Convert UIGrid perspective from index to weak_ptr<UIEntity>
Major refactor of the perspective system to use entity references instead of indices: - Replaced `int perspective` with `std::weak_ptr<UIEntity> perspective_entity` - Added `bool perspective_enabled` flag for explicit control - Direct entity assignment: `grid.perspective = player` - Automatic cleanup when entity is destroyed (weak_ptr becomes invalid) - No issues with collection reordering or entity removal - PythonObjectCache integration preserves Python derived classes API changes: - Old: `grid.perspective = 0` (index), `-1` for omniscient - New: `grid.perspective = entity` (object), `None` to clear - New: `grid.perspective_enabled` controls rendering mode Three rendering states: 1. `perspective_enabled = False`: Omniscient view (default) 2. `perspective_enabled = True` with valid entity: Entity's FOV 3. `perspective_enabled = True` with invalid entity: All black Also includes: - Part 3: Procedural dungeon generation with libtcod.line() - Part 4: Field of view with entity perspective switching 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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"""
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McRogueFace Tutorial - Part 3: Procedural Dungeon Generation
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This tutorial builds on Part 2 by adding:
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- Binary Space Partition (BSP) dungeon generation
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- Rooms connected by hallways using libtcod.line()
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- Walkable/non-walkable terrain
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- Player spawning in a valid location
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- Wall tiles that block movement
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Key code references:
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- src/scripts/cos_level.py (lines 7-15, 184-217, 218-224) - BSP algorithm
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- mcrfpy.libtcod.line() for smooth hallway generation
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"""
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import mcrfpy
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import random
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# Create and activate a new scene
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mcrfpy.createScene("tutorial")
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mcrfpy.setScene("tutorial")
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# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
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texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
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# Load the hero sprite texture
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hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
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# Create a grid of tiles
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grid_width, grid_height = 40, 30 # Larger grid for dungeon
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# Calculate the size in pixels to fit the entire grid on-screen
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zoom = 2.0
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grid_size = grid_width * zoom * 16, grid_height * zoom * 16
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# Calculate the position to center the grid on the screen
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grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
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# Create the grid with a TCODMap for pathfinding/FOV
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grid = mcrfpy.Grid(
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pos=grid_position,
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grid_size=(grid_width, grid_height),
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texture=texture,
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size=grid_size,
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)
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grid.zoom = zoom
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# Define tile types
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FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
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WALL_TILES = [3, 7, 11]
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# Room class for BSP
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class Room:
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def __init__(self, x, y, w, h):
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self.x1 = x
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self.y1 = y
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self.x2 = x + w
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self.y2 = y + h
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self.w = w
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self.h = h
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def center(self):
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"""Return the center coordinates of the room"""
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center_x = (self.x1 + self.x2) // 2
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center_y = (self.y1 + self.y2) // 2
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return (center_x, center_y)
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def intersects(self, other):
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"""Return True if this room overlaps with another"""
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return (self.x1 <= other.x2 and self.x2 >= other.x1 and
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self.y1 <= other.y2 and self.y2 >= other.y1)
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# Dungeon generation functions
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def carve_room(room):
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"""Carve out a room in the grid - referenced from cos_level.py lines 117-120"""
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# Using individual updates for now (batch updates would be more efficient)
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for x in range(room.x1, room.x2):
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for y in range(room.y1, room.y2):
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if 0 <= x < grid_width and 0 <= y < grid_height:
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(FLOOR_TILES)
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point.walkable = True
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point.transparent = True
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def carve_hallway(x1, y1, x2, y2):
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"""Carve a hallway between two points using libtcod.line()
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Referenced from cos_level.py lines 184-217, improved with libtcod.line()
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"""
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# Get all points along the line
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points = mcrfpy.libtcod.line(x1, y1, x2, y2)
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# Carve out each point
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for x, y in points:
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if 0 <= x < grid_width and 0 <= y < grid_height:
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(FLOOR_TILES)
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point.walkable = True
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point.transparent = True
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def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
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"""Generate a dungeon using simplified BSP approach
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Referenced from cos_level.py lines 218-224
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"""
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rooms = []
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# First, fill everything with walls
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for y in range(grid_height):
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for x in range(grid_width):
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(WALL_TILES)
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point.walkable = False
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point.transparent = False
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# Generate rooms
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for _ in range(max_rooms):
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# Random room size
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w = random.randint(room_min_size, room_max_size)
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h = random.randint(room_min_size, room_max_size)
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# Random position (with margin from edges)
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x = random.randint(1, grid_width - w - 1)
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y = random.randint(1, grid_height - h - 1)
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new_room = Room(x, y, w, h)
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# Check if it overlaps with existing rooms
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failed = False
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for other_room in rooms:
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if new_room.intersects(other_room):
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failed = True
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break
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if not failed:
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# Carve out the room
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carve_room(new_room)
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# If not the first room, connect to previous room
