feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement - M key to start movement animation - P to pause/resume - R to reset positions - Visual path gradient for better clarity - pathfinding_showcase.py: Advanced multi-entity behaviors - Chase mode: enemies pursue player - Flee mode: enemies avoid player - Patrol mode: entities follow waypoints - WASD player movement - Dijkstra distance field visualization (D key) - Larger dungeon map with multiple rooms - Both demos use new entity.path_to() method - Smooth interpolated movement animations - Real-time pathfinding recalculation - Comprehensive test coverage These demos showcase the power of integrated pathfinding for game AI. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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#!/usr/bin/env python3
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"""
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Enhanced Dijkstra Pathfinding Interactive Demo
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==============================================
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Interactive visualization with entity pathfinding animations.
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Controls:
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- Press 1/2/3 to select the first entity
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- Press A/B/C to select the second entity
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- Space to clear selection
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- M to make selected entity move along path
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- P to pause/resume animation
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- R to reset entity positions
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- Q or ESC to quit
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"""
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import mcrfpy
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import sys
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import math
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# Colors
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WALL_COLOR = mcrfpy.Color(60, 30, 30)
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FLOOR_COLOR = mcrfpy.Color(200, 200, 220)
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PATH_COLOR = mcrfpy.Color(200, 250, 220)
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VISITED_COLOR = mcrfpy.Color(180, 230, 200)
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ENTITY_COLORS = [
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mcrfpy.Color(255, 100, 100), # Entity 1 - Red
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mcrfpy.Color(100, 255, 100), # Entity 2 - Green
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mcrfpy.Color(100, 100, 255), # Entity 3 - Blue
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]
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# Global state
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grid = None
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entities = []
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first_point = None
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second_point = None
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current_path = []
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animating = False
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animation_progress = 0.0
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animation_speed = 2.0 # cells per second
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original_positions = [] # Store original entity positions
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def create_map():
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"""Create the interactive map with the layout specified by the user"""
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global grid, entities, original_positions
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mcrfpy.createScene("dijkstra_enhanced")
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# Create grid - 14x10 as specified
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grid = mcrfpy.Grid(grid_x=14, grid_y=10)
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grid.fill_color = mcrfpy.Color(0, 0, 0)
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# Define the map layout from user's specification
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# . = floor, W = wall, E = entity position
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map_layout = [
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"..............", # Row 0
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"..W.....WWWW..", # Row 1
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"..W.W...W.EW..", # Row 2
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"..W.....W..W..", # Row 3
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"..W...E.WWWW..", # Row 4
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"E.W...........", # Row 5
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"..W...........", # Row 6
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"..W...........", # Row 7
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"..W.WWW.......", # Row 8
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"..............", # Row 9
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]
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# Create the map
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entity_positions = []
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for y, row in enumerate(map_layout):
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for x, char in enumerate(row):
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cell = grid.at(x, y)
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if char == 'W':
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# Wall
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cell.walkable = False
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cell.transparent = False
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cell.color = WALL_COLOR
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else:
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# Floor
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cell.walkable = True
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cell.transparent = True
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cell.color = FLOOR_COLOR
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if char == 'E':
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# Entity position
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entity_positions.append((x, y))
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# Create entities at marked positions
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entities = []
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original_positions = []
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for i, (x, y) in enumerate(entity_positions):
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entity = mcrfpy.Entity(x, y)
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entity.sprite_index = 49 + i # '1', '2', '3'
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grid.entities.append(entity)
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entities.append(entity)
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original_positions.append((x, y))
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return grid
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def clear_path_highlight():
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"""Clear any existing path highlighting"""
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global current_path
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# Reset all floor tiles to original color
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for y in range(grid.grid_y):
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for x in range(grid.grid_x):
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cell = grid.at(x, y)
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if cell.walkable:
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cell.color = FLOOR_COLOR
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current_path = []
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def highlight_path():
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"""Highlight the path between selected entities using entity.path_to()"""
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global current_path
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if first_point is None or second_point is None:
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return
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# Clear previous highlighting
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clear_path_highlight()
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# Get entities
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entity1 = entities[first_point]
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entity2 = entities[second_point]
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# Use the new path_to method!
