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Author SHA1 Message Date
John McCardle c5e7e8e298 Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern

All demos now properly demonstrate the updated API while maintaining their
original functionality for showcasing engine features.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:37:57 -04:00
John McCardle 6d29652ae7 Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos

These demos showcase the full animation system capabilities while documenting and working around known issues with object removal during active animations.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:36:46 -04:00
John McCardle a010e5fa96 Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks

These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:35:35 -04:00
John McCardle 9c8d6c4591 Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:34:29 -04:00
John McCardle dcd1b0ca33 Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
  - part_2.py: Standard implementation
  - part_2-naive.py: Naive movement approach
  - part_2-onemovequeued.py: Queued movement system

Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet

These examples demonstrate McRogueFace's capabilities for traditional roguelike development.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:33:40 -04:00
John McCardle 6813fb5129 Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code

This change improves code maintainability and consistency across the Python API.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 01:32:22 -04:00
John McCardle 6f67fbb51e Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.

Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios

This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-14 00:35:00 -04:00
John McCardle eb88c7b3aa Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.

- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors

Example usage:
```python
def on_complete(anim, target):
    player_moving = False

anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-13 22:55:39 -04:00
John McCardle 9fb428dd01 Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation

Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing

Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-12 15:16:14 -04:00
John McCardle bde82028b5 Roadmap: Integrate July 12 transcript analysis - critical tutorial blockers
URGENT: RoguelikeDev event starts July 15 (3 days)

Critical Blockers Identified:
- Animation system blocking tutorial Part 2 (input queueing, collision)
- Grid clicking completely broken in headless mode
- Python API consistency issues found during tutorial writing
- Object splitting bug: derived classes lose type in collections

Added Sections:
- Detailed tutorial status with specific blockers
- Animation system critical issues breakdown
- Grid clicking discovery (all events commented out)
- Python API consistency crisis details
- Proposed architecture improvements (OOP overhaul)
- Claude Code quality concerns after 6-7 weeks
- Comprehensive 34-issue list from transcript analysis

Immediate Actions Required:
1. Fix animation input queueing TODAY
2. Fix grid clicking implementation TODAY
3. Create tutorial announcement if blockers fixed
4. Regenerate Parts 3-6 (machine drafts broken)

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-12 14:42:43 -04:00
John McCardle 062e4dadc4 Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects

Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers

This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-12 10:21:48 -04:00
John McCardle 98fc49a978 Directory structure cleanup and organization overhaul 2025-07-10 22:10:27 -04:00
149 changed files with 12257 additions and 5116 deletions

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test_* test_*
tcod_reference tcod_reference
.archive

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A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML. A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML.
* Core roguelike logic from libtcod: field of view, pathfinding
* Animate sprites with multiple frames. Smooth transitions for positions, sizes, zoom, and camera
* Simple GUI element system allows keyboard and mouse input, composition
* No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship"
![ Image ]()
**Pre-Alpha Release Demo**: my 7DRL 2025 entry *"Crypt of Sokoban"* - a prototype with buttons, boulders, enemies, and items. **Pre-Alpha Release Demo**: my 7DRL 2025 entry *"Crypt of Sokoban"* - a prototype with buttons, boulders, enemies, and items.
## Tenets
- **Python & C++ Hand-in-Hand**: Create your game without ever recompiling. Your Python commands create C++ objects, and animations can occur without calling Python at all.
- **Simple Yet Flexible UI System**: Sprites, Grids, Frames, and Captions with full animation support
- **Entity-Component Architecture**: Implement your game objects with Python integration
- **Built-in Roguelike Support**: Dungeon generation, pathfinding, and field-of-view via libtcod (demos still under construction)
- **Automation API**: PyAutoGUI-inspired event generation framework. All McRogueFace interactions can be performed headlessly via script: for software testing or AI integration
- **Interactive Development**: Python REPL integration for live game debugging. Use `mcrogueface` like a Python interpreter
## Quick Start ## Quick Start
**Download**:
- The entire McRogueFace visual framework:
- **Sprite**: an image file or one sprite from a shared sprite sheet
- **Caption**: load a font, display text
- **Frame**: A rectangle; put other things on it to move or manage GUIs as modules
- **Grid**: A 2D array of tiles with zoom + position control
- **Entity**: Lives on a Grid, displays a sprite, and can have a perspective or move along a path
- **Animation**: Change any property on any of the above over time
```bash ```bash
# Clone and build # Clone and build
git clone <wherever you found this repo> git clone <wherever you found this repo>
@ -49,28 +57,59 @@ mcrfpy.setScene("intro")
## Documentation ## Documentation
### 📚 Full Documentation Site
For comprehensive documentation, tutorials, and API reference, visit: For comprehensive documentation, tutorials, and API reference, visit:
**[https://mcrogueface.github.io](https://mcrogueface.github.io)** **[https://mcrogueface.github.io](https://mcrogueface.github.io)**
## Requirements The documentation site includes:
- **[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
## Build Requirements
- C++17 compiler (GCC 7+ or Clang 5+) - C++17 compiler (GCC 7+ or Clang 5+)
- CMake 3.14+ - CMake 3.14+
- Python 3.12+ - Python 3.12+
- SFML 2.5+ - SFML 2.6
- Linux or Windows (macOS untested) - Linux or Windows (macOS untested)
## Project Structure ## Project Structure
``` ```
McRogueFace/ McRogueFace/
├── src/ # C++ engine source
├── scripts/ # Python game scripts
├── assets/ # Sprites, fonts, audio ├── assets/ # Sprites, fonts, audio
├── build/ # Build output directory ├── build/ # Build output directory: zip + ship
│ ├─ (*)assets/ # (copied location of assets)
│ ├─ (*)scripts/ # (copied location of src/scripts)
│ └─ lib/ # SFML, TCOD libraries, Python + standard library / modules
├── deps/ # Python, SFML, and libtcod imports can be tossed in here to build
│ └─ platform/ # windows, linux subdirectories for OS-specific cpython config
├── docs/ # generated HTML, markdown docs
│ └─ stubs/ # .pyi files for editor integration
├── modules/ # git submodules, to build all of McRogueFace's dependencies from source
├── src/ # C++ engine source
│ └─ scripts/ # Python game scripts (copied during build)
└── tests/ # Automated test suite └── tests/ # Automated test suite
└── tools/ # For the McRogueFace ecosystem: docs generation
``` ```
If you are building McRogueFace to implement game logic or scene configuration in C++, you'll have to compile the project.
If you are writing a game in Python using McRogueFace, you only need to rename and zip/distribute the `build` directory.
## Philosophy
- **C++ every frame, Python every tick**: All rendering data is handled in C++. Structure your UI and program animations in Python, and they are rendered without Python. All game logic can be written in Python.
- **No Compiling Required; Zip And Ship**: Implement your game objects with Python, zip up McRogueFace with your "game.py" to ship
- **Built-in Roguelike Support**: Dungeon generation, pathfinding, and field-of-view via libtcod
- **Hands-Off Testing**: PyAutoGUI-inspired event generation framework. All McRogueFace interactions can be performed headlessly via script: for software testing or AI integration
- **Interactive Development**: Python REPL integration for live game debugging. Use `mcrogueface` like a Python interpreter
## Contributing ## Contributing
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. 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.

