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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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# Simple solution: works if your characters have diagonal movement
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#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
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# We don't, so we're going to carve a path with an elbow in it
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points = []
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if random.choice([True, False]):
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# x1,y1 -> x2,y1 -> x2,y2
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points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
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points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
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else:
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# x1,y1 -> x1,y2 -> x2,y2
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points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
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points.extend(mcrfpy.libtcod.line(x1, y2, 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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@ -0,0 +1,366 @@
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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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points = []
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if random.choice([True, False]):
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# x1,y1 -> x2,y1 -> x2,y2
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points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
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points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
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else:
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# x1,y1 -> x1,y2 -> x2,y2
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points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
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points.extend(mcrfpy.libtcod.line(x1, y2, 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
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
# Create a player entity
|
||||
player = mcrfpy.Entity(
|
||||
(spawn_x, spawn_y),
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
|
||||
# Create an enemy entity in another room (to demonstrate perspective switching)
|
||||
enemy = None
|
||||
if len(rooms) > 1:
|
||||
enemy_x, enemy_y = rooms[1].center()
|
||||
enemy = mcrfpy.Entity(
|
||||
(enemy_x, enemy_y),
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # 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)
|
||||
player.update_visibility()
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
|
||||
enemy.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
is_moving = False
|
||||
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!")
|
|
@ -0,0 +1,363 @@
|
|||
"""
|
||||
McRogueFace Tutorial - Part 5: Interacting with other entities
|
||||
|
||||
This tutorial builds on Part 4 by adding:
|
||||
- Subclassing mcrfpy.Entity
|
||||
- Non-blocking movement animations with destination tracking
|
||||
- Bump interactions (combat, pushing)
|
||||
"""
|
||||
import mcrfpy
|
||||
import random
|
||||
|
||||
# Create and activate a new scene
|
||||
mcrfpy.createScene("tutorial")
|
||||
mcrfpy.setScene("tutorial")
|
||||
|
||||
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
|
||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
||||
|
||||
# Load the hero sprite texture
|
||||
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
|
||||
|
||||
# Create a grid of tiles
|
||||
grid_width, grid_height = 40, 30
|
||||
|
||||
# Calculate the size in pixels
|
||||
zoom = 2.0
|
||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
||||
|
||||
# Calculate the position to center the grid on the screen
|
||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
||||
|
||||
# Create the grid with a TCODMap for pathfinding/FOV
|
