Creates comprehensive visual demonstrations of the geometry module:
Static demos:
- Bresenham algorithms: circle/line rasterization on grid cells
- Angle calculations: line elements showing angles between points,
waypoint viability with angle thresholds, orbit exit headings
- Pathfinding: planets with surfaces and orbit rings, optimal
path using orbital slingshots vs direct path comparison
Animated demos:
- Solar system: planets orbiting star with discrete time steps,
nested moon orbit, position updates every second
- Pathfinding through moving system: ship navigates to target
using orbital intercepts, anticipating planetary motion
Includes 5 screenshot outputs demonstrating each feature.
Run: ./mcrogueface --headless --exec tests/geometry_demo/geometry_main.py
Interactive: ./mcrogueface tests/geometry_demo/geometry_main.py
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements issue #130 with:
- Basic utilities: distance, angle_between, normalize_angle, lerp, clamp
- Grid algorithms: bresenham_circle, bresenham_line, filled_circle
- OrbitalBody class with recursive positioning (star -> planet -> moon)
- OrbitingShip class for relative ship positioning on orbit rings
- Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading,
is_viable_waypoint, line_of_sight_blocked
- Comprehensive test suite (25+ tests)
Designed for Pinships turn-based space roguelike with:
- Discrete time steps (planets move in whole grid squares)
- Deterministic position projection
- Free orbital movement while in orbit
- Support for nested orbits (moons of moons)
closes#130🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference
Demo system features:
- Interactive menu navigation (press 1-6 for demos, ESC to return)
- Headless screenshot generation for CI
- Per-feature demonstration screens with code examples
Testing infrastructure:
- tests/run_tests.py - unified test runner with timeout support
- tests/demo/demo_main.py - interactive/headless demo runner
- All tests are headless-compliant
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Grid now supports a `children` collection for arbitrary UIDrawable elements
(speech bubbles, effects, highlights, path visualization, etc.) that
automatically transform with the grid's camera (pan/zoom).
Key features:
- Children positioned in grid-world pixel coordinates
- Render after entities, before FOV overlay (proper z-ordering)
- Sorted by z_index, culled when outside visible region
- Click detection transforms through grid camera
- Automatically clipped to grid boundaries via RenderTexture
Python API:
grid.children.append(caption) # Speech bubble follows grid camera
grid.children.append(circle) # Highlight indicator
Closes#132🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement new UIDrawable-derived classes for vector graphics:
- UILine: Thick line segments using sf::ConvexShape for proper thickness
- Properties: start, end, color, thickness
- Supports click detection along the line
- UICircle: Filled and outlined circles using sf::CircleShape
- Properties: radius, center, fill_color, outline_color, outline
- Full property system for animations
- UIArc: Arc segments for orbital paths and partial circles
- Properties: center, radius, start_angle, end_angle, color, thickness
- Uses sf::VertexArray with TriangleStrip for smooth rendering
- Supports arbitrary angle spans including negative (reverse) arcs
All primitives integrate with the Python API through mcrfpy module:
- Added to PyObjectsEnum for type identification
- Full getter/setter support for all properties
- Added to UICollection for scene management
- Support for visibility, opacity, z_index, name, and click handling
closes#128, closes#129🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Added complete label category breakdown (System, Priority, Type/Scope, Workflow)
- Documented all 22 labels with descriptions and usage guidelines
- Added example label combinations for common scenarios
- Documented MCP tool label application issues (see #131)
- Provided label ID reference for documentation purposes
- Strong recommendation to apply labels manually via web interface
Related to #131🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Closes#127
Previously, `./mcrogueface --headless --exec <script>` would hang
indefinitely after the script completed because the game loop ran
continuously. This required external timeouts and explicit mcrfpy.exit()
calls in every automation script.
This commit adds automatic exit detection for headless+exec mode:
- Added `auto_exit_after_exec` flag to McRogueFaceConfig
- Set flag automatically when both --headless and --exec are present
- Game loop exits when no timers remain (timers.empty())
Benefits:
- Documentation generation scripts work without explicit exit calls
- Testing scripts don't need timeout wrappers
- Clean process termination for automation
- Backward compatible (scripts with mcrfpy.exit() continue working)
Changes:
- src/McRogueFaceConfig.h: Add auto_exit_after_exec flag
- src/main.cpp: Set flag and recreate engine with modified config
- src/GameEngine.cpp: Check timers.empty() in game loop
- ROADMAP.md: Mark Phase 7 as complete (2025-10-30)
- CLAUDE.md: Add instruction about closing issues with commit messages
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converted all module-level functions in McRFPy_API.cpp to use the MCRF_*
documentation macro system:
Audio functions (7):
- createSoundBuffer, loadMusic, setMusicVolume, setSoundVolume
- playSound, getMusicVolume, getSoundVolume
Scene functions (5):
- sceneUI, currentScene, setScene, createScene, keypressScene
Timer functions (2):
- setTimer, delTimer
Utility functions (5):
- exit, setScale, find, findAll, getMetrics
Each function now uses:
- MCRF_SIG for signatures
- MCRF_DESC for descriptions
- MCRF_ARG for parameters
- MCRF_RETURNS for return values
- MCRF_RAISES for exceptions
- MCRF_NOTE for additional details
Phase 4 assessment: PyCallable.cpp and PythonObjectCache.cpp contain only
internal C++ implementation with no Python API to document.