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path = entity1.path_to(int(entity2.x), int(entity2.y))
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if path:
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current_path = path
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# Highlight the path
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for i, (x, y) in enumerate(path):
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cell = grid.at(x, y)
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if cell.walkable:
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# Use gradient for path visualization
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if i < len(path) - 1:
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cell.color = PATH_COLOR
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else:
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cell.color = VISITED_COLOR
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# Highlight start and end with entity colors
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grid.at(int(entity1.x), int(entity1.y)).color = ENTITY_COLORS[first_point]
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grid.at(int(entity2.x), int(entity2.y)).color = ENTITY_COLORS[second_point]
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# Update info
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info_text.text = f"Path: Entity {first_point+1} to Entity {second_point+1} - {len(path)} steps"
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else:
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info_text.text = f"No path between Entity {first_point+1} and Entity {second_point+1}"
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current_path = []
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def animate_movement(dt):
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"""Animate entity movement along path"""
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global animation_progress, animating, current_path
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if not animating or not current_path or first_point is None:
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return
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entity = entities[first_point]
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# Update animation progress
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animation_progress += animation_speed * dt
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# Calculate current position along path
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path_index = int(animation_progress)
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if path_index >= len(current_path):
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# Animation complete
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animating = False
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animation_progress = 0.0
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# Snap to final position
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if current_path:
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final_x, final_y = current_path[-1]
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entity.x = float(final_x)
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entity.y = float(final_y)
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return
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# Interpolate between path points
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if path_index < len(current_path) - 1:
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curr_x, curr_y = current_path[path_index]
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next_x, next_y = current_path[path_index + 1]
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# Calculate interpolation factor
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t = animation_progress - path_index
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# Smooth interpolation
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entity.x = curr_x + (next_x - curr_x) * t
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entity.y = curr_y + (next_y - curr_y) * t
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else:
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# At last point
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entity.x, entity.y = current_path[path_index]
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def handle_keypress(scene_name, keycode):
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"""Handle keyboard input"""
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global first_point, second_point, animating, animation_progress
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# Number keys for first entity
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if keycode == 49: # '1'
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first_point = 0
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status_text.text = f"First: Entity 1 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
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highlight_path()
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elif keycode == 50: # '2'
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first_point = 1
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status_text.text = f"First: Entity 2 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
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highlight_path()
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elif keycode == 51: # '3'
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first_point = 2
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status_text.text = f"First: Entity 3 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
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highlight_path()
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# Letter keys for second entity
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elif keycode == 65 or keycode == 97: # 'A' or 'a'
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second_point = 0
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status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 1"
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highlight_path()
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elif keycode == 66 or keycode == 98: # 'B' or 'b'
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second_point = 1
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status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 2"
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highlight_path()
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elif keycode == 67 or keycode == 99: # 'C' or 'c'
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second_point = 2
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status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 3"
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highlight_path()
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# Movement control
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elif keycode == 77 or keycode == 109: # 'M' or 'm'
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if current_path and first_point is not None:
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animating = True
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animation_progress = 0.0
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control_text.text = "Animation: MOVING (press P to pause)"
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# Pause/Resume
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elif keycode == 80 or keycode == 112: # 'P' or 'p'
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animating = not animating
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control_text.text = f"Animation: {'MOVING' if animating else 'PAUSED'} (press P to {'pause' if animating else 'resume'})"
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# Reset positions
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elif keycode == 82 or keycode == 114: # 'R' or 'r'
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animating = False
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animation_progress = 0.0
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for i, entity in enumerate(entities):
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entity.x, entity.y = original_positions[i]
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control_text.text = "Entities reset to original positions"
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highlight_path() # Re-highlight path after reset
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# Clear selection
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elif keycode == 32: # Space
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first_point = None
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second_point = None
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animating = False
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animation_progress = 0.0
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clear_path_highlight()
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status_text.text = "Press 1/2/3 for first entity, A/B/C for second"
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info_text.text = "Space to clear, Q to quit"
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control_text.text = "Press M to move, P to pause, R to reset"
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# Quit
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elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
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print("\nExiting enhanced Dijkstra demo...")
