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>
This commit is contained in:
John McCardle 2025-07-09 13:07:33 -04:00
parent 7ee0a08662
commit 051a2ca951
3 changed files with 777 additions and 0 deletions

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#!/usr/bin/env python3
"""
Enhanced Dijkstra Pathfinding Interactive Demo
==============================================
Interactive visualization with entity pathfinding animations.
Controls:
- Press 1/2/3 to select the first entity
- Press A/B/C to select the second entity
- Space to clear selection
- M to make selected entity move along path
- P to pause/resume animation
- R to reset entity positions
- Q or ESC to quit
"""
import mcrfpy
import sys
import math
# Colors
WALL_COLOR = mcrfpy.Color(60, 30, 30)
FLOOR_COLOR = mcrfpy.Color(200, 200, 220)
PATH_COLOR = mcrfpy.Color(200, 250, 220)
VISITED_COLOR = mcrfpy.Color(180, 230, 200)
ENTITY_COLORS = [
mcrfpy.Color(255, 100, 100), # Entity 1 - Red
mcrfpy.Color(100, 255, 100), # Entity 2 - Green
mcrfpy.Color(100, 100, 255), # Entity 3 - Blue
]
# Global state
grid = None
entities = []
first_point = None
second_point = None
current_path = []
animating = False
animation_progress = 0.0
animation_speed = 2.0 # cells per second
original_positions = [] # Store original entity positions
def create_map():
"""Create the interactive map with the layout specified by the user"""
global grid, entities, original_positions
mcrfpy.createScene("dijkstra_enhanced")
# Create grid - 14x10 as specified
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Define the map layout from user's specification
# . = floor, W = wall, E = entity position
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4
"E.W...........", # Row 5
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
# Wall
cell.walkable = False
cell.transparent = False
cell.color = WALL_COLOR
else:
# Floor
cell.walkable = True
cell.transparent = True
cell.color = FLOOR_COLOR
if char == 'E':
# Entity position
entity_positions.append((x, y))
# Create entities at marked positions
entities = []
original_positions = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
original_positions.append((x, y))
return grid
def clear_path_highlight():
"""Clear any existing path highlighting"""
global current_path
# Reset all floor tiles to original color
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
current_path = []
def highlight_path():
"""Highlight the path between selected entities using entity.path_to()"""
global current_path
if first_point is None or second_point is None:
return
# Clear previous highlighting
clear_path_highlight()
# Get entities
entity1 = entities[first_point]
entity2 = entities[second_point]
# Use the new path_to method!
path = entity1.path_to(int(entity2.x), int(entity2.y))
if path:
current_path = path
# Highlight the path
for i, (x, y) in enumerate(path):
cell = grid.at(x, y)
if cell.walkable:
# Use gradient for path visualization
if i < len(path) - 1:
cell.color = PATH_COLOR
else:
cell.color = VISITED_COLOR
# Highlight start and end with entity colors
grid.at(int(entity1.x), int(entity1.y)).color = ENTITY_COLORS[first_point]
grid.at(int(entity2.x), int(entity2.y)).color = ENTITY_COLORS[second_point]
# Update info
info_text.text = f"Path: Entity {first_point+1} to Entity {second_point+1} - {len(path)} steps"
else:
info_text.text = f"No path between Entity {first_point+1} and Entity {second_point+1}"
current_path = []
def animate_movement(dt):
"""Animate entity movement along path"""
global animation_progress, animating, current_path
if not animating or not current_path or first_point is None:
return
entity = entities[first_point]
# Update animation progress
animation_progress += animation_speed * dt
# Calculate current position along path
path_index = int(animation_progress)
if path_index >= len(current_path):
# Animation complete
animating = False
animation_progress = 0.0
# Snap to final position
if current_path:
final_x, final_y = current_path[-1]
entity.x = float(final_x)
entity.y = float(final_y)
return
# Interpolate between path points
if path_index < len(current_path) - 1:
curr_x, curr_y = current_path[path_index]
next_x, next_y = current_path[path_index + 1]
# Calculate interpolation factor
t = animation_progress - path_index
# Smooth interpolation
entity.x = curr_x + (next_x - curr_x) * t
entity.y = curr_y + (next_y - curr_y) * t
else:
# At last point
entity.x, entity.y = current_path[path_index]
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
global first_point, second_point, animating, animation_progress
# Number keys for first entity
if keycode == 49: # '1'
first_point = 0
status_text.text = f"First: Entity 1 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 50: # '2'
first_point = 1
status_text.text = f"First: Entity 2 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 51: # '3'
first_point = 2
status_text.text = f"First: Entity 3 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
