Tutorial part 4 and 5

This commit is contained in:
John McCardle 2025-07-29 21:15:50 -04:00
parent 994e8d186e
commit 0938a53c4a
2 changed files with 279 additions and 541 deletions

View File

@ -166,8 +166,8 @@ if len(rooms) > 1:
enemy_x, enemy_y = rooms[1].center()
enemy = mcrfpy.Entity(
(enemy_x, enemy_y),
texture=texture,
sprite_index=117 # Enemy sprite
texture=hero_texture,
sprite_index=0 # Enemy sprite
)
grid.entities.append(enemy)

View File

@ -1,447 +1,289 @@
"""
McRogueFace Tutorial - Part 5: Entity Interactions
McRogueFace Tutorial - Part 5: Interacting with other entities
This tutorial builds on Part 4 by adding:
- Entity class hierarchy (PlayerEntity, EnemyEntity, BoulderEntity, ButtonEntity)
- Subclassing mcrfpy.Entity
- Non-blocking movement animations with destination tracking
- Bump interactions (combat, pushing)
- Step-on interactions (buttons, doors)
- Concurrent enemy AI with smooth animations
Key concepts:
- Entities inherit from mcrfpy.Entity for proper C++/Python integration
- Logic operates on destination positions during animations
- Player input is processed immediately, not blocked by animations
"""
import mcrfpy
import random
# ============================================================================
# Entity Classes - Inherit from mcrfpy.Entity
# ============================================================================
class GameEntity(mcrfpy.Entity):
"""Base class for all game entities with interaction logic"""
def __init__(self, x, y, **kwargs):
# Extract grid before passing to parent
grid = kwargs.pop('grid', None)
super().__init__(x=x, y=y, **kwargs)
# Current position is tracked by parent Entity.x/y
# Add destination tracking for animation system
self.dest_x = x
self.dest_y = y
self.is_moving = False
# Game properties
self.blocks_movement = True
self.hp = 10
self.max_hp = 10
self.entity_type = "generic"
# Add to grid if provided
if grid:
grid.entities.append(self)
def start_move(self, new_x, new_y, duration=0.2, callback=None):
"""Start animating movement to new position"""
self.dest_x = new_x
self.dest_y = new_y
self.is_moving = True
# Create animations for smooth movement
if callback:
# Only x animation needs callback since they run in parallel
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad", callback=callback)
else:
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad")
anim_y = mcrfpy.Animation("y", float(new_y), duration, "easeInOutQuad")
anim_x.start(self)
anim_y.start(self)
def get_position(self):
"""Get logical position (destination if moving, otherwise current)"""
if self.is_moving:
return (self.dest_x, self.dest_y)
return (int(self.x), int(self.y))
def on_bump(self, other):
"""Called when another entity tries to move into our space"""
return False # Block movement by default
def on_step(self, other):
"""Called when another entity steps on us (non-blocking)"""
pass
def take_damage(self, damage):
"""Apply damage and handle death"""
self.hp -= damage
if self.hp <= 0:
self.hp = 0
self.die()
def die(self):
"""Remove entity from grid"""
# The C++ die() method handles removal from grid
super().die()
class PlayerEntity(GameEntity):
"""The player character"""
def __init__(self, x, y, **kwargs):
kwargs['sprite_index'] = 64 # Hero sprite
super().__init__(x=x, y=y, **kwargs)
self.damage = 3
self.entity_type = "player"
self.blocks_movement = True
def on_bump(self, other):
"""Player bumps into something"""
if other.entity_type == "enemy":
# Deal damage
other.take_damage(self.damage)
return False # Can't move into enemy space
elif other.entity_type == "boulder":
# Try to push
dx = self.dest_x - int(self.x)
dy = self.dest_y - int(self.y)
return other.try_push(dx, dy)
return False
class EnemyEntity(GameEntity):
"""Basic enemy with AI"""
def __init__(self, x, y, **kwargs):
kwargs['sprite_index'] = 65 # Enemy sprite
super().__init__(x=x, y=y, **kwargs)
self.damage = 1
self.entity_type = "enemy"
self.ai_state = "wander"
self.hp = 5
self.max_hp = 5
def on_bump(self, other):
"""Enemy bumps into something"""
if other.entity_type == "player":
other.take_damage(self.damage)
return False
return False
def can_see_player(self, player_pos, grid):
"""Check if enemy can see the player position"""
# Simple check: within 6 tiles and has line of sight
mx, my = self.get_position()
px, py = player_pos
dist = abs(px - mx) + abs(py - my)
if dist > 6:
return False
# Use libtcod for line of sight
line = list(mcrfpy.libtcod.line(mx, my, px, py))
if len(line) > 7: # Too far
return False
for x, y in line[1:-1]: # Skip start and end points