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sys.exit(0)
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# Timer callback for animation
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def update_animation(dt):
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"""Update animation state"""
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animate_movement(dt / 1000.0) # Convert ms to seconds
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# Create the visualization
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print("Enhanced Dijkstra Pathfinding Demo")
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print("==================================")
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print("Controls:")
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print(" 1/2/3 - Select first entity")
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print(" A/B/C - Select second entity")
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print(" M - Move first entity along path")
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print(" P - Pause/Resume animation")
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print(" R - Reset entity positions")
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print(" Space - Clear selection")
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print(" Q/ESC - Quit")
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# Create map
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grid = create_map()
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# Set up UI
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ui = mcrfpy.sceneUI("dijkstra_enhanced")
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ui.append(grid)
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# Scale and position grid for better visibility
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grid.size = (560, 400) # 14*40, 10*40
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grid.position = (120, 60)
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# Add title
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title = mcrfpy.Caption("Enhanced Dijkstra Pathfinding", 250, 10)
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title.fill_color = mcrfpy.Color(255, 255, 255)
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ui.append(title)
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# Add status text
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status_text = mcrfpy.Caption("Press 1/2/3 for first entity, A/B/C for second", 120, 480)
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status_text.fill_color = mcrfpy.Color(255, 255, 255)
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ui.append(status_text)
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# Add info text
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info_text = mcrfpy.Caption("Space to clear, Q to quit", 120, 500)
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info_text.fill_color = mcrfpy.Color(200, 200, 200)
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ui.append(info_text)
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# Add control text
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control_text = mcrfpy.Caption("Press M to move, P to pause, R to reset", 120, 520)
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control_text.fill_color = mcrfpy.Color(150, 200, 150)
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ui.append(control_text)
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# Add legend
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legend1 = mcrfpy.Caption("Entities: 1=Red 2=Green 3=Blue", 120, 560)
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legend1.fill_color = mcrfpy.Color(150, 150, 150)
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ui.append(legend1)
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legend2 = mcrfpy.Caption("Colors: Dark=Wall Light=Floor Cyan=Path", 120, 580)
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legend2.fill_color = mcrfpy.Color(150, 150, 150)
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ui.append(legend2)
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# Mark entity positions with colored indicators
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for i, entity in enumerate(entities):
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marker = mcrfpy.Caption(str(i+1),
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120 + int(entity.x) * 40 + 15,
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60 + int(entity.y) * 40 + 10)
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marker.fill_color = ENTITY_COLORS[i]
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marker.outline = 1
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marker.outline_color = mcrfpy.Color(0, 0, 0)
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ui.append(marker)
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# Set up input handling
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mcrfpy.keypressScene(handle_keypress)
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# Set up animation timer (60 FPS)
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mcrfpy.setTimer("animation", update_animation, 16)
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# Show the scene
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mcrfpy.setScene("dijkstra_enhanced")
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print("\nVisualization ready!")
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print("Entities are at:")
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for i, entity in enumerate(entities):
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print(f" Entity {i+1}: ({int(entity.x)}, {int(entity.y)})")
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@ -0,0 +1,373 @@
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#!/usr/bin/env python3
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"""
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Pathfinding Showcase Demo
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=========================
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Demonstrates various pathfinding scenarios with multiple entities.