All conversions tested and verified with test_phase3_docs.py.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixed module-level docstring in PyModuleDef where double-backslash newlines
(\\n) were appearing as literal "\n" text in help(mcrfpy) output.
Changed from escaped newlines (\\n) to actual newlines (\n) so the C compiler
interprets them correctly.
Before: help(mcrfpy) showed "McRogueFace Python API\\n\\nCore game..."
After: help(mcrfpy) shows proper formatting with line breaks
The issue was in the PyDoc_STR() macro call - it doesn't interpret escape
sequences, so the string literal itself needs to have proper newlines.
Updated documentation guidelines to reflect the new macro-based system:
- Documented MCRF_METHOD and MCRF_PROPERTY usage
- Listed all available macros (MCRF_SIG, MCRF_DESC, MCRF_ARG, etc.)
- Added prose guidelines (concise C++, verbose external docs)
- Updated regeneration workflow (removed references to deleted scripts)
- Emphasized single source of truth and zero-drift architecture
Removed references to obsolete hardcoded documentation scripts that were
deleted in previous commits.
Related: #92 (Inline C++ documentation system)
Fixes critical issue discovered in code review where PyDrawable property
docstrings were being overridden by child classes, making enhanced documentation
invisible to users.
Updated files:
- src/UIBase.h: UIDRAWABLE_GETSETTERS macro (visible, opacity)
- src/UIFrame.cpp: click and z_index properties
- src/UISprite.cpp: click and z_index properties
- src/UICaption.cpp: click and z_index properties
- src/UIGrid.cpp: click and z_index properties
All four UI class hierarchies (Frame, Sprite, Caption, Grid) now expose
consistent, enhanced property documentation to Python users.
Verification:
- tools/test_child_class_docstrings.py: All 16 property tests pass
- All 4 properties (click, z_index, visible, opacity) match across all 4 classes
Related: #92 (Inline C++ documentation system)
All Drawable properties (click, z_index, visible, opacity) now
use MCRF_PROPERTY with enhanced descriptions.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts get_bounds, move, and resize to MCRF_METHOD.
These are inherited by all UI classes (Frame, Caption, Sprite, Grid).
Updated both PyDrawable.cpp and UIBase.h (UIDRAWABLE_METHODS macro).
All method docstrings now include complete Args, Returns, and Note sections.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixes HTML injection vulnerability in generate_dynamic_docs.py where
description text was not HTML-escaped before being inserted into HTML
output. Special characters like <, >, & could be interpreted as HTML.
Changes:
- Modified transform_doc_links() to escape all non-link text when
format='html' or format='web'
- Link text and hrefs are also properly escaped
- Non-HTML formats (markdown, python) remain unchanged
- Added proper handling for descriptions with mixed plain text and links
The fix splits docstrings into link and non-link segments, escapes
non-link segments, and properly escapes content within link patterns.
Tested with comprehensive test suite covering:
- Basic HTML special characters
- Special chars with links
- Special chars in link text
- Multiple links with special chars
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds transform_doc_links() function that converts MCRF_LINK patterns
to appropriate format (HTML links, Markdown links, or plain text).
Addresses issue #97.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Properties x and y now use MCRF_PROPERTY for consistency.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
All Vector methods now use MCRF_METHOD macros with complete
documentation including Args, Returns, and Notes.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The normalize() method's implementation returns a zero vector when
called on a zero-magnitude vector, rather than raising ValueError as
the documentation claimed. Updated the MCRF_RAISES to MCRF_NOTE to
accurately describe the actual behavior.
Also added test coverage in tools/test_vector_docs.py to verify the
normalize() docstring contains the correct Note section.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
Adds C++ preprocessor macros for consistent API documentation.
Addresses issue #92.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Establish Gitea as the single source of truth for issue tracking,
documentation, and project management to improve development efficiency.
CLAUDE.md changes:
- Add comprehensive "Gitea-First Workflow" section at top of file
- Document 5 core principles for using Gitea effectively
- Provide workflow pattern diagram for development process
- List available Gitea MCP tools for programmatic access
- Explain benefits: reduced context switching, better planning, living docs
ROADMAP.md changes:
- Add "Development Workflow" section referencing Gitea-first approach
- Include 5-step checklist for starting any work
- Link to detailed workflow guidelines in CLAUDE.md
- Emphasize Gitea as single source of truth
Workflow principles:
1. Always check Gitea issues/wiki before starting work
2. Create granular, focused issues for new features/problems
3. Document as you go - update related issues when work affects them
4. If docs mislead, create task to correct/expand them
5. Cross-reference everything - commits, issues, wiki pages
Benefits:
- Avoid re-reading entire codebase by consulting brief issue descriptions
- Reduce duplicate or contradictory work through better planning
- Maintain living documentation that stays current
- Capture historical context and decision rationale
- Improve efficiency using MCP tools for programmatic queries
This establishes best practices for keeping the project organized and
reducing cognitive load during development.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Removed stale data and duplicate tracking from ROADMAP.md to establish
Gitea as the single source of truth for issue tracking.
