'entity only' grid update, saves lots of throughput on larger grids
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34feb226e4
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9441f357df
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@ -582,7 +582,7 @@ PyObject* McRFPy_API::_listGrids(PyObject*, PyObject*) {
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grid->visible? Py_True: Py_False);
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grid->visible ? Py_INCREF(Py_True) : Py_INCREF(Py_False);
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std::cout << PyUnicode_AsUTF8(PyObject_Repr(grid_args)) << std::endl;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(grid_args)) << std::endl;
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PyObject* gridobj = PyObject_CallObject((PyObject*) grid_type, grid_args);
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//std::cout << (long)gridobj << std::flush <<std::endl;
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@ -634,8 +634,9 @@ PyObject* McRFPy_API::_listGrids(PyObject*, PyObject*) {
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PyObject* McRFPy_API::_modGrid(PyObject* self, PyObject* args) {
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PyObject* o;
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if (!PyArg_ParseTuple(args, "O", &o)) return NULL;
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(o)) << std::endl;
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PyObject* bool_is_entityonly = Py_False;
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if (!PyArg_ParseTuple(args, "O|O", &o, &bool_is_entityonly)) return NULL;
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std::cout << "EntOnly Flag: " << PyUnicode_AsUTF8(PyObject_Repr(bool_is_entityonly)) << std::endl;
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std::string title = PyUnicode_AsUTF8(PyObject_GetAttrString(o, "title"));
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int grid_x = PyLong_AsLong(PyObject_GetAttrString(o, "grid_x"));
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int grid_y = PyLong_AsLong(PyObject_GetAttrString(o, "grid_y"));
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@ -653,33 +654,34 @@ PyObject* McRFPy_API::_modGrid(PyObject* self, PyObject* args) {
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grid->visible = visible;
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//iterate over gridpoints
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PyObject* gpointlist = PyObject_GetAttrString(o, "points");
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(gpointlist)) << std::endl;
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for (int i = 0; i < grid->points.size(); i++) {
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PyObject* gpointobj = PyList_GetItem(gpointlist, i);
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PyObject* colortuple = PyObject_GetAttrString(gpointobj, "color");
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grid->points[i].color =
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(colortuple, 0)),
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PyLong_AsLong(PyTuple_GetItem(colortuple, 1)),
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PyLong_AsLong(PyTuple_GetItem(colortuple, 2))
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);
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grid->points[i].walkable = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "walkable"));
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grid->points[i].tilesprite = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "tilesprite"));
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grid->points[i].transparent = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "transparent"));
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grid->points[i].visible = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "visible"));
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grid->points[i].discovered = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "discovered"));
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PyObject* overlaycolortuple = PyObject_GetAttrString(gpointobj, "color_overlay");
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grid->points[i].color_overlay =
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 0)),
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 1)),
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 2))
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);
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grid->points[i].tile_overlay = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "tile_overlay"));
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grid->points[i].uisprite = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "uisprite"));
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}
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if (!PyObject_IsTrue(bool_is_entityonly)) {
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PyObject* gpointlist = PyObject_GetAttrString(o, "points");
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(gpointlist)) << std::endl;
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for (int i = 0; i < grid->points.size(); i++) {
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PyObject* gpointobj = PyList_GetItem(gpointlist, i);
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PyObject* colortuple = PyObject_GetAttrString(gpointobj, "color");
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grid->points[i].color =
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(colortuple, 0)),
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PyLong_AsLong(PyTuple_GetItem(colortuple, 1)),
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PyLong_AsLong(PyTuple_GetItem(colortuple, 2))
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);
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grid->points[i].walkable = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "walkable"));
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grid->points[i].tilesprite = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "tilesprite"));
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grid->points[i].transparent = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "transparent"));
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grid->points[i].visible = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "visible"));
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grid->points[i].discovered = PyObject_IsTrue(PyObject_GetAttrString(gpointobj, "discovered"));
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PyObject* overlaycolortuple = PyObject_GetAttrString(gpointobj, "color_overlay");
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grid->points[i].color_overlay =
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sf::Color(
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 0)),
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 1)),
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PyLong_AsLong(PyTuple_GetItem(overlaycolortuple, 2))
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);
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grid->points[i].tile_overlay = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "tile_overlay"));
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grid->points[i].uisprite = PyLong_AsLong(PyObject_GetAttrString(gpointobj, "uisprite"));
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}
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}
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PyObject* entlist = PyObject_GetAttrString(o, "entities");
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//std::cout << PyUnicode_AsUTF8(PyObject_Repr(entlist)) << std::endl;
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for (int i = 0; i < grid->entities.size(); i++) {
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@ -10,6 +10,9 @@ DARKRED, DARKGREEN, DARKBLUE = (192, 0, 0), (0, 192, 0), (0, 0, 192)
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animations_in_progress = 0
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# don't load grid over and over, use the global scene
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scene = None
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class TestEntity:
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def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6):
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self.grid = grid
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@ -30,8 +33,8 @@ class TestEntity:
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def move(self, dx, dy):
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# select animation direction
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# prefer left or right for diagonals.
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grids = mcrfpy.listGrids()
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for g in grids:
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#grids = mcrfpy.listGrids()
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for g in scene.grids:
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if g.title == self.grid:
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if not g.at(self.x + dx, self.y + dy).walkable:
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print("Blocked at target location.")
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@ -74,11 +77,12 @@ class TestEntity:
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pos = animove
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self.x, self.y = animove
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#scene.move_entity(self.grid, self.entity_index, pos)
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for g in mcrfpy.listGrids():
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#for g in mcrfpy.listGrids():
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for g in scene.grids:
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if g.title == self.grid:
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g.entities[self.entity_index].x = pos[0]
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g.entities[self.entity_index].y = pos[1]
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mcrfpy.modGrid(g)
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mcrfpy.modGrid(g, True)
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if animove:
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mcrfpy.createAnimation(
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0.25, # duration, seconds
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@ -147,7 +151,7 @@ class TestScene:
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print("Create grid")
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# create grid (title, gx, gy, gs, x, y, w, h)
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mcrfpy.createGrid(grid_name, 20, 20, 16, 20, 20, 800, 500)
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mcrfpy.createGrid(grid_name, 100, 100, 16, 20, 20, 800, 500)
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self.grids = mcrfpy.listGrids()
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print(self.grids)
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@ -250,10 +254,10 @@ class TestScene:
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mcrfpy.modMenu(self.menus[0])
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def gridgen(self):
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#print(f"[Python] modifying {len(self.grids[0].points)} grid points")
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print(f"[Python] modifying {len(self.grids[0].points)} grid points")
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for p in self.grids[0].points:
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p.color = (randint(0, 255), randint(64, 192), 0)
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#print("[Python] Modifying:")
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print("[Python] Modifying:")
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self.grids[0].at(10, 10).color = (255, 255, 255)
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self.grids[0].at(10, 10).walkable = False
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self.grids[0].visible = True
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@ -297,7 +301,6 @@ class TestScene:
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[0, 1, 2, 1, 2, 0]
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)
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scene = None
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def start():
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global scene
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print("TestScene.start called")
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