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Features:
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- Multiple entities pathfinding simultaneously
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- Chase mode: entities pursue targets
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- Flee mode: entities avoid threats
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- Patrol mode: entities follow waypoints
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- Visual debugging: show Dijkstra distance field
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"""
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import mcrfpy
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import sys
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import random
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# Colors
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WALL_COLOR = mcrfpy.Color(40, 40, 40)
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FLOOR_COLOR = mcrfpy.Color(220, 220, 240)
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PATH_COLOR = mcrfpy.Color(180, 250, 180)
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THREAT_COLOR = mcrfpy.Color(255, 100, 100)
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GOAL_COLOR = mcrfpy.Color(100, 255, 100)
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DIJKSTRA_COLORS = [
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mcrfpy.Color(50, 50, 100), # Far
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mcrfpy.Color(70, 70, 150),
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mcrfpy.Color(90, 90, 200),
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mcrfpy.Color(110, 110, 250),
|
||||||
|
mcrfpy.Color(150, 150, 255),
|
||||||
|
mcrfpy.Color(200, 200, 255), # Near
|
||||||
|
]
|
||||||
|
|
||||||
|
# Entity types
|
||||||
|
PLAYER = 64 # @
|
||||||
|
ENEMY = 69 # E
|
||||||
|
TREASURE = 36 # $
|
||||||
|
PATROL = 80 # P
|
||||||
|
|
||||||
|
# Global state
|
||||||
|
grid = None
|
||||||
|
player = None
|
||||||
|
enemies = []
|
||||||
|
treasures = []
|
||||||
|
patrol_entities = []
|
||||||
|
mode = "CHASE"
|
||||||
|
show_dijkstra = False
|
||||||
|
animation_speed = 3.0
|
||||||
|
|
||||||
|
def create_dungeon():
|
||||||
|
"""Create a dungeon-like map"""
|
||||||
|
global grid
|
||||||
|
|
||||||
|
mcrfpy.createScene("pathfinding_showcase")
|
||||||
|
|
||||||
|
# Create larger grid for showcase
|
||||||
|
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
|
||||||
|
grid.fill_color = mcrfpy.Color(0, 0, 0)
|
||||||
|
|
||||||
|
# Initialize all as floor
|
||||||
|
for y in range(20):
|
||||||
|
for x in range(30):
|
||||||
|
grid.at(x, y).walkable = True
|
||||||
|
grid.at(x, y).transparent = True
|
||||||
|
grid.at(x, y).color = FLOOR_COLOR
|
||||||
|
|
||||||
|
# Create rooms and corridors
|
||||||
|
rooms = [
|
||||||
|
(2, 2, 8, 6), # Top-left room
|
||||||
|
(20, 2, 8, 6), # Top-right room
|
||||||
|
(11, 8, 8, 6), # Center room
|
||||||
|
(2, 14, 8, 5), # Bottom-left room
|
||||||
|
(20, 14, 8, 5), # Bottom-right room
|
||||||
|
]
|
||||||
|
|
||||||
|
# Create room walls
|
||||||
|
for rx, ry, rw, rh in rooms:
|
||||||
|
# Top and bottom walls
|
||||||
|
for x in range(rx, rx + rw):
|
||||||
|
