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@ -0,0 +1,458 @@
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# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
## Gitea-First Workflow
|
||||
|
||||
**IMPORTANT**: This project uses Gitea for issue tracking, documentation, and project management. Always consult and update Gitea resources before and during development work.
|
||||
|
||||
**Gitea Instance**: https://gamedev.ffwf.net/gitea/john/McRogueFace
|
||||
|
||||
### Core Principles
|
||||
|
||||
1. **Gitea is the Single Source of Truth**
|
||||
- Issue tracker contains current tasks, bugs, and feature requests
|
||||
- Wiki contains living documentation and architecture decisions
|
||||
- Use Gitea MCP tools to query and update issues programmatically
|
||||
|
||||
2. **Always Check Gitea First**
|
||||
- Before starting work: Check open issues for related tasks or blockers
|
||||
- When using `/roadmap` command: Query Gitea for up-to-date issue status
|
||||
- When researching a feature: Search Gitea wiki and issues before grepping codebase
|
||||
- When encountering a bug: Check if an issue already exists
|
||||
|
||||
3. **Create Granular Issues**
|
||||
- Break large features into separate, focused issues
|
||||
- Each issue should address one specific problem or enhancement
|
||||
- Tag issues appropriately: `[Bugfix]`, `[Major Feature]`, `[Minor Feature]`, etc.
|
||||
- Link related issues using dependencies or blocking relationships
|
||||
|
||||
4. **Document as You Go**
|
||||
- When work on one issue interacts with another system: Add notes to related issues
|
||||
- When discovering undocumented behavior: Create task to document it
|
||||
- When documentation misleads you: Create task to correct or expand it
|
||||
- When implementing a feature: Update the Gitea wiki if appropriate
|
||||
|
||||
5. **Cross-Reference Everything**
|
||||
- Commit messages should reference issue numbers (e.g., "Fixes #104", "Addresses #125")
|
||||
- Issue comments should link to commits when work is done
|
||||
- Wiki pages should reference relevant issues for implementation details
|
||||
- Issues should link to each other when dependencies exist
|
||||
|
||||
### Workflow Pattern
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────┐
|
||||
│ 1. Check Gitea Issues & Wiki │
|
||||
│ - Is there an existing issue for this? │
|
||||
│ - What's the current status? │
|
||||
│ - Are there related issues or blockers? │
|
||||
└─────────────────┬───────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────┐
|
||||
│ 2. Create Issues (if needed) │
|
||||
│ - Break work into granular tasks │
|
||||
│ - Tag appropriately │
|
||||
│ - Link dependencies │
|
||||
└─────────────────┬───────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────┐
|
||||
│ 3. Do the Work │
|
||||
│ - Implement/fix/document │
|
||||
│ - Write tests first (TDD) │
|
||||
│ - Add inline documentation │
|
||||
└─────────────────┬───────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────┐
|
||||
│ 4. Update Gitea │
|
||||
│ - Add notes to affected issues │
|
||||
│ - Create follow-up issues for discovered work │
|
||||
│ - Update wiki if architecture/APIs changed │
|
||||
│ - Add documentation correction tasks │
|
||||
└─────────────────┬───────────────────────────────────┘
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────────────┐
|
||||
│ 5. Commit & Reference │
|
||||
│ - Commit messages reference issue numbers │
|
||||
│ - Close issues or update status │
|
||||
│ - Add commit links to issue comments │
|
||||
└─────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Benefits of Gitea-First Approach
|
||||
|
||||
- **Reduced Context Switching**: Check brief issue descriptions instead of re-reading entire codebase
|
||||
- **Better Planning**: Issues provide roadmap; avoid duplicate or contradictory work
|
||||
- **Living Documentation**: Wiki and issues stay current as work progresses
|
||||
- **Historical Context**: Issue comments capture why decisions were made
|
||||
- **Efficiency**: MCP tools allow programmatic access to project state
|
||||
|
||||
### MCP Tools Available
|
||||
|
||||
Claude Code has access to Gitea MCP tools for:
|
||||
- `list_repo_issues` - Query current issues with filtering
|
||||
- `get_issue` - Get detailed issue information
|
||||
- `create_issue` - Create new issues programmatically
|
||||
- `create_issue_comment` - Add comments to issues
|
||||
- `edit_issue` - Update issue status, title, body
|
||||
- `add_issue_labels` - Tag issues appropriately
|
||||
- `add_issue_dependency` / `add_issue_blocking` - Link related issues
|
||||
- Plus wiki, milestone, and label management tools
|
||||
|
||||
Use these tools liberally to keep the project organized!
|
||||
|
||||
## Build Commands
|
||||
|
||||
```bash
|
||||
# Build the project (compiles to ./build directory)
|
||||
make
|
||||
|
||||
# Or use the build script directly
|
||||
./build.sh
|
||||
|
||||
# Run the game
|
||||
make run
|
||||
|
||||
# Clean build artifacts
|
||||
make clean
|
||||
|
||||
# The executable and all assets are in ./build/
|
||||
cd build
|
||||
./mcrogueface
|
||||
```
|
||||
|
||||
## Project Architecture
|
||||
|
||||
McRogueFace is a C++ game engine with Python scripting support, designed for creating roguelike games. The architecture consists of:
|
||||
|
||||
### Core Engine (C++)
|
||||
- **Entry Point**: `src/main.cpp` initializes the game engine
|
||||
- **Scene System**: `Scene.h/cpp` manages game states
|
||||
- **Entity System**: `UIEntity.h/cpp` provides game objects
|
||||
- **Python Integration**: `McRFPy_API.h/cpp` exposes engine functionality to Python
|
||||
- **UI Components**: `UIFrame`, `UICaption`, `UISprite`, `UIGrid` for rendering
|
||||
|
||||
### Game Logic (Python)
|
||||
- **Main Script**: `src/scripts/game.py` contains game initialization and scene setup
|
||||
- **Entity System**: `src/scripts/cos_entities.py` implements game entities (Player, Enemy, Boulder, etc.)