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if rooms:
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# Get centers
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prev_x, prev_y = rooms[-1].center()
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new_x, new_y = new_room.center()
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# Carve hallway using libtcod.line()
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carve_hallway(prev_x, prev_y, new_x, new_y)
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rooms.append(new_room)
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return rooms
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# Generate the dungeon
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rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
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# Add the grid to the scene
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mcrfpy.sceneUI("tutorial").append(grid)
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# Spawn player in the first room
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if rooms:
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spawn_x, spawn_y = rooms[0].center()
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else:
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# Fallback spawn position
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spawn_x, spawn_y = 4, 4
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# Create a player entity at the spawn position
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player = mcrfpy.Entity(
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(spawn_x, spawn_y),
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texture=hero_texture,
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sprite_index=0
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)
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# Add the player entity to the grid
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grid.entities.append(player)
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grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
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# Movement state tracking (from Part 2)
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is_moving = False
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move_queue = []
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current_destination = None
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current_move = None
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# Store animation references
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player_anim_x = None
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player_anim_y = None
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grid_anim_x = None
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grid_anim_y = None
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def movement_complete(anim, target):
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"""Called when movement animation completes"""
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global is_moving, move_queue, current_destination, current_move
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global player_anim_x, player_anim_y
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is_moving = False
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current_move = None
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current_destination = None
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player_anim_x = None
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player_anim_y = None
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grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
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if move_queue:
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next_move = move_queue.pop(0)
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process_move(next_move)
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motion_speed = 0.20 # Slightly faster for dungeon exploration
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def can_move_to(x, y):
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"""Check if a position is valid for movement"""
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# Boundary check
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if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
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return False
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# Walkability check
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point = grid.at(x, y)
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if point and point.walkable:
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return True
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return False
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def process_move(key):
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"""Process a move based on the key"""
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global is_moving, current_move, current_destination, move_queue
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global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
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if is_moving:
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move_queue.clear()
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move_queue.append(key)
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return
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px, py = int(player.x), int(player.y)
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new_x, new_y = px, py
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if key == "W" or key == "Up":
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new_y -= 1
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elif key == "S" or key == "Down":
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new_y += 1
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elif key == "A" or key == "Left":
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new_x -= 1
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elif key == "D" or key == "Right":
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new_x += 1
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# Check if we can move to the new position
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if new_x != px or new_y != py:
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if can_move_to(new_x, new_y):
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is_moving = True
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current_move = key
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current_destination = (new_x, new_y)
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if new_x != px:
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player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
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player_anim_x.start(player)
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elif new_y != py:
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player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
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player_anim_y.start(player)
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grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
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grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
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grid_anim_x.start(grid)
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grid_anim_y.start(grid)
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else:
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# Play a "bump" sound or visual feedback here
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print(f"Can't move to ({new_x}, {new_y}) - blocked!")
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def handle_keys(key, state):
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"""Handle keyboard input to move the player"""
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if state == "start":
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if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
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process_move(key)
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# Register the keyboard handler
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mcrfpy.keypressScene(handle_keys)
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# Add UI elements
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title = mcrfpy.Caption((320, 10),
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text="McRogueFace Tutorial - Part 3: Dungeon Generation",
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)
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title.fill_color = mcrfpy.Color(255, 255, 255, 255)
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mcrfpy.sceneUI("tutorial").append(title)
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instructions = mcrfpy.Caption((150, 750),
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text=f"Procedural dungeon with {len(rooms)} rooms connected by hallways!",
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)
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instructions.font_size = 18
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instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
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mcrfpy.sceneUI("tutorial").append(instructions)
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# Debug info
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debug_caption = mcrfpy.Caption((10, 40),
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text=f"Grid: {grid_width}x{grid_height} | Player spawned at ({spawn_x}, {spawn_y})",
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)
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debug_caption.font_size = 16
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debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
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mcrfpy.sceneUI("tutorial").append(debug_caption)
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print("Tutorial Part 3 loaded!")