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@ -0,0 +1,935 @@
# McRogueFace - Development Roadmap
## 🚨 URGENT PRIORITIES - July 12, 2025 🚨
### CRITICAL: RoguelikeDev Tutorial Event starts July 15! (3 days)
#### 1. Tutorial Status & Blockers
- [x] **Part 0**: Complete (Starting McRogueFace)
- [x] **Part 1**: Complete (Setting up grid and tile sheet)
- [ ] **Part 2**: Draft exists but BLOCKED by animation issues - PRIORITY FIX!
- [ ] **Parts 3-6**: Machine-generated drafts need complete rework
- [ ] **Parts 7-15**: Need creation this weekend
**Key Blockers**:
- Need smooth character movement animation (Pokemon-style)
- Grid needs walkable grass center, non-walkable tree edges
- Input queueing during animations not working properly
#### 2. Animation System Critical Issues 🚨
**BLOCKER FOR TUTORIAL PART 2**:
- [ ] **Input Queue System**: Holding arrow keys doesn't queue movements
- Animation must complete before next input accepted
- Need "press and hold" that queues ONE additional move
- Goal: Pokemon-style smooth continuous movement
- [ ] **Collision Reservation**: When entity starts moving, should block destination
- Prevents overlapping movements
- Already claimed tiles should reject incoming entities
- [x] **Segfault Fix**: Refactored from bare pointers to weak references ✅
#### 3. Grid Clicking BROKEN in Headless Mode 🚨
**MAJOR DISCOVERY**: All click events commented out!
- [ ] **#111** - Grid Click Events Broken in Headless: All click events commented out
- [ ] **Grid Click Coordinates**: Need tile coords, not just mouse coords
- [ ] **Nested Grid Support**: Clicks must work on grids within frames
- [ ] **No Error Reporting**: System claimed complete but isn't
#### 4. Python API Consistency Crisis
**Tutorial Writing Reveals Major Issues**:
- [ ] **#101/#110** - Inconsistent Constructors: Each class has different requirements
- [ ] **#109** - Vector Class Broken: No [0], [1] indexing like tuples
- [ ] **#112** - Object Splitting Bug: Python derived classes lose type in collections
- Shared pointer extracted, Python reference discarded
- Retrieved objects are base class only
- No way to cast back to derived type
- [ ] **Need Systematic Generation**: All bindings should be consistent
- [x] **UIGrid TCOD Integration** (8 hours) ✅ COMPLETED!
- ✅ Add TCODMap* to UIGrid constructor with proper lifecycle
- ✅ Implement complete Dijkstra pathfinding system
- ✅ Create mcrfpy.libtcod submodule with Python bindings
- ✅ Fix critical PyArg bug preventing Color object assignments
- ✅ Implement FOV with perspective rendering
- [ ] **#113** - Add batch operations for NumPy-style access (deferred)
- [ ] **#114** - Create CellView for ergonomic .at((x,y)) access (deferred)
- [x] **UIEntity Pathfinding** (4 hours) ✅ COMPLETED!
- ✅ Implement Dijkstra maps for multiple targets in UIGrid
- ✅ Add path_to(target) method using A* to UIEntity
- ✅ Cache paths in UIEntity for performance
#### 3. Performance Critical Path
- [ ] **#115** - Implement SpatialHash for 10,000+ entities (2 hours)
- [ ] **#116** - Add dirty flag system to UIGrid (1 hour)
- [ ] **#113** - Batch update context managers (2 hours)
- [ ] **#117** - Memory pool for entities (2 hours)
#### 4. Bug Fixing Pipeline
- [ ] **#125** - Set up GitHub Issues automation
- [ ] Create test for each bug before fixing
- [ ] Track: Memory leaks, Segfaults, Python/C++ boundary errors
---
## 🏗️ PROPOSED ARCHITECTURE IMPROVEMENTS (From July 12 Analysis)
### Object-Oriented Design Overhaul
1. **Scene System Revolution**:
- [ ] **#118** - Make Scene derive from Drawable (scenes are drawn!)
- [ ] Give scenes position and visibility properties
- [ ] Scene selection by visibility (auto-hide old scene)
- [ ] Replace transition system with animations
2. **Animation System Enhancements**:
- [ ] **#119** - Add proper completion callbacks (object + animation params)
- [ ] **#120** - Prevent property conflicts (exclusive locking)
- [ ] Currently using timer sync workarounds
3. **Timer System Improvements**:
- [ ] **#121** - Replace string-dictionary system with objects
- [ ] Add start(), stop(), pause() methods
- [ ] Implement proper one-shot mode
- [ ] Pass timer object to callbacks (not just ms)
4. **Parent-Child UI Relationships**:
- [ ] **#122** - Add parent field to UI drawables (like entities have)
- [ ] Implement append/remove/extend with auto-parent updates
- [ ] Auto-remove from old parent when adding to new
### Performance Optimizations Needed
- [ ] **Grid Rendering**: Consider texture caching vs real-time
- [ ] **#123** - Subgrid System: Split large grids into 256x256 chunks
- [ ] **#116** - Dirty Flagging: Propagate from base class up
- [ ] **#124** - Animation Features: Tile color animation, sprite cycling
---
## ⚠️ CLAUDE CODE QUALITY CONCERNS (6-7 Weeks In)
### Issues Observed:
1. **Declining Quality**: High quantity but low quality results
2. **Not Following Requirements**: Ignoring specific implementation needs
3. **Bad Practices**:
- Creating parallel copies (animation_RAII.cpp, _fixed, _final versions)
- Should use Git, not file copies
- Claims functionality "done" when stubbed out
4. **File Management Problems**:
- Git operations reset timestamps
- Can't determine creation order of multiple versions
### Recommendations:
- Use Git for version control exclusively
- Fix things in place, not copies
- Acknowledge incomplete functionality
- Follow project's implementation style
---
## 🎯 STRATEGIC ARCHITECTURE VISION
### Three-Layer Grid Architecture (From Compass Research)
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 1000x1000 maps)
- **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
---
## Project Status: 🎉 ALPHA 0.1 RELEASE! 🎉
**Current State**: Documentation system complete, TCOD integration urgent
**Latest Update**: Tutorial Parts 0-6 complete with documentation (2025-07-11)
**Branch**: alpha_streamline_2
**Open Issues**: ~46 remaining + URGENT TCOD/Tutorial work
---
## 📋 TCOD Integration Implementation Details
### Phase 1: Core UIGrid Integration (Day 1 Morning)
```cpp
// UIGrid.h additions
class UIGrid : public UIDrawable {
private:
TCODMap* world_state; // Add TCOD map
std::unordered_map<int, UIGridPointState*> entity_perspectives;
bool batch_mode = false;
std::vector<CellUpdate> pending_updates;
```
### Phase 2: Python Bindings (Day 1 Afternoon)
```python
# New API surface
grid = mcrfpy.Grid(100, 100)
grid.compute_fov(player.x, player.y, radius=10) # Returns visible cells
grid.at((x, y)).walkable = False # Ergonomic access
with grid.batch_update(): # Context manager for performance
# All updates batched
```
### Phase 3: Entity Integration (Day 2 Morning)
```python
# UIEntity additions
entity.path_to(target_x, target_y) # A* pathfinding
entity.flee_from(threat) # Dijkstra map
entity.can_see(other_entity) # FOV check
```
### Critical Success Factors:
1. **Batch everything** - Never update single cells in loops
2. **Lazy evaluation** - Only compute FOV for entities that need it
3. **Sparse storage** - Don't store full grids per entity
4. **Profile early** - Find the 20% of code taking 80% of time
---
## Recent Achievements
### 2025-07-12: Animation System RAII Overhaul - Critical Segfault Fix! 🛡️
**Fixed two major crashes in AnimationManager**
- ✅ Race condition when creating animations in timer callbacks
- ✅ Exit crash when animations outlive their targets
- ✅ Implemented weak_ptr tracking for automatic cleanup
- ✅ Added complete() and hasValidTarget() methods
- ✅ No more use-after-free bugs - proper RAII design
- ✅ Extensively tested with stress tests and production demos
### 2025-07-10: Complete FOV, A* Pathfinding & GUI Text Widgets! 👁️🗺️⌨️
**Engine Feature Sprint - Major Capabilities Added**
- ✅ Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property controls which entity's view to render
- Three-layer overlay system: unexplored (black), explored (dark), visible (normal)
- Per-entity visibility state tracking with UIGridPointState
- Perfect knowledge updates - only explored areas persist
- ✅ A* Pathfinding implementation
- Entity.path_to(x, y) method for direct pathfinding
- UIGrid compute_astar() and get_astar_path() methods
- Path caching in entities for performance
- Complete test suite comparing A* vs Dijkstra performance
- ✅ GUI Text Input Widget System
- Full-featured TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and multi-line support
- Example showcase demonstrating multiple input fields
- Foundation for in-game consoles, chat systems, and text entry
- ✅ Sizzle Reel Demos
- path_vision_sizzle_reel.py combines pathfinding with FOV
- Interactive visibility demos showing real-time FOV updates
- Performance demonstrations with multiple entities
### 2025-07-09: Dijkstra Pathfinding & Critical Bug Fix! 🗺️
**TCOD Integration Sprint - Major Progress**
- ✅ Complete Dijkstra pathfinding implementation in UIGrid
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path() methods
- Full TCODMap and TCODDijkstra integration with proper memory management
- Comprehensive test suite with both headless and interactive demos
- ✅ **CRITICAL FIX**: PyArg bug in UIGridPoint color setter
- Now supports both mcrfpy.Color objects and (r,g,b,a) tuples
- Eliminated mysterious "SystemError: new style getargs format" crashes
- Proper error handling and exception propagation
- ✅ mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for corridor generation
- Foundation ready for FOV implementation
- ✅ Test consolidation: 6 broken demos → 2 clean, working versions
### 2025-07-08: PyArgHelpers Infrastructure Complete! 🔧
**Standardized Python API Argument Parsing**
- Unified position handling: (x, y) tuples or separate x, y args
- Consistent size parsing: (w, h) tuples or width, height args
- Grid-specific helpers for tile-based positioning
- Proper conflict detection between positional and keyword args
- All UI components migrated: Frame, Caption, Sprite, Grid, Entity
- Improved error messages: "Value must be a number (int or float)"
- Foundation for Phase 7 documentation efforts
### 2025-07-05: ALPHA 0.1 ACHIEVED! 🎊🍾
**All Alpha Blockers Resolved!**
- Z-order rendering with performance optimization (Issue #63)
- Python Sequence Protocol for collections (Issue #69)
- Comprehensive Animation System (Issue #59)
- Moved RenderTexture to Beta (not needed for Alpha)
- **McRogueFace is ready for Alpha release!**
### 2025-07-05: Z-order Rendering Complete! 🎉
**Issue #63 Resolved**: Consistent z-order rendering with performance optimization
- Dirty flag pattern prevents unnecessary per-frame sorting
- Lazy sorting for both Scene elements and Frame children
- Frame children now respect z_index (fixed inconsistency)
- Automatic dirty marking on z_index changes and collection modifications
- Performance: O(1) check for static scenes vs O(n log n) every frame
### 2025-07-05: Python Sequence Protocol Complete! 🎉
**Issue #69 Resolved**: Full sequence protocol implementation for collections
- Complete __setitem__, __delitem__, __contains__ support
- Slice operations with extended slice support (step != 1)
- Concatenation (+) and in-place concatenation (+=) with validation
- Negative indexing throughout, index() and count() methods
- Type safety: UICollection (Frame/Caption/Sprite/Grid), EntityCollection (Entity only)
- Default value support: None for texture/font parameters uses engine defaults
### 2025-07-05: Animation System Complete! 🎉
**Issue #59 Resolved**: Comprehensive animation system with 30+ easing functions
- Property-based animations for all UI classes (Frame, Caption, Sprite, Grid, Entity)
- Individual color component animation (r/g/b/a)
- Sprite sequence animation and text typewriter effects
- Pure C++ execution without Python callbacks
- Delta animation support for relative values
### 2025-01-03: Major Stability Update
**Major Cleanup**: Removed deprecated registerPyAction system (-180 lines)
**Bug Fixes**: 12 critical issues including Grid segfault, Issue #78 (middle click), Entity setters
**New Features**: Entity.index() (#73), EntityCollection.extend() (#27), Sprite validation (#33)
**Test Coverage**: Comprehensive test suite with timer callback pattern established
---
## 🔧 CURRENT WORK: Alpha Streamline 2 - Major Architecture Improvements
### Recent Completions:
- ✅ **Phase 1-4 Complete** - Foundation, API Polish, Entity Lifecycle, Visibility/Performance
- ✅ **Phase 5 Complete** - Window/Scene Architecture fully implemented!
- Window singleton with properties (#34)
- OOP Scene support with lifecycle methods (#61)
- Window resize events (#1)
- Scene transitions with animations (#105)
- ✅ **Phase 6 Complete** - Rendering Revolution achieved!
- Grid background colors (#50) ✅
- RenderTexture overhaul (#6) ✅
- UIFrame clipping support ✅
- Viewport-based rendering (#8) ✅
### Active Development:
- **Branch**: alpha_streamline_2
- **Current Phase**: Phase 7 - Documentation & Distribution
- **Achievement**: PyArgHelpers infrastructure complete - standardized Python API
- **Strategic Vision**: See STRATEGIC_VISION.md for platform roadmap
- **Latest**: All UI components now use consistent argument parsing patterns!
### 🏗️ Architectural Dependencies Map
```
Foundation Layer:
├── #71 Base Class (_Drawable)
│ ├── #10 Visibility System (needs AABB from base)
│ ├── #87 visible property
│ └── #88 opacity property
├── #7 Safe Constructors (affects all classes)
│ └── Blocks any new class creation until resolved
└── #30 Entity/Grid Integration (lifecycle management)
└── Enables reliable entity management
Window/Scene Layer:
├── #34 Window Object
│ ├── #61 Scene Object (depends on Window)
│ ├── #14 SFML Exposure (helps implement Window)
│ └── Future: Multi-window support
Rendering Layer:
└── #6 RenderTexture Overhaul
├── Enables clipping
├── Off-screen rendering
└── Post-processing effects
```
## 🚀 Alpha Streamline 2 - Comprehensive Phase Plan
### Phase 1: Foundation Stabilization (1-2 weeks)
**Goal**: Safe, predictable base for all future work
```
1. #7 - Audit and fix unsafe constructors (CRITICAL - do first!)
- Find all manually implemented no-arg constructors
- Verify map compatibility requirements
- Make pointer-safe or remove
2. #71 - _Drawable base class implementation
- Common properties: x, y, w, h, visible, opacity
- Virtual methods: get_bounds(), render()
- Proper Python inheritance setup
3. #87 - visible property
- Add to base class
- Update all render methods to check
4. #88 - opacity property (depends on #87)
- 0.0-1.0 float range
- Apply in render methods
5. #89 - get_bounds() method
- Virtual method returning (x, y, w, h)
- Override in each UI class
6. #98 - move()/resize() convenience methods
- move(dx, dy) - relative movement
- resize(w, h) - absolute sizing
```
*Rationale*: Can't build on unsafe foundations. Base class enables all UI improvements.
### Phase 2: Constructor & API Polish (1 week)
**Goal**: Pythonic, intuitive API
```
1. #101 - Standardize (0,0) defaults for all positions
2. #38 - Frame children parameter: Frame(children=[...])
3. #42 - Click handler in __init__: Button(click=callback)
4. #90 - Grid size tuple: Grid(grid_size=(10, 10))
5. #19 - Sprite texture swapping: sprite.texture = new_texture
6. #52 - Grid skip out-of-bounds entities (performance)
```
*Rationale*: Quick wins that make the API more pleasant before bigger changes.
### Phase 3: Entity Lifecycle Management (1 week)
**Goal**: Bulletproof entity/grid relationships
```
1. #30 - Entity.die() and grid association
- Grid.entities.append(e) sets e.grid = self
- Grid.entities.remove(e) sets e.grid = None
- Entity.die() calls self.grid.remove(self)
- Entity can only be in 0 or 1 grid
2. #93 - Vector arithmetic methods
- add, subtract, multiply, divide
- distance, normalize, dot product
3. #94 - Color helper methods
- from_hex("#FF0000"), to_hex()
- lerp(other_color, t) for interpolation
4. #103 - Timer objects
timer = mcrfpy.Timer("my_timer", callback, 1000)
timer.pause()
timer.resume()
timer.cancel()
```
*Rationale*: Games need reliable entity management. Timer objects enable entity AI.
### Phase 4: Visibility & Performance (1-2 weeks)
**Goal**: Only render/process what's needed
```
1. #10 - [UNSCHEDULED] Full visibility system with AABB
- Postponed: UIDrawables can exist in multiple collections
- Cannot reliably determine screen position due to multiple render contexts
- Needs architectural solution for parent-child relationships
2. #52 - Grid culling (COMPLETED in Phase 2)
3. #39/40/41 - Name system for finding elements
- name="button1" property on all UIDrawables
- only_one=True for unique names
- scene.find("button1") returns element
- collection.find("enemy*") returns list
4. #104 - Basic profiling/metrics
- Frame time tracking
- Draw call counting
- Python vs C++ time split
```
*Rationale*: Performance is feature. Finding elements by name is huge QoL.
### Phase 5: Window/Scene Architecture ✅ COMPLETE! (2025-07-06)
**Goal**: Modern, flexible architecture
```
1. ✅ #34 - Window object (singleton first)
window = mcrfpy.Window.get()
window.resolution = (1920, 1080)
window.fullscreen = True
window.vsync = True
2. ✅ #1 - Window resize events
scene.on_resize(self, width, height) callback implemented
3. ✅ #61 - Scene object (OOP scenes)
class MenuScene(mcrfpy.Scene):
def on_keypress(self, key, state):
# handle input
def on_enter(self):
# setup UI
def on_exit(self):
# cleanup
def update(self, dt):
# frame update
4. ✅ #14 - SFML exposure research
- Completed comprehensive analysis
- Recommendation: Direct integration as mcrfpy.sfml
- SFML 3.0 migration deferred to late 2025
5. ✅ #105 - Scene transitions
mcrfpy.setScene("menu", "fade", 1.0)
# Supports: fade, slide_left, slide_right, slide_up, slide_down
```
*Result*: Entire window/scene system modernized with OOP design!
### Phase 6: Rendering Revolution (3-4 weeks) ✅ COMPLETE!
**Goal**: Professional rendering capabilities
```
1. ✅ #50 - Grid background colors [COMPLETED]
grid.background_color = mcrfpy.Color(50, 50, 50)
- Added background_color property with animation support
- Default dark gray background (8, 8, 8, 255)
2. ✅ #6 - RenderTexture overhaul [COMPLETED]
✅ Base infrastructure in UIDrawable
✅ UIFrame clip_children property
✅ Dirty flag optimization system
✅ Nested clipping support
✅ UIGrid already has appropriate RenderTexture implementation
❌ UICaption/UISprite clipping not needed (no children)
3. ✅ #8 - Viewport-based rendering [COMPLETED]
- Fixed game resolution (window.game_resolution)
- Three scaling modes: "center", "stretch", "fit"
- Window to game coordinate transformation
- Mouse input properly scaled with windowToGameCoords()
- Python API fully integrated
- Tests: test_viewport_simple.py, test_viewport_visual.py, test_viewport_scaling.py
4. #106 - Shader support [DEFERRED TO POST-PHASE 7]
sprite.shader = mcrfpy.Shader.load("glow.frag")
frame.shader_params = {"intensity": 0.5}
5. #107 - Particle system [DEFERRED TO POST-PHASE 7]
emitter = mcrfpy.ParticleEmitter()
emitter.texture = spark_texture
emitter.emission_rate = 100
emitter.lifetime = (0.5, 2.0)
```
**Phase 6 Achievement Summary**:
- Grid backgrounds (#50) ✅ - Customizable background colors with animation
- RenderTexture overhaul (#6) ✅ - UIFrame clipping with opt-in architecture
- Viewport rendering (#8) ✅ - Three scaling modes with coordinate transformation
- UIGrid already had optimal RenderTexture implementation for its use case
- UICaption/UISprite clipping unnecessary (no children to clip)
- Performance optimized with dirty flag system
- Backward compatibility preserved throughout
- Effects/Shader/Particle systems deferred for focused delivery
*Rationale*: This unlocks professional visual effects but is complex.
### Phase 7: Documentation & Distribution (1-2 weeks)
**Goal**: Ready for the world
```
1. ✅ #85 - Replace all "docstring" placeholders [COMPLETED 2025-07-08]
2. ✅ #86 - Add parameter documentation [COMPLETED 2025-07-08]
3. ✅ #108 - Generate .pyi type stubs for IDE support [COMPLETED 2025-07-08]
4. ❌ #70 - PyPI wheel preparation [CANCELLED - Architectural mismatch]
5. API reference generator tool
```
## 📋 Critical Path & Parallel Tracks
### 🔴 **Critical Path** (Must do in order)
**Safe Constructors (#7)** → **Base Class (#71)****Visibility (#10)****Window (#34)** → **Scene (#61)**
### 🟡 **Parallel Tracks** (Can be done alongside critical path)
**Track A: Entity Systems**
- Entity/Grid integration (#30)
- Timer objects (#103)
- Vector/Color helpers (#93, #94)
**Track B: API Polish**
- Constructor improvements (#101, #38, #42, #90)
- Sprite texture swap (#19)
- Name/search system (#39/40/41)
**Track C: Performance**
- Grid culling (#52)
- Visibility culling (part of #10)
- Profiling tools (#104)
### 💎 **Quick Wins to Sprinkle Throughout**
1. Color helpers (#94) - 1 hour
2. Vector methods (#93) - 1 hour
3. Grid backgrounds (#50) - 30 minutes
4. Default positions (#101) - 30 minutes
### 🎯 **Recommended Execution Order**
**Week 1-2**: Foundation (Critical constructors + base class)
**Week 3**: Entity lifecycle + API polish
**Week 4**: Visibility system + performance
**Week 5-6**: Window/Scene architecture
**Week 7-9**: Rendering revolution (or defer to gamma)
**Week 10**: Documentation + release prep
### 🆕 **New Issues to Create/Track**
1. [x] **Timer Objects** - Pythonic timer management (#103) - *Completed Phase 3*
2. [ ] **Event System Enhancement** - Mouse enter/leave, drag, right-click
3. [ ] **Resource Manager** - Centralized asset loading
4. [ ] **Serialization System** - Save/load game state
5. [x] **Scene Transitions** - Fade, slide, custom effects (#105) - *Completed Phase 5*
6. [x] **Profiling Tools** - Performance metrics (#104) - *Completed Phase 4*
7. [ ] **Particle System** - Visual effects framework (#107)
8. [ ] **Shader Support** - Custom rendering effects (#106)
---
## 📋 Phase 6 Implementation Strategy
### RenderTexture Overhaul (#6) - Technical Approach
**Current State**:
- UIGrid already uses RenderTexture for entity rendering
- Scene transitions use RenderTextures for smooth animations
- Direct rendering to window for Frame, Caption, Sprite
**Implementation Plan**:
1. **Base Infrastructure**:
- Add `sf::RenderTexture* target` to UIDrawable base
- Modify `render()` to check if target exists
- If target: render to texture, then draw texture to parent
- If no target: render directly (backward compatible)
2. **Clipping Support**:
- Frame enforces bounds on children via RenderTexture
- Children outside bounds are automatically clipped
- Nested frames create render texture hierarchy
3. **Performance Optimization**:
- Lazy RenderTexture creation (only when needed)
- Dirty flag system (only re-render when changed)
- Texture pooling for commonly used sizes
4. **Integration Points**:
- Scene transitions already working with RenderTextures
- UIGrid can be reference implementation
- Test with deeply nested UI structures
**Quick Wins Before Core Work**:
1. **Grid Background (#50)** - 30 min implementation
- Add `background_color` and `background_texture` properties
- Render before entities in UIGrid::render()
- Good warm-up before tackling RenderTexture
2. **Research Tasks**:
- Study UIGrid's current RenderTexture usage
- Profile scene transition performance
- Identify potential texture size limits
---
## 🚀 NEXT PHASE: Beta Features & Polish
### Alpha Complete! Moving to Beta Priorities:
1. ~~**#69** - Python Sequence Protocol for collections~~ - *Completed! (2025-07-05)*
2. ~~**#63** - Z-order rendering for UIDrawables~~ - *Completed! (2025-07-05)*
3. ~~**#59** - Animation system~~ - *Completed! (2025-07-05)*
4. **#6** - RenderTexture concept - *Extensive Overhaul*
5. ~~**#47** - New README.md for Alpha release~~ - *Completed*
- [x] **#78** - Middle Mouse Click sends "C" keyboard event - *Fixed*
- [x] **#77** - Fix error message copy/paste bug - *Fixed*
- [x] **#74** - Add missing `Grid.grid_y` property - *Fixed*
- [ ] **#37** - Fix Windows build module import from "scripts" directory - *Isolated Fix*
Issue #37 is **on hold** until we have a Windows build environment available. I actually suspect this is already fixed by the updates to the makefile, anyway.
- [x] **Entity Property Setters** - Fix "new style getargs format" error - *Fixed*
- [x] **Sprite Texture Setter** - Fix "error return without exception set" - *Fixed*
- [x] **keypressScene() Validation** - Add proper error handling - *Fixed*
### 🔄 Complete Iterator System
**Status**: Core iterators complete (#72 closed), Grid point iterators still pending
- [ ] **Grid Point Iterator Implementation** - Complete the remaining grid iteration work
- [x] **#73** - Add `entity.index()` method for collection removal - *Fixed*
- [x] **#69** ⚠️ **Alpha Blocker** - Refactor all collections to use Python Sequence Protocol - *Completed! (2025-07-05)*
**Dependencies**: Grid point iterators → #73 entity.index() → #69 Sequence Protocol overhaul
---
## 🗂 ISSUE TRIAGE BY SYSTEM (78 Total Issues)
### 🎮 Core Engine Systems
#### Iterator/Collection System (2 issues)
- [x] **#73** - Entity index() method for removal - *Fixed*
- [x] **#69** ⚠️ **Alpha Blocker** - Sequence Protocol refactor - *Completed! (2025-07-05)*
#### Python/C++ Integration (7 issues)
- [x] **#76** - UIEntity derived type preservation in collections - *Multiple Integrations*
- [ ] **#71** - Drawable base class hierarchy - *Extensive Overhaul*
- [ ] **#70** - PyPI wheel distribution - *Extensive Overhaul*
- [~] **#32** - Executable behave like `python` command - *Extensive Overhaul* *(90% Complete: -h, -V, -c, -m, -i, script execution, sys.argv, --exec all implemented. Only stdin (-) support missing)*
- [ ] **#35** - TCOD as built-in module - *Extensive Overhaul*
- [~] **#14** - Expose SFML as built-in module - *Research Complete, Implementation Pending*
- [ ] **#46** - Subinterpreter threading tests - *Multiple Integrations*
#### UI/Rendering System (12 issues)
- [x] **#63** ⚠️ **Alpha Blocker** - Z-order for UIDrawables - *Multiple Integrations*
- [x] **#59** ⚠️ **Alpha Blocker** - Animation system - *Completed! (2025-07-05)*
- [ ] **#6** ⚠️ **Alpha Blocker** - RenderTexture for all UIDrawables - *Extensive Overhaul*
- [ ] **#10** - UIDrawable visibility/AABB system - *Extensive Overhaul*
- [ ] **#8** - UIGrid RenderTexture viewport sizing - *Multiple Integrations*
- [x] **#9** - UIGrid RenderTexture resize handling - *Multiple Integrations*
- [ ] **#52** - UIGrid skip out-of-bounds entities - *Isolated Fix*
- [ ] **#50** - UIGrid background color field - *Isolated Fix*
- [ ] **#19** - Sprite get/set texture methods - *Multiple Integrations*
- [ ] **#17** - Move UISprite position into sf::Sprite - *Isolated Fix*
- [x] **#33** - Sprite index validation against texture range - *Fixed*
#### Grid/Entity System (6 issues)
- [ ] **#30** - Entity/Grid association management (.die() method) - *Extensive Overhaul*
- [ ] **#16** - Grid strict mode for entity knowledge/visibility - *Extensive Overhaul*
- [ ] **#67** - Grid stitching for infinite worlds - *Extensive Overhaul*
- [ ] **#15** - UIGridPointState cleanup and standardization - *Multiple Integrations*
- [ ] **#20** - UIGrid get_grid_size standardization - *Multiple Integrations*
- [x] **#12** - GridPoint/GridPointState forbid direct init - *Isolated Fix*
#### Scene/Window Management (5 issues)
- [x] **#61** - Scene object encapsulating key callbacks - *Completed Phase 5*
- [x] **#34** - Window object for resolution/scaling - *Completed Phase 5*
- [ ] **#62** - Multiple windows support - *Extensive Overhaul*
- [ ] **#49** - Window resolution & viewport controls - *Multiple Integrations*
- [x] **#1** - Scene resize event handling - *Completed Phase 5*
### 🔧 Quality of Life Features
#### UI Enhancement Features (8 issues)
- [ ] **#39** - Name field on UIDrawables - *Multiple Integrations*
- [ ] **#40** - `only_one` arg for unique naming - *Multiple Integrations*
- [ ] **#41** - `.find(name)` method for collections - *Multiple Integrations*
- [ ] **#38** - `children` arg for Frame initialization - *Isolated Fix*
- [ ] **#42** - Click callback arg for UIDrawable init - *Isolated Fix*
- [x] **#27** - UIEntityCollection.extend() method - *Fixed*
- [ ] **#28** - UICollectionIter for scene ui iteration - *Isolated Fix*
- [ ] **#26** - UIEntityCollectionIter implementation - *Isolated Fix*
### 🧹 Refactoring & Cleanup
#### Code Cleanup (7 issues)
- [x] **#3** ⚠️ **Alpha Blocker** - Remove `McRFPy_API::player_input` - *Completed*
- [x] **#2** ⚠️ **Alpha Blocker** - Review `registerPyAction` necessity - *Completed*
- [ ] **#7** - Remove unsafe no-argument constructors - *Multiple Integrations*
- [ ] **#21** - PyUIGrid dealloc cleanup - *Isolated Fix*
- [ ] **#75** - REPL thread separation from SFML window - *Multiple Integrations*
### 📚 Demo & Documentation
#### Documentation (2 issues)
- [x] **#47** ⚠️ **Alpha Blocker** - Alpha release README.md - *Isolated Fix*
- [ ] **#48** - Dependency compilation documentation - *Isolated Fix*
#### Demo Projects (6 issues)
- [ ] **#54** - Jupyter notebook integration demo - *Multiple Integrations*
- [ ] **#55** - Hunt the Wumpus AI demo - *Multiple Integrations*
- [ ] **#53** - Web interface input demo - *Multiple Integrations* *(New automation API could help)*
- [ ] **#45** - Accessibility mode demos - *Multiple Integrations* *(New automation API could help test)*
- [ ] **#36** - Dear ImGui integration tests - *Extensive Overhaul*
- [ ] **#65** - Python Explorer scene (replaces uitest) - *Extensive Overhaul*
---
## 🎮 STRATEGIC DIRECTION
### Engine Philosophy Maintained
- **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
---
## 📚 REFERENCES & CONTEXT
**Issue Dependencies** (Key Chains):
- Iterator System: Grid points → #73#69 (Alpha Blocker)
- UI Hierarchy: #71#63 (Alpha Blocker)
- Rendering: #6 (Alpha Blocker) → #8, #9#10
- Entity System: #30#16#67
- Window Management: #34#49, #61#62
**Commit References**:
- 167636c: Iterator improvements (UICollection/UIEntityCollection complete)
- Recent work: 7DRL 2025 completion, RPATH updates, console improvements
**Architecture Files**:
- Iterator patterns: src/UICollection.cpp, src/UIGrid.cpp
- Python integration: src/McRFPy_API.cpp, src/PyObjectUtils.h
- Game implementation: src/scripts/ (Crypt of Sokoban complete game)
---
## 🔮 FUTURE VISION: Pure Python Extension Architecture
### Concept: McRogueFace as a Traditional Python Package
**Status**: Unscheduled - 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
### Implementation Phases (If Pursued)
1. **Proof of Concept**: Simple SFML binding as Python extension
2. **Core Extraction**: Separate rendering from Python embedding
3. **Module Design**: Define clean API boundaries
4. **Incremental Migration**: Move systems one at a time
5. **Compatibility Layer**: Support existing games during transition
### 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.
---
## 🚀 IMMEDIATE NEXT STEPS (Priority Order)
### TODAY (July 12) - CRITICAL PATH:
1. **FIX ANIMATION BLOCKERS** for Tutorial Part 2:
- Implement input queueing during animations
- Add destination square reservation
- Test Pokemon-style continuous movement
2. **FIX GRID CLICKING** (discovered broken in headless):
- Uncomment and implement click events
- Add tile coordinate conversion
- Enable nested grid support
3. **CREATE TUTORIAL ANNOUNCEMENT** if blockers fixed
### Weekend (July 13-14) - Tutorial Sprint:
1. **Regenerate Parts 3-6** (machine drafts are broken)
2. **Create Parts 7-10**: Interface, Items, Targeting, Save/Load
3. **Create Parts 11-15**: Dungeon levels, difficulty, equipment
4. **Post more frequently during event** (narrator emphasis)
### Architecture Decision Log:
- **DECIDED**: Use three-layer architecture (visual/world/perspective)
- **DECIDED**: Spatial hashing over quadtrees for entities
- **DECIDED**: Batch operations are mandatory, not optional
- **DECIDED**: TCOD integration as mcrfpy.libtcod submodule
- **DECIDED**: Tutorial must showcase McRogueFace strengths, not mimic TCOD
### Risk Mitigation:
- **If TCOD integration delays**: Use pure Python FOV for tutorial
- **If performance issues**: Focus on <100x100 maps for demos
- **If tutorial incomplete**: Ship with 4 solid parts + roadmap
- **If bugs block progress**: Document as "known issues" and continue
---
## 📋 COMPREHENSIVE ISSUES FROM TRANSCRIPT ANALYSIS
### Animation System (6 issues)
1. **Input Queue During Animation**: Queue one additional move during animation
2. **Destination Square Reservation**: Block target when movement begins
3. **Pokemon-Style Movement**: Smooth continuous movement with input handling
4. **#119** - Animation Callbacks: Add completion callbacks with parameters
5. **#120** - Property Conflict Prevention: Prevent multiple animations on same property
6. **Remove Bare Pointers**: Complete refactoring to weak references ✅
### Grid System (6 issues)
7. **#111** - Grid Click Implementation: Fix commented-out events in headless
8. **Tile Coordinate Conversion**: Convert mouse to tile coordinates
9. **Nested Grid Support**: Enable clicking on grids within grids
10. **#123** - Grid Rendering Performance: Implement 256x256 subgrid system
11. **#116** - Dirty Flagging: Add dirty flag propagation from base
12. **#124** - Grid Point Animation: Enable animating individual tiles
### Python API (6 issues)
13. **Regenerate Python Bindings**: Create consistent interface generation
14. **#109** - Vector Class Enhancement: Add [0], [1] indexing to vectors
15. **#112** - Fix Object Splitting: Preserve Python derived class types
16. **#101/#110** - Standardize Constructors: Make all constructors consistent
17. **Color Class Bindings**: Properly expose SFML Color class
18. **Font Class Bindings**: Properly expose SFML Font class
### Architecture (8 issues)
19. **#118** - Scene as Drawable: Refactor Scene to inherit from Drawable
20. **Scene Visibility System**: Implement exclusive visibility switching
21. **Replace Transition System**: Use animations not special transitions
22. **#122** - Parent-Child UI: Add parent field to UI drawables
23. **Collection Methods**: Implement append/remove/extend with parent updates
24. **#121** - Timer Object System: Replace string-dictionary timers
25. **One-Shot Timer Mode**: Implement proper one-shot functionality
26. **Button Mechanics**: Any entity type can trigger buttons
### Entity System (4 issues)
27. **Step-On Entities**: Implement trigger when stepped on
28. **Bump Interaction**: Add bump-to-interact behavior
29. **Type-Aware Interactions**: Entity interactions based on type
30. **Button Mechanics**: Any entity can trigger buttons
### Tutorial & Documentation (4 issues)
31. **Fix Part 2 Tutorial**: Unblock with animation fixes
32. **Regenerate Parts 3-6**: Replace machine-generated content
33. **API Documentation**: Document ergonomic improvements
34. **Tutorial Alignment**: Ensure parts match TCOD structure
---
*Last Updated: 2025-07-12 (CRITICAL TUTORIAL SPRINT)*
*Next Review: July 15 after event start*