||||
grid = mcrfpy.Grid(
|
||||
pos=grid_position,
|
||||
grid_size=(grid_width, grid_height),
|
||||
texture=texture,
|
||||
size=grid_size,
|
||||
)
|
||||
|
||||
grid.zoom = zoom
|
||||
|
||||
# Define tile types
|
||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
||||
WALL_TILES = [3, 7, 11]
|
||||
|
||||
# Room class for BSP
|
||||
class Room:
|
||||
def __init__(self, x, y, w, h):
|
||||
self.x1 = x
|
||||
self.y1 = y
|
||||
self.x2 = x + w
|
||||
self.y2 = y + h
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
def center(self):
|
||||
center_x = (self.x1 + self.x2) // 2
|
||||
center_y = (self.y1 + self.y2) // 2
|
||||
return (center_x, center_y)
|
||||
|
||||
def intersects(self, other):
|
||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
||||
|
||||
# Dungeon generation functions (from Part 3)
|
||||
def carve_room(room):
|
||||
for x in range(room.x1, room.x2):
|
||||
for y in range(room.y1, room.y2):
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def carve_hallway(x1, y1, x2, y2):
|
||||
#points = mcrfpy.libtcod.line(x1, y1, x2, y2)
|
||||
points = []
|
||||
if random.choice([True, False]):
|
||||
# x1,y1 -> x2,y1 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
|
||||
points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
|
||||
else:
|
||||
# x1,y1 -> x1,y2 -> x2,y2
|
||||
points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
|
||||
points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
|
||||
|
||||
for x, y in points:
|
||||
if 0 <= x < grid_width and 0 <= y < grid_height:
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(FLOOR_TILES)
|
||||
point.walkable = True
|
||||
point.transparent = True
|
||||
|
||||
def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
|
||||
rooms = []
|
||||
|
||||
# Fill with walls
|
||||
for y in range(grid_height):
|
||||
for x in range(grid_width):
|
||||
point = grid.at(x, y)
|
||||
if point:
|
||||
point.tilesprite = random.choice(WALL_TILES)
|
||||
point.walkable = False
|
||||
point.transparent = False
|
||||
|
||||
# Generate rooms
|
||||
for _ in range(max_rooms):
|
||||
w = random.randint(room_min_size, room_max_size)
|
||||
h = random.randint(room_min_size, room_max_size)
|
||||
x = random.randint(1, grid_width - w - 1)
|
||||
y = random.randint(1, grid_height - h - 1)
|
||||
|
||||
new_room = Room(x, y, w, h)
|
||||
|
||||
failed = False
|
||||
for other_room in rooms:
|
||||
if new_room.intersects(other_room):
|
||||
failed = True
|
||||
break
|
||||
|
||||
if not failed:
|
||||
carve_room(new_room)
|
||||
|
||||
if rooms:
|
||||
prev_x, prev_y = rooms[-1].center()
|
||||
new_x, new_y = new_room.center()
|
||||
carve_hallway(prev_x, prev_y, new_x, new_y)
|
||||
|
||||
rooms.append(new_room)
|
||||
|
||||
return rooms
|
||||
|
||||
# Generate the dungeon
|
||||
rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
|
||||
|
||||
# Add the grid to the scene
|
||||
mcrfpy.sceneUI("tutorial").append(grid)
|
||||
|
||||
# Spawn player in the first room
|
||||
if rooms:
|
||||
spawn_x, spawn_y = rooms[0].center()
|
||||
else:
|
||||
spawn_x, spawn_y = 4, 4
|
||||
|
||||
class GameEntity(mcrfpy.Entity):
|
||||
"""An entity whose default behavior is to prevent others from moving into its tile."""
|
||||
|
||||
def __init__(self, x, y, walkable=False, **kwargs):
|
||||
super().__init__(x=x, y=y, **kwargs)
|
||||
self.walkable = walkable
|
||||
self.dest_x = x
|
||||
self.dest_y = y
|
||||
self.is_moving = False
|
||||
|
||||
def get_position(self):
|
||||
"""Get logical position (destination if moving, otherwise current)"""
|
||||
if self.is_moving:
|
||||
return (self.dest_x, self.dest_y)
|
||||
return (int(self.x), int(self.y))
|
||||
|
||||
def on_bump(self, other):
|
||||
return self.walkable # allow other's motion to proceed if entity is walkable
|
||||
|
||||
def __repr__(self):
|
||||
return f"<{self.__class__.__name__} x={self.x}, y={self.y}, sprite_index={self.sprite_index}>"
|
||||
|
||||
class BumpableEntity(GameEntity):
|
||||
def __init__(self, x, y, **kwargs):
|
||||
super().__init__(x, y, **kwargs)
|
||||
|
||||
def on_bump(self, other):
|
||||
print(f"Watch it, {other}! You bumped into {self}!")