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print(f"Generated dungeon with {len(rooms)} rooms")
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print(f"Player spawned at ({spawn_x}, {spawn_y})")
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print("Walls now block movement!")
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print("Use WASD or Arrow keys to explore the dungeon!")
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"""
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McRogueFace Tutorial - Part 4: Field of View
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This tutorial builds on Part 3 by adding:
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- Field of view calculation using grid.compute_fov()
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- Entity perspective rendering with grid.perspective
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- Three visibility states: unexplored (black), explored (dark), visible (lit)
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- Memory of previously seen areas
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- Enemy entity to demonstrate perspective switching
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Key code references:
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- tests/unit/test_tcod_fov_entities.py (lines 89-118) - FOV with multiple entities
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- ROADMAP.md (lines 216-229) - FOV system implementation details
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"""
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import mcrfpy
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import random
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# Create and activate a new scene
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mcrfpy.createScene("tutorial")
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mcrfpy.setScene("tutorial")
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# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
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texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
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# Load the hero sprite texture
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hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
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# Create a grid of tiles
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grid_width, grid_height = 40, 30
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# Calculate the size in pixels
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zoom = 2.0
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grid_size = grid_width * zoom * 16, grid_height * zoom * 16
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# Calculate the position to center the grid on the screen
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grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
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# Create the grid with a TCODMap for pathfinding/FOV
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grid = mcrfpy.Grid(
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pos=grid_position,
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grid_size=(grid_width, grid_height),
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texture=texture,
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size=grid_size,
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)
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grid.zoom = zoom
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# Define tile types
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FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
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WALL_TILES = [3, 7, 11]
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# Room class for BSP
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class Room:
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def __init__(self, x, y, w, h):
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self.x1 = x
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self.y1 = y
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self.x2 = x + w
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self.y2 = y + h
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self.w = w
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self.h = h
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def center(self):
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center_x = (self.x1 + self.x2) // 2
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center_y = (self.y1 + self.y2) // 2
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return (center_x, center_y)
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def intersects(self, other):
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return (self.x1 <= other.x2 and self.x2 >= other.x1 and
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self.y1 <= other.y2 and self.y2 >= other.y1)
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# Dungeon generation functions (from Part 3)
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def carve_room(room):
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for x in range(room.x1, room.x2):
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for y in range(room.y1, room.y2):
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if 0 <= x < grid_width and 0 <= y < grid_height:
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(FLOOR_TILES)
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point.walkable = True
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point.transparent = True
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def carve_hallway(x1, y1, x2, y2):
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points = mcrfpy.libtcod.line(x1, y1, x2, y2)
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for x, y in points:
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if 0 <= x < grid_width and 0 <= y < grid_height:
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(FLOOR_TILES)
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point.walkable = True
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point.transparent = True
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def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
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rooms = []
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# Fill with walls
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for y in range(grid_height):
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for x in range(grid_width):
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point = grid.at(x, y)
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if point:
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point.tilesprite = random.choice(WALL_TILES)
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point.walkable = False
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point.transparent = False
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# Generate rooms
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for _ in range(max_rooms):
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w = random.randint(room_min_size, room_max_size)
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h = random.randint(room_min_size, room_max_size)
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x = random.randint(1, grid_width - w - 1)
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y = random.randint(1, grid_height - h - 1)
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new_room = Room(x, y, w, h)
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failed = False
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for other_room in rooms:
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if new_room.intersects(other_room):
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failed = True
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break
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if not failed:
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carve_room(new_room)
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if rooms:
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prev_x, prev_y = rooms[-1].center()
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new_x, new_y = new_room.center()
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carve_hallway(prev_x, prev_y, new_x, new_y)
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rooms.append(new_room)
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return rooms
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# Generate the dungeon
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rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
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# Add the grid to the scene
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mcrfpy.sceneUI("tutorial").append(grid)
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# Spawn player in the first room
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if rooms:
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spawn_x, spawn_y = rooms[0].center()
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else:
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spawn_x, spawn_y = 4, 4
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# Create a player entity
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player = mcrfpy.Entity(
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(spawn_x, spawn_y),
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texture=hero_texture,
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sprite_index=0
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)
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# Add the player entity to the grid
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grid.entities.append(player)
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# Create an enemy entity in another room (to demonstrate perspective switching)
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enemy = None
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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
|
||||
)
|
||||
grid.entities.append(enemy)
|
||||
|
||||
# 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)
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