42
build_windows_cmake.bat Normal file
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@ -0,0 +1,42 @@
@echo off
REM Windows build script using cmake --build (generator-agnostic)
REM This version works with any CMake generator
echo Building McRogueFace for Windows using CMake...
REM Set build directory
set BUILD_DIR=build_win
set CONFIG=Release
REM Clean previous build
if exist %BUILD_DIR% rmdir /s /q %BUILD_DIR%
mkdir %BUILD_DIR%
cd %BUILD_DIR%
REM Configure with CMake
REM You can change the generator here if needed:
REM -G "Visual Studio 17 2022" (VS 2022)
REM -G "Visual Studio 16 2019" (VS 2019)
REM -G "MinGW Makefiles" (MinGW)
REM -G "Ninja" (Ninja build system)
cmake -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=%CONFIG% ..
if errorlevel 1 (
echo CMake configuration failed!
cd ..
exit /b 1
)
REM Build using cmake (works with any generator)
cmake --build . --config %CONFIG% --parallel
if errorlevel 1 (
echo Build failed!
cd ..
exit /b 1
)
echo.
echo Build completed successfully!
echo Executable: %BUILD_DIR%\%CONFIG%\mcrogueface.exe
echo.
cd ..

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@ -1,157 +0,0 @@
aqua #00FFFF
black #000000
blue #0000FF
fuchsia #FF00FF
gray #808080
green #008000
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<h1>McRogueFace API Reference</h1>
<p><em>Generated on 2025-07-10 01:13:53</em></p>
<p><em>This documentation was dynamically generated from the compiled module.</em></p>
<div class="toc">
<h2>Table of Contents</h2>
<ul>
<li><a href="#functions">Functions</a></li>
<li><a href="#classes">Classes</a>
<ul>
<li><a href="#Animation">Animation</a></li>
<li><a href="#Caption">Caption</a></li>
<li><a href="#Color">Color</a></li>
<li><a href="#Drawable">Drawable</a></li>
<li><a href="#Entity">Entity</a></li>
<li><a href="#EntityCollection">EntityCollection</a></li>
<li><a href="#Font">Font</a></li>
<li><a href="#Frame">Frame</a></li>
<li><a href="#Grid">Grid</a></li>
<li><a href="#GridPoint">GridPoint</a></li>
<li><a href="#GridPointState">GridPointState</a></li>
<li><a href="#Scene">Scene</a></li>
<li><a href="#Sprite">Sprite</a></li>
<li><a href="#Texture">Texture</a></li>
<li><a href="#Timer">Timer</a></li>
<li><a href="#UICollection">UICollection</a></li>
<li><a href="#UICollectionIter">UICollectionIter</a></li>
<li><a href="#UIEntityCollectionIter">UIEntityCollectionIter</a></li>
<li><a href="#Vector">Vector</a></li>
<li><a href="#Window">Window</a></li>
</ul>
</li>
<li><a href="#constants">Constants</a></li>
</ul>
</div>
<h2 id="functions">Functions</h2>
<div class="method-section">
<h3><code class="function-signature">createScenecreateScene(name: str) -> None</code></h3>
<p>Create a new empty scene.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Unique name for the new scene</li>
<li><span class='arg-name'>ValueError</span>: If a scene with this name already exists</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">createSoundBuffercreateSoundBuffer(filename: str) -> int</code></h3>
<p>Load a sound effect from a file and return its buffer ID.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>filename</span>: Path to the sound file (WAV, OGG, FLAC)</li>
</ul>
<p><span class='returns'>Returns:</span> int: Buffer ID for use with playSound() RuntimeError: If the file cannot be loaded</p>
</div>
<div class="method-section">
<h3><code class="function-signature">currentScenecurrentScene() -> str</code></h3>
<p>Get the name of the currently active scene.</p>
<p><span class='returns'>Returns:</span> str: Name of the current scene</p>
</div>
<div class="method-section">
<h3><code class="function-signature">delTimerdelTimer(name: str) -> None</code></h3>
<p>Stop and remove a timer.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Timer identifier to remove</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">exitexit() -> None</code></h3>
<p>Cleanly shut down the game engine and exit the application.
Note:</p>
</div>
<div class="method-section">
<h3><code class="function-signature">findfind(name: str, scene: str = None) -> UIDrawable | None</code></h3>
<p>Find the first UI element with the specified name.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Exact name to search for</li>
<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
</ul>
<p><span class='returns'>Returns:</span> Frame, Caption, Sprite, Grid, or Entity if found; None otherwise Searches scene UI elements and entities within grids.</p>
</div>
<div class="method-section">
<h3><code class="function-signature">findAllfindAll(pattern: str, scene: str = None) -> list</code></h3>
<p>Find all UI elements matching a name pattern.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>pattern</span>: Name pattern with optional wildcards (* matches any characters)</li>
<li><span class='arg-name'>scene</span>: Scene to search in (default: current scene)</li>
</ul>
<p><span class='returns'>Returns:</span> list: All matching UI elements and entities</p>
<h4>Example:</h4>
<pre><code>findAll(&#x27;enemy*&#x27;) # Find all elements starting with &#x27;enemy&#x27;
findAll(&#x27;*_button&#x27;) # Find all elements ending with &#x27;_button&#x27;</code></pre>
</div>
<div class="method-section">
<h3><code class="function-signature">getMetricsgetMetrics() -> dict</code></h3>
<p>Get current performance metrics.</p>
<p><span class='returns'>Returns:</span> dict: Performance data with keys: - frame_time: Last frame duration in seconds - avg_frame_time: Average frame time - fps: Frames per second - draw_calls: Number of draw calls - ui_elements: Total UI element count - visible_elements: Visible element count - current_frame: Frame counter - runtime: Total runtime in seconds</p>
</div>
<div class="method-section">
<h3><code class="function-signature">getMusicVolumegetMusicVolume() -> int</code></h3>
<p>Get the current music volume level.</p>
<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
</div>
<div class="method-section">
<h3><code class="function-signature">getSoundVolumegetSoundVolume() -> int</code></h3>
<p>Get the current sound effects volume level.</p>
<p><span class='returns'>Returns:</span> int: Current volume (0-100)</p>
</div>
<div class="method-section">
<h3><code class="function-signature">keypressScenekeypressScene(handler: callable) -> None</code></h3>
<p>Set the keyboard event handler for the current scene.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>handler</span>: Callable that receives (key_name: str, is_pressed: bool)</li>
</ul>
<h4>Example:</h4>
<pre><code>def on_key(key, pressed):
if key == &#x27;A&#x27; and pressed:
print(&#x27;A key pressed&#x27;)
mcrfpy.keypressScene(on_key)</code></pre>
</div>
<div class="method-section">
<h3><code class="function-signature">loadMusicloadMusic(filename: str) -> None</code></h3>
<p>Load and immediately play background music from a file.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>filename</span>: Path to the music file (WAV, OGG, FLAC)</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">playSoundplaySound(buffer_id: int) -> None</code></h3>
<p>Play a sound effect using a previously loaded buffer.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>buffer_id</span>: Sound buffer ID returned by createSoundBuffer()</li>
<li><span class='arg-name'>RuntimeError</span>: If the buffer ID is invalid</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">sceneUIsceneUI(scene: str = None) -> list</code></h3>
<p>Get all UI elements for a scene.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>scene</span>: Scene name. If None, uses current scene</li>
</ul>
<p><span class='returns'>Returns:</span> list: All UI elements (Frame, Caption, Sprite, Grid) in the scene KeyError: If the specified scene doesn&#x27;t exist</p>
</div>
<div class="method-section">
<h3><code class="function-signature">setMusicVolumesetMusicVolume(volume: int) -> None</code></h3>
<p>Set the global music volume.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">setScalesetScale(multiplier: float) -> None</code></h3>
<p>Scale the game window size.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>multiplier</span>: Scale factor (e.g., 2.0 for double size)</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">setScenesetScene(scene: str, transition: str = None, duration: float = 0.0) -> None</code></h3>
<p>Switch to a different scene with optional transition effect.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>scene</span>: Name of the scene to switch to</li>
<li><span class='arg-name'>transition</span>: Transition type (&#x27;fade&#x27;, &#x27;slide_left&#x27;, &#x27;slide_right&#x27;, &#x27;slide_up&#x27;, &#x27;slide_down&#x27;)</li>
<li><span class='arg-name'>duration</span>: Transition duration in seconds (default: 0.0 for instant)</li>
<li><span class='arg-name'>KeyError</span>: If the scene doesn&#x27;t exist</li>
<li><span class='arg-name'>ValueError</span>: If the transition type is invalid</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">setSoundVolumesetSoundVolume(volume: int) -> None</code></h3>
<p>Set the global sound effects volume.</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>volume</span>: Volume level from 0 (silent) to 100 (full volume)</li>
</ul>
</div>
<div class="method-section">
<h3><code class="function-signature">setTimersetTimer(name: str, handler: callable, interval: int) -> None</code></h3>
<p>Create or update a recurring timer.
Note:</p>
<h4>Arguments:</h4>
<ul>
<li><span class='arg-name'>name</span>: Unique identifier for the timer</li>
<li><span class='arg-name'>handler</span>: Function called with (runtime: float) parameter</li>
<li><span class='arg-name'>interval</span>: Time between calls in milliseconds</li>
</ul>
</div>
<h2 id='classes'>Classes</h2>
<div class="method-section">
<h3 id="Animation"><span class="class-name">Animation</span></h3>
<p>Animation object for animating UI properties</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_current_value(...)</code></h5>
<p>Get the current interpolated value</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">start(...)</code></h5>
<p>Start the animation on a target UIDrawable</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">updateUpdate the animation by deltaTime (returns True if still running)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Caption"><span class="class-name">Caption</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Caption(text=&#x27;&#x27;, x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)
A text display UI element with customizable font and styling.
Args:
text (str): The text content to display. Default: &#x27;&#x27;
x (float): X position in pixels. Default: 0
y (float): Y position in pixels. Default: 0
font (Font): Font object for text rendering. Default: engine default font
fill_color (Color): Text fill color. Default: (255, 255, 255, 255)
outline_color (Color): Text outline color. Default: (0, 0, 0, 255)
outline (float): Text outline thickness. Default: 0
click (callable): Click event handler. Default: None
Attributes:
text (str): The displayed text content
x, y (float): Position in pixels
font (Font): Font used for rendering
fill_color, outline_color (Color): Text appearance
outline (float): Outline thickness
click (callable): Click event handler
visible (bool): Visibility state
z_index (int): Rendering order
w, h (float): Read-only computed size based on text and font</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Color"><span class="class-name">Color</span></h3>
<p>SFML Color Object</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">from_hexCreate Color from hex string (e.g., '#FF0000' or 'FF0000')</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">lerp(...)</code></h5>
<p>Linearly interpolate between this color and another</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">to_hex(...)</code></h5>
<p>Convert Color to hex string</p>
</div>
</div>
<div class="method-section">
<h3 id="Drawable"><span class="class-name">Drawable</span></h3>
<p>Base class for all drawable UI elements</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Entity"><span class="class-name">Entity</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>UIEntity objects</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">at(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">die(...)</code></h5>
<p>Remove this entity from its grid</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">index(...)</code></h5>
<p>Return the index of this entity in its grid&#x27;s entity collection</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">path_topath_to(x: int, y: int) -> bool</code></h5>
<p>Find and follow path to target position using A* pathfinding.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x</span>: Target X coordinate</div>
<div><span class='arg-name'>y</span>: Target Y coordinate</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> True if a path was found and the entity started moving, False otherwise</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">update_visibilityupdate_visibility() -> None</code></h5>
<p>Update entity&#x27;s visibility state based on current FOV.
Recomputes which cells are visible from the entity&#x27;s position and updates
the entity&#x27;s gridstate to track explored areas. This is called automatically
when the entity moves if it has a grid with perspective set.</p>
</div>
</div>
<div class="method-section">
<h3 id="EntityCollection"><span class="class-name">EntityCollection</span></h3>
<p>Iterable, indexable collection of Entities</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">append(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">count(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">extend(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">index(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">remove(...)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Font"><span class="class-name">Font</span></h3>
<p>SFML Font Object</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="Frame"><span class="class-name">Frame</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)
A rectangular frame UI element that can contain other drawable elements.
Args:
x (float): X position in pixels. Default: 0
y (float): Y position in pixels. Default: 0
w (float): Width in pixels. Default: 0
h (float): Height in pixels. Default: 0
fill_color (Color): Background fill color. Default: (0, 0, 0, 128)
outline_color (Color): Border outline color. Default: (255, 255, 255, 255)
outline (float): Border outline thickness. Default: 0
click (callable): Click event handler. Default: None
children (list): Initial list of child drawable elements. Default: None
Attributes:
x, y (float): Position in pixels
w, h (float): Size in pixels
fill_color, outline_color (Color): Visual appearance
outline (float): Border thickness
click (callable): Click event handler
children (list): Collection of child drawable elements
visible (bool): Visibility state
z_index (int): Rendering order
clip_children (bool): Whether to clip children to frame bounds</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Grid"><span class="class-name">Grid</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)
A grid-based tilemap UI element for rendering tile-based levels and game worlds.
Args:
x (float): X position in pixels. Default: 0
y (float): Y position in pixels. Default: 0
grid_size (tuple): Grid dimensions as (width, height) in tiles. Default: (20, 20)
texture (Texture): Texture atlas containing tile sprites. Default: None
tile_width (int): Width of each tile in pixels. Default: 16
tile_height (int): Height of each tile in pixels. Default: 16
scale (float): Grid scaling factor. Default: 1.0
click (callable): Click event handler. Default: None
Attributes:
x, y (float): Position in pixels
grid_size (tuple): Grid dimensions (width, height) in tiles
tile_width, tile_height (int): Tile dimensions in pixels
texture (Texture): Tile texture atlas
scale (float): Scale multiplier
points (list): 2D array of GridPoint objects for tile data
entities (list): Collection of Entity objects in the grid
background_color (Color): Grid background color
click (callable): Click event handler
visible (bool): Visibility state
z_index (int): Rendering order</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">at(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">compute_astar_pathcompute_astar_path(x1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]</code></h5>
<p>Compute A* path between two points.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x1</span>: Starting X coordinate</div>
<div><span class='arg-name'>y1</span>: Starting Y coordinate</div>
<div><span class='arg-name'>x2</span>: Target X coordinate</div>
<div><span class='arg-name'>y2</span>: Target Y coordinate</div>
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing the path, empty list if no path exists</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">compute_dijkstracompute_dijkstra(root_x: int, root_y: int, diagonal_cost: float = 1.41) -> None</code></h5>
<p>Compute Dijkstra map from root position.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>root_x</span>: X coordinate of the root/target</div>
<div><span class='arg-name'>root_y</span>: Y coordinate of the root/target</div>
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
</div>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">compute_fovcompute_fov(x: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None</code></h5>
<p>Compute field of view from a position.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x</span>: X coordinate of the viewer</div>
<div><span class='arg-name'>y</span>: Y coordinate of the viewer</div>
<div><span class='arg-name'>radius</span>: Maximum view distance (0 = unlimited)</div>
<div><span class='arg-name'>light_walls</span>: Whether walls are lit when visible</div>
<div><span class='arg-name'>algorithm</span>: FOV algorithm to use (FOV_BASIC, FOV_DIAMOND, FOV_SHADOW, FOV_PERMISSIVE_0-8)</div>
</div>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">find_pathfind_path(x1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]</code></h5>
<p>Find A* path between two points.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x1</span>: Starting X coordinate</div>
<div><span class='arg-name'>y1</span>: Starting Y coordinate</div>
<div><span class='arg-name'>x2</span>: Target X coordinate</div>
<div><span class='arg-name'>y2</span>: Target Y coordinate</div>
<div><span class='arg-name'>diagonal_cost</span>: Cost of diagonal movement (default: 1.41)</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing the path, empty list if no path exists</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_dijkstra_distanceget_dijkstra_distance(x: int, y: int) -> Optional[float]</code></h5>
<p>Get distance from Dijkstra root to position.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x</span>: X coordinate to query</div>
<div><span class='arg-name'>y</span>: Y coordinate to query</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> Distance as float, or None if position is unreachable or invalid</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_dijkstra_pathget_dijkstra_path(x: int, y: int) -> List[Tuple[int, int]]</code></h5>
<p>Get path from position to Dijkstra root.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x</span>: Starting X coordinate</div>
<div><span class='arg-name'>y</span>: Starting Y coordinate</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> List of (x, y) tuples representing path to root, empty if unreachable</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">is_in_fovis_in_fov(x: int, y: int) -> bool</code></h5>
<p>Check if a cell is in the field of view.</p>
<div style='margin-left: 20px;'>
<div><span class='arg-name'>x</span>: X coordinate to check</div>
<div><span class='arg-name'>y</span>: Y coordinate to check</div>
</div>
<p style='margin-left: 20px;'><span class='returns'>Returns:</span> True if the cell is visible, False otherwise</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="GridPoint"><span class="class-name">GridPoint</span></h3>
<p>UIGridPoint object</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="GridPointState"><span class="class-name">GridPointState</span></h3>
<p>UIGridPointState object</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="Scene"><span class="class-name">Scene</span></h3>
<p>Base class for object-oriented scenes</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">activate(...)</code></h5>
<p>Make this the active scene</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_ui(...)</code></h5>
<p>Get the UI element collection for this scene</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">register_keyboardRegister a keyboard handler function (alternative to overriding on_keypress)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Sprite"><span class="class-name">Sprite</span></h3>
<p><em>Inherits from: Drawable</em></p>
<p>Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)
A sprite UI element that displays a texture or portion of a texture atlas.
Args:
x (float): X position in pixels. Default: 0
y (float): Y position in pixels. Default: 0
texture (Texture): Texture object to display. Default: None
sprite_index (int): Index into texture atlas (if applicable). Default: 0
scale (float): Sprite scaling factor. Default: 1.0
click (callable): Click event handler. Default: None
Attributes:
x, y (float): Position in pixels
texture (Texture): The texture being displayed
sprite_index (int): Current sprite index in texture atlas
scale (float): Scale multiplier
click (callable): Click event handler
visible (bool): Visibility state
z_index (int): Rendering order
w, h (float): Read-only computed size based on texture and scale</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get_boundsGet bounding box as (x, y, width, height)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">moveMove by relative offset (dx, dy)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resizeResize to new dimensions (width, height)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="Texture"><span class="class-name">Texture</span></h3>
<p>SFML Texture Object</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="Timer"><span class="class-name">Timer</span></h3>
<p>Timer object for scheduled callbacks</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">cancel(...)</code></h5>
<p>Cancel the timer and remove it from the system</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">pause(...)</code></h5>
<p>Pause the timer</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">restart(...)</code></h5>
<p>Restart the timer from the current time</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">resume(...)</code></h5>
<p>Resume a paused timer</p>
</div>
</div>
<div class="method-section">
<h3 id="UICollection"><span class="class-name">UICollection</span></h3>
<p>Iterable, indexable collection of UI objects</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">append(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">count(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">extend(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">index(...)</code></h5>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">remove(...)</code></h5>
</div>
</div>
<div class="method-section">
<h3 id="UICollectionIter"><span class="class-name">UICollectionIter</span></h3>
<p>Iterator for a collection of UI objects</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="UIEntityCollectionIter"><span class="class-name">UIEntityCollectionIter</span></h3>
<p>Iterator for a collection of UI objects</p>
<h4>Methods:</h4>
</div>
<div class="method-section">
<h3 id="Vector"><span class="class-name">Vector</span></h3>
<p>SFML Vector Object</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">angle(...)</code></h5>
<p>Return the angle in radians from the positive X axis</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">copy(...)</code></h5>
<p>Return a copy of this vector</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">distance_to(...)</code></h5>
<p>Return the distance to another vector</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">dot(...)</code></h5>
<p>Return the dot product with another vector</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">magnitude(...)</code></h5>
<p>Return the length of the vector</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">magnitude_squared(...)</code></h5>
<p>Return the squared length of the vector</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">normalize(...)</code></h5>
<p>Return a unit vector in the same direction</p>
</div>
</div>
<div class="method-section">
<h3 id="Window"><span class="class-name">Window</span></h3>
<p>Window singleton for accessing and modifying the game window properties</p>
<h4>Methods:</h4>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">center(...)</code></h5>
<p>Center the window on the screen</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">get(...)</code></h5>
<p>Get the Window singleton instance</p>
</div>
<div style="margin-left: 20px; margin-bottom: 15px;">
<h5><code class="method-name">screenshot(...)</code></h5>
<p>Take a screenshot. Pass filename to save to file, or get raw bytes if no filename.</p>
</div>
</div>
<h2 id='constants'>Constants</h2>
<ul>
<li><code>FOV_BASIC</code> (int): 0</li>
<li><code>FOV_DIAMOND</code> (int): 1</li>
<li><code>FOV_PERMISSIVE_0</code> (int): 3</li>
<li><code>FOV_PERMISSIVE_1</code> (int): 4</li>
<li><code>FOV_PERMISSIVE_2</code> (int): 5</li>
<li><code>FOV_PERMISSIVE_3</code> (int): 6</li>
<li><code>FOV_PERMISSIVE_4</code> (int): 7</li>
<li><code>FOV_PERMISSIVE_5</code> (int): 8</li>
<li><code>FOV_PERMISSIVE_6</code> (int): 9</li>
<li><code>FOV_PERMISSIVE_7</code> (int): 10</li>
<li><code>FOV_PERMISSIVE_8</code> (int): 11</li>
<li><code>FOV_RESTRICTIVE</code> (int): 12</li>
<li><code>FOV_SHADOW</code> (int): 2</li>
</ul>
</div>
</body>
</html>