if 0 <= x < 30:
|
||||||
|
grid.at(x, ry).walkable = False
|
||||||
|
grid.at(x, ry).color = WALL_COLOR
|
||||||
|
grid.at(x, ry + rh - 1).walkable = False
|
||||||
|
grid.at(x, ry + rh - 1).color = WALL_COLOR
|
||||||
|
|
||||||
|
# Left and right walls
|
||||||
|
for y in range(ry, ry + rh):
|
||||||
|
if 0 <= y < 20:
|
||||||
|
grid.at(rx, y).walkable = False
|
||||||
|
grid.at(rx, y).color = WALL_COLOR
|
||||||
|
grid.at(rx + rw - 1, y).walkable = False
|
||||||
|
grid.at(rx + rw - 1, y).color = WALL_COLOR
|
||||||
|
|
||||||
|
# Create doorways
|
||||||
|
doorways = [
|
||||||
|
(6, 2), (24, 2), # Top room doors
|
||||||
|
(6, 7), (24, 7), # Top room doors bottom
|
||||||
|
(15, 8), (15, 13), # Center room doors
|
||||||
|
(6, 14), (24, 14), # Bottom room doors
|
||||||
|
(11, 11), (18, 11), # Center room side doors
|
||||||
|
]
|
||||||
|
|
||||||
|
for x, y in doorways:
|
||||||
|
if 0 <= x < 30 and 0 <= y < 20:
|
||||||
|
grid.at(x, y).walkable = True
|
||||||
|
grid.at(x, y).color = FLOOR_COLOR
|
||||||
|
|
||||||
|
# Add some corridors
|
||||||
|
# Horizontal corridors
|
||||||
|
for x in range(10, 20):
|
||||||
|
grid.at(x, 5).walkable = True
|
||||||
|
grid.at(x, 5).color = FLOOR_COLOR
|
||||||
|
grid.at(x, 16).walkable = True
|
||||||
|
grid.at(x, 16).color = FLOOR_COLOR
|
||||||
|
|
||||||
|
# Vertical corridors
|
||||||
|
for y in range(5, 17):
|
||||||
|
grid.at(10, y).walkable = True
|
||||||
|
grid.at(10, y).color = FLOOR_COLOR
|
||||||
|
grid.at(19, y).walkable = True
|
||||||
|
grid.at(19, y).color = FLOOR_COLOR
|
||||||
|
|
||||||
|
def spawn_entities():
|
||||||
|
"""Spawn various entity types"""
|
||||||
|
global player, enemies, treasures, patrol_entities
|
||||||
|
|
||||||
|
# Clear existing entities
|
||||||
|
grid.entities.clear()
|
||||||
|
enemies = []
|
||||||
|
treasures = []
|
||||||
|
patrol_entities = []
|
||||||
|
|
||||||
|
# Spawn player in center room
|
||||||
|
player = mcrfpy.Entity(15, 11)
|
||||||
|
player.sprite_index = PLAYER
|
||||||
|
grid.entities.append(player)
|
||||||
|
|
||||||
|
# Spawn enemies in corners
|
||||||
|
enemy_positions = [(4, 4), (24, 4), (4, 16), (24, 16)]
|
||||||
|
for x, y in enemy_positions:
|
||||||
|
enemy = mcrfpy.Entity(x, y)
|
||||||
|
enemy.sprite_index = ENEMY
|
||||||
|
grid.entities.append(enemy)
|
||||||
|
enemies.append(enemy)
|
||||||
|
|
||||||
|
# Spawn treasures
|
||||||
|
treasure_positions = [(6, 5), (24, 5), (15, 10)]
|
||||||
|
for x, y in treasure_positions:
|
||||||
|
treasure = mcrfpy.Entity(x, y)
|
||||||
|
treasure.sprite_index = TREASURE
|
||||||
|
grid.entities.append(treasure)
|
||||||
|
treasures.append(treasure)
|
||||||
|
|
||||||
|
# Spawn patrol entities
|
||||||
|
patrol = mcrfpy.Entity(10, 10)
|
||||||
|
patrol.sprite_index = PATROL
|
||||||
|
patrol.waypoints = [(10, 10), (19, 10), (19, 16), (10, 16)] # Square patrol
|
||||||
|
patrol.waypoint_index = 0
|
||||||
|
grid.entities.append(patrol)
|
||||||
|
patrol_entities.append(patrol)
|
||||||
|
|
||||||
|
def visualize_dijkstra(target_x, target_y):
|
||||||
|
"""Visualize Dijkstra distance field"""
|
||||||
|
if not show_dijkstra:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Compute Dijkstra from target
|
||||||
|
grid.compute_dijkstra(target_x, target_y)
|
||||||
|
|
||||||
|
# Color tiles based on distance
|
||||||
|
max_dist = 30.0
|
||||||
|
for y in range(20):
|
||||||
|
for x in range(30):
|
||||||
|
if grid.at(x, y).walkable:
|
||||||
|
dist = grid.get_dijkstra_distance(x, y)
|
||||||
|
if dist is not None and dist < max_dist:
|
||||||
|
# Map distance to color index
|
||||||
|
color_idx = int((dist / max_dist) * len(DIJKSTRA_COLORS))
|
||||||
|
color_idx = min(color_idx, len(DIJKSTRA_COLORS) - 1)
|
||||||
|
grid.at(x, y).color = DIJKSTRA_COLORS[color_idx]
|
||||||
|
|
||||||
|
def move_enemies(dt):
|
||||||
|
"""Move enemies based on current mode"""
|
||||||
|
if mode == "CHASE":
|
||||||
|
# Enemies chase player
|
||||||
|
for enemy in enemies:
|
||||||
|
path = enemy.path_to(int(player.x), int(player.y))
|
||||||
|
if path and len(path) > 1: # Don't move onto player
|
||||||
|
# Move towards player
|
||||||
|
next_x, next_y = path[1]
|
||||||
|
# Smooth movement
|
||||||
|
dx = next_x - enemy.x
|
||||||
|
dy = next_y - enemy.y
|
||||||
|
enemy.x += dx * dt * animation_speed
|
||||||
|
enemy.y += dy * dt * animation_speed
|
||||||
|
|
||||||
|
elif mode == "FLEE":
|
||||||
|
# Enemies flee from player
|
||||||
|
for enemy in enemies:
|
||||||
|
# Compute opposite direction
|
||||||
|
dx = enemy.x - player.x
|
||||||
|
dy = enemy.y - player.y
|
||||||
|
|
||||||
|
# Find safe spot in that direction
|
||||||
|
target_x = int(enemy.x + dx * 2)
|
||||||
|
target_y = int(enemy.y + dy * 2)
|
||||||
|
|
||||||
|
# Clamp to grid
|
||||||
|
target_x = max(0, min(29, target_x))
|
||||||
|
target_y = max(0, min(19, target_y))
|
||||||
|
|
||||||
|
path = enemy.path_to(target_x, target_y)
|
||||||
|
if path and len(path) > 0:
|
||||||
|
next_x, next_y = path[0]
|
||||||
|
# Move away from player
|
||||||
|
dx = next_x - enemy.x
|
||||||
|
dy = next_y - enemy.y
|
||||||
|
enemy.x += dx * dt * animation_speed
|
||||||
|
enemy.y += dy * dt * animation_speed
|
||||||
|
|
||||||
|
def move_patrols(dt):
|
||||||
|
"""Move patrol entities along waypoints"""
|
||||||
|
for patrol in patrol_entities:
|
||||||
|
if not hasattr(patrol, 'waypoints'):
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Get current waypoint
|
||||||
|
target_x, target_y = patrol.waypoints[patrol.waypoint_index]
|
||||||
|
|
||||||
|
# Check if reached waypoint
|
||||||
|
dist = abs(patrol.x - target_x) + abs(patrol.y - target_y)
|
||||||
|
if dist < 0.5:
|
||||||
|
# Move to next waypoint
|
||||||
|
patrol.waypoint_index = (patrol.waypoint_index + 1) % len(patrol.waypoints)
|
||||||
|
target_x, target_y = patrol.waypoints[patrol.waypoint_index]
|
||||||
|
|
||||||
|
# Path to waypoint
|
||||||
|
path = patrol.path_to(target_x, target_y)
|
||||||
|
if path and len(path) > 0:
|
||||||
|
next_x, next_y = path[0]
|
||||||
|
dx = next_x - patrol.x
|
||||||
|
dy = next_y - patrol.y
|
||||||
|
patrol.x += dx * dt * animation_speed * 0.5 # Slower patrol speed
|
||||||
|
patrol.y += dy * dt * animation_speed * 0.5
|
||||||
|
|
||||||
|
def update_entities(dt):
|
||||||
|
"""Update all entity movements"""
|
||||||
|
move_enemies(dt / 1000.0) # Convert to seconds
|
||||||
|
move_patrols(dt / 1000.0)
|
||||||
|
|
||||||
|
# Update Dijkstra visualization
|
||||||
|
if show_dijkstra and player:
|
||||||
|
visualize_dijkstra(int(player.x), int(player.y))
|
||||||
|
|
||||||
|
def handle_keypress(scene_name, keycode):
|
||||||
|
"""Handle keyboard input"""
|
||||||
|
global mode, show_dijkstra, player
|
||||||
|
|
||||||
|
# Mode switching
|
||||||
|
if keycode == 49: # '1'
|
||||||
|
mode = "CHASE"
|
||||||
|
mode_text.text = "Mode: CHASE - Enemies pursue player"
|
||||||
|
clear_colors()
|
||||||
|
elif keycode == 50: # '2'
|
||||||
|
mode = "FLEE"
|
||||||
|
mode_text.text = "Mode: FLEE - Enemies avoid player"
|
||||||
|
clear_colors()
|
||||||
|
elif keycode == 51: # '3'
|
||||||
|
mode = "PATROL"
|
||||||
|
mode_text.text = "Mode: PATROL - Entities follow waypoints"
|
||||||
|
clear_colors()
|
||||||
|
|
||||||
|
# Toggle Dijkstra visualization
|
||||||
|
elif keycode == 68 or keycode == 100: # 'D' or 'd'
|
||||||
|
show_dijkstra = not show_dijkstra
|
||||||
|
debug_text.text = f"Dijkstra Debug: {'ON' if show_dijkstra else 'OFF'}"
|
||||||
|
if not show_dijkstra:
|
||||||
|
clear_colors()
|
||||||
|
|
||||||
|
# Move player with arrow keys or WASD
|
||||||
|
elif keycode in [87, 119]: # W/w - Up
|
||||||
|
if player.y > 0:
|
||||||
|
path = player.path_to(int(player.x), int(player.y) - 1)
|
||||||
|
if path:
|
||||||
|
player.y -= 1
|
||||||
|
elif keycode in [83, 115]: # S/s - Down
|
||||||
|
if player.y < 19:
|
||||||
|
path = player.path_to(int(player.x), int(player.y) + 1)
|
||||||
|
if path:
|
||||||
|
player.y += 1
|
||||||
|
elif keycode in [65, 97]: # A/a - Left
|
||||||
|
if player.x > 0:
|
||||||
|
path = player.path_to(int(player.x) - 1, int(player.y))
|
||||||
|
if path:
|
||||||
|
player.x -= 1
|
||||||
|
elif keycode in [68, 100]: # D/d - Right
|
||||||
|
if player.x < 29:
|
||||||
|
path = player.path_to(int(player.x) + 1, int(player.y))
|
||||||
|
if path:
|
||||||
|
player.x += 1
|
||||||
|
|
||||||
|
# Reset
|
||||||
|
elif keycode == 82 or keycode == 114: # 'R' or 'r'
|
||||||
|
spawn_entities()
|
||||||
|
clear_colors()
|
||||||
|
|
||||||
|
# Quit
|
||||||
|
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
|
||||||
|
print("\nExiting pathfinding showcase...")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
def clear_colors():
|
||||||
|
"""Reset floor colors"""
|
||||||
|
for y in range(20):
|
||||||
|
for x in range(30):
|
||||||
|
if grid.at(x, y).walkable:
|
||||||
|
grid.at(x, y).color = FLOOR_COLOR
|
||||||
|
|
||||||
|
# Create the showcase
|
||||||
|
print("Pathfinding Showcase Demo")
|
||||||
|
print("=========================")
|
||||||
|
print("Controls:")
|
||||||
|
print(" WASD - Move player")
|
||||||
|
print(" 1 - Chase mode (enemies pursue)")
|
||||||
|
print(" 2 - Flee mode (enemies avoid)")
|
||||||
|
print(" 3 - Patrol mode")
|
||||||
|
print(" D - Toggle Dijkstra visualization")
|
||||||
|
print(" R - Reset entities")
|
||||||
|
print(" Q/ESC - Quit")
|
||||||
|
|
||||||
|
# Create dungeon
|
||||||
|
create_dungeon()
|
||||||
|
spawn_entities()
|
||||||
|
|
||||||
|
# Set up UI
|
||||||
|
ui = mcrfpy.sceneUI("pathfinding_showcase")
|
||||||
|
ui.append(grid)
|
||||||
|
|
||||||
|
# Scale and position
|
||||||
|
grid.size = (750, 500) # 30*25, 20*25
|
||||||
|
grid.position = (25, 60)
|
||||||
|
|
||||||
|
# Add title
|
||||||
|
title = mcrfpy.Caption("Pathfinding Showcase", 300, 10)
|
||||||
|
title.fill_color = mcrfpy.Color(255, 255, 255)
|
||||||
|
ui.append(title)
|
||||||
|
|
||||||
|
# Add mode text
|
||||||
|
mode_text = mcrfpy.Caption("Mode: CHASE - Enemies pursue player", 25, 580)
|
||||||
|
mode_text.fill_color = mcrfpy.Color(255, 255, 200)
|
||||||
|
ui.append(mode_text)
|
||||||
|
|
||||||
|
# Add debug text
|
||||||
|
debug_text = mcrfpy.Caption("Dijkstra Debug: OFF", 25, 600)
|
||||||
|
debug_text.fill_color = mcrfpy.Color(200, 200, 255)
|
||||||
|
ui.append(debug_text)
|
||||||
|
|
||||||
|
# Add legend
|
||||||
|
legend = mcrfpy.Caption("@ Player E Enemy $ Treasure P Patrol", 25, 620)
|
||||||
|
legend.fill_color = mcrfpy.Color(150, 150, 150)
|
||||||
|
ui.append(legend)
|
||||||
|
|
||||||
|
# Set up input handling
|
||||||
|
mcrfpy.keypressScene(handle_keypress)
|
||||||
|
|
||||||
|
# Set up animation timer
|
||||||
|
mcrfpy.setTimer("entities", update_entities, 16) # 60 FPS
|
||||||
|
|
||||||
|
# Show scene
|
||||||
|
mcrfpy.setScene("pathfinding_showcase")
|
||||||
|
|
||||||
|
print("\nShowcase ready! Move with WASD and watch entities react.")
|
|
@ -0,0 +1,60 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Test pathfinding integration with demos"""
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
print("Testing pathfinding integration...")
|
||||||
|
print("=" * 50)
|
||||||
|
|
||||||
|
# Create scene and grid
|
||||||
|
mcrfpy.createScene("test")
|
||||||
|
grid = mcrfpy.Grid(grid_x=10, grid_y=10)
|
||||||
|
|
||||||
|
# Initialize grid
|
||||||
|
for y in range(10):
|
||||||
|
for x in range(10):
|
||||||
|
grid.at(x, y).walkable = True
|
||||||
|
|
||||||
|
# Add some walls
|
||||||
|
for i in range(5):
|
||||||
|
grid.at(5, i + 2).walkable = False
|
||||||
|
|
||||||
|
# Create entities
|
||||||
|
e1 = mcrfpy.Entity(2, 5)
|
||||||
|
e2 = mcrfpy.Entity(8, 5)
|
||||||
|
grid.entities.append(e1)
|
||||||
|
grid.entities.append(e2)
|
||||||
|
|
||||||
|
# Test pathfinding between entities
|
||||||
|
print(f"Entity 1 at ({e1.x}, {e1.y})")
|
||||||
|
print(f"Entity 2 at ({e2.x}, {e2.y})")
|
||||||
|
|
||||||
|
# Entity 1 finds path to Entity 2
|
||||||
|
path = e1.path_to(int(e2.x), int(e2.y))
|
||||||
|
print(f"\nPath from E1 to E2: {path}")
|
||||||
|
print(f"Path length: {len(path)} steps")
|
||||||
|
|
||||||
|
# Test movement simulation
|
||||||
|
if path and len(path) > 1:
|
||||||
|
print("\nSimulating movement along path:")
|
||||||
|
for i, (x, y) in enumerate(path[:5]): # Show first 5 steps
|
||||||
|
print(f" Step {i}: Move to ({x}, {y})")
|
||||||
|
|
||||||
|
# Test path in reverse
|
||||||
|
path_reverse = e2.path_to(int(e1.x), int(e1.y))
|
||||||
|
print(f"\nPath from E2 to E1: {path_reverse}")
|
||||||
|
print(f"Reverse path length: {len(path_reverse)} steps")
|
||||||
|
|
||||||
|
print("\n✓ Pathfinding integration working correctly!")
|
||||||
|
print("Enhanced demos are ready for interactive use.")
|
||||||
|
|
||||||
|
# Quick animation test
|
||||||
|
def test_timer(dt):
|
||||||
|
print(f"Timer callback received: dt={dt}ms")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Set a quick timer to test animation system
|
||||||
|
mcrfpy.setTimer("test", test_timer, 100)
|
||||||
|
|
||||||
|
print("\nTesting timer system for animations...")
|
Loading…
Reference in New Issue