|
||||
|
||||
# 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
|
||||
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 is_moving, move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
|
||||
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
|
||||
|
||||
point = grid.at(x, y)
|
||||
if point and point.walkable:
|
||||
return True
|
||||
return False
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global is_moving, 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 is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
if key == "W" or key == "Up":
|
||||
new_y -= 1
|
||||
elif key == "S" or key == "Down":
|
||||
new_y += 1
|
||||
elif key == "A" or key == "Left":
|
||||
new_x -= 1
|
||||
elif key == "D" or key == "Right":
|
||||
new_x += 1
|
||||
|
||||
if new_x != px or new_y != py:
|
||||
if can_move_to(new_x, new_y):
|
||||
is_moving = True
|
||||
current_move = key
|
||||
current_destination = (new_x, new_y)
|
||||
|
||||
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)
|
||||
|
||||
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_move(key)
|
||||
|
||||
# Perspective switching
|
||||
elif key == "Tab":
|
||||
# Switch perspective between player and enemy
|
||||
if enemy:
|
||||
if grid.perspective == player:
|
||||
grid.perspective = enemy
|
||||
print("Switched to enemy perspective")
|
||||
else:
|
||||
grid.perspective = player
|
||||
print("Switched to player perspective")
|
||||
|
||||
# Update FOV and camera for new perspective
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 4: Field of View",
|
||||
)
|
||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(title)
|
||||
|
||||
instructions = mcrfpy.Caption((150, 720),
|
||||
text="Use WASD/Arrows to move. Press Tab to switch perspective!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# FOV info
|
||||
fov_caption = mcrfpy.Caption((150, 745),
|
||||
text="FOV: Player (radius 8) | Enemy visible in other room",
|
||||
)
|
||||
fov_caption.font_size = 16
|
||||
fov_caption.fill_color = mcrfpy.Color(100, 200, 255, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(fov_caption)
|
||||
|
||||
# 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}"
|
||||
|
||||
if grid.perspective == player:
|
||||
fov_caption.text = "FOV: Player (radius 8) | Tab to switch perspective"
|
||||
else:
|
||||
fov_caption.text = "FOV: Enemy (radius 6) | Tab to switch 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!")
|
194
src/UIGrid.cpp
194
src/UIGrid.cpp
|
@ -2,13 +2,14 @@
|
|||
#include "GameEngine.h"
|
||||
#include "McRFPy_API.h"
|
||||
#include "PythonObjectCache.h"
|
||||
#include "UIEntity.h"
|
||||
#include <algorithm>
|
||||
// UIDrawable methods now in UIBase.h
|
||||
|
||||
UIGrid::UIGrid()
|
||||
: grid_x(0), grid_y(0), zoom(1.0f), center_x(0.0f), center_y(0.0f), ptex(nullptr),
|
||||
fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
|
||||
perspective(-1) // Default to omniscient view
|
||||
perspective_enabled(false) // Default to omniscient view
|
||||
{
|
||||
// Initialize entities list
|
||||
entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
|
||||
|
@ -36,7 +37,7 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
|
|||
zoom(1.0f),
|
||||
ptex(_ptex), points(gx * gy),
|
||||
fill_color(8, 8, 8, 255), tcod_map(nullptr), tcod_dijkstra(nullptr), tcod_path(nullptr),
|
||||
perspective(-1) // Default to omniscient view
|
||||
perspective_enabled(false) // Default to omniscient view
|
||||
{
|
||||
// Use texture dimensions if available, otherwise use defaults
|
||||
int cell_width = _ptex ? _ptex->sprite_width : DEFAULT_CELL_WIDTH;
|
||||
|
@ -189,54 +190,78 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
|
|||
|
||||
|
||||
// top layer - opacity for discovered / visible status based on perspective
|
||||
// Only render visibility overlay if perspective is set (not omniscient)
|
||||
if (perspective >= 0 && perspective < static_cast<int>(entities->size())) {
|
||||
// Get the entity whose perspective we're using
|
||||
auto it = entities->begin();
|
||||
std::advance(it, perspective);
|
||||
auto& entity = *it;
|
||||
// Only render visibility overlay if perspective is enabled
|
||||
if (perspective_enabled) {
|
||||
auto entity = perspective_entity.lock();
|
||||
|
||||
// Create rectangle for overlays
|
||||
sf::RectangleShape overlay;
|
||||
overlay.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
|
||||
|
||||
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
|
||||
x < x_limit;
|
||||
x+=1)
|
||||
{
|
||||
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
|
||||
y < y_limit;
|
||||
y+=1)
|
||||
if (entity) {
|
||||
// Valid entity - use its gridstate for visibility
|
||||
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
|
||||
x < x_limit;
|
||||
x+=1)
|
||||
{
|
||||
// Skip out-of-bounds cells
|
||||
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
|
||||
|
||||
auto pixel_pos = sf::Vector2f(
|
||||
(x*cell_width - left_spritepixels) * zoom,
|
||||
(y*cell_height - top_spritepixels) * zoom );
|
||||
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
|
||||
y < y_limit;
|
||||
y+=1)
|
||||
{
|
||||
// Skip out-of-bounds cells
|
||||
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
|
||||
|
||||