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"""Type stubs for McRogueFace Python API.
Auto-generated - do not edit directly.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union
# Module documentation
# McRogueFace Python API\n\nCore game engine interface for creating roguelike games with Python.\n\nThis module provides:\n- Scene management (createScene, setScene, currentScene)\n- UI components (Frame, Caption, Sprite, Grid)\n- Entity system for game objects\n- Audio playback (sound effects and music)\n- Timer system for scheduled events\n- Input handling\n- Performance metrics\n\nExample:\n import mcrfpy\n \n # Create a new scene\n mcrfpy.createScene('game')\n mcrfpy.setScene('game')\n \n # Add UI elements\n frame = mcrfpy.Frame(10, 10, 200, 100)\n caption = mcrfpy.Caption('Hello World', 50, 50)\n mcrfpy.sceneUI().extend([frame, caption])\n
# Classes
class Animation:
"""Animation object for animating UI properties"""
def __init__(selftype(self)) -> None: ...
def get_current_value(self, *args, **kwargs) -> Any: ...
def start(self, *args, **kwargs) -> Any: ...
def update(selfreturns True if still running) -> Any: ...
class Caption:
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Color:
"""SFML Color Object"""
def __init__(selftype(self)) -> None: ...
def from_hex(selfe.g., '#FF0000' or 'FF0000') -> Any: ...
def lerp(self, *args, **kwargs) -> Any: ...
def to_hex(self, *args, **kwargs) -> Any: ...
class Drawable:
"""Base class for all drawable UI elements"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Entity:
"""UIEntity objects"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def die(self, *args, **kwargs) -> Any: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def move(selfdx, dy) -> Any: ...
def path_to(selfx: int, y: int) -> bool: ...
def resize(selfwidth, height) -> Any: ...
def update_visibility(self) -> None: ...
class EntityCollection:
"""Iterable, indexable collection of Entities"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class Font:
"""SFML Font Object"""
def __init__(selftype(self)) -> None: ...
class Frame:
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Grid:
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def compute_astar_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def compute_dijkstra(selfroot_x: int, root_y: int, diagonal_cost: float = 1.41) -> None: ...
def compute_fov(selfx: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None: ...
def find_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def get_dijkstra_distance(selfx: int, y: int) -> Optional[float]: ...
def get_dijkstra_path(selfx: int, y: int) -> List[Tuple[int, int]]: ...
def is_in_fov(selfx: int, y: int) -> bool: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class GridPoint:
"""UIGridPoint object"""
def __init__(selftype(self)) -> None: ...
class GridPointState:
"""UIGridPointState object"""
def __init__(selftype(self)) -> None: ...
class Scene:
"""Base class for object-oriented scenes"""
def __init__(selftype(self)) -> None: ...
def activate(self, *args, **kwargs) -> Any: ...
def get_ui(self, *args, **kwargs) -> Any: ...
def register_keyboard(selfalternative to overriding on_keypress) -> Any: ...
class Sprite:
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Texture:
"""SFML Texture Object"""
def __init__(selftype(self)) -> None: ...
class Timer:
"""Timer object for scheduled callbacks"""
def __init__(selftype(self)) -> None: ...
def cancel(self, *args, **kwargs) -> Any: ...
def pause(self, *args, **kwargs) -> Any: ...
def restart(self, *args, **kwargs) -> Any: ...
def resume(self, *args, **kwargs) -> Any: ...
class UICollection:
"""Iterable, indexable collection of UI objects"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class UICollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class UIEntityCollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class Vector:
"""SFML Vector Object"""
def __init__(selftype(self)) -> None: ...
def angle(self, *args, **kwargs) -> Any: ...
def copy(self, *args, **kwargs) -> Any: ...
def distance_to(self, *args, **kwargs) -> Any: ...
def dot(self, *args, **kwargs) -> Any: ...
def magnitude(self, *args, **kwargs) -> Any: ...
def magnitude_squared(self, *args, **kwargs) -> Any: ...
def normalize(self, *args, **kwargs) -> Any: ...
class Window:
"""Window singleton for accessing and modifying the game window properties"""
def __init__(selftype(self)) -> None: ...
def center(self, *args, **kwargs) -> Any: ...
def get(self, *args, **kwargs) -> Any: ...
def screenshot(self, *args, **kwargs) -> Any: ...
# Functions
def createScene(name: str) -> None: ...
def createSoundBuffer(filename: str) -> int: ...
def currentScene() -> str: ...
def delTimer(name: str) -> None: ...
def exit() -> None: ...
def find(name: str, scene: str = None) -> UIDrawable | None: ...
def findAll(pattern: str, scene: str = None) -> list: ...
def getMetrics() -> dict: ...
def getMusicVolume() -> int: ...
def getSoundVolume() -> int: ...
def keypressScene(handler: callable) -> None: ...
def loadMusic(filename: str) -> None: ...
def playSound(buffer_id: int) -> None: ...
def sceneUI(scene: str = None) -> list: ...
def setMusicVolume(volume: int) -> None: ...
def setScale(multiplier: float) -> None: ...
def setScene(scene: str, transition: str = None, duration: float = 0.0) -> None: ...
def setSoundVolume(volume: int) -> None: ...
def setTimer(name: str, handler: callable, interval: int) -> None: ...
# Constants
FOV_BASIC: int
FOV_DIAMOND: int
FOV_PERMISSIVE_0: int
FOV_PERMISSIVE_1: int
FOV_PERMISSIVE_2: int
FOV_PERMISSIVE_3: int
FOV_PERMISSIVE_4: int
FOV_PERMISSIVE_5: int
FOV_PERMISSIVE_6: int
FOV_PERMISSIVE_7: int
FOV_PERMISSIVE_8: int
FOV_RESTRICTIVE: int
FOV_SHADOW: int
default_font: Any
default_texture: Any

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"""Type stubs for McRogueFace Python API.
Auto-generated - do not edit directly.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union
# Module documentation
# McRogueFace Python API\n\nCore game engine interface for creating roguelike games with Python.\n\nThis module provides:\n- Scene management (createScene, setScene, currentScene)\n- UI components (Frame, Caption, Sprite, Grid)\n- Entity system for game objects\n- Audio playback (sound effects and music)\n- Timer system for scheduled events\n- Input handling\n- Performance metrics\n\nExample:\n import mcrfpy\n \n # Create a new scene\n mcrfpy.createScene('game')\n mcrfpy.setScene('game')\n \n # Add UI elements\n frame = mcrfpy.Frame(10, 10, 200, 100)\n caption = mcrfpy.Caption('Hello World', 50, 50)\n mcrfpy.sceneUI().extend([frame, caption])\n
# Classes
class Animation:
"""Animation object for animating UI properties"""
def __init__(selftype(self)) -> None: ...
def get_current_value(self, *args, **kwargs) -> Any: ...
def start(self, *args, **kwargs) -> Any: ...
def update(selfreturns True if still running) -> Any: ...
class Caption:
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Color:
"""SFML Color Object"""
def __init__(selftype(self)) -> None: ...
def from_hex(selfe.g., '#FF0000' or 'FF0000') -> Any: ...
def lerp(self, *args, **kwargs) -> Any: ...
def to_hex(self, *args, **kwargs) -> Any: ...
class Drawable:
"""Base class for all drawable UI elements"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Entity:
"""UIEntity objects"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def die(self, *args, **kwargs) -> Any: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def move(selfdx, dy) -> Any: ...
def path_to(selfx: int, y: int) -> bool: ...
def resize(selfwidth, height) -> Any: ...
def update_visibility(self) -> None: ...
class EntityCollection:
"""Iterable, indexable collection of Entities"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class Font:
"""SFML Font Object"""
def __init__(selftype(self)) -> None: ...
class Frame:
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Grid:
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def compute_astar_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def compute_dijkstra(selfroot_x: int, root_y: int, diagonal_cost: float = 1.41) -> None: ...
def compute_fov(selfx: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None: ...
def find_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def get_dijkstra_distance(selfx: int, y: int) -> Optional[float]: ...
def get_dijkstra_path(selfx: int, y: int) -> List[Tuple[int, int]]: ...
def is_in_fov(selfx: int, y: int) -> bool: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class GridPoint:
"""UIGridPoint object"""
def __init__(selftype(self)) -> None: ...
class GridPointState:
"""UIGridPointState object"""
def __init__(selftype(self)) -> None: ...
class Scene:
"""Base class for object-oriented scenes"""
def __init__(selftype(self)) -> None: ...
def activate(self, *args, **kwargs) -> Any: ...
def get_ui(self, *args, **kwargs) -> Any: ...
def register_keyboard(selfalternative to overriding on_keypress) -> Any: ...
class Sprite:
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Texture:
"""SFML Texture Object"""
def __init__(selftype(self)) -> None: ...
class Timer:
"""Timer object for scheduled callbacks"""
def __init__(selftype(self)) -> None: ...
def cancel(self, *args, **kwargs) -> Any: ...
def pause(self, *args, **kwargs) -> Any: ...
def restart(self, *args, **kwargs) -> Any: ...
def resume(self, *args, **kwargs) -> Any: ...
class UICollection:
"""Iterable, indexable collection of UI objects"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class UICollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class UIEntityCollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class Vector:
"""SFML Vector Object"""
def __init__(selftype(self)) -> None: ...
def angle(self, *args, **kwargs) -> Any: ...
def copy(self, *args, **kwargs) -> Any: ...
def distance_to(self, *args, **kwargs) -> Any: ...
def dot(self, *args, **kwargs) -> Any: ...
def magnitude(self, *args, **kwargs) -> Any: ...
def magnitude_squared(self, *args, **kwargs) -> Any: ...
def normalize(self, *args, **kwargs) -> Any: ...
class Window:
"""Window singleton for accessing and modifying the game window properties"""
def __init__(selftype(self)) -> None: ...
def center(self, *args, **kwargs) -> Any: ...
def get(self, *args, **kwargs) -> Any: ...
def screenshot(self, *args, **kwargs) -> Any: ...
# Functions
def createScene(name: str) -> None: ...
def createSoundBuffer(filename: str) -> int: ...
def currentScene() -> str: ...
def delTimer(name: str) -> None: ...
def exit() -> None: ...
def find(name: str, scene: str = None) -> UIDrawable | None: ...
def findAll(pattern: str, scene: str = None) -> list: ...
def getMetrics() -> dict: ...
def getMusicVolume() -> int: ...
def getSoundVolume() -> int: ...
def keypressScene(handler: callable) -> None: ...
def loadMusic(filename: str) -> None: ...
def playSound(buffer_id: int) -> None: ...
def sceneUI(scene: str = None) -> list: ...
def setMusicVolume(volume: int) -> None: ...
def setScale(multiplier: float) -> None: ...
def setScene(scene: str, transition: str = None, duration: float = 0.0) -> None: ...
def setSoundVolume(volume: int) -> None: ...
def setTimer(name: str, handler: callable, interval: int) -> None: ...
# Constants
FOV_BASIC: int
FOV_DIAMOND: int
FOV_PERMISSIVE_0: int
FOV_PERMISSIVE_1: int
FOV_PERMISSIVE_2: int
FOV_PERMISSIVE_3: int
FOV_PERMISSIVE_4: int
FOV_PERMISSIVE_5: int
FOV_PERMISSIVE_6: int
FOV_PERMISSIVE_7: int
FOV_PERMISSIVE_8: int
FOV_RESTRICTIVE: int
FOV_SHADOW: int
default_font: Any
default_texture: Any

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"""Type stubs for McRogueFace automation API."""
from typing import Optional, Tuple
def click(x=None, y=None, clicks=1, interval=0.0, button='left') -> Any: ...
def doubleClick(x=None, y=None) -> Any: ...
def dragRel(xOffset, yOffset, duration=0.0, button='left') -> Any: ...
def dragTo(x, y, duration=0.0, button='left') -> Any: ...
def hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c')) -> Any: ...
def keyDown(key) -> Any: ...
def keyUp(key) -> Any: ...
def middleClick(x=None, y=None) -> Any: ...
def mouseDown(x=None, y=None, button='left') -> Any: ...
def mouseUp(x=None, y=None, button='left') -> Any: ...
def moveRel(xOffset, yOffset, duration=0.0) -> Any: ...
def moveTo(x, y, duration=0.0) -> Any: ...
def onScreen(x, y) -> Any: ...
def position() - Get current mouse position as (x, y) -> Any: ...
def rightClick(x=None, y=None) -> Any: ...
def screenshot(filename) -> Any: ...
def scroll(clicks, x=None, y=None) -> Any: ...
def size() - Get screen size as (width, height) -> Any: ...
def tripleClick(x=None, y=None) -> Any: ...
def typewrite(message, interval=0.0) -> Any: ...

0
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"""
McRogueFace Tutorial - Part 0: Introduction to Scene, Texture, and Grid
This tutorial introduces the basic building blocks:
- Scene: A container for UI elements and game state
- Texture: Loading image assets for use in the game
- Grid: A tilemap component for rendering tile-based worlds
"""
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)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = zoom
grid.center = (grid_width/2.0)*16, (grid_height/2.0)*16 # center on the middle of the central tile
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 0",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((280, 750),
text="Scene + Texture + Grid = Tilemap!",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 0 loaded!")
print(f"Created a {grid.grid_size[0]}x{grid.grid_size[1]} grid")
print(f"Grid positioned at ({grid.x}, {grid.y})")

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"""
McRogueFace Tutorial - Part 1: Entities and Keyboard Input
This tutorial builds on Part 0 by adding:
- Entity: A game object that can be placed in a grid
- Keyboard handling: Responding to key presses to move the entity
"""
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 (32x32 sprite sheet)
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = zoom
grid.center = (grid_width/2.0)*16, (grid_height/2.0)*16 # center on the middle of the central tile
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Create a player entity at position (4, 4)
player = mcrfpy.Entity(
(4, 4), # Entity positions are tile coordinates
texture=hero_texture,
sprite_index=0 # Use the first sprite in the texture
)
# Add the player entity to the grid
grid.entities.append(player)
# Define keyboard handler
def handle_keys(key, state):
"""Handle keyboard input to move the player"""
if state == "start": # Only respond to key press, not release
# Get current player position in grid coordinates
px, py = player.x, player.y
# Calculate new position based on key press
if key == "W" or key == "Up":
py -= 1
elif key == "S" or key == "Down":
py += 1
elif key == "A" or key == "Left":
px -= 1
elif key == "D" or key == "Right":
px += 1
# Update player position (no collision checking yet)
player.x = px
player.y = py
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 1",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((200, 750),
text="Use WASD or Arrow Keys to move the hero!",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 1 loaded!")
print(f"Player entity created at grid position (4, 4)")
print("Use WASD or Arrow keys to move!")

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"""
McRogueFace Tutorial - Part 1: Entities and Keyboard Input
This tutorial builds on Part 0 by adding:
- Entity: A game object that can be placed in a grid
- Keyboard handling: Responding to key presses to move the entity
"""
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 (32x32 sprite sheet)
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Create a player entity at position (4, 4)
player = mcrfpy.Entity(
(4, 4), # Entity positions are tile coordinates
texture=hero_texture,
sprite_index=0 # Use the first sprite in the texture
)
# Add the player entity to the grid
grid.entities.append(player)
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
# Define keyboard handler
def handle_keys(key, state):
"""Handle keyboard input to move the player"""
if state == "start": # Only respond to key press, not release
# Get current player position in grid coordinates
px, py = player.x, player.y
# Calculate new position based on key press
if key == "W" or key == "Up":
py -= 1
elif key == "S" or key == "Down":
py += 1
elif key == "A" or key == "Left":
px -= 1
elif key == "D" or key == "Right":
px += 1
# Update player position (no collision checking yet)
player.x = px
player.y = py
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 1",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((200, 750),
text="Use WASD or Arrow Keys to move the hero!",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 1 loaded!")
print(f"Player entity created at grid position (4, 4)")
print("Use WASD or Arrow keys to move!")

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"""
McRogueFace Tutorial - Part 2: Animated Movement
This tutorial builds on Part 1 by adding:
- Animation system for smooth movement
- Movement that takes 0.5 seconds per tile
- Input blocking during movement animation
"""
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 (32x32 sprite sheet)
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Create a player entity at position (4, 4)
player = mcrfpy.Entity(
(4, 4), # Entity positions are tile coordinates
texture=hero_texture,
sprite_index=0 # Use the first sprite in the texture
)
# Add the player entity to the grid
grid.entities.append(player)
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
# Movement state tracking
is_moving = False
move_animations = [] # Track active animations
# Animation completion callback
def movement_complete(runtime):
"""Called when movement animation completes"""
global is_moving
is_moving = False
# Ensure grid is centered on final position
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
motion_speed = 0.30 # seconds per tile
# Define keyboard handler
def handle_keys(key, state):
"""Handle keyboard input to move the player"""
global is_moving, move_animations
if state == "start" and not is_moving: # Only respond to key press when not moving
# Get current player position in grid coordinates
px, py = player.x, player.y
new_x, new_y = px, py
# Calculate new position based on key press
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 position changed, start movement animation
if new_x != px or new_y != py:
is_moving = True
# Create animations for player position
anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad")
anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
anim_x.start(player)
anim_y.start(player)
# Animate grid center to follow player
center_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
center_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
center_x.start(grid)
center_y.start(grid)
# Set a timer to mark movement as complete
mcrfpy.setTimer("move_complete", movement_complete, 500)
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 2",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((150, 750),
text="Smooth movement! Each step takes 0.5 seconds.",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 2 loaded!")
print(f"Player entity created at grid position (4, 4)")
print("Movement is now animated over 0.5 seconds per tile!")
print("Use WASD or Arrow keys to move!")

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@ -0,0 +1,241 @@
"""
McRogueFace Tutorial - Part 2: Enhanced with Single Move Queue
This tutorial builds on Part 2 by adding:
- Single queued move system for responsive input
- Debug display showing position and queue status
- Smooth continuous movement when keys are held
- Animation callbacks to prevent race conditions
"""
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 (32x32 sprite sheet)
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Create a player entity at position (4, 4)
player = mcrfpy.Entity(
(4, 4), # Entity positions are tile coordinates
texture=hero_texture,
sprite_index=0 # Use the first sprite in the texture
)
# Add the player entity to the grid
grid.entities.append(player)
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
# Movement state tracking
is_moving = False
move_queue = [] # List to store queued moves (max 1 item)
#last_position = (4, 4) # Track last position
current_destination = None # Track where we're currently moving to
current_move = None # Track current move direction
# Store animation references
player_anim_x = None
player_anim_y = None
grid_anim_x = None
grid_anim_y = None
# Debug display caption
debug_caption = mcrfpy.Caption((10, 40),
text="Last: (4, 4) | Queue: 0 | Dest: None",
)
debug_caption.font_size = 16
debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
mcrfpy.sceneUI("tutorial").append(debug_caption)
# Additional debug caption for movement state
move_debug_caption = mcrfpy.Caption((10, 60),
text="Moving: False | Current: None | Queued: None",
)
move_debug_caption.font_size = 16
move_debug_caption.fill_color = mcrfpy.Color(255, 200, 0, 255)
mcrfpy.sceneUI("tutorial").append(move_debug_caption)
def key_to_direction(key):
"""Convert key to direction string"""
if key == "W" or key == "Up":
return "Up"
elif key == "S" or key == "Down":
return "Down"
elif key == "A" or key == "Left":
return "Left"
elif key == "D" or key == "Right":
return "Right"
return None
def update_debug_display():
"""Update the debug caption with current state"""
queue_count = len(move_queue)
dest_text = f"({current_destination[0]}, {current_destination[1]})" if current_destination else "None"
debug_caption.text = f"Last: ({player.x}, {player.y}) | Queue: {queue_count} | Dest: {dest_text}"
# Update movement state debug
current_dir = key_to_direction(current_move) if current_move else "None"
queued_dir = key_to_direction(move_queue[0]) if move_queue else "None"
move_debug_caption.text = f"Moving: {is_moving} | Current: {current_dir} | Queued: {queued_dir}"
# Animation completion callback
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
print(f"In callback for animation: {anim=} {target=}")
# Clear movement state
is_moving = False
current_move = None
current_destination = None
# Clear animation references
player_anim_x = None
player_anim_y = None
# Update last position to where we actually are now
#last_position = (int(player.x), int(player.y))
# Ensure grid is centered on final position
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
# Check if there's a queued move
if move_queue:
# Pop the next move from the queue
next_move = move_queue.pop(0)
print(f"Processing queued move: {next_move}")
# Process it like a fresh input
process_move(next_move)
update_debug_display()
motion_speed = 0.30 # seconds per tile
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
# If already moving, just update the queue
if is_moving:
print(f"process_move processing {key=} as a queued move (is_moving = True)")
# Clear queue and add new move (only keep 1 queued move)
move_queue.clear()
move_queue.append(key)
update_debug_display()
return
print(f"process_move processing {key=} as a new, immediate animation (is_moving = False)")
# Calculate new position from current position
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
# Calculate new position based on key press (only one tile movement)
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
# Start the move if position changed
if new_x != px or new_y != py:
is_moving = True
current_move = key
current_destination = (new_x, new_y)
# only animate a single axis, same callback from either
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)
# Animate grid center to follow 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)
update_debug_display()
# Define keyboard handler
def handle_keys(key, state):
"""Handle keyboard input to move the player"""
if state == "start":
# Only process movement keys
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
print(f"handle_keys producing actual input: {key=}")
process_move(key)
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 2 Enhanced",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((150, 750),
text="One-move queue system with animation callbacks!",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 2 Enhanced loaded!")
print(f"Player entity created at grid position (4, 4)")
print("Movement now uses animation callbacks to prevent race conditions!")
print("Use WASD or Arrow keys to move!")

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@ -0,0 +1,149 @@
"""
McRogueFace Tutorial - Part 2: Animated Movement
This tutorial builds on Part 1 by adding:
- Animation system for smooth movement
- Movement that takes 0.5 seconds per tile
- Input blocking during movement animation
"""
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 (32x32 sprite sheet)
hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = 3.0 # we're not using the zoom variable! It's going to be really big!
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Create a player entity at position (4, 4)
player = mcrfpy.Entity(
(4, 4), # Entity positions are tile coordinates
texture=hero_texture,
sprite_index=0 # Use the first sprite in the texture
)
# Add the player entity to the grid
grid.entities.append(player)
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16 # grid center is in texture/pixel coordinates
# Movement state tracking
is_moving = False
move_animations = [] # Track active animations
# Animation completion callback
def movement_complete(runtime):
"""Called when movement animation completes"""
global is_moving
is_moving = False
# Ensure grid is centered on final position
grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
motion_speed = 0.30 # seconds per tile
# Define keyboard handler
def handle_keys(key, state):
"""Handle keyboard input to move the player"""
global is_moving, move_animations
if state == "start" and not is_moving: # Only respond to key press when not moving
# Get current player position in grid coordinates
px, py = player.x, player.y
new_x, new_y = px, py
# Calculate new position based on key press
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 position changed, start movement animation
if new_x != px or new_y != py:
is_moving = True
# Create animations for player position
anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad")
anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad")
anim_x.start(player)
anim_y.start(player)
# Animate grid center to follow player
center_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
center_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
center_x.start(grid)
center_y.start(grid)
# Set a timer to mark movement as complete
mcrfpy.setTimer("move_complete", movement_complete, 500)
# Register the keyboard handler
mcrfpy.keypressScene(handle_keys)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 2",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((150, 750),
"Smooth movement! Each step takes 0.5 seconds.",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 2 loaded!")
print(f"Player entity created at grid position (4, 4)")
print("Movement is now animated over 0.5 seconds per tile!")
print("Use WASD or Arrow keys to move!")