# Letter keys for second entity
elif keycode == 65 or keycode == 97: # 'A' or 'a'
second_point = 0
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 1"
highlight_path()
elif keycode == 66 or keycode == 98: # 'B' or 'b'
second_point = 1
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 2"
highlight_path()
elif keycode == 67 or keycode == 99: # 'C' or 'c'
second_point = 2
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 3"
highlight_path()
# Movement control
elif keycode == 77 or keycode == 109: # 'M' or 'm'
if current_path and first_point is not None:
animating = True
animation_progress = 0.0
control_text.text = "Animation: MOVING (press P to pause)"
# Pause/Resume
elif keycode == 80 or keycode == 112: # 'P' or 'p'
animating = not animating
control_text.text = f"Animation: {'MOVING' if animating else 'PAUSED'} (press P to {'pause' if animating else 'resume'})"
# Reset positions
elif keycode == 82 or keycode == 114: # 'R' or 'r'
animating = False
animation_progress = 0.0
for i, entity in enumerate(entities):
entity.x, entity.y = original_positions[i]
control_text.text = "Entities reset to original positions"
highlight_path() # Re-highlight path after reset
# Clear selection
elif keycode == 32: # Space
first_point = None
second_point = None
animating = False
animation_progress = 0.0
clear_path_highlight()
status_text.text = "Press 1/2/3 for first entity, A/B/C for second"
info_text.text = "Space to clear, Q to quit"
control_text.text = "Press M to move, P to pause, R to reset"
# Quit
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting enhanced Dijkstra demo...")
sys.exit(0)
# Timer callback for animation
def update_animation(dt):
"""Update animation state"""
animate_movement(dt / 1000.0) # Convert ms to seconds
# Create the visualization
print("Enhanced Dijkstra Pathfinding Demo")
print("==================================")
print("Controls:")
print(" 1/2/3 - Select first entity")
print(" A/B/C - Select second entity")
print(" M - Move first entity along path")
print(" P - Pause/Resume animation")
print(" R - Reset entity positions")
print(" Space - Clear selection")
print(" Q/ESC - Quit")
# Create map
grid = create_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_enhanced")
ui.append(grid)
# Scale and position grid for better visibility
grid.size = (560, 400) # 14*40, 10*40
grid.position = (120, 60)
# Add title
title = mcrfpy.Caption("Enhanced Dijkstra Pathfinding", 250, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status text
status_text = mcrfpy.Caption("Press 1/2/3 for first entity, A/B/C for second", 120, 480)
status_text.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(status_text)
# Add info text
info_text = mcrfpy.Caption("Space to clear, Q to quit", 120, 500)
info_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info_text)
# Add control text
control_text = mcrfpy.Caption("Press M to move, P to pause, R to reset", 120, 520)
control_text.fill_color = mcrfpy.Color(150, 200, 150)
ui.append(control_text)
# Add legend
legend1 = mcrfpy.Caption("Entities: 1=Red 2=Green 3=Blue", 120, 560)
legend1.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend1)
legend2 = mcrfpy.Caption("Colors: Dark=Wall Light=Floor Cyan=Path", 120, 580)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Mark entity positions with colored indicators
for i, entity in enumerate(entities):
marker = mcrfpy.Caption(str(i+1),
120 + int(entity.x) * 40 + 15,
60 + int(entity.y) * 40 + 10)
marker.fill_color = ENTITY_COLORS[i]
marker.outline = 1
marker.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(marker)
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Set up animation timer (60 FPS)
mcrfpy.setTimer("animation", update_animation, 16)
# Show the scene
mcrfpy.setScene("dijkstra_enhanced")
print("\nVisualization ready!")
print("Entities are at:")
for i, entity in enumerate(entities):
print(f" Entity {i+1}: ({int(entity.x)}, {int(entity.y)})")

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#!/usr/bin/env python3
"""
Pathfinding Showcase Demo
=========================
Demonstrates various pathfinding scenarios with multiple entities.
Features:
- Multiple entities pathfinding simultaneously
- Chase mode: entities pursue targets
- Flee mode: entities avoid threats
- Patrol mode: entities follow waypoints
- Visual debugging: show Dijkstra distance field
"""
import mcrfpy
import sys
import random
# Colors
WALL_COLOR = mcrfpy.Color(40, 40, 40)
FLOOR_COLOR = mcrfpy.Color(220, 220, 240)
PATH_COLOR = mcrfpy.Color(180, 250, 180)
THREAT_COLOR = mcrfpy.Color(255, 100, 100)
GOAL_COLOR = mcrfpy.Color(100, 255, 100)
DIJKSTRA_COLORS = [
mcrfpy.Color(50, 50, 100), # Far
mcrfpy.Color(70, 70, 150),
mcrfpy.Color(90, 90, 200),
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.")

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#!/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...")