auto pixel_pos = sf::Vector2f(
|
||||
(x*cell_width - left_spritepixels) * zoom,
|
||||
(y*cell_height - top_spritepixels) * zoom );
|
||||
|
||||
// Get visibility state from entity's perspective
|
||||
int idx = y * grid_x + x;
|
||||
if (idx >= 0 && idx < static_cast<int>(entity->gridstate.size())) {
|
||||
const auto& state = entity->gridstate[idx];
|
||||
// Get visibility state from entity's perspective
|
||||
int idx = y * grid_x + x;
|
||||
if (idx >= 0 && idx < static_cast<int>(entity->gridstate.size())) {
|
||||
const auto& state = entity->gridstate[idx];
|
||||
|
||||
overlay.setPosition(pixel_pos);
|
||||
|
||||
// Three overlay colors as specified:
|
||||
if (!state.discovered) {
|
||||
// Never seen - black
|
||||
overlay.setFillColor(sf::Color(0, 0, 0, 255));
|
||||
renderTexture.draw(overlay);
|
||||
} else if (!state.visible) {
|
||||
// Discovered but not currently visible - dark gray
|
||||
overlay.setFillColor(sf::Color(32, 32, 40, 192));
|
||||
renderTexture.draw(overlay);
|
||||
}
|
||||
// If visible and discovered, no overlay (fully visible)
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Invalid/destroyed entity with perspective_enabled = true
|
||||
// Show all cells as undiscovered (black)
|
||||
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
|
||||
x < x_limit;
|
||||
x+=1)
|
||||
{
|
||||
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
|
||||
y < y_limit;
|
||||
y+=1)
|
||||
{
|
||||
// Skip out-of-bounds cells
|
||||
if (x < 0 || x >= grid_x || y < 0 || y >= grid_y) continue;
|
||||
|
||||
auto pixel_pos = sf::Vector2f(
|
||||
(x*cell_width - left_spritepixels) * zoom,
|
||||
(y*cell_height - top_spritepixels) * zoom );
|
||||
|
||||
overlay.setPosition(pixel_pos);
|
||||
|
||||
// Three overlay colors as specified:
|
||||
if (!state.discovered) {
|
||||
// Never seen - black
|
||||
overlay.setFillColor(sf::Color(0, 0, 0, 255));
|
||||
renderTexture.draw(overlay);
|
||||
} else if (!state.visible) {
|
||||
// Discovered but not currently visible - dark gray
|
||||
overlay.setFillColor(sf::Color(32, 32, 40, 192));
|
||||
renderTexture.draw(overlay);
|
||||
}
|
||||
// If visible and discovered, no overlay (fully visible)
|
||||
overlay.setFillColor(sf::Color(0, 0, 0, 255));
|
||||
renderTexture.draw(overlay);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// else: omniscient view (no overlays)
|
||||
|
||||
// grid lines for testing & validation
|
||||
/*
|
||||
|
@ -527,7 +552,7 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
|
|||
PyObject* click_handler = nullptr;
|
||||
float center_x = 0.0f, center_y = 0.0f;
|
||||
float zoom = 1.0f;
|
||||
int perspective = -1; // perspective is a difficult __init__ arg; needs an entity in collection to work
|
||||
// perspective is now handled via properties, not init args
|
||||
int visible = 1;
|
||||
float opacity = 1.0f;
|
||||
int z_index = 0;
|
||||
|
@ -539,15 +564,15 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
|
|||
static const char* kwlist[] = {
|
||||
"pos", "size", "grid_size", "texture", // Positional args (as per spec)
|
||||
// Keyword-only args
|
||||
"fill_color", "click", "center_x", "center_y", "zoom", "perspective",
|
||||
"fill_color", "click", "center_x", "center_y", "zoom",
|
||||
"visible", "opacity", "z_index", "name", "x", "y", "w", "h", "grid_x", "grid_y",
|
||||
nullptr
|
||||
};
|
||||
|
||||
// Parse arguments with | for optional positional args
|
||||
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOOOOfffiifizffffii", const_cast<char**>(kwlist),
|
||||
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOOOOfffifizffffii", const_cast<char**>(kwlist),
|
||||
&pos_obj, &size_obj, &grid_size_obj, &textureObj, // Positional
|
||||
&fill_color, &click_handler, ¢er_x, ¢er_y, &zoom, &perspective,
|
||||
&fill_color, &click_handler, ¢er_x, ¢er_y, &zoom,
|
||||
&visible, &opacity, &z_index, &name, &x, &y, &w, &h, &grid_x, &grid_y)) {
|
||||
return -1;
|
||||
}
|
||||
|
@ -653,7 +678,8 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
|
|||
self->data->center_x = center_x;
|
||||
self->data->center_y = center_y;
|
||||
self->data->zoom = zoom;
|
||||
self->data->perspective = perspective;
|
||||
// perspective is now handled by perspective_entity and perspective_enabled
|
||||
// self->data->perspective = perspective;
|
||||
self->data->visible = visible;
|
||||
self->data->opacity = opacity;
|
||||
self->data->z_index = z_index;
|
||||
|
@ -941,33 +967,77 @@ int UIGrid::set_fill_color(PyUIGridObject* self, PyObject* value, void* closure)
|
|||
|
||||
PyObject* UIGrid::get_perspective(PyUIGridObject* self, void* closure)
|
||||
{
|
||||
return PyLong_FromLong(self->data->perspective);
|
||||
auto locked = self->data->perspective_entity.lock();
|
||||
if (locked) {
|
||||
// Check cache first to preserve derived class
|
||||
if (locked->serial_number != 0) {
|
||||
PyObject* cached = PythonObjectCache::getInstance().lookup(locked->serial_number);
|
||||
if (cached) {
|
||||
return cached; // Already INCREF'd by lookup
|
||||
}
|
||||
}
|
||||
|
||||
// Legacy: If the entity has a stored Python object reference
|
||||
if (locked->self != nullptr) {
|
||||
Py_INCREF(locked->self);
|
||||
return locked->self;
|
||||
}
|
||||
|
||||
// Otherwise, create a new base Entity object