|
||||
return False
|
||||
|
||||
# Create a player entity
|
||||
player = GameEntity(
|
||||
spawn_x, spawn_y,
|
||||
texture=hero_texture,
|
||||
sprite_index=0
|
||||
)
|
||||
|
||||
# Add the player entity to the grid
|
||||
grid.entities.append(player)
|
||||
for r in rooms:
|
||||
enemy_x, enemy_y = r.center()
|
||||
enemy = BumpableEntity(
|
||||
enemy_x, enemy_y,
|
||||
grid=grid,
|
||||
texture=hero_texture,
|
||||
sprite_index=0 # Enemy sprite
|
||||
)
|
||||
|
||||
# Set the grid perspective to the player by default
|
||||
# Note: The new perspective system uses entity references directly
|
||||
grid.perspective = player
|
||||
|
||||
# Initial FOV computation
|
||||
def update_fov():
|
||||
"""Update field of view from current perspective
|
||||
Referenced from test_tcod_fov_entities.py lines 89-118
|
||||
"""
|
||||
if grid.perspective == player:
|
||||
grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
|
||||
player.update_visibility()
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
|
||||
enemy.update_visibility()
|
||||
|
||||
# Perform initial FOV calculation
|
||||
update_fov()
|
||||
|
||||
# Center grid on current perspective
|
||||
def center_on_perspective():
|
||||
if grid.perspective == player:
|
||||
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
|
||||
elif enemy and grid.perspective == enemy:
|
||||
grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
|
||||
|
||||
center_on_perspective()
|
||||
|
||||
# Movement state tracking (from Part 3)
|
||||
#is_moving = False # make it an entity property
|
||||
move_queue = []
|
||||
current_destination = None
|
||||
current_move = None
|
||||
|
||||
# Store animation references
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
grid_anim_x = None
|
||||
grid_anim_y = None
|
||||
|
||||
def movement_complete(anim, target):
|
||||
"""Called when movement animation completes"""
|
||||
global move_queue, current_destination, current_move
|
||||
global player_anim_x, player_anim_y
|
||||
|
||||
player.is_moving = False
|
||||
current_move = None
|
||||
current_destination = None
|
||||
player_anim_x = None
|
||||
player_anim_y = None
|
||||
|
||||
# Update FOV after movement
|
||||
update_fov()
|
||||
center_on_perspective()
|
||||
|
||||
if move_queue:
|
||||
next_move = move_queue.pop(0)
|
||||
process_move(next_move)
|
||||
|
||||
motion_speed = 0.20
|
||||
|
||||
def can_move_to(x, y):
|
||||
"""Check if a position is valid for movement"""
|
||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
||||
return False
|
||||
|
||||
point = grid.at(x, y)
|
||||
if point and point.walkable:
|
||||
for e in grid.entities:
|
||||
if not e.walkable and (x, y) == e.get_position(): # blocking the way
|
||||
e.on_bump(player)
|
||||
return False
|
||||
return True # all checks passed, no collision
|
||||
return False
|
||||
|
||||
def process_move(key):
|
||||
"""Process a move based on the key"""
|
||||
global current_move, current_destination, move_queue
|
||||
global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
|
||||
|
||||
# Only allow player movement when in player perspective
|
||||
if grid.perspective != player:
|
||||
return
|
||||
|
||||
if player.is_moving:
|
||||
move_queue.clear()
|
||||
move_queue.append(key)
|
||||
return
|
||||
|
||||
px, py = int(player.x), int(player.y)
|
||||
new_x, new_y = px, py
|
||||
|
||||
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):
|
||||
player.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)
|
||||
|
||||
# Register the keyboard handler
|
||||
mcrfpy.keypressScene(handle_keys)
|
||||
|
||||
# Add UI elements
|
||||
title = mcrfpy.Caption((320, 10),
|
||||
text="McRogueFace Tutorial - Part 5: Entity Collision",
|
||||
)
|
||||
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. Try to bump into the other entity!",
|
||||
)
|
||||
instructions.font_size = 18
|
||||
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(instructions)
|
||||
|
||||
# Debug info
|
||||
debug_caption = mcrfpy.Caption((10, 40),
|
||||
text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: Player",
|
||||
)
|
||||
debug_caption.font_size = 16
|
||||
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
|
||||
mcrfpy.sceneUI("tutorial").append(debug_caption)
|
||||
|
||||
# Update function for perspective display
|
||||
def update_perspective_display():
|
||||
current_perspective = "Player" if grid.perspective == player else "Enemy"
|
||||
debug_caption.text = f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: {current_perspective}"
|
||||
|
||||
# Timer to update display
|
||||
def update_display(runtime):
|
||||
update_perspective_display()
|
||||
|
||||
mcrfpy.setTimer("display_update", update_display, 100)
|
||||
|
||||
print("Tutorial Part 4 loaded!")
|
||||
print("Field of View system active!")
|
||||
print("- Unexplored areas are black")
|
||||
print("- Previously seen areas are dark")
|
||||
print("- Currently visible areas are lit")
|
||||
print("Press Tab to switch between player and enemy perspective!")
|
||||
print("Use WASD or Arrow keys to move!")
|
|
@ -138,47 +138,67 @@ PyObject* PyAnimation::start(PyAnimationObject* self, PyObject* args) {
|
|||
return NULL;
|
||||
}
|
||||
|
||||
// Check type by comparing type names
|
||||
const char* type_name = Py_TYPE(target_obj)->tp_name;
|
||||
// Get type objects from the module to ensure they're initialized
|
||||
PyObject* frame_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame");
|
||||
PyObject* caption_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption");
|
||||
PyObject* sprite_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite");
|
||||
PyObject* grid_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid");
|
||||
PyObject* entity_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
|
||||
|
||||
if (strcmp(type_name, "mcrfpy.Frame") == 0) {
|
||||
bool handled = false;
|
||||
|
||||
// Use PyObject_IsInstance to support inheritance
|
||||
if (frame_type && PyObject_IsInstance(target_obj, frame_type)) {
|
||||
PyUIFrameObject* frame = (PyUIFrameObject*)target_obj;
|
||||
if (frame->data) {
|
||||
self->data->start(frame->data);
|
||||
AnimationManager::getInstance().addAnimation(self->data);
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
else if (strcmp(type_name, "mcrfpy.Caption") == 0) {
|
||||
else if (caption_type && PyObject_IsInstance(target_obj, caption_type)) {
|
||||
PyUICaptionObject* caption = (PyUICaptionObject*)target_obj;
|
||||
if (caption->data) {
|
||||
self->data->start(caption->data);
|
||||
AnimationManager::getInstance().addAnimation(self->data);
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
else if (strcmp(type_name, "mcrfpy.Sprite") == 0) {
|
||||
else if (sprite_type && PyObject_IsInstance(target_obj, sprite_type)) {
|
||||
PyUISpriteObject* sprite = (PyUISpriteObject*)target_obj;
|
||||
if (sprite->data) {
|
||||
self->data->start(sprite->data);
|
||||
AnimationManager::getInstance().addAnimation(self->data);
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
else if (strcmp(type_name, "mcrfpy.Grid") == 0) {
|
||||
else if (grid_type && PyObject_IsInstance(target_obj, grid_type)) {
|
||||
PyUIGridObject* grid = (PyUIGridObject*)target_obj;
|
||||
if (grid->data) {
|
||||
self->data->start(grid->data);
|
||||
AnimationManager::getInstance().addAnimation(self->data);
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
else if (strcmp(type_name, "mcrfpy.Entity") == 0) {
|
||||
else if (entity_type && PyObject_IsInstance(target_obj, entity_type)) {
|
||||
// Special handling for Entity since it doesn't inherit from UIDrawable
|
||||
PyUIEntityObject* entity = (PyUIEntityObject*)target_obj;
|
||||
if (entity->data) {
|
||||
self->data->startEntity(entity->data);
|
||||
AnimationManager::getInstance().addAnimation(self->data);
|
||||
handled = true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity");
|
||||
|
||||
// Clean up references
|
||||
Py_XDECREF(frame_type);
|
||||
Py_XDECREF(caption_type);
|
||||
Py_XDECREF(sprite_type);
|
||||
Py_XDECREF(grid_type);
|
||||
Py_XDECREF(entity_type);
|
||||
|
||||
if (!handled) {
|
||||
PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity (or a subclass of these)");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
257
src/UIGrid.cpp
257
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
|
||||
/*
|
||||
|
@ -316,6 +341,7 @@ void UIGrid::computeFOV(int x, int y, int radius, bool light_walls, TCOD_fov_alg
|
|||
{
|
||||
if (!tcod_map || x < 0 || x >= grid_x || y < 0 || y >= grid_y) return;
|
||||
|
||||
std::lock_guard<std::mutex> lock(fov_mutex);
|
||||
tcod_map->computeFov(x, y, radius, light_walls, algo);
|
||||
}
|
||||
|
||||
|
@ -323,6 +349,7 @@ bool UIGrid::isInFOV(int x, int y) const
|
|||
{
|
||||
if (!tcod_map || x < 0 || x >= grid_x || y < 0 || y >= grid_y) return false;
|
||||
|
||||
std::lock_guard<std::mutex> lock(fov_mutex);
|
||||
return tcod_map->isInFov(x, y);
|
||||
}
|
||||
|
||||
|
@ -527,7 +554,7 @@ 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 +566,15 @@ 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 +680,8 @@ 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 +969,77 @@ 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;
|
||||
}
|
||||
|
||||
|
@ -984,8 +1056,43 @@ PyObject* UIGrid::py_compute_fov(PyUIGridObject* self, PyObject* args, PyObject*
|
|||
return NULL;
|
||||
}
|
||||
|
||||
// Compute FOV
|
||||
self->data->computeFOV(x, y, radius, light_walls, (TCOD_fov_algorithm_t)algorithm);
|
||||
Py_RETURN_NONE;
|
||||
|
||||
// Build list of visible cells as tuples (x, y, visible, discovered)
|
||||
PyObject* result_list = PyList_New(0);
|
||||
if (!result_list) return NULL;
|
||||
|
||||
// Iterate through grid and collect visible cells
|
||||
for (int gy = 0; gy < self->data->grid_y; gy++) {
|
||||
for (int gx = 0; gx < self->data->grid_x; gx++) {
|
||||
if (self->data->isInFOV(gx, gy)) {
|
||||
// Create tuple (x, y, visible, discovered)
|
||||
PyObject* cell_tuple = PyTuple_New(4);
|
||||
if (!cell_tuple) {
|
||||
Py_DECREF(result_list);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
PyTuple_SET_ITEM(cell_tuple, 0, PyLong_FromLong(gx));
|
||||
PyTuple_SET_ITEM(cell_tuple, 1, PyLong_FromLong(gy));
|
||||
PyTuple_SET_ITEM(cell_tuple, 2, Py_True); // visible
|
||||
PyTuple_SET_ITEM(cell_tuple, 3, Py_True); // discovered
|
||||
Py_INCREF(Py_True); // Need to increment ref count for True
|
||||
Py_INCREF(Py_True);
|
||||
|
||||
// Append to list
|
||||
if (PyList_Append(result_list, cell_tuple) < 0) {
|
||||
Py_DECREF(cell_tuple);
|
||||
Py_DECREF(result_list);
|
||||
return NULL;
|
||||
}
|
||||
Py_DECREF(cell_tuple); // List now owns the reference
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result_list;
|
||||
}
|
||||
|
||||
PyObject* UIGrid::py_is_in_fov(PyUIGridObject* self, PyObject* args)
|
||||
|
@ -1103,16 +1210,20 @@ PyObject* UIGrid::py_compute_astar_path(PyUIGridObject* self, PyObject* args, Py
|
|||
PyMethodDef UIGrid::methods[] = {
|
||||
{"at", (PyCFunction)UIGrid::py_at, METH_VARARGS | METH_KEYWORDS},
|
||||
{"compute_fov", (PyCFunction)UIGrid::py_compute_fov, METH_VARARGS | METH_KEYWORDS,
|
||||
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None\n\n"
|
||||
"Compute field of view from a position.\n\n"
|
||||
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> List[Tuple[int, int, bool, bool]]\n\n"
|
||||
