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import streamlit as st
import os
from PIL import Image
import random
from io import BytesIO
import datetime
import base64
# Function to arrange images dynamically
def arrange_images(image_files, canvas_size=(3000, 3000)):
if not image_files:
return None
# Initialize layout
positions = [] # Keeps track of image positions (x1, y1, x2, y2)
canvas = Image.new("RGBA", canvas_size, "white")
def get_center(pos):
"""Calculate center of a bounding box (x1, y1, x2, y2)."""
return ((pos[0] + pos[2]) // 2, (pos[1] + pos[3]) // 2)
def does_overlap(new_box, existing_boxes):
"""Check if a new bounding box overlaps any existing boxes."""
for box in existing_boxes:
if (
new_box[0] < box[2]
and new_box[2] > box[0]
and new_box[1] < box[3]
and new_box[3] > box[1]
):
return True
return False
# Place the first image at the center of the canvas
first_img_path = os.path.join(map_dir, image_files[0])
with Image.open(first_img_path) as img:
width, height = img.size
x1 = (canvas_size[0] - width) // 2
y1 = (canvas_size[1] - height) // 2
x2, y2 = x1 + width, y1 + height
positions.append((x1, y1, x2, y2))
canvas.paste(img, (x1, y1))
# Place remaining images
for img_file in image_files[1:]:
placed = False
img_path = os.path.join(map_dir, img_file)
with Image.open(img_path) as img:
width, height = img.size
while not placed:
# Choose a random existing image to connect to
target_box = random.choice(positions)
target_center = get_center(target_box)
# Randomly choose a side of the target image
side = random.choice(["top", "bottom", "left", "right"])
# Calculate the new image's position based on the chosen side
if side == "top":
x1 = target_center[0] - width // 2
y1 = target_box[1] - height
elif side == "bottom":
x1 = target_center[0] - width // 2
y1 = target_box[3]
elif side == "left":
x1 = target_box[0] - width
y1 = target_center[1] - height // 2
elif side == "right":
x1 = target_box[2]
y1 = target_center[1] - height // 2
x2, y2 = x1 + width, y1 + height
# Check for overlap
if not does_overlap((x1, y1, x2, y2), positions):
# Place the image
positions.append((x1, y1, x2, y2))
canvas.paste(img, (x1, y1))
placed = True
# Save canvas to memory
buffer = BytesIO()
canvas.save(buffer, format="PNG")
buffer.seek(0)
return buffer, canvas
# Function to create a base64 download link
def create_download_link(image_bytes, filename):
b64 = base64.b64encode(image_bytes.getvalue()).decode()
href = f'<a href="data:image/png;base64,{b64}" download="{filename}">📥 Download {filename}</a>'
return href
# Streamlit App
st.title("Dynamic Dungeon Map Generator")
st.write("Automatically generates dungeon maps by arranging PNG images dynamically.")
# Directory for images
map_dir = "." # Top-level directory
# Canvas size and scroll offsets
canvas_size = 3000
scroll_offset = {"x": 0, "y": 0}
# Initialize session state
if "layout_image" not in st.session_state:
st.session_state["layout_image"] = None
if "canvas" not in st.session_state:
st.session_state["canvas"] = None
if "saved" not in st.session_state:
st.session_state["saved"] = False
if "saved_filename" not in st.session_state:
st.session_state["saved_filename"] = None
# Generate map if not saved and layout_image is empty
if st.session_state["layout_image"] is None or not st.session_state["saved"]:
image_files = [f for f in os.listdir(map_dir) if f.endswith(".png")]
if image_files:
layout_image, canvas = arrange_images(image_files, canvas_size=(canvas_size, canvas_size))
st.session_state["layout_image"] = layout_image
st.session_state["canvas"] = canvas
# Display map
if st.session_state["layout_image"] is not None:
st.image(
st.session_state["layout_image"],
caption="Generated Dungeon Map Layout",
use_container_width=True,
output_format="PNG",
clamp=True,
)
# Save map button
if st.button("💾 Save Map"):
now = datetime.datetime.now()
filename = f"dungeon_map_{now.strftime('%Y%m%d_%H%M%S')}.png"
st.session_state["canvas"].save(filename)
st.session_state["saved"] = True
st.session_state["saved_filename"] = filename
st.success(f"Map saved as {filename}")
# Generate Base64 download link
buffer = BytesIO()
st.session_state["canvas"].save(buffer, format="PNG")
buffer.seek(0)
st.markdown(create_download_link(buffer, filename), unsafe_allow_html=True)
# Regenerate map button
if st.button("🗺️ Regenerate Map"):
image_files = [f for f in os.listdir(map_dir) if f.endswith(".png")]
if image_files:
layout_image, canvas = arrange_images(image_files, canvas_size=(canvas_size, canvas_size))
st.session_state["layout_image"] = layout_image
st.session_state["canvas"] = canvas
st.session_state["saved"] = False # Mark as unsaved
st.session_state["saved_filename"] = None
st.experimental_rerun()
# WASD Controls for scrolling
st.sidebar.title("Scroll Map")
scroll_buttons = st.sidebar.columns(3)
if scroll_buttons[0].button("⬅️"):
scroll_offset["x"] -= 100
if scroll_buttons[1].button("⬆️"):
scroll_offset["y"] -= 100
if scroll_buttons[2].button("➡️"):
scroll_offset["x"] += 100
if st.sidebar.button("⬇️"):
scroll_offset["y"] += 100
# Sidebar for file upload
st.sidebar.title("Options")
uploaded_file = st.sidebar.file_uploader("Upload a PNG file", type="png")
if uploaded_file:
# Save uploaded file to the directory
with open(os.path.join(map_dir, uploaded_file.name), "wb") as f:
f.write(uploaded_file.getbuffer())
st.sidebar.success("File uploaded successfully! Refresh the app to include it in the dungeon map.")