cell = grid.at(x, y)
if cell and not cell.transparent:
return False
return True
def ai_turn(self, grid, player):
"""Decide next move"""
px, py = player.get_position()
mx, my = self.get_position()
# Simple AI: move toward player if visible
if self.can_see_player((px, py), grid):
# Calculate direction toward player
dx = 0
dy = 0
if px > mx:
dx = 1
elif px < mx:
dx = -1
if py > my:
dy = 1
elif py < my:
dy = -1
# Prefer cardinal movement
if dx != 0 and dy != 0:
# Pick horizontal or vertical based on greater distance
if abs(px - mx) > abs(py - my):
dy = 0
else:
dx = 0
return (mx + dx, my + dy)
else:
# Random movement
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
return (mx + dx, my + dy)
class BoulderEntity(GameEntity):
"""Pushable boulder"""
def __init__(self, x, y, **kwargs):
kwargs['sprite_index'] = 7 # Boulder sprite
super().__init__(x=x, y=y, **kwargs)
self.entity_type = "boulder"
self.pushable = True
def try_push(self, dx, dy):
"""Attempt to push boulder in direction"""
new_x = int(self.x) + dx
new_y = int(self.y) + dy
# Check if destination is free
if can_move_to(new_x, new_y):
self.start_move(new_x, new_y)
return True
return False
class ButtonEntity(GameEntity):
"""Pressure plate that triggers when stepped on"""
def __init__(self, x, y, target=None, **kwargs):
kwargs['sprite_index'] = 8 # Button sprite
super().__init__(x=x, y=y, **kwargs)
self.blocks_movement = False # Can be walked over
self.entity_type = "button"
self.pressed = False
self.pressed_by = set() # Track who's pressing
self.target = target # Door or other triggerable
def on_step(self, other):
"""Activate when stepped on"""
if other not in self.pressed_by:
self.pressed_by.add(other)
if not self.pressed:
self.pressed = True
self.sprite_index = 9 # Pressed sprite
if self.target:
self.target.activate()
def on_leave(self, other):
"""Deactivate when entity leaves"""
if other in self.pressed_by:
self.pressed_by.remove(other)
if len(self.pressed_by) == 0 and self.pressed:
self.pressed = False
self.sprite_index = 8 # Unpressed sprite
if self.target:
self.target.deactivate()
class DoorEntity(GameEntity):
"""Door that can be opened by buttons"""
def __init__(self, x, y, **kwargs):
kwargs['sprite_index'] = 3 # Closed door sprite
super().__init__(x=x, y=y, **kwargs)
self.entity_type = "door"
self.is_open = False
def activate(self):
"""Open the door"""
self.is_open = True
self.blocks_movement = False
self.sprite_index = 11 # Open door sprite
def deactivate(self):
"""Close the door"""
self.is_open = False
self.blocks_movement = True
self.sprite_index = 3 # Closed door sprite
# ============================================================================
# Global Game State
# ============================================================================
# Create and activate a new scene
mcrfpy.createScene("tutorial")
mcrfpy.setScene("tutorial")
# Load the texture
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
# Load the hero sprite texture
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
grid_width, grid_height = 40, 30
# Calculate the size in pixels
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# Calculate the position to center the grid on the screen
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
# Create the grid
# Create the grid with a TCODMap for pathfinding/FOV
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size,
)
grid.zoom = zoom
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Game state
player = None
enemies = []
all_entities = []
is_player_turn = True
move_duration = 0.2
# ============================================================================
# Dungeon Generation (from Part 3)
# ============================================================================
# Room class for BSP
class Room:
def __init__(self, x, y, width, height):
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
self.x2 = x + w
self.y2 = y + h
self.w = w
self.h = h
def center(self):
return ((self.x1 + self.x2) // 2, (self.y1 + self.y2) // 2)
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return (center_x, center_y)
def intersects(self, other):
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
def create_room(room):
"""Carve out a room in the grid"""
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
cell = grid.at(x, y)
if cell:
cell.walkable = True
cell.transparent = True
cell.tilesprite = random.choice(FLOOR_TILES)
# Dungeon generation functions (from Part 3)
def carve_room(room):
for x in range(room.x1, room.x2):
for y in range(room.y1, room.y2):