Changes:
- Removed outdated urgent priorities from July 2025 (now October)
- Removed extensive checkbox task lists that duplicate Gitea issues
- Removed "Recent Achievements" changelog (use git log instead)
- Removed dated commentary and out-of-sync issue statuses
- Streamlined from 936 lines to 207 lines (~78% reduction)
Kept strategic content:
- Engine philosophy and architecture goals
- Three-layer grid architecture decisions
- Performance optimization patterns
- Development phase summaries with Gitea issue references
- Future vision: Pure Python extension architecture
- Resource links to Gitea issue tracker
The roadmap now focuses on strategic vision and architecture decisions,
while deferring all task tracking, bug reports, and current priorities
to the Gitea issue tracker.
Related: All issue status tracking moved to Gitea
See: https://gamedev.ffwf.net/gitea/john/McRogueFace/issues🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
This merge brings in the complete TCOD-style tutorial implementation
for McRogueFace, demonstrating the engine as a viable alternative to
python-tcod for roguelike game development.
Key additions:
- Tutorial parts 0-6 with full documentation
- EntityCollection.remove() API improvement (object-based vs index-based)
- Development tooling scripts (test runner, issue tracking)
- Complete API reference documentation
Tutorial follows "forward-only" philosophy where each step builds
on previous work without requiring refactoring, making it more
accessible for beginners.
This work represents 2+ months of development (July-August 2025)
focused on validating McRogueFace's educational value and TCOD
compatibility.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add comprehensive HTML API reference documentation covering
all McRogueFace Python API components, methods, and properties.
This documentation was generated from the C++ inline docstrings
and provides complete reference material for engine users.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add utility scripts for development workflow:
- tests/run_all_tests.sh: Test runner script for automated testing
- tools/gitea_issues.py: Issue tracking integration tool
These support the development and testing workflow for McRogueFace.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add Python code for tutorial parts 0-6:
- part_0.py: Initial setup and character rendering
- part_1.py, part_1b.py: Movement systems
- part_2.py variants: Movement with naive, queued, and final implementations
- part_3.py: Dungeon generation with BSP
- part_4.py: Field of view implementation
- part_5.py: Enemy entities and basic interaction
- part_6.py: Combat mechanics
- _generated_part_5.py: Machine-generated draft for reference
These implementations demonstrate McRogueFace capabilities
and serve as foundation for tutorial documentation.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add working tutorial implementations covering:
- Part 0: Basic setup and character display
- Part 1: Movement and grid interaction
- Part 2: Movement variations (naive, queued, final)
- Part 3: Dungeon generation
- Part 4: Field of View
- Part 5: Entities and interactions
- Part 6: Combat system
Each part includes corresponding README with explanations.
Implementation plan document included for parts 6-8.
Tutorial follows "forward-only" philosophy - each step builds
on previous without requiring refactoring.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Previously, EntityCollection.remove() required an integer index, which was
inconsistent with Python's list.remove(item) behavior and the broader
Python ecosystem conventions.
Changes:
- remove() now accepts Entity object directly instead of index
- Searches collection by comparing C++ shared_ptr identity
- Raises ValueError if entity not found in collection
- More Pythonic API matching Python's list.remove() semantics
This aligns with Issue #73 and improves API consistency across the
collection system.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements comprehensive entity interaction system:
- Entity class hierarchy inheriting from mcrfpy.Entity
- Non-blocking movement animations with destination tracking
- Bump interactions (combat when hitting enemies, pushing boulders)
- Step-on interactions (buttons that open doors)
- Basic enemy AI with line-of-sight pursuit
- Concurrent animation system (enemies move while player moves)
Also fixes C++ animation system to support Python subclasses:
- Changed PyAnimation::start() to use PyObject_IsInstance instead of strcmp
- Now properly supports inherited entity classes
- Animation system works with any subclass of Frame, Caption, Sprite, Grid, or Entity
This completes the core gameplay mechanics needed for roguelike development.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major improvements to the Field of View (FOV) system:
1. Added thread safety with mutex protection
- Added mutable std::mutex fov_mutex to UIGrid class
- Protected computeFOV() and isInFOV() with lock_guard
- Minimal overhead for current single-threaded operation
- Ready for future multi-threading requirements
2. Enhanced compute_fov() API to return visible cells
- Changed return type from void to List[Tuple[int, int, bool, bool]]
- Returns (x, y, visible, discovered) for all visible cells
- Maintains backward compatibility by still updating internal FOV state
- Allows FOV queries without affecting entity states
3. Fixed Part 4 tutorial visibility rendering
- Added required entity.update_visibility() calls after compute_fov()
- Fixed black grid issue in perspective rendering
- Updated hallway generation to use L-shaped corridors
The architecture now properly separates concerns while maintaining
performance and preparing for future enhancements. Each entity can
have independent FOV calculations without race conditions.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
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>
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes#110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes#121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes#112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes#119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul