0.62, s*0.62], radius=4, fill=(255,255,255,255))
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d.polygon([(s*0.62, s*0.30), (s*0.82, s*0.18), (s*0.82, s*0.74), (s*0.62, s*0.62)], fill=(255,214,120,255))
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def door_locked(d, s):
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d.rectangle([s*0.18, s*0.18, s*0.82, s*0.82], outline=(255,255,255,255), width=5)
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d.rounded_rectangle([s*0.36, s*0.34, s*0.64, s*0.66], radius=3, fill=(255,255,255,255))
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d.arc([s*0.40, s*0.28, s*0.60, s*0.50], 180, 360, fill=(255,255,255,255), width=5)
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def wand(d, s):
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d.rounded_rectangle([s*0.30, s*0.10, s*0.44, s*0.90], radius=3, fill=(255,255,255,255))
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d.ellipse([s*0.24, s*0.06, s*0.50, s*0.32], fill=(120,220,160,255))
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def rec(d, s):
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d.ellipse([s*0.14, s*0.14, s*0.86, s*0.86], outline=(255,255,255,255), width=5)
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d.ellipse([s*0.30, s*0.30, s*0.70, s*0.70], fill=(230, 60, 60, 255))
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icon("icons/flashlight_on.png", flashlight_on)
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icon("icons/door_locked.png", door_locked)
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icon("icons/wand.png", wand)
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icon("icons/rec_dot.png", rec)
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def cards():
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CW, CH = 256, 128
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def base(card_name, bg, label, band=(0,0,0,0)):
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img = Image.new("RGBA", (CW, CH), bg + (255,))
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d = ImageDraw.Draw(img)
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d.rounded_rectangle([6, 6, CW-6, CH-6], radius=10, outline=(0,0,0,90), width=2)
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if band and band[3] == 255:
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d.rectangle([0, CH-34, CW, CH], fill=band)
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f = font(26)
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d.text((14, 10), label, font=f, fill=(255,255,255,235))
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# body text lines
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f2 = font(15)
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y = 52
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for _ in range(4):
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w = 150 - (24 if _ == 3 else 0)
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d.rectangle([16, y, 16 + w, y + 8], fill=(255,255,255,110))
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y += 24
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# photo square for id-like cards
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if "photo" in card_name:
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d.rectangle([CW-84, 14, CW-18, 96], fill=(180,190,205,255))
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save(img, f"cards/{card_name}.png")
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base("id_card", (46, 92, 168), "CA DRIVER LICENSE", band=(20, 36, 70, 255), )
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base("wristband", (196, 62, 78), "EVENT ACCESS", band=(150, 35, 50, 255))
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base("ticket", (56, 120, 96), "ADMIT ONE", band=(20, 80, 55, 255))
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base("credential", (58, 62, 74), "STAFF PASS", band=(20, 22, 28, 255))
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base("guest_list", (200, 190, 168), "GUEST LIST", band=(120, 90, 60, 255))
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if __name__ == "__main__":
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brick_facade()
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seamless_concrete()
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asphalt()
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awning()
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skyline()
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vignette()
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icons()
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cards()
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print("done")
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