|
||||
- **Level Generation**: `src/scripts/cos_level.py` uses BSP for procedural dungeon generation
|
||||
- **Tile System**: `src/scripts/cos_tiles.py` implements Wave Function Collapse for tile placement
|
||||
|
||||
### Key Python API (`mcrfpy` module)
|
||||
The C++ engine exposes these primary functions to Python:
|
||||
- Scene Management: `createScene()`, `setScene()`, `sceneUI()`
|
||||
- Entity Creation: `Entity()` with position and sprite properties
|
||||
- Grid Management: `Grid()` for tilemap rendering
|
||||
- Input Handling: `keypressScene()` for keyboard events
|
||||
- Audio: `createSoundBuffer()`, `playSound()`, `setVolume()`
|
||||
- Timers: `setTimer()`, `delTimer()` for event scheduling
|
||||
|
||||
## Development Workflow
|
||||
|
||||
### Running the Game
|
||||
After building, the executable expects:
|
||||
- `assets/` directory with sprites, fonts, and audio
|
||||
- `scripts/` directory with Python game files
|
||||
- Python 3.12 shared libraries in `./lib/`
|
||||
|
||||
### Modifying Game Logic
|
||||
- Game scripts are in `src/scripts/`
|
||||
- Main game entry is `game.py`
|
||||
- Entity behavior in `cos_entities.py`
|
||||
- Level generation in `cos_level.py`
|
||||
|
||||
### Adding New Features
|
||||
1. C++ API additions go in `src/McRFPy_API.cpp`
|
||||
2. Expose to Python using the existing binding pattern
|
||||
3. Update Python scripts to use new functionality
|
||||
|
||||
## Testing Game Changes
|
||||
|
||||
Currently no automated test suite. Manual testing workflow:
|
||||
1. Build with `make`
|
||||
2. Run `make run` or `cd build && ./mcrogueface`
|
||||
3. Test specific features through gameplay
|
||||
4. Check console output for Python errors
|
||||
|
||||
### Quick Testing Commands
|
||||
```bash
|
||||
# Test basic functionality
|
||||
make test
|
||||
|
||||
# Run in Python interactive mode
|
||||
make python
|
||||
|
||||
# Test headless mode
|
||||
cd build
|
||||
./mcrogueface --headless -c "import mcrfpy; print('Headless test')"
|
||||
```
|
||||
|
||||
## Common Development Tasks
|
||||
|
||||
### Compiling McRogueFace
|
||||
```bash
|
||||
# Standard build (to ./build directory)
|
||||
make
|
||||
|
||||
# Full rebuild
|
||||
make clean && make
|
||||
|
||||
# Manual CMake build
|
||||
mkdir build && cd build
|
||||
cmake .. -DCMAKE_BUILD_TYPE=Release
|
||||
make -j$(nproc)
|
||||
|
||||
# The library path issue: if linking fails, check that libraries are in __lib/
|
||||
# CMakeLists.txt expects: link_directories(${CMAKE_SOURCE_DIR}/__lib)
|
||||
```
|
||||
|
||||
### Running and Capturing Output
|
||||
```bash
|
||||
# Run with timeout and capture output
|
||||
cd build
|
||||
timeout 5 ./mcrogueface 2>&1 | tee output.log
|
||||
|
||||
# Run in background and kill after delay
|
||||
./mcrogueface > output.txt 2>&1 & PID=$!; sleep 3; kill $PID 2>/dev/null
|
||||
|
||||
# Just capture first N lines (useful for crashes)
|
||||
./mcrogueface 2>&1 | head -50
|
||||
```
|
||||
|
||||
### Debugging with GDB
|
||||
```bash
|
||||
# Interactive debugging
|
||||
gdb ./mcrogueface
|
||||
(gdb) run
|
||||
(gdb) bt # backtrace after crash
|
||||
|
||||
# Batch mode debugging (non-interactive)
|
||||
gdb -batch -ex run -ex where -ex quit ./mcrogueface 2>&1
|
||||
|
||||
# Get just the backtrace after a crash
|
||||
gdb -batch -ex "run" -ex "bt" ./mcrogueface 2>&1 | head -50
|
||||
|
||||
# Debug with specific commands
|
||||
echo -e "run\nbt 5\nquit\ny" | gdb ./mcrogueface 2>&1
|
||||
```
|
||||
|
||||
### Testing Different Python Scripts
|
||||
```bash
|
||||
# The game automatically runs build/scripts/game.py on startup
|
||||
# To test different behavior:
|
||||
|
||||
# Option 1: Replace game.py temporarily
|
||||
cd build
|
||||
cp scripts/my_test_script.py scripts/game.py
|
||||
./mcrogueface
|
||||
|
||||
# Option 2: Backup original and test
|
||||
mv scripts/game.py scripts/game.py.bak
|
||||
cp my_test.py scripts/game.py
|
||||
./mcrogueface
|
||||
mv scripts/game.py.bak scripts/game.py
|
||||
|
||||
# Option 3: For quick tests, create minimal game.py
|
||||
echo 'import mcrfpy; print("Test"); mcrfpy.createScene("test")' > scripts/game.py
|
||||
```
|
||||
|
||||
### Understanding Key Macros and Patterns
|
||||
|
||||
#### RET_PY_INSTANCE Macro (UIDrawable.h)
|
||||
This macro handles converting C++ UI objects to their Python equivalents:
|
||||
```cpp
|
||||
RET_PY_INSTANCE(target);
|
||||
// Expands to a switch on target->derived_type() that:
|
||||
// 1. Allocates the correct Python object type (Frame, Caption, Sprite, Grid)
|
||||
// 2. Sets the shared_ptr data member
|
||||
// 3. Returns the PyObject*
|
||||
```
|
||||
|
||||
#### Collection Patterns
|
||||
- `UICollection` wraps `std::vector<std::shared_ptr<UIDrawable>>`
|
||||
- `UIEntityCollection` wraps `std::list<std::shared_ptr<UIEntity>>`
|
||||
- Different containers require different iteration code (vector vs list)
|
||||
|
||||
#### Python Object Creation Patterns
|
||||
```cpp
|
||||
// Pattern 1: Using tp_alloc (most common)
|
||||
auto o = (PyUIFrameObject*)type->tp_alloc(type, 0);
|
||||
o->data = std::make_shared<UIFrame>();
|
||||
|
||||
// Pattern 2: Getting type from module
|
||||
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
|
||||
auto o = (PyUIEntityObject*)type->tp_alloc(type, 0);
|
||||
|
||||
// Pattern 3: Direct shared_ptr assignment
|
||||
iterObj->data = self->data; // Shares the C++ object
|
||||
```
|
||||
|
||||
### Working Directory Structure
|
||||
```
|
||||
build/
|
||||
├── mcrogueface # The executable
|
||||
├── scripts/
|
||||
│ └── game.py # Auto-loaded Python script
|
||||
├── assets/ # Copied from source during build
|
||||
└── lib/ # Python libraries (copied from __lib/)
|
||||
```
|
||||
|
||||
### Quick Iteration Tips
|
||||
- Keep a test script ready for quick experiments
|
||||
- Use `timeout` to auto-kill hanging processes
|
||||
- The game expects a window manager; use Xvfb for headless testing
|
||||
- Python errors go to stderr, game output to stdout
|
||||
- Segfaults usually mean Python type initialization issues
|
||||
|
||||
## Important Notes
|
||||
|
||||
- The project uses SFML for graphics/audio and libtcod for roguelike utilities
|
||||
- Python scripts are loaded at runtime from the `scripts/` directory
|
||||
- Asset loading expects specific paths relative to the executable
|
||||
- The game was created for 7DRL 2025 as "Crypt of Sokoban"
|
||||
- Iterator implementations require careful handling of C++/Python boundaries
|
||||
|
||||
## Testing Guidelines
|
||||
|
||||
### Test-Driven Development
|
||||
- **Always write tests first**: Create automation tests in `./tests/` for all bugs and new features
|
||||
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix is applied
|
||||
- **Close the loop**: Reproduce issue → change code → recompile → verify behavior change
|
||||
|
||||
### Two Types of Tests
|
||||
|
||||
#### 1. Direct Execution Tests (No Game Loop)
|
||||
For tests that only need class initialization or direct code execution:
|
||||
```python
|
||||
# These tests can treat McRogueFace like a Python interpreter
|
||||
import mcrfpy
|
||||
|
||||
# Test code here
|
||||
result = mcrfpy.some_function()
|
||||
assert result == expected_value
|
||||
print("PASS" if condition else "FAIL")
|
||||
```
|
||||
|
||||
#### 2. Game Loop Tests (Timer-Based)
|
||||
For tests requiring rendering, game state, or elapsed time:
|
||||
```python
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback - runs after game loop starts"""
|
||||
# Now rendering is active, screenshots will work
|
||||
automation.screenshot("test_result.png")
|
||||
|
||||
# Run your tests here
|
||||
automation.click(100, 100)
|
||||
|
||||
# Always exit at the end
|
||||
print("PASS" if success else "FAIL")
|
||||
sys.exit(0)
|
||||
|
||||
# Set up the test scene
|
||||
mcrfpy.createScene("test")
|
||||
# ... add UI elements ...
|
||||
|
||||
# Schedule test to run after game loop starts
|
||||
mcrfpy.setTimer("test", run_test, 100) # 0.1 seconds
|
||||
```
|
||||
|
||||
### Key Testing Principles
|
||||
- **Timer callbacks are essential**: Screenshots and UI interactions only work after the render loop starts
|
||||
- **Use automation API**: Always create and examine screenshots when visual feedback is required
|
||||
- **Exit properly**: Call `sys.exit()` at the end of timer-based tests to prevent hanging
|
||||
- **Headless mode**: Use `--exec` flag for automated testing: `./mcrogueface --headless --exec tests/my_test.py`
|
||||
|
||||
### Example Test Pattern
|
||||
```bash
|
||||
# Run a test that requires game loop
|
||||
./build/mcrogueface --headless --exec tests/issue_78_middle_click_test.py
|
||||
|
||||
# The test will:
|
||||
# 1. Set up the scene during script execution
|
||||
# 2. Register a timer callback
|
||||
# 3. Game loop starts
|
||||
# 4. Timer fires after 100ms
|
||||
# 5. Test runs with full rendering available
|
||||
# 6. Test takes screenshots and validates behavior
|
||||
# 7. Test calls sys.exit() to terminate
|
||||
```
|
||||
|
||||
## Development Best Practices
|
||||
|
||||
### Testing and Deployment
|
||||
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, and tests shouldn't be included
|
||||
|
||||
## Documentation Guidelines
|
||||
|
||||
### Inline C++ Documentation Format
|
||||
|
||||
When adding new methods or modifying existing ones in C++ source files, use this documentation format in PyMethodDef arrays:
|
||||
|
||||
```cpp
|
||||
{"method_name", (PyCFunction)Class::method, METH_VARARGS | METH_KEYWORDS,
|
||||
"method_name(arg1: type, arg2: type = default) -> return_type\n\n"
|
||||
"Brief description of what the method does.\n\n"
|
||||
"Args:\n"
|
||||
" arg1: Description of first argument\n"
|
||||
" arg2: Description of second argument (default: value)\n\n"
|
||||
"Returns:\n"
|
||||
" Description of return value\n\n"
|
||||
"Example:\n"
|
||||
" result = obj.method_name(value1, value2)\n\n"
|
||||
"Note:\n"
|
||||
" Any important notes or caveats"},
|
||||
```
|
||||
|
||||
For properties in PyGetSetDef arrays:
|
||||
```cpp
|
||||
{"property_name", (getter)getter_func, (setter)setter_func,
|
||||
"Brief description of the property. "
|
||||
"Additional details about valid values, side effects, etc.", NULL},
|
||||
```
|
||||
|
||||
### Regenerating Documentation
|
||||
|
||||
After modifying C++ inline documentation:
|
||||
|
||||
1. **Rebuild the project**: `make -j$(nproc)`
|
||||
|
||||
2. **Generate stub files** (for IDE support):
|
||||
```bash
|
||||
./build/mcrogueface --exec generate_stubs.py
|
||||
```
|
||||
|
||||
3. **Generate dynamic documentation** (recommended):
|
||||
```bash
|
||||
./build/mcrogueface --exec generate_dynamic_docs.py
|
||||
```
|
||||
This creates:
|
||||
- `docs/api_reference_dynamic.html`
|
||||
- `docs/API_REFERENCE_DYNAMIC.md`
|
||||
|
||||
4. **Update hardcoded documentation** (if still using old system):
|
||||
- `generate_complete_api_docs.py` - Update method dictionaries
|
||||
- `generate_complete_markdown_docs.py` - Update method dictionaries
|
||||
|
||||
### Important Notes
|
||||
|
||||
- **McRogueFace as Python interpreter**: Documentation scripts MUST be run using McRogueFace itself, not system Python
|
||||
- **Use --exec flag**: `./build/mcrogueface --exec script.py` or `--headless --exec` for CI/automation
|
||||
- **Dynamic is better**: The new `generate_dynamic_docs.py` extracts documentation directly from compiled module
|
||||
- **Keep docstrings consistent**: Follow the format above for automatic parsing
|
||||
|
||||
### Documentation Pipeline Architecture
|
||||
|
||||
1. **C++ Source** → PyMethodDef/PyGetSetDef arrays with docstrings
|
||||
2. **Compilation** → Docstrings embedded in compiled module
|
||||
3. **Introspection** → Scripts use `dir()`, `getattr()`, `__doc__` to extract
|
||||
4. **Generation** → HTML/Markdown/Stub files created
|
||||
|
||||
The documentation is only as good as the C++ inline docstrings!
|
||||
38
README.md
38
README.md
|
|
@ -57,18 +57,28 @@ mcrfpy.setScene("intro")
|
|||
|
||||
## Documentation
|
||||
|
||||
### 📚 Full Documentation Site
|
||||
### 📚 Developer Documentation
|
||||
|
||||
For comprehensive documentation, tutorials, and API reference, visit:
|
||||
**[https://mcrogueface.github.io](https://mcrogueface.github.io)**
|
||||
For comprehensive documentation about systems, architecture, and development workflows:
|
||||
|
||||
The documentation site includes:
|
||||
**[Project Wiki](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki)**
|
||||
|
||||
- **[Quickstart Guide](https://mcrogueface.github.io/quickstart)** - Get running in 5 minutes
|
||||
- **[McRogueFace Does The Entire Roguelike Tutorial](https://mcrogueface.github.io/tutorials)** - Step-by-step game building
|
||||
- **[Complete API Reference](https://mcrogueface.github.io/api)** - Every function documented
|
||||
- **[Cookbook](https://mcrogueface.github.io/cookbook)** - Ready-to-use code recipes
|
||||
- **[C++ Extension Guide](https://mcrogueface.github.io/extending-cpp)** - For C++ developers: Add engine features
|
||||
Key wiki pages:
|
||||
|
||||
- **[Home](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Home)** - Documentation hub with multiple entry points
|
||||
- **[Grid System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Grid-System)** - Three-layer grid architecture
|
||||
- **[Python Binding System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Python-Binding-System)** - C++/Python integration
|
||||
- **[Performance and Profiling](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Performance-and-Profiling)** - Optimization tools
|
||||
- **[Adding Python Bindings](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Adding-Python-Bindings)** - Step-by-step binding guide
|
||||
- **[Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap)** - All 46 open issues organized by system
|
||||
|
||||
### 📖 Development Guides
|
||||
|
||||
In the repository root:
|
||||
|
||||
- **[CLAUDE.md](CLAUDE.md)** - Build instructions, testing guidelines, common tasks
|
||||
- **[ROADMAP.md](ROADMAP.md)** - Strategic vision and development phases
|
||||
- **[roguelike_tutorial/](roguelike_tutorial/)** - Complete roguelike tutorial implementations
|
||||
|
||||
## Build Requirements
|
||||
|
||||
|
|
@ -114,7 +124,15 @@ If you are writing a game in Python using McRogueFace, you only need to rename a
|
|||
|
||||
PRs will be considered! Please include explicit mention that your contribution is your own work and released under the MIT license in the pull request.
|
||||
|
||||
The project has a private roadmap and issue list. Reach out via email or social media if you have bugs or feature requests.
|
||||
### Issue Tracking
|
||||
|
||||
The project uses [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for task tracking and bug reports. Issues are organized with labels:
|
||||
|
||||
- **System labels** (grid, animation, python-binding, etc.) - identify which codebase area
|
||||
- **Priority labels** (tier1-active, tier2-foundation, tier3-future) - development timeline
|
||||
- **Type labels** (Major Feature, Minor Feature, Bugfix, etc.) - effort and scope
|
||||
|
||||
See the [Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap) on the wiki for organized view of all open tasks.
|
||||
|
||||
## License
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,222 @@
|
|||
# McRogueFace - Development Roadmap
|
||||
|
||||
## Project Status
|
||||
|
||||
**Current State**: Active development - C++ game engine with Python scripting
|
||||
**Latest Release**: Alpha 0.1
|
||||
**Issue Tracking**: See [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for current tasks and bugs
|
||||
|
||||
---
|
||||
|
||||
## 🎯 Strategic Vision
|
||||
|
||||
### Engine Philosophy
|
||||
|
||||
- **C++ First**: Performance-critical code stays in C++
|
||||
- **Python Close Behind**: Rich scripting without frame-rate impact
|
||||
- **Game-Ready**: Each improvement should benefit actual game development
|
||||
|
||||
### Architecture Goals
|
||||
|
||||
1. **Clean Inheritance**: Drawable → UI components, proper type preservation
|
||||
2. **Collection Consistency**: Uniform iteration, indexing, and search patterns
|
||||
3. **Resource Management**: RAII everywhere, proper lifecycle handling
|
||||
4. **Multi-Platform**: Windows/Linux feature parity maintained
|
||||
|
||||
---
|
||||
|
||||
## 🏗️ Architecture Decisions
|
||||
|
||||
### Three-Layer Grid Architecture
|
||||
Following successful roguelike patterns (Caves of Qud, Cogmind, DCSS):
|
||||
|
||||
1. **Visual Layer** (UIGridPoint) - Sprites, colors, animations
|
||||
2. **World State Layer** (TCODMap) - Walkability, transparency, physics
|
||||
3. **Entity Perspective Layer** (UIGridPointState) - Per-entity FOV, knowledge
|
||||
|
||||
### Performance Architecture
|
||||
Critical for large maps (1000x1000):
|
||||
|
||||
- **Spatial Hashing** for entity queries (not quadtrees!)
|
||||
- **Batch Operations** with context managers (10-100x speedup)
|
||||
- **Memory Pooling** for entities and components
|
||||
- **Dirty Flag System** to avoid unnecessary updates
|
||||
- **Zero-Copy NumPy Integration** via buffer protocol
|
||||
|
||||
### Key Insight from Research
|
||||
"Minimizing Python/C++ boundary crossings matters more than individual function complexity"
|
||||
- Batch everything possible
|
||||
- Use context managers for logical operations
|
||||
- Expose arrays, not individual cells
|
||||
- Profile and optimize hot paths only
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Development Phases
|
||||
|
||||
For detailed task tracking and current priorities, see the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).
|
||||
|
||||
### Phase 1: Foundation Stabilization ✅
|
||||
**Status**: Complete
|
||||
**Key Issues**: #7 (Safe Constructors), #71 (Base Class), #87 (Visibility), #88 (Opacity)
|
||||
|
||||
### Phase 2: Constructor & API Polish ✅
|
||||
**Status**: Complete
|
||||
**Key Features**: Pythonic API, tuple support, standardized defaults
|
||||
|
||||
### Phase 3: Entity Lifecycle Management ✅
|
||||
**Status**: Complete
|
||||
**Key Issues**: #30 (Entity.die()), #93 (Vector methods), #94 (Color helpers), #103 (Timer objects)
|
||||
|
||||
### Phase 4: Visibility & Performance ✅
|
||||
**Status**: Complete
|
||||
**Key Features**: AABB culling, name system, profiling tools
|
||||
|
||||
### Phase 5: Window/Scene Architecture ✅
|
||||
**Status**: Complete
|
||||
**Key Issues**: #34 (Window object), #61 (Scene object), #1 (Resize events), #105 (Scene transitions)
|
||||
|
||||
### Phase 6: Rendering Revolution ✅
|
||||
**Status**: Complete
|
||||
**Key Issues**: #50 (Grid backgrounds), #6 (RenderTexture), #8 (Viewport rendering)
|
||||
|
||||
### Phase 7: Documentation & Distribution
|
||||
**Status**: In Progress
|
||||
**Key Issues**: #85 (Docstrings), #86 (Parameter docs), #108 (Type stubs), #97 (API docs)
|
||||
|
||||
See [current open issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues?state=open) for active work.
|
||||
|
||||
---
|
||||
|
||||
## 🔮 Future Vision: Pure Python Extension Architecture
|
||||
|
||||
### Concept: McRogueFace as a Traditional Python Package
|
||||
**Status**: Long-term vision
|
||||
**Complexity**: Major architectural overhaul
|
||||
|
||||
Instead of being a C++ application that embeds Python, McRogueFace could be redesigned as a pure Python extension module that can be installed via `pip install mcrogueface`.
|
||||
|
||||
### Technical Approach
|
||||
|
||||
1. **Separate Core Engine from Python Embedding**
|
||||
- Extract SFML rendering, audio, and input into C++ extension modules
|
||||
- Remove embedded CPython interpreter
|
||||
- Use Python's C API to expose functionality
|
||||
|
||||
2. **Module Structure**
|
||||
```
|
||||
mcrfpy/
|
||||
├── __init__.py # Pure Python coordinator
|
||||
├── _core.so # C++ rendering/game loop extension
|
||||
├── _sfml.so # SFML bindings
|
||||
├── _audio.so # Audio system bindings
|
||||
└── engine.py # Python game engine logic
|
||||
```
|
||||
|
||||
3. **Inverted Control Flow**
|
||||
- Python drives the main loop instead of C++
|
||||
- C++ extensions handle performance-critical operations
|
||||
- Python manages game logic, scenes, and entity systems
|
||||
|
||||
### Benefits
|
||||
|
||||
- **Standard Python Packaging**: `pip install mcrogueface`
|
||||
- **Virtual Environment Support**: Works with venv, conda, poetry
|
||||
- **Better IDE Integration**: Standard Python development workflow
|
||||
- **Easier Testing**: Use pytest, standard Python testing tools
|
||||
- **Cross-Python Compatibility**: Support multiple Python versions
|
||||
- **Modular Architecture**: Users can import only what they need
|
||||
|
||||
### Challenges
|
||||
|
||||
- **Major Refactoring**: Complete restructure of codebase
|
||||
- **Performance Considerations**: Python-driven main loop overhead
|
||||
- **Build Complexity**: Multiple extension modules to compile
|
||||
- **Platform Support**: Need wheels for many platform/Python combinations
|
||||
- **API Stability**: Would need careful design to maintain compatibility
|
||||
|
||||
### Example Usage (Future Vision)
|
||||
|
||||
```python
|
||||
import mcrfpy
|
||||
from mcrfpy import Scene, Frame, Sprite, Grid
|
||||
|
||||
# Create game directly in Python
|
||||
game = mcrfpy.Game(width=1024, height=768)
|
||||
|
||||
# Define scenes using Python classes
|
||||
class MainMenu(Scene):
|
||||
def on_enter(self):
|
||||
self.ui.append(Frame(100, 100, 200, 50))
|
||||
self.ui.append(Sprite("logo.png", x=400, y=100))
|
||||
|
||||
def on_keypress(self, key, pressed):
|
||||
if key == "ENTER" and pressed:
|
||||
self.game.set_scene("game")
|
||||
|
||||
# Run the game
|
||||
game.add_scene("menu", MainMenu())
|
||||
game.run()
|
||||
```
|
||||
|
||||
This architecture would make McRogueFace a first-class Python citizen, following standard Python packaging conventions while maintaining high performance through C++ extensions.
|
||||
|
||||
---
|
||||
|
||||
## 📋 Major Feature Areas
|
||||
|
||||
For current status and detailed tasks, see the corresponding Gitea issue labels:
|
||||
|
||||
### Core Systems
|
||||
- **UI/Rendering System**: Issues tagged `[Major Feature]` related to rendering
|
||||
- **Grid/Entity System**: Pathfinding, FOV, entity management
|
||||
- **Animation System**: Property animation, easing functions, callbacks
|
||||
- **Scene/Window Management**: Scene lifecycle, transitions, viewport
|
||||
|
||||
### Performance Optimization
|
||||
- **#115**: SpatialHash for 10,000+ entities
|
||||
- **#116**: Dirty flag system
|
||||
- **#113**: Batch operations for NumPy-style access
|
||||
- **#117**: Memory pool for entities
|
||||
|
||||
### Advanced Features
|
||||
- **#118**: Scene as Drawable (scenes can be drawn/animated)
|
||||
- **#122**: Parent-Child UI System
|
||||
- **#123**: Grid Subgrid System (256x256 chunks)
|
||||
- **#124**: Grid Point Animation
|
||||
- **#106**: Shader support
|
||||
- **#107**: Particle system
|
||||
|
||||
### Documentation
|
||||
- **#92**: Inline C++ documentation system
|
||||
- **#91**: Python type stub files (.pyi)
|
||||
- **#97**: Automated API documentation extraction
|
||||
- **#126**: Generate perfectly consistent Python interface
|
||||
|
||||
---
|
||||
|
||||
## 📚 Resources
|
||||
|
||||
- **Issue Tracker**: [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues)
|
||||
- **Source Code**: [Gitea Repository](https://gamedev.ffwf.net/gitea/john/McRogueFace)
|
||||
- **Documentation**: See `CLAUDE.md` for build instructions and development guide
|
||||
- **Tutorial**: See `roguelike_tutorial/` for implementation examples
|
||||
- **Workflow**: See "Gitea-First Workflow" section in `CLAUDE.md` for issue management best practices
|
||||
|
||||
---
|
||||
|
||||
## 🔄 Development Workflow
|
||||
|
||||
**Gitea is the Single Source of Truth** for this project. Before starting any work:
|
||||
|
||||
1. **Check Gitea Issues** for existing tasks, bugs, or related work
|
||||
2. **Create granular issues** for new features or problems
|
||||
3. **Update issues** when work affects other systems
|
||||
4. **Document discoveries** - if something is undocumented or misleading, create a task to fix it
|
||||
5. **Cross-reference commits** with issue numbers (e.g., "Fixes #104")
|
||||
|
||||
See the "Gitea-First Workflow" section in `CLAUDE.md` for detailed guidelines on efficient development practices using the Gitea MCP tools.
|
||||
|
||||
---
|
||||
|
||||
*For current priorities, task tracking, and bug reports, please use the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).*
|
||||
|
|
@ -42,8 +42,11 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
|
|||
updateViewport();
|
||||
scene = "uitest";
|
||||
scenes["uitest"] = new UITestScene(this);
|
||||
|
||||
|
||||
McRFPy_API::game = this;
|
||||
|
||||
// Initialize profiler overlay
|
||||
profilerOverlay = new ProfilerOverlay(Resources::font);
|
||||
|
||||
// Only load game.py if no custom script/command/module/exec is specified
|
||||
bool should_load_game = config.script_path.empty() &&
|
||||
|
|
@ -85,6 +88,7 @@ GameEngine::~GameEngine()
|
|||
for (auto& [name, scene] : scenes) {
|
||||
delete scene;
|
||||
}
|
||||
delete profilerOverlay;
|
||||
}
|
||||
|
||||
void GameEngine::cleanup()
|
||||
|
|
@ -199,10 +203,14 @@ void GameEngine::run()
|
|||
testTimers();
|
||||
|
||||
// Update Python scenes
|
||||
McRFPy_API::updatePythonScenes(frameTime);
|
||||
{
|
||||
ScopedTimer pyTimer(metrics.pythonScriptTime);
|
||||
McRFPy_API::updatePythonScenes(frameTime);
|
||||
}
|
||||
|
||||
// Update animations (only if frameTime is valid)
|
||||
if (frameTime > 0.0f && frameTime < 1.0f) {
|
||||
ScopedTimer animTimer(metrics.animationTime);
|
||||
AnimationManager::getInstance().update(frameTime);
|
||||
}
|
||||
|
||||
|
|
@ -240,6 +248,12 @@ void GameEngine::run()
|
|||
currentScene()->render();
|
||||
}
|
||||
|
||||
// Update and render profiler overlay (if enabled)
|
||||
if (profilerOverlay && !headless) {
|
||||
profilerOverlay->update(metrics);
|
||||
profilerOverlay->render(*render_target);
|
||||
}
|
||||
|
||||
// Display the frame
|
||||
if (headless) {
|
||||
headless_renderer->display();
|
||||
|
|
@ -330,6 +344,14 @@ void GameEngine::processEvent(const sf::Event& event)
|
|||
int actionCode = 0;
|
||||
|
||||
if (event.type == sf::Event::Closed) { running = false; return; }
|
||||
|
||||
// Handle F3 for profiler overlay toggle
|
||||
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::F3) {
|
||||
if (profilerOverlay) {
|
||||
profilerOverlay->toggle();
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Handle window resize events
|
||||
else if (event.type == sf::Event::Resized) {
|
||||
// Update the viewport to handle the new window size
|
||||
|
|
|
|||
|
|
@ -9,11 +9,16 @@
|
|||
#include "McRogueFaceConfig.h"
|
||||
#include "HeadlessRenderer.h"
|
||||
#include "SceneTransition.h"
|
||||
#include "Profiler.h"
|
||||
#include <memory>
|
||||
#include <sstream>
|
||||
|
||||
class GameEngine
|
||||
{
|
||||
public:
|
||||
// Forward declare nested class so private section can use it
|
||||
class ProfilerOverlay;
|
||||
|
||||
// Viewport modes (moved here so private section can use it)
|
||||
enum class ViewportMode {
|
||||
Center, // 1:1 pixels, viewport centered in window
|
||||
|
|
@ -51,7 +56,12 @@ private:
|
|||
sf::Vector2u gameResolution{1024, 768}; // Fixed game resolution
|
||||
sf::View gameView; // View for the game content
|
||||
ViewportMode viewportMode = ViewportMode::Fit;
|
||||
|
||||
|
||||
// Profiling overlay
|
||||
bool showProfilerOverlay = false; // F3 key toggles this
|
||||
int overlayUpdateCounter = 0; // Only update overlay every N frames
|
||||
ProfilerOverlay* profilerOverlay = nullptr; // The actual overlay renderer
|
||||
|
||||
void updateViewport();
|
||||
|
||||
void testTimers();
|
||||
|
|
@ -69,17 +79,29 @@ public:
|
|||
int drawCalls = 0; // Draw calls per frame
|
||||
int uiElements = 0; // Number of UI elements rendered
|
||||
int visibleElements = 0; // Number of visible elements
|
||||
|
||||
|
||||
// Detailed timing breakdowns (added for profiling system)
|
||||
float gridRenderTime = 0.0f; // Time spent rendering grids (ms)
|
||||
float entityRenderTime = 0.0f; // Time spent rendering entities (ms)
|
||||
float fovOverlayTime = 0.0f; // Time spent rendering FOV overlays (ms)
|
||||
float pythonScriptTime = 0.0f; // Time spent in Python callbacks (ms)
|
||||
float animationTime = 0.0f; // Time spent updating animations (ms)
|
||||
|
||||
// Grid-specific metrics
|
||||
int gridCellsRendered = 0; // Number of grid cells drawn this frame
|
||||
int entitiesRendered = 0; // Number of entities drawn this frame
|
||||
int totalEntities = 0; // Total entities in scene
|
||||
|
||||
// Frame time history for averaging
|
||||
static constexpr int HISTORY_SIZE = 60;
|
||||
float frameTimeHistory[HISTORY_SIZE] = {0};
|
||||
int historyIndex = 0;
|
||||
|
||||
|
||||
void updateFrameTime(float deltaMs) {
|
||||
frameTime = deltaMs;
|
||||
frameTimeHistory[historyIndex] = deltaMs;
|
||||
historyIndex = (historyIndex + 1) % HISTORY_SIZE;
|
||||
|
||||
|
||||
// Calculate average
|
||||
float sum = 0.0f;
|
||||
for (int i = 0; i < HISTORY_SIZE; ++i) {
|
||||
|
|
@ -88,13 +110,26 @@ public:
|
|||
avgFrameTime = sum / HISTORY_SIZE;
|
||||
fps = avgFrameTime > 0 ? static_cast<int>(1000.0f / avgFrameTime) : 0;
|
||||
}
|
||||
|
||||
|
||||
void resetPerFrame() {
|
||||
drawCalls = 0;
|
||||
uiElements = 0;
|
||||
visibleElements = 0;
|
||||
|
||||
// Reset per-frame timing metrics
|
||||
gridRenderTime = 0.0f;
|
||||
entityRenderTime = 0.0f;
|
||||
fovOverlayTime = 0.0f;
|
||||
pythonScriptTime = 0.0f;
|
||||
animationTime = 0.0f;
|
||||
|
||||
// Reset per-frame counters
|
||||
gridCellsRendered = 0;
|
||||
entitiesRendered = 0;
|
||||
totalEntities = 0;
|
||||
}
|
||||
} metrics;
|
||||
|
||||
GameEngine();
|
||||
GameEngine(const McRogueFaceConfig& cfg);
|
||||
~GameEngine();
|
||||
|
|
@ -144,5 +179,30 @@ public:
|
|||
sf::Music music;
|
||||
sf::Sound sfx;
|
||||
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> scene_ui(std::string scene);
|
||||
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Visual overlay that displays real-time profiling metrics
|
||||
*/
|
||||
class GameEngine::ProfilerOverlay {
|
||||
private:
|
||||
sf::Font& font;
|
||||
sf::Text text;
|
||||
sf::RectangleShape background;
|
||||
bool visible;
|
||||
int updateInterval;
|
||||
int frameCounter;
|
||||
|
||||
sf::Color getPerformanceColor(float frameTimeMs);
|
||||
std::string formatFloat(float value, int precision = 1);
|
||||
std::string formatPercentage(float part, float total);
|
||||
|
||||
public:
|
||||
ProfilerOverlay(sf::Font& fontRef);
|
||||
void toggle();
|
||||
void setVisible(bool vis);
|
||||
bool isVisible() const;
|
||||
void update(const ProfilingMetrics& metrics);
|
||||
void render(sf::RenderTarget& target);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -0,0 +1,61 @@
|
|||
#include "Profiler.h"
|
||||
#include <iostream>
|
||||
|
||||
ProfilingLogger::ProfilingLogger()
|
||||
: headers_written(false)
|
||||
{
|
||||
}
|
||||
|
||||
ProfilingLogger::~ProfilingLogger() {
|
||||
close();
|
||||
}
|
||||
|
||||
bool ProfilingLogger::open(const std::string& filename, const std::vector<std::string>& columns) {
|
||||
column_names = columns;
|
||||
file.open(filename);
|
||||
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open profiling log file: " << filename << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Write CSV header
|
||||
for (size_t i = 0; i < columns.size(); ++i) {
|
||||
file << columns[i];
|
||||
if (i < columns.size() - 1) {
|
||||
file << ",";
|
||||
}
|
||||
}
|
||||
file << "\n";
|
||||
file.flush();
|
||||
|
||||
headers_written = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ProfilingLogger::writeRow(const std::vector<float>& values) {
|
||||
if (!file.is_open()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (values.size() != column_names.size()) {
|
||||
std::cerr << "ProfilingLogger: value count (" << values.size()
|
||||
<< ") doesn't match column count (" << column_names.size() << ")" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < values.size(); ++i) {
|
||||
file << values[i];
|
||||
if (i < values.size() - 1) {
|
||||
file << ",";
|
||||
}
|
||||
}
|
||||
file << "\n";
|
||||
}
|
||||
|
||||
void ProfilingLogger::close() {
|
||||
if (file.is_open()) {
|
||||
file.flush();
|
||||
file.close();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,111 @@
|
|||
#pragma once
|
||||
|
||||
#include <chrono>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <fstream>
|
||||
|
||||
/**
|
||||
* @brief Simple RAII-based profiling timer for measuring code execution time
|
||||
*
|
||||
* Usage:
|
||||
* float timing = 0.0f;
|
||||
* {
|
||||
* ScopedTimer timer(timing);
|
||||
* // ... code to profile ...
|
||||
* } // timing now contains elapsed milliseconds
|
||||
*/
|
||||
class ScopedTimer {
|
||||
private:
|
||||
std::chrono::high_resolution_clock::time_point start;
|
||||
float& target_ms;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Construct a new Scoped Timer and start timing
|
||||
* @param target Reference to float that will receive elapsed time in milliseconds
|
||||
*/
|
||||
explicit ScopedTimer(float& target)
|
||||
: target_ms(target)
|
||||
{
|
||||
start = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Destructor automatically records elapsed time
|
||||
*/
|
||||
~ScopedTimer() {
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
target_ms = std::chrono::duration<float, std::milli>(end - start).count();
|
||||
}
|
||||
|
||||
// Prevent copying
|
||||
ScopedTimer(const ScopedTimer&) = delete;
|
||||
ScopedTimer& operator=(const ScopedTimer&) = delete;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Accumulating timer that adds elapsed time to existing value
|
||||
*
|
||||
* Useful for measuring total time across multiple calls in a single frame
|
||||
*/
|
||||
class AccumulatingTimer {
|
||||
private:
|
||||
std::chrono::high_resolution_clock::time_point start;
|
||||
float& target_ms;
|
||||
|
||||
public:
|
||||
explicit AccumulatingTimer(float& target)
|
||||
: target_ms(target)
|
||||
{
|
||||
start = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
~AccumulatingTimer() {
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
target_ms += std::chrono::duration<float, std::milli>(end - start).count();
|
||||
}
|
||||
|
||||
AccumulatingTimer(const AccumulatingTimer&) = delete;
|
||||
AccumulatingTimer& operator=(const AccumulatingTimer&) = delete;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief CSV profiling data logger for batch analysis
|
||||
*
|
||||
* Writes profiling data to CSV file for later analysis with Python/pandas/Excel
|
||||
*/
|
||||
class ProfilingLogger {
|
||||
private:
|
||||
std::ofstream file;
|
||||
bool headers_written;
|
||||
std::vector<std::string> column_names;
|
||||
|
||||
public:
|
||||
ProfilingLogger();
|
||||
~ProfilingLogger();
|
||||
|
||||
/**
|
||||
* @brief Open a CSV file for writing profiling data
|
||||
* @param filename Path to CSV file
|
||||
* @param columns Column names for the CSV header
|
||||
* @return true if file opened successfully
|
||||
*/
|
||||
bool open(const std::string& filename, const std::vector<std::string>& columns);
|
||||
|
||||
/**
|
||||
* @brief Write a row of profiling data
|
||||
* @param values Data values (must match column count)
|
||||
*/
|
||||
void writeRow(const std::vector<float>& values);
|
||||
|
||||
/**
|
||||
* @brief Close the file and flush data
|
||||
*/
|
||||
void close();
|
||||
|
||||
/**
|
||||
* @brief Check if logger is ready to write
|
||||
*/
|
||||
bool isOpen() const { return file.is_open(); }
|
||||
};
|
||||
|
|
@ -0,0 +1,135 @@
|
|||
#include "GameEngine.h"
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
GameEngine::ProfilerOverlay::ProfilerOverlay(sf::Font& fontRef)
|
||||
: font(fontRef), visible(false), updateInterval(10), frameCounter(0)
|
||||
{
|
||||
text.setFont(font);
|
||||
text.setCharacterSize(14);
|
||||
text.setFillColor(sf::Color::White);
|
||||
text.setPosition(10.0f, 10.0f);
|
||||
|
||||
// Semi-transparent dark background
|
||||
background.setFillColor(sf::Color(0, 0, 0, 180));
|
||||
background.setPosition(5.0f, 5.0f);
|
||||
}
|
||||
|
||||
void GameEngine::ProfilerOverlay::toggle() {
|
||||
visible = !visible;
|
||||
}
|
||||
|
||||
void GameEngine::ProfilerOverlay::setVisible(bool vis) {
|
||||
visible = vis;
|
||||
}
|
||||
|
||||
bool GameEngine::ProfilerOverlay::isVisible() const {
|
||||
return visible;
|
||||
}
|
||||
|
||||
sf::Color GameEngine::ProfilerOverlay::getPerformanceColor(float frameTimeMs) {
|
||||
if (frameTimeMs < 16.6f) {
|
||||
return sf::Color::Green; // 60+ FPS
|
||||
} else if (frameTimeMs < 33.3f) {
|
||||
return sf::Color::Yellow; // 30-60 FPS
|
||||
} else {
|
||||
return sf::Color::Red; // <30 FPS
|
||||
}
|
||||
}
|
||||
|
||||
std::string GameEngine::ProfilerOverlay::formatFloat(float value, int precision) {
|
||||
std::stringstream ss;
|
||||
ss << std::fixed << std::setprecision(precision) << value;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
std::string GameEngine::ProfilerOverlay::formatPercentage(float part, float total) {
|
||||
if (total <= 0.0f) return "0%";
|
||||
float pct = (part / total) * 100.0f;
|
||||
return formatFloat(pct, 0) + "%";
|
||||
}
|
||||
|
||||
void GameEngine::ProfilerOverlay::update(const ProfilingMetrics& metrics) {
|
||||
if (!visible) return;
|
||||
|
||||
// Only update text every N frames to reduce overhead
|
||||
frameCounter++;
|
||||
if (frameCounter < updateInterval) {
|
||||
return;
|
||||
}
|
||||
frameCounter = 0;
|
||||
|
||||
std::stringstream ss;
|
||||
ss << "McRogueFace Performance Monitor\n";
|
||||
ss << "================================\n";
|
||||
|
||||
// Frame time and FPS
|
||||
float frameMs = metrics.avgFrameTime;
|
||||
ss << "FPS: " << metrics.fps << " (" << formatFloat(frameMs, 1) << "ms/frame)\n";
|
||||
|
||||
// Performance warning
|
||||
if (frameMs > 33.3f) {
|
||||
ss << "WARNING: Frame time exceeds 30 FPS target!\n";
|
||||
}
|
||||
|
||||
ss << "\n";
|
||||
|
||||
// Timing breakdown
|
||||
ss << "Frame Time Breakdown:\n";
|
||||
ss << " Grid Render: " << formatFloat(metrics.gridRenderTime, 1) << "ms ("
|
||||
<< formatPercentage(metrics.gridRenderTime, frameMs) << ")\n";
|
||||
ss << " Cells: " << metrics.gridCellsRendered << " rendered\n";
|
||||
ss << " Entities: " << metrics.entitiesRendered << " / " << metrics.totalEntities << " drawn\n";
|
||||
|
||||
if (metrics.fovOverlayTime > 0.01f) {
|
||||
ss << " FOV Overlay: " << formatFloat(metrics.fovOverlayTime, 1) << "ms\n";
|
||||
}
|
||||
|
||||
if (metrics.entityRenderTime > 0.01f) {
|
||||
ss << " Entity Render: " << formatFloat(metrics.entityRenderTime, 1) << "ms ("
|
||||
<< formatPercentage(metrics.entityRenderTime, frameMs) << ")\n";
|
||||
}
|
||||
|
||||
if (metrics.pythonScriptTime > 0.01f) {
|
||||
ss << " Python: " << formatFloat(metrics.pythonScriptTime, 1) << "ms ("
|
||||
<< formatPercentage(metrics.pythonScriptTime, frameMs) << ")\n";
|
||||
}
|
||||
|
||||
if (metrics.animationTime > 0.01f) {
|
||||
ss << " Animations: " << formatFloat(metrics.animationTime, 1) << "ms ("
|
||||
<< formatPercentage(metrics.animationTime, frameMs) << ")\n";
|
||||
}
|
||||
|
||||
ss << "\n";
|
||||
|
||||
// Other metrics
|
||||
ss << "Draw Calls: " << metrics.drawCalls << "\n";
|
||||
ss << "UI Elements: " << metrics.uiElements << " (" << metrics.visibleElements << " visible)\n";
|
||||
|
||||
// Calculate unaccounted time
|
||||
float accountedTime = metrics.gridRenderTime + metrics.entityRenderTime +
|
||||
metrics.pythonScriptTime + metrics.animationTime;
|
||||
float unaccountedTime = frameMs - accountedTime;
|
||||
|
||||
if (unaccountedTime > 1.0f) {
|
||||
ss << "\n";
|
||||
ss << "Other: " << formatFloat(unaccountedTime, 1) << "ms ("
|
||||
<< formatPercentage(unaccountedTime, frameMs) << ")\n";
|
||||
}
|
||||
|
||||
ss << "\n";
|
||||
ss << "Press F3 to hide this overlay";
|
||||
|
||||
text.setString(ss.str());
|
||||
|
||||
// Update background size to fit text
|
||||
sf::FloatRect textBounds = text.getLocalBounds();
|
||||
background.setSize(sf::Vector2f(textBounds.width + 20.0f, textBounds.height + 20.0f));
|
||||
}
|
||||
|
||||
void GameEngine::ProfilerOverlay::render(sf::RenderTarget& target) {
|
||||
if (!visible) return;
|
||||
|
||||
target.draw(background);
|
||||
target.draw(text);
|
||||
}
|
||||
|
|
@ -3,6 +3,7 @@
|
|||
#include "McRFPy_API.h"
|
||||
#include "PythonObjectCache.h"
|
||||
#include "UIEntity.h"
|
||||
#include "Profiler.h"
|
||||
#include <algorithm>
|
||||
// UIDrawable methods now in UIBase.h
|
||||
|
||||
|
|
@ -95,11 +96,14 @@ void UIGrid::update() {}
|
|||
|
||||
void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
|
||||
{
|
||||
// Profile total grid rendering time
|
||||
ScopedTimer gridTimer(Resources::game->metrics.gridRenderTime);
|
||||
|
||||
// Check visibility
|
||||
if (!visible) return;
|
||||
|
||||
|
||||
// TODO: Apply opacity to output sprite
|
||||
|
||||
|
||||
output.setPosition(box.getPosition() + offset); // output sprite can move; update position when drawing
|
||||
// output size can change; update size when drawing
|
||||
output.setTextureRect(
|
||||
|
|
@ -135,11 +139,12 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
|
|||
if (y_limit > grid_y) y_limit = grid_y;
|
||||
|
||||
// base layer - bottom color, tile sprite ("ground")
|
||||
int cellsRendered = 0;
|
||||
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
|
||||
x < x_limit; //x < view_width;
|
||||
x < x_limit; //x < view_width;
|
||||
x+=1)
|
||||
{
|
||||
//for (float y = (top_edge >= 0 ? top_edge : 0);
|
||||
//for (float y = (top_edge >= 0 ? top_edge : 0);
|
||||
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
|
||||
y < y_limit; //y < view_height;
|
||||
y+=1)
|
||||
|
|
@ -163,35 +168,53 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
|
|||
sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
|
||||
renderTexture.draw(sprite);
|
||||
}
|
||||
|
||||
cellsRendered++;
|
||||
}
|
||||
}
|
||||
|
||||
// Record how many cells were rendered
|
||||
Resources::game->metrics.gridCellsRendered += cellsRendered;
|
||||
|
||||
// middle layer - entities
|
||||
// disabling entity rendering until I can render their UISprite inside the rendertexture (not directly to window)
|
||||
for (auto e : *entities) {
|
||||
// Skip out-of-bounds entities for performance
|
||||
// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
|
||||
if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
|
||||
e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
|
||||
continue; // Skip this entity as it's not visible
|
||||
{
|
||||
ScopedTimer entityTimer(Resources::game->metrics.entityRenderTime);
|
||||
int entitiesRendered = 0;
|
||||
int totalEntities = entities->size();
|
||||
|
||||
for (auto e : *entities) {
|
||||
// Skip out-of-bounds entities for performance
|
||||
// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
|
||||
if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
|
||||
e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
|
||||
continue; // Skip this entity as it's not visible
|
||||
}
|
||||
|
||||
//auto drawent = e->cGrid->indexsprite.drawable();
|
||||
auto& drawent = e->sprite;
|
||||
//drawent.setScale(zoom, zoom);
|
||||
drawent.setScale(sf::Vector2f(zoom, zoom));
|
||||
auto pixel_pos = sf::Vector2f(
|
||||
(e->position.x*cell_width - left_spritepixels) * zoom,
|
||||
(e->position.y*cell_height - top_spritepixels) * zoom );
|
||||
//drawent.setPosition(pixel_pos);
|
||||
//renderTexture.draw(drawent);
|
||||
drawent.render(pixel_pos, renderTexture);
|
||||
|
||||
entitiesRendered++;
|
||||
}
|
||||
|
||||
//auto drawent = e->cGrid->indexsprite.drawable();
|
||||
auto& drawent = e->sprite;
|
||||
//drawent.setScale(zoom, zoom);
|
||||
drawent.setScale(sf::Vector2f(zoom, zoom));
|
||||
auto pixel_pos = sf::Vector2f(
|
||||
(e->position.x*cell_width - left_spritepixels) * zoom,
|
||||
(e->position.y*cell_height - top_spritepixels) * zoom );
|
||||
//drawent.setPosition(pixel_pos);
|
||||
//renderTexture.draw(drawent);
|
||||
drawent.render(pixel_pos, renderTexture);
|
||||
|
||||
// Record entity rendering stats
|
||||
Resources::game->metrics.entitiesRendered += entitiesRendered;
|
||||
Resources::game->metrics.totalEntities += totalEntities;
|
||||
}
|
||||
|
||||
|
||||
// top layer - opacity for discovered / visible status based on perspective
|
||||
// Only render visibility overlay if perspective is enabled
|
||||
if (perspective_enabled) {
|
||||
ScopedTimer fovTimer(Resources::game->metrics.fovOverlayTime);
|
||||
auto entity = perspective_entity.lock();
|
||||
|
||||
// Create rectangle for overlays
|
||||
|
|
|
|||
|
|
@ -0,0 +1,152 @@
|
|||
"""
|
||||
Benchmark: Moving Entities Performance Test
|
||||
|
||||
This benchmark measures McRogueFace's performance with 50 randomly moving
|
||||
entities on a 100x100 grid.
|
||||
|
||||
Expected results:
|
||||
- Should maintain 60 FPS
|
||||
- Entity render time should be <3ms
|
||||
- Grid render time will be higher due to constant updates (no dirty flag benefit)
|
||||
|
||||
Usage:
|
||||
./build/mcrogueface --exec tests/benchmark_moving_entities.py
|
||||
|
||||
Press F3 to toggle performance overlay
|
||||
Press ESC to exit
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
import random
|
||||
|
||||
# Create the benchmark scene
|
||||
mcrfpy.createScene("benchmark")
|
||||
mcrfpy.setScene("benchmark")
|
||||
|
||||
# Get scene UI
|
||||
ui = mcrfpy.sceneUI("benchmark")
|
||||
|
||||
# Create a 100x100 grid
|
||||
grid = mcrfpy.Grid(
|
||||
grid_size=(100, 100),
|
||||
pos=(0, 0),
|
||||
size=(1024, 768)
|
||||
)
|
||||
|
||||
# Simple floor pattern
|
||||
for x in range(100):
|
||||
for y in range(100):
|
||||
cell = grid.at((x, y))
|
||||
cell.tilesprite = 0
|
||||
cell.color = (40, 40, 40, 255)
|
||||
|
||||
# Create 50 entities with random positions and velocities
|
||||
entities = []
|
||||
ENTITY_COUNT = 50
|
||||
|
||||
for i in range(ENTITY_COUNT):
|
||||
entity = mcrfpy.Entity(
|
||||
grid_pos=(random.randint(0, 99), random.randint(0, 99)),
|
||||
sprite_index=random.randint(10, 20) # Use varied sprites
|
||||
)
|
||||
|
||||
# Give each entity a random velocity
|
||||
entity.velocity_x = random.uniform(-0.5, 0.5)
|
||||
entity.velocity_y = random.uniform(-0.5, 0.5)
|
||||
|
||||
grid.entities.append(entity)
|
||||
entities.append(entity)
|
||||
|
||||
ui.append(grid)
|
||||
|
||||
# Instructions caption
|
||||
instructions = mcrfpy.Caption(
|
||||
text=f"Moving Entities Benchmark ({ENTITY_COUNT} entities)\n"
|
||||
"Press F3 for performance overlay\n"
|
||||
"Press ESC to exit\n"
|
||||
"Goal: 60 FPS with entities moving",
|
||||
pos=(10, 10),
|
||||
fill_color=(255, 255, 0, 255)
|
||||
)
|
||||
ui.append(instructions)
|
||||
|
||||
# Benchmark info
|
||||
print("=" * 60)
|
||||
print("MOVING ENTITIES BENCHMARK")
|
||||
print("=" * 60)
|
||||
print(f"Entity count: {ENTITY_COUNT}")
|
||||
print("Grid size: 100x100 cells")
|
||||
print("Expected FPS: 60")
|
||||
print("")
|
||||
print("Entities move randomly and bounce off walls.")
|
||||
print("This tests entity rendering performance and position updates.")
|
||||
print("")
|
||||
print("Press F3 in-game to see real-time performance metrics.")
|
||||
print("=" * 60)
|
||||
|
||||
# Exit handler
|
||||
def handle_key(key, state):
|
||||
if key == "Escape" and state:
|
||||
print("\nBenchmark ended by user")
|
||||
sys.exit(0)
|
||||
|
||||
mcrfpy.keypressScene(handle_key)
|
||||
|
||||
# Update entity positions
|
||||
def update_entities(ms):
|
||||
dt = ms / 1000.0 # Convert to seconds
|
||||
|
||||
for entity in entities:
|
||||
# Update position
|
||||
new_x = entity.x + entity.velocity_x
|
||||
new_y = entity.y + entity.velocity_y
|
||||
|
||||
# Bounce off walls
|
||||
if new_x < 0 or new_x >= 100:
|
||||
entity.velocity_x = -entity.velocity_x
|
||||
new_x = max(0, min(99, new_x))
|
||||
|
||||
if new_y < 0 or new_y >= 100:
|
||||
entity.velocity_y = -entity.velocity_y
|
||||
new_y = max(0, min(99, new_y))
|
||||
|
||||
# Update entity position
|
||||
entity.x = new_x
|
||||
entity.y = new_y
|
||||
|
||||
# Run movement update every frame (16ms)
|
||||
mcrfpy.setTimer("movement", update_entities, 16)
|
||||
|
||||
# Benchmark statistics
|
||||
frame_count = 0
|
||||
start_time = None
|
||||
|
||||
def benchmark_timer(ms):
|
||||
global frame_count, start_time
|
||||
|
||||
if start_time is None:
|
||||
import time
|
||||
start_time = time.time()
|
||||
|
||||
frame_count += 1
|
||||
|
||||
# After 10 seconds, print summary
|
||||
import time
|
||||
elapsed = time.time() - start_time
|
||||
|
||||
if elapsed >= 10.0:
|
||||
print("\n" + "=" * 60)
|
||||
print("BENCHMARK COMPLETE")
|
||||
print("=" * 60)
|
||||
print(f"Frames rendered: {frame_count}")
|
||||
print(f"Time elapsed: {elapsed:.2f}s")
|
||||
print(f"Average FPS: {frame_count / elapsed:.1f}")
|
||||
print(f"Entities: {ENTITY_COUNT}")
|
||||
print("")
|
||||
print("Check profiler overlay (F3) for detailed timing breakdown.")
|
||||
print("Entity render time and total frame time are key metrics.")
|
||||
print("=" * 60)
|
||||
# Don't exit - let user review
|
||||
|
||||
mcrfpy.setTimer("benchmark", benchmark_timer, 100)
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
"""
|
||||
Benchmark: Static Grid Performance Test
|
||||
|
||||
This benchmark measures McRogueFace's grid rendering performance with a static
|
||||
100x100 grid. The goal is 60 FPS with minimal CPU usage.
|
||||
|
||||
Expected results:
|
||||
- 60 FPS (16.6ms per frame)
|
||||
- Grid render time should be <2ms after dirty flag optimization
|
||||
- Currently will be higher (likely 8-12ms) - this establishes baseline
|
||||
|
||||
Usage:
|
||||
./build/mcrogueface --exec tests/benchmark_static_grid.py
|
||||
|
||||
Press F3 to toggle performance overlay
|
||||
Press ESC to exit
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
# Create the benchmark scene
|
||||
mcrfpy.createScene("benchmark")
|
||||
mcrfpy.setScene("benchmark")
|
||||
|
||||
# Get scene UI
|
||||
ui = mcrfpy.sceneUI("benchmark")
|
||||
|
||||
# Create a 100x100 grid with default texture
|
||||
grid = mcrfpy.Grid(
|
||||
grid_size=(100, 100),
|
||||
pos=(0, 0),
|
||||
size=(1024, 768)
|
||||
)
|
||||
|
||||
# Fill grid with varied tile patterns to ensure realistic rendering
|
||||
for x in range(100):
|
||||
for y in range(100):
|
||||
cell = grid.at((x, y))
|
||||
# Checkerboard pattern with different sprites
|
||||
if (x + y) % 2 == 0:
|
||||
cell.tilesprite = 0
|
||||
cell.color = (50, 50, 50, 255)
|
||||
else:
|
||||
cell.tilesprite = 1
|
||||
cell.color = (70, 70, 70, 255)
|
||||
|
||||
# Add some variation
|
||||
if x % 10 == 0 or y % 10 == 0:
|
||||
cell.tilesprite = 2
|
||||
cell.color = (100, 100, 100, 255)
|
||||
|
||||
# Add grid to scene
|
||||
ui.append(grid)
|
||||
|
||||
# Instructions caption
|
||||
instructions = mcrfpy.Caption(
|
||||
text="Static Grid Benchmark (100x100)\n"
|
||||
"Press F3 for performance overlay\n"
|
||||
"Press ESC to exit\n"
|
||||
"Goal: 60 FPS with low grid render time",
|
||||
pos=(10, 10),
|
||||
fill_color=(255, 255, 0, 255)
|
||||
)
|
||||
ui.append(instructions)
|
||||
|
||||
# Benchmark info
|
||||
print("=" * 60)
|
||||
print("STATIC GRID BENCHMARK")
|
||||
print("=" * 60)
|
||||
print("Grid size: 100x100 cells")
|
||||
print("Expected FPS: 60")
|
||||
print("Tiles rendered: ~1024 visible cells per frame")
|
||||
print("")
|
||||
print("This benchmark establishes baseline grid rendering performance.")
|
||||
print("After dirty flag optimization, grid render time should drop")
|
||||
print("significantly for static content.")
|
||||
print("")
|
||||
print("Press F3 in-game to see real-time performance metrics.")
|
||||
print("=" * 60)
|
||||
|
||||
# Exit handler
|
||||
def handle_key(key, state):
|
||||
if key == "Escape" and state:
|
||||
print("\nBenchmark ended by user")
|
||||
sys.exit(0)
|
||||
|
||||
mcrfpy.keypressScene(handle_key)
|
||||
|
||||
# Run for 10 seconds then provide summary
|
||||
frame_count = 0
|
||||
start_time = None
|
||||
|
||||
def benchmark_timer(ms):
|
||||
global frame_count, start_time
|
||||
|
||||
if start_time is None:
|
||||
import time
|
||||
start_time = time.time()
|
||||
|
||||
frame_count += 1
|
||||
|
||||
# After 10 seconds, print summary and exit
|
||||
import time
|
||||
elapsed = time.time() - start_time
|
||||
|
||||
if elapsed >= 10.0:
|
||||
print("\n" + "=" * 60)
|
||||
print("BENCHMARK COMPLETE")
|
||||
print("=" * 60)
|
||||
print(f"Frames rendered: {frame_count}")
|
||||
print(f"Time elapsed: {elapsed:.2f}s")
|
||||
print(f"Average FPS: {frame_count / elapsed:.1f}")
|
||||
print("")
|
||||
print("Check profiler overlay (F3) for detailed timing breakdown.")
|
||||
print("Grid render time is the key metric for optimization.")
|
||||
print("=" * 60)
|
||||
# Don't exit automatically - let user review with F3
|
||||
# sys.exit(0)
|
||||
|
||||
# Update every 100ms
|
||||
mcrfpy.setTimer("benchmark", benchmark_timer, 100)
|
||||
Loading…
Reference in New Issue