"Compute field of view from a position and return visible cells.\n\n"
|
||||
"Args:\n"
|
||||
" x: X coordinate of the viewer\n"
|
||||
" y: Y coordinate of the viewer\n"
|
||||
" radius: Maximum view distance (0 = unlimited)\n"
|
||||
" light_walls: Whether walls are lit when visible\n"
|
||||
" algorithm: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)\n\n"
|
||||
"Updates the internal FOV state. Use is_in_fov() to check visibility after calling this.\n"
|
||||
"When perspective is set, this also updates visibility overlays automatically."},
|
||||
"Returns:\n"
|
||||
" List of tuples (x, y, visible, discovered) for all visible cells:\n"
|
||||
" - x, y: Grid coordinates\n"
|
||||
" - visible: True (all returned cells are visible)\n"
|
||||
" - discovered: True (FOV implies discovery)\n\n"
|
||||
"Also updates the internal FOV state for use with is_in_fov()."},
|
||||
{"is_in_fov", (PyCFunction)UIGrid::py_is_in_fov, METH_VARARGS,
|
||||
"is_in_fov(x: int, y: int) -> bool\n\n"
|
||||
"Check if a cell is in the field of view.\n\n"
|
||||
|
@ -1185,16 +1296,20 @@ PyMethodDef UIGrid_all_methods[] = {
|
|||
UIDRAWABLE_METHODS,
|
||||
{"at", (PyCFunction)UIGrid::py_at, METH_VARARGS | METH_KEYWORDS},
|
||||
{"compute_fov", (PyCFunction)UIGrid::py_compute_fov, METH_VARARGS | METH_KEYWORDS,
|
||||
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None\n\n"
|
||||
"Compute field of view from a position.\n\n"
|
||||
"compute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> List[Tuple[int, int, bool, bool]]\n\n"
|
||||
"Compute field of view from a position and return visible cells.\n\n"
|
||||
"Args:\n"
|
||||
" x: X coordinate of the viewer\n"
|
||||
" y: Y coordinate of the viewer\n"
|
||||
" radius: Maximum view distance (0 = unlimited)\n"
|
||||
" light_walls: Whether walls are lit when visible\n"
|
||||
" algorithm: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)\n\n"
|
||||
"Updates the internal FOV state. Use is_in_fov() to check visibility after calling this.\n"
|
||||
"When perspective is set, this also updates visibility overlays automatically."},
|
||||
"Returns:\n"
|
||||
" List of tuples (x, y, visible, discovered) for all visible cells:\n"
|
||||
" - x, y: Grid coordinates\n"
|
||||
" - visible: True (all returned cells are visible)\n"
|
||||
" - discovered: True (FOV implies discovery)\n\n"
|
||||
"Also updates the internal FOV state for use with is_in_fov()."},
|
||||
{"is_in_fov", (PyCFunction)UIGrid::py_is_in_fov, METH_VARARGS,
|
||||
"is_in_fov(x: int, y: int) -> bool\n\n"
|
||||
"Check if a cell is in the field of view.\n\n"
|
||||
|
@ -1285,9 +1400,11 @@ 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,
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "Resources.h"
|
||||
#include <list>
|
||||
#include <libtcod.h>
|
||||
#include <mutex>
|
||||
|
||||
#include "PyCallable.h"
|
||||
#include "PyTexture.h"
|
||||
|
@ -29,6 +30,7 @@ private:
|
|||
TCODMap* tcod_map; // TCOD map for FOV and pathfinding
|
||||
TCODDijkstra* tcod_dijkstra; // Dijkstra pathfinding
|
||||
TCODPath* tcod_path; // A* pathfinding
|
||||
mutable std::mutex fov_mutex; // Mutex for thread-safe FOV operations
|
||||
|
||||
public:
|
||||
UIGrid();
|
||||
|
@ -77,8 +79,9 @@ 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 +106,8 @@ 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