if 0 <= x < grid_width and 0 <= y < grid_height:
point = grid.at(x, y)
if point:
point.tilesprite = random.choice(FLOOR_TILES)
point.walkable = True
point.transparent = True
def create_l_shaped_hallway(x1, y1, x2, y2):
"""Create L-shaped hallway between two points"""
corner_x = x2
corner_y = y1
if random.random() < 0.5:
corner_x = x1
corner_y = y2
for x, y in mcrfpy.libtcod.line(x1, y1, corner_x, corner_y):
cell = grid.at(x, y)
if cell:
cell.walkable = True
cell.transparent = True
cell.tilesprite = random.choice(FLOOR_TILES)
for x, y in mcrfpy.libtcod.line(corner_x, corner_y, x2, y2):
cell = grid.at(x, y)
if cell:
cell.walkable = True
cell.transparent = True
cell.tilesprite = random.choice(FLOOR_TILES)
def carve_hallway(x1, y1, x2, y2):
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
points = []
if random.choice([True, False]):
# x1,y1 -> x2,y1 -> x2,y2
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
else:
# x1,y1 -> x1,y2 -> x2,y2
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
def generate_dungeon():
"""Generate a simple dungeon with rooms and hallways"""
# Initialize all cells as walls
for x in range(grid_width):
for y in range(grid_height):
cell = grid.at(x, y)
if cell:
cell.walkable = False
cell.transparent = False
cell.tilesprite = random.choice(WALL_TILES)
for x, y in points:
if 0 <= x < grid_width and 0 <= y < grid_height:
point = grid.at(x, y)
if point:
point.tilesprite = random.choice(FLOOR_TILES)
point.walkable = True
point.transparent = True
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
rooms = []
num_rooms = 0
for _ in range(30):
w = random.randint(4, 8)
h = random.randint(4, 8)
x = random.randint(0, grid_width - w - 1)
y = random.randint(0, grid_height - h - 1)
# Fill with walls
for y in range(grid_height):
for x in range(grid_width):
point = grid.at(x, y)
if point:
point.tilesprite = random.choice(WALL_TILES)
point.walkable = False
point.transparent = False
# Generate rooms
for _ in range(max_rooms):
w = random.randint(room_min_size, room_max_size)
h = random.randint(room_min_size, room_max_size)
x = random.randint(1, grid_width - w - 1)
y = random.randint(1, grid_height - h - 1)
new_room = Room(x, y, w, h)
# Check if room intersects with existing rooms
if any(new_room.intersects(other_room) for other_room in rooms):
continue
failed = False
for other_room in rooms:
if new_room.intersects(other_room):
failed = True
break
if not failed:
carve_room(new_room)
create_room(new_room)
if num_rooms > 0:
# Connect to previous room
new_x, new_y = new_room.center()
prev_x, prev_y = rooms[num_rooms - 1].center()
create_l_shaped_hallway(prev_x, prev_y, new_x, new_y)
rooms.append(new_room)
num_rooms += 1
if rooms:
prev_x, prev_y = rooms[-1].center()
new_x, new_y = new_room.center()
carve_hallway(prev_x, prev_y, new_x, new_y)
rooms.append(new_room)
return rooms
# ============================================================================
# Entity Management
# ============================================================================
# Generate the dungeon
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
def get_entities_at(x, y):
"""Get all entities at a specific position (including moving ones)"""
entities = []
for entity in all_entities:
ex, ey = entity.get_position()
if ex == x and ey == y:
entities.append(entity)
return entities
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
def get_blocking_entity_at(x, y):
"""Get the first blocking entity at position"""
for entity in get_entities_at(x, y):
if entity.blocks_movement:
return entity
return None
# Spawn player in the first room
if rooms:
spawn_x, spawn_y = rooms[0].center()
else:
spawn_x, spawn_y = 4, 4
class GameEntity(mcrfpy.Entity):
"""An entity whose default behavior is to prevent others from moving into its tile."""
def __init__(self, x, y, walkable=False, **kwargs):
super().__init__(x=x, y=y, **kwargs)
self.walkable = walkable
self.dest_x = x
self.dest_y = y
self.is_moving = False
def get_position(self):
"""Get logical position (destination if moving, otherwise current)"""
if self.is_moving:
return (self.dest_x, self.dest_y)
return (int(self.x), int(self.y))
def on_bump(self, other):
return self.walkable # allow other's motion to proceed if entity is walkable
def __repr__(self):
return f"<{self.__class__.__name__} x={self.x}, y={self.y}, sprite_index={self.sprite_index}>"
class BumpableEntity(GameEntity):
def __init__(self, x, y, **kwargs):
super().__init__(x, y, **kwargs)
def on_bump(self, other):
print(f"Watch it, {other}! You bumped into {self}!")