|
||||
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
|
||||
auto o = (PyUIEntityObject*)type->tp_alloc(type, 0);
|
||||
if (o) {
|
||||
o->data = locked;
|
||||
o->weakreflist = NULL;
|
||||
Py_DECREF(type);
|
||||
return (PyObject*)o;
|
||||
}
|
||||
Py_XDECREF(type);
|
||||
}
|
||||
Py_RETURN_NONE;
|
||||
}
|
||||
|
||||
int UIGrid::set_perspective(PyUIGridObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
long perspective = PyLong_AsLong(value);
|
||||
if (PyErr_Occurred()) {
|
||||
if (value == Py_None) {
|
||||
// Clear perspective but keep perspective_enabled unchanged
|
||||
self->data->perspective_entity.reset();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Extract UIEntity from PyObject
|
||||
// Get the Entity type from the module
|
||||
auto entity_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
|
||||
if (!entity_type) {
|
||||
PyErr_SetString(PyExc_RuntimeError, "Could not get Entity type from mcrfpy module");
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Validate perspective (-1 for omniscient, or valid entity index)
|
||||
if (perspective < -1) {
|
||||
PyErr_SetString(PyExc_ValueError, "perspective must be -1 (omniscient) or a valid entity index");
|
||||
if (!PyObject_IsInstance(value, entity_type)) {
|
||||
Py_DECREF(entity_type);
|
||||
PyErr_SetString(PyExc_TypeError, "perspective must be a UIEntity or None");
|
||||
return -1;
|
||||
}
|
||||
Py_DECREF(entity_type);
|
||||
|
||||
// Check if entity index is valid (if not omniscient)
|
||||
if (perspective >= 0 && self->data->entities) {
|
||||
int entity_count = self->data->entities->size();
|
||||
if (perspective >= entity_count) {
|
||||
PyErr_Format(PyExc_IndexError, "perspective index %ld out of range (grid has %d entities)",
|
||||
perspective, entity_count);
|
||||
return -1;
|
||||
}
|
||||
PyUIEntityObject* entity_obj = (PyUIEntityObject*)value;
|
||||
self->data->perspective_entity = entity_obj->data;
|
||||
self->data->perspective_enabled = true; // Enable perspective when entity assigned
|
||||
return 0;
|
||||
}
|
||||
|
||||
PyObject* UIGrid::get_perspective_enabled(PyUIGridObject* self, void* closure)
|
||||
{
|
||||
return PyBool_FromLong(self->data->perspective_enabled);
|
||||
}
|
||||
|
||||
int UIGrid::set_perspective_enabled(PyUIGridObject* self, PyObject* value, void* closure)
|
||||
{
|
||||
int enabled = PyObject_IsTrue(value);
|
||||
if (enabled == -1) {
|
||||
return -1; // Error occurred
|
||||
}
|
||||
|
||||
self->data->perspective = perspective;
|
||||
self->data->perspective_enabled = enabled;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1285,9 +1355,11 @@ PyGetSetDef UIGrid::getsetters[] = {
|
|||
{"texture", (getter)UIGrid::get_texture, NULL, "Texture of the grid", NULL}, //TODO 7DRL-day2-item5
|
||||
{"fill_color", (getter)UIGrid::get_fill_color, (setter)UIGrid::set_fill_color, "Background fill color of the grid", NULL},
|
||||
{"perspective", (getter)UIGrid::get_perspective, (setter)UIGrid::set_perspective,
|
||||
"Entity perspective index for FOV rendering (-1 for omniscient view, 0+ for entity index). "
|
||||
"When set to an entity index, only cells visible to that entity are rendered normally; "
|
||||
"explored but not visible cells are darkened, and unexplored cells are black.", NULL},
|
||||
"Entity whose perspective to use for FOV rendering (None for omniscient view). "
|
||||
"Setting an entity automatically enables perspective mode.", NULL},
|
||||
{"perspective_enabled", (getter)UIGrid::get_perspective_enabled, (setter)UIGrid::set_perspective_enabled,
|
||||
"Whether to use perspective-based FOV rendering. When True with no valid entity, "
|
||||
"all cells appear undiscovered.", NULL},
|
||||
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UIGRID},
|
||||
{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name, "Name for finding elements", (void*)PyObjectsEnum::UIGRID},
|
||||
UIDRAWABLE_GETSETTERS,
|
||||
|
|
|
@ -77,8 +77,9 @@ public:
|
|||
// Background rendering
|
||||
sf::Color fill_color;
|
||||
|
||||
// Perspective system - which entity's view to render (-1 = omniscient/default)
|
||||
int perspective;
|
||||
// Perspective system - entity whose view to render
|
||||
std::weak_ptr<UIEntity> perspective_entity; // Weak reference to perspective entity
|
||||
bool perspective_enabled; // Whether to use perspective rendering
|
||||
|
||||
// Property system for animations
|
||||
bool setProperty(const std::string& name, float value) override;
|
||||
|
@ -103,6 +104,8 @@ public:
|
|||
static int set_fill_color(PyUIGridObject* self, PyObject* value, void* closure);
|
||||
static PyObject* get_perspective(PyUIGridObject* self, void* closure);
|
||||
static int set_perspective(PyUIGridObject* self, PyObject* value, void* closure);
|
||||
static PyObject* get_perspective_enabled(PyUIGridObject* self, void* closure);
|
||||
static int set_perspective_enabled(PyUIGridObject* self, PyObject* value, void* closure);
|
||||
static PyObject* py_at(PyUIGridObject* self, PyObject* args, PyObject* kwds);
|
||||
static PyObject* py_compute_fov(PyUIGridObject* self, PyObject* args, PyObject* kwds);
|
||||
static PyObject* py_is_in_fov(PyUIGridObject* self, PyObject* args);
|
||||
|
|
Loading…
Reference in New Issue