return False
# Create a player entity
player = GameEntity(
spawn_x, spawn_y,
texture=hero_texture,
sprite_index=0
)
# Add the player entity to the grid
grid.entities.append(player)
for r in rooms:
enemy_x, enemy_y = r.center()
enemy = BumpableEntity(
enemy_x, enemy_y,
grid=grid,
texture=hero_texture,
sprite_index=0 # Enemy sprite
)
# Set the grid perspective to the player by default
# Note: The new perspective system uses entity references directly
grid.perspective = player
# Initial FOV computation
def update_fov():
"""Update field of view from current perspective
Referenced from test_tcod_fov_entities.py lines 89-118
"""
if grid.perspective == player:
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
player.update_visibility()
elif enemy and grid.perspective == enemy:
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
enemy.update_visibility()
# Perform initial FOV calculation
update_fov()
# Center grid on current perspective
def center_on_perspective():
if grid.perspective == player:
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
elif enemy and grid.perspective == enemy:
grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
center_on_perspective()
# Movement state tracking (from Part 3)
#is_moving = False # make it an entity property
move_queue = []
current_destination = None
current_move = None
# Store animation references
player_anim_x = None
player_anim_y = None
grid_anim_x = None
grid_anim_y = None
def movement_complete(anim, target):
"""Called when movement animation completes"""
global move_queue, current_destination, current_move
global player_anim_x, player_anim_y
player.is_moving = False
current_move = None
current_destination = None
player_anim_x = None
player_anim_y = None
# Update FOV after movement
update_fov()
center_on_perspective()
if move_queue:
next_move = move_queue.pop(0)
process_move(next_move)
motion_speed = 0.20
def can_move_to(x, y):
"""Check if a position is valid for movement"""
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return False
cell = grid.at(x, y)
if not cell or not cell.walkable:
return False
# Check for blocking entities
if get_blocking_entity_at(x, y):
return False
return True
def can_entity_move_to(entity, x, y):
"""Check if specific entity can move to position"""
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
return False
cell = grid.at(x, y)
if not cell or not cell.walkable:
return False
# Check for other blocking entities (not self)
blocker = get_blocking_entity_at(x, y)
if blocker and blocker != entity:
return False
return True
# ============================================================================
# Turn Management
# ============================================================================
def process_player_move(key):
"""Handle player input with immediate response"""
global is_player_turn
if not is_player_turn or player.is_moving:
return # Not player's turn or still animating
px, py = player.get_position()
point = grid.at(x, y)
if point and point.walkable:
for e in grid.entities:
if not e.walkable and (x, y) == e.get_position(): # blocking the way
e.on_bump(player)
return False
return True # all checks passed, no collision
return False
def process_move(key):
"""Process a move based on the key"""
global current_move, current_destination, move_queue
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
# Only allow player movement when in player perspective
if grid.perspective != player:
return
if player.is_moving:
move_queue.clear()
move_queue.append(key)
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
# Calculate movement direction
if key == "W" or key == "Up":
new_y -= 1
elif key == "S" or key == "Down":
@ -450,176 +292,72 @@ def process_player_move(key):
new_x -= 1
elif key == "D" or key == "Right":
new_x += 1
else:
return # Not a movement key
if new_x == px and new_y == py:
return # No movement
# Check what's at destination
cell = grid.at(new_x, new_y)
if not cell or not cell.walkable:
return # Can't move into walls
blocking_entity = get_blocking_entity_at(new_x, new_y)
if blocking_entity:
# Try bump interaction
if not player.on_bump(blocking_entity):
# Movement blocked, but turn still happens
is_player_turn = False
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
return
# Movement is valid - start player animation
is_player_turn = False
player.start_move(new_x, new_y, duration=move_duration, callback=player_move_complete)
# Update grid center to follow player
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, move_duration, "linear")
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, move_duration, "linear")
grid_anim_x.start(grid)
grid_anim_y.start(grid)
# Start enemy turns after a short delay (so player sees their move start first)
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
def process_enemy_turns(timer_name):
"""Process all enemy AI decisions and start their animations"""
enemies_to_move = []
for enemy in enemies:
if enemy.hp <= 0: # Skip dead enemies
continue
if new_x != px or new_y != py:
if can_move_to(new_x, new_y):
player.is_moving = True
current_move = key
current_destination = (new_x, new_y)
if enemy.is_moving:
continue # Skip if still animating
if new_x != px:
player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
player_anim_x.start(player)
elif new_y != py:
player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
player_anim_y.start(player)
# AI decides next move based on player's destination
target_x, target_y = enemy.ai_turn(grid, player)
# Check if move is valid
cell = grid.at(target_x, target_y)
if not cell or not cell.walkable:
continue
# Check what's at the destination
blocking_entity = get_blocking_entity_at(target_x, target_y)
if blocking_entity and blocking_entity != enemy:
# Try bump interaction
enemy.on_bump(blocking_entity)
# Enemy doesn't move but still took its turn
else:
# Valid move - add to list
enemies_to_move.append((enemy, target_x, target_y))
# Start all enemy animations simultaneously
for enemy, tx, ty in enemies_to_move:
enemy.start_move(tx, ty, duration=move_duration)
def player_move_complete(anim, entity):
"""Called when player animation finishes"""
global is_player_turn
player.is_moving = False
# Check for step-on interactions at new position
for entity in get_entities_at(int(player.x), int(player.y)):
if entity != player and not entity.blocks_movement:
entity.on_step(player)
# Update FOV from new position
update_fov()
# Player's turn is ready again
is_player_turn = True
def update_fov():
"""Update field of view from player position"""
px, py = int(player.x), int(player.y)
grid.compute_fov(px, py, radius=8)
player.update_visibility()
# ============================================================================
# Input Handling
# ============================================================================
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
grid_anim_x.start(grid)
grid_anim_y.start(grid)
def handle_keys(key, state):
"""Handle keyboard input"""
if state == "start":
# Movement keys
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
process_player_move(key)
# Register the key handler
process_move(key)
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# ============================================================================
# Initialize Game
# ============================================================================
# Generate dungeon
rooms = generate_dungeon()
# Place player in first room
if rooms:
start_x, start_y = rooms[0].center()
player = PlayerEntity(start_x, start_y, grid=grid)
all_entities.append(player)
# Place enemies in other rooms
for i in range(1, min(6, len(rooms))):
room = rooms[i]
ex, ey = room.center()
enemy = EnemyEntity(ex, ey, grid=grid)
enemies.append(enemy)
all_entities.append(enemy)
# Place some boulders
for i in range(3):
room = random.choice(rooms[1:])
bx = random.randint(room.x1 + 1, room.x2 - 1)
by = random.randint(room.y1 + 1, room.y2 - 1)
if can_move_to(bx, by):
boulder = BoulderEntity(bx, by, grid=grid)
all_entities.append(boulder)
# Place a button and door in one of the rooms
if len(rooms) > 2:
button_room = rooms[-2]
door_room = rooms[-1]
# Place door at entrance to last room
dx, dy = door_room.center()
door = DoorEntity(dx, door_room.y1, grid=grid)
all_entities.append(door)
# Place button in second to last room
bx, by = button_room.center()
button = ButtonEntity(bx, by, target=door, grid=grid)
all_entities.append(button)
# Set grid perspective to player
grid.perspective = player
grid.center_x = (start_x + 0.5) * 16
grid.center_y = (start_y + 0.5) * 16
# Initial FOV calculation
update_fov()
# Add grid to scene
mcrfpy.sceneUI("tutorial").append(grid)
# Show instructions
# Add UI elements
title = mcrfpy.Caption((320, 10),
text="Part 5: Entity Interactions - WASD to move, bump enemies, push boulders!",
text="McRogueFace Tutorial - Part 5: Entity Collision",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
print("Part 5: Entity Interactions - Tutorial loaded!")
print("- Bump into enemies to attack them")
print("- Push boulders by walking into them")
print("- Step on buttons to open doors")
print("- Enemies will pursue you when they can see you")
instructions = mcrfpy.Caption((150, 720),
text="Use WASD/Arrows to move. Try to bump into the other entity!",
)
instructions.font_size = 18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
# Debug info
debug_caption = mcrfpy.Caption((10, 40),
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: Player",
)
debug_caption.font_size = 16
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
mcrfpy.sceneUI("tutorial").append(debug_caption)
# Update function for perspective display
def update_perspective_display():
current_perspective = "Player" if grid.perspective == player else "Enemy"
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: {current_perspective}"
# Timer to update display
def update_display(runtime):
update_perspective_display()
mcrfpy.setTimer("display_update", update_display, 100)
print("Tutorial Part 4 loaded!")
print("Field of View system active!")
print("- Unexplored areas are black")
print("- Previously seen areas are dark")
print("- Currently visible areas are lit")
print("Press Tab to switch between player and enemy perspective!")
print("Use WASD or Arrow keys to move!")