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@ -1,6 +1,8 @@
#include "Animation.h" #include "Animation.h"
#include "UIDrawable.h" #include "UIDrawable.h"
#include "UIEntity.h" #include "UIEntity.h"
#include "PyAnimation.h"
#include "McRFPy_API.h"
#include <cmath> #include <cmath>
#include <algorithm> #include <algorithm>
#include <unordered_map> #include <unordered_map>
@ -9,75 +11,100 @@
#define M_PI 3.14159265358979323846 #define M_PI 3.14159265358979323846
#endif #endif
// Forward declaration of PyAnimation type
namespace mcrfpydef {
extern PyTypeObject PyAnimationType;
}
// Animation implementation // Animation implementation
Animation::Animation(const std::string& targetProperty, Animation::Animation(const std::string& targetProperty,
const AnimationValue& targetValue, const AnimationValue& targetValue,
float duration, float duration,
EasingFunction easingFunc, EasingFunction easingFunc,
bool delta) bool delta,
PyObject* callback)
: targetProperty(targetProperty) : targetProperty(targetProperty)
, targetValue(targetValue) , targetValue(targetValue)
, duration(duration) , duration(duration)
, easingFunc(easingFunc) , easingFunc(easingFunc)
, delta(delta) , delta(delta)
, pythonCallback(callback)
{ {
// Increase reference count for Python callback
if (pythonCallback) {
Py_INCREF(pythonCallback);
}
} }
void Animation::start(UIDrawable* target) { Animation::~Animation() {
currentTarget = target; // Decrease reference count for Python callback if we still own it
PyObject* callback = pythonCallback;
if (callback) {
pythonCallback = nullptr;
PyGILState_STATE gstate = PyGILState_Ensure();
Py_DECREF(callback);
PyGILState_Release(gstate);
}
}
void Animation::start(std::shared_ptr<UIDrawable> target) {
if (!target) return;
targetWeak = target;
elapsed = 0.0f; elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture startValue from target based on targetProperty // Capture start value from target
if (!currentTarget) return; std::visit([this, &target](const auto& targetVal) {
// Try to get the current value based on the expected type
std::visit([this](const auto& targetVal) {
using T = std::decay_t<decltype(targetVal)>; using T = std::decay_t<decltype(targetVal)>;
if constexpr (std::is_same_v<T, float>) { if constexpr (std::is_same_v<T, float>) {
float value; float value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
else if constexpr (std::is_same_v<T, int>) { else if constexpr (std::is_same_v<T, int>) {
int value; int value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
else if constexpr (std::is_same_v<T, std::vector<int>>) { else if constexpr (std::is_same_v<T, std::vector<int>>) {
// For sprite animation, get current sprite index // For sprite animation, get current sprite index
int value; int value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
else if constexpr (std::is_same_v<T, sf::Color>) { else if constexpr (std::is_same_v<T, sf::Color>) {
sf::Color value; sf::Color value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
else if constexpr (std::is_same_v<T, sf::Vector2f>) { else if constexpr (std::is_same_v<T, sf::Vector2f>) {
sf::Vector2f value; sf::Vector2f value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
else if constexpr (std::is_same_v<T, std::string>) { else if constexpr (std::is_same_v<T, std::string>) {
std::string value; std::string value;
if (currentTarget->getProperty(targetProperty, value)) { if (target->getProperty(targetProperty, value)) {
startValue = value; startValue = value;
} }
} }
}, targetValue); }, targetValue);
} }
void Animation::startEntity(UIEntity* target) { void Animation::startEntity(std::shared_ptr<UIEntity> target) {
currentEntityTarget = target; if (!target) return;
currentTarget = nullptr; // Clear drawable target
entityTargetWeak = target;
elapsed = 0.0f; elapsed = 0.0f;
callbackTriggered = false; // Reset callback state
// Capture the starting value from the entity // Capture the starting value from the entity
std::visit([this, target](const auto& val) { std::visit([this, target](const auto& val) {
@ -99,8 +126,49 @@ void Animation::startEntity(UIEntity* target) {
}, targetValue); }, targetValue);
} }
bool Animation::hasValidTarget() const {
return !targetWeak.expired() || !entityTargetWeak.expired();
}
void Animation::clearCallback() {
// Safely clear the callback when PyAnimation is being destroyed
PyObject* callback = pythonCallback;
if (callback) {
pythonCallback = nullptr;
callbackTriggered = true; // Prevent future triggering
PyGILState_STATE gstate = PyGILState_Ensure();
Py_DECREF(callback);
PyGILState_Release(gstate);
}
}
void Animation::complete() {
// Jump to end of animation
elapsed = duration;
// Apply final value
if (auto target = targetWeak.lock()) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(target.get(), finalValue);
}
else if (auto entity = entityTargetWeak.lock()) {
AnimationValue finalValue = interpolate(1.0f);
applyValue(entity.get(), finalValue);
}
}
bool Animation::update(float deltaTime) { bool Animation::update(float deltaTime) {
if ((!currentTarget && !currentEntityTarget) || isComplete()) { // Try to lock weak_ptr to get shared_ptr
std::shared_ptr<UIDrawable> target = targetWeak.lock();
std::shared_ptr<UIEntity> entity = entityTargetWeak.lock();
// If both are null, target was destroyed
if (!target && !entity) {
return false; // Remove this animation
}
if (isComplete()) {
return false; return false;
} }
@ -114,39 +182,18 @@ bool Animation::update(float deltaTime) {
// Get interpolated value // Get interpolated value
AnimationValue currentValue = interpolate(easedT); AnimationValue currentValue = interpolate(easedT);
// Apply currentValue to target (either drawable or entity) // Apply to whichever target is valid
std::visit([this](const auto& value) { if (target) {
using T = std::decay_t<decltype(value)>; applyValue(target.get(), currentValue);
} else if (entity) {
applyValue(entity.get(), currentValue);
}
if (currentTarget) { // Trigger callback when animation completes
// Handle UIDrawable targets // Check pythonCallback again in case it was cleared during update
if constexpr (std::is_same_v<T, float>) { if (isComplete() && !callbackTriggered && pythonCallback) {
currentTarget->setProperty(targetProperty, value); triggerCallback();
} }
else if constexpr (std::is_same_v<T, int>) {
currentTarget->setProperty(targetProperty, value);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
currentTarget->setProperty(targetProperty, value);
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
currentTarget->setProperty(targetProperty, value);
}
else if constexpr (std::is_same_v<T, std::string>) {
currentTarget->setProperty(targetProperty, value);
}
}
else if (currentEntityTarget) {
// Handle UIEntity targets
if constexpr (std::is_same_v<T, float>) {
currentEntityTarget->setProperty(targetProperty, value);
}
else if constexpr (std::is_same_v<T, int>) {
currentEntityTarget->setProperty(targetProperty, value);
}
// Entities don't support other types yet
}
}, currentValue);
return !isComplete(); return !isComplete();
} }
@ -254,6 +301,77 @@ AnimationValue Animation::interpolate(float t) const {
}, targetValue); }, targetValue);
} }
void Animation::applyValue(UIDrawable* target, const AnimationValue& value) {
if (!target) return;
std::visit([this, target](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, int>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, sf::Color>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, sf::Vector2f>) {
target->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, std::string>) {
target->setProperty(targetProperty, val);
}
}, value);
}
void Animation::applyValue(UIEntity* entity, const AnimationValue& value) {
if (!entity) return;
std::visit([this, entity](const auto& val) {
using T = std::decay_t<decltype(val)>;
if constexpr (std::is_same_v<T, float>) {
entity->setProperty(targetProperty, val);
}
else if constexpr (std::is_same_v<T, int>) {
entity->setProperty(targetProperty, val);
}
// Entities don't support other types yet
}, value);
}
void Animation::triggerCallback() {
if (!pythonCallback) return;
// Ensure we only trigger once
if (callbackTriggered) return;
callbackTriggered = true;
PyGILState_STATE gstate = PyGILState_Ensure();
// TODO: In future, create PyAnimation wrapper for this animation
// For now, pass None for both parameters
PyObject* args = PyTuple_New(2);
Py_INCREF(Py_None);
Py_INCREF(Py_None);
PyTuple_SetItem(args, 0, Py_None); // animation parameter
PyTuple_SetItem(args, 1, Py_None); // target parameter
PyObject* result = PyObject_CallObject(pythonCallback, args);
Py_DECREF(args);
if (!result) {
// Print error but don't crash
PyErr_Print();
PyErr_Clear(); // Clear the error state
} else {
Py_DECREF(result);
}
PyGILState_Release(gstate);
}
// Easing functions implementation // Easing functions implementation
namespace EasingFunctions { namespace EasingFunctions {
@ -502,26 +620,50 @@ AnimationManager& AnimationManager::getInstance() {
} }
void AnimationManager::addAnimation(std::shared_ptr<Animation> animation) { void AnimationManager::addAnimation(std::shared_ptr<Animation> animation) {
if (animation && animation->hasValidTarget()) {
if (isUpdating) {
// Defer adding during update to avoid iterator invalidation
pendingAnimations.push_back(animation);
} else {
activeAnimations.push_back(animation); activeAnimations.push_back(animation);
} }
}
}
void AnimationManager::update(float deltaTime) { void AnimationManager::update(float deltaTime) {
for (auto& anim : activeAnimations) { // Set flag to defer new animations
anim->update(deltaTime); isUpdating = true;
}
cleanup();
}
void AnimationManager::cleanup() { // Remove completed or invalid animations
activeAnimations.erase( activeAnimations.erase(
std::remove_if(activeAnimations.begin(), activeAnimations.end(), std::remove_if(activeAnimations.begin(), activeAnimations.end(),
[](const std::shared_ptr<Animation>& anim) { [deltaTime](std::shared_ptr<Animation>& anim) {
return anim->isComplete(); return !anim || !anim->update(deltaTime);
}), }),
activeAnimations.end() activeAnimations.end()
); );
// Clear update flag
isUpdating = false;
// Add any animations that were created during update
if (!pendingAnimations.empty()) {
activeAnimations.insert(activeAnimations.end(),
pendingAnimations.begin(),
pendingAnimations.end());
pendingAnimations.clear();
}
} }
void AnimationManager::clear() {
void AnimationManager::clear(bool completeAnimations) {
if (completeAnimations) {
// Complete all animations before clearing
for (auto& anim : activeAnimations) {
if (anim) {
anim->complete();
}
}
}
activeAnimations.clear(); activeAnimations.clear();
} }

View File

@ -6,6 +6,7 @@
#include <variant> #include <variant>
#include <vector> #include <vector>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "Python.h"
// Forward declarations // Forward declarations
class UIDrawable; class UIDrawable;
@ -36,13 +37,20 @@ public:
const AnimationValue& targetValue, const AnimationValue& targetValue,
float duration, float duration,
EasingFunction easingFunc = EasingFunctions::linear, EasingFunction easingFunc = EasingFunctions::linear,
bool delta = false); bool delta = false,
PyObject* callback = nullptr);
// Destructor - cleanup Python callback reference
~Animation();
// Apply this animation to a drawable // Apply this animation to a drawable
void start(UIDrawable* target); void start(std::shared_ptr<UIDrawable> target);
// Apply this animation to an entity (special case since Entity doesn't inherit from UIDrawable) // Apply this animation to an entity (special case since Entity doesn't inherit from UIDrawable)
void startEntity(UIEntity* target); void startEntity(std::shared_ptr<UIEntity> target);
// Complete the animation immediately (jump to final value)
void complete();
// Update animation (called each frame) // Update animation (called each frame)
// Returns true if animation is still running, false if complete // Returns true if animation is still running, false if complete
@ -51,6 +59,12 @@ public:
// Get current interpolated value // Get current interpolated value
AnimationValue getCurrentValue() const; AnimationValue getCurrentValue() const;
// Check if animation has valid target
bool hasValidTarget() const;
// Clear the callback (called when PyAnimation is deallocated)
void clearCallback();
// Animation properties // Animation properties
std::string getTargetProperty() const { return targetProperty; } std::string getTargetProperty() const { return targetProperty; }
float getDuration() const { return duration; } float getDuration() const { return duration; }
@ -67,11 +81,24 @@ private:
EasingFunction easingFunc; // Easing function to use EasingFunction easingFunc; // Easing function to use
bool delta; // If true, targetValue is relative to start bool delta; // If true, targetValue is relative to start
UIDrawable* currentTarget = nullptr; // Current target being animated // RAII: Use weak_ptr for safe target tracking
UIEntity* currentEntityTarget = nullptr; // Current entity target (alternative to drawable) std::weak_ptr<UIDrawable> targetWeak;
std::weak_ptr<UIEntity> entityTargetWeak;
// Callback support
PyObject* pythonCallback = nullptr; // Python callback function (we own a reference)
bool callbackTriggered = false; // Ensure callback only fires once
PyObject* pyAnimationWrapper = nullptr; // Weak reference to PyAnimation if created from Python
// Helper to interpolate between values // Helper to interpolate between values
AnimationValue interpolate(float t) const; AnimationValue interpolate(float t) const;
// Helper to apply value to target
void applyValue(UIDrawable* target, const AnimationValue& value);
void applyValue(UIEntity* entity, const AnimationValue& value);
// Trigger callback when animation completes
void triggerCallback();
}; };
// Easing functions library // Easing functions library
@ -134,13 +161,12 @@ public:
// Update all animations // Update all animations
void update(float deltaTime); void update(float deltaTime);
// Remove completed animations // Clear all animations (optionally completing them first)
void cleanup(); void clear(bool completeAnimations = false);
// Clear all animations
void clear();
private: private:
AnimationManager() = default; AnimationManager() = default;
std::vector<std::shared_ptr<Animation>> activeAnimations; std::vector<std::shared_ptr<Animation>> activeAnimations;
std::vector<std::shared_ptr<Animation>> pendingAnimations; // Animations to add after update
bool isUpdating = false; // Flag to track if we're in update loop
}; };

View File

@ -16,7 +16,7 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
{ {
Resources::font.loadFromFile("./assets/JetbrainsMono.ttf"); Resources::font.loadFromFile("./assets/JetbrainsMono.ttf");
Resources::game = this; Resources::game = this;
window_title = "Crypt of Sokoban - 7DRL 2025, McRogueface Engine"; window_title = "McRogueFace Engine";
// Initialize rendering based on headless mode // Initialize rendering based on headless mode
if (headless) { if (headless) {
@ -91,6 +91,9 @@ void GameEngine::cleanup()
if (cleaned_up) return; if (cleaned_up) return;
cleaned_up = true; cleaned_up = true;
// Clear all animations first (RAII handles invalidation)
AnimationManager::getInstance().clear();
// Clear Python references before destroying C++ objects // Clear Python references before destroying C++ objects
// Clear all timers (they hold Python callables) // Clear all timers (they hold Python callables)
timers.clear(); timers.clear();
@ -182,7 +185,7 @@ void GameEngine::setWindowScale(float multiplier)
void GameEngine::run() void GameEngine::run()
{ {
std::cout << "GameEngine::run() starting main loop..." << std::endl; //std::cout << "GameEngine::run() starting main loop..." << std::endl;
float fps = 0.0; float fps = 0.0;
frameTime = 0.016f; // Initialize to ~60 FPS frameTime = 0.016f; // Initialize to ~60 FPS
clock.restart(); clock.restart();
@ -259,7 +262,7 @@ void GameEngine::run()
int tenth_fps = (metrics.fps * 10) % 10; int tenth_fps = (metrics.fps * 10) % 10;
if (!headless && window) { if (!headless && window) {
window->setTitle(window_title + " " + std::to_string(whole_fps) + "." + std::to_string(tenth_fps) + " FPS"); window->setTitle(window_title);
} }
// In windowed mode, check if window was closed // In windowed mode, check if window was closed

View File

@ -18,19 +18,31 @@ PyObject* PyAnimation::create(PyTypeObject* type, PyObject* args, PyObject* kwds
} }
int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) { int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
static const char* keywords[] = {"property", "target", "duration", "easing", "delta", nullptr}; static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "callback", nullptr};
const char* property_name; const char* property_name;
PyObject* target_value; PyObject* target_value;
float duration; float duration;
const char* easing_name = "linear"; const char* easing_name = "linear";
int delta = 0; int delta = 0;
PyObject* callback = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|sp", const_cast<char**>(keywords), if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|spO", const_cast<char**>(keywords),
&property_name, &target_value, &duration, &easing_name, &delta)) { &property_name, &target_value, &duration, &easing_name, &delta, &callback)) {
return -1; return -1;
} }
// Validate callback is callable if provided
if (callback && callback != Py_None && !PyCallable_Check(callback)) {
PyErr_SetString(PyExc_TypeError, "callback must be callable");
return -1;
}
// Convert None to nullptr for C++
if (callback == Py_None) {
callback = nullptr;
}
// Convert Python target value to AnimationValue // Convert Python target value to AnimationValue
AnimationValue animValue; AnimationValue animValue;
@ -90,7 +102,7 @@ int PyAnimation::init(PyAnimationObject* self, PyObject* args, PyObject* kwds) {
EasingFunction easingFunc = EasingFunctions::getByName(easing_name); EasingFunction easingFunc = EasingFunctions::getByName(easing_name);
// Create the Animation // Create the Animation
self->data = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0); self->data = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, callback);
return 0; return 0;
} }
@ -126,50 +138,50 @@ PyObject* PyAnimation::start(PyAnimationObject* self, PyObject* args) {
return NULL; return NULL;
} }
// Get the UIDrawable from the Python object
UIDrawable* drawable = nullptr;
// Check type by comparing type names // Check type by comparing type names
const char* type_name = Py_TYPE(target_obj)->tp_name; const char* type_name = Py_TYPE(target_obj)->tp_name;
if (strcmp(type_name, "mcrfpy.Frame") == 0) { if (strcmp(type_name, "mcrfpy.Frame") == 0) {
PyUIFrameObject* frame = (PyUIFrameObject*)target_obj; PyUIFrameObject* frame = (PyUIFrameObject*)target_obj;
drawable = frame->data.get(); if (frame->data) {
self->data->start(frame->data);
AnimationManager::getInstance().addAnimation(self->data);
}
} }
else if (strcmp(type_name, "mcrfpy.Caption") == 0) { else if (strcmp(type_name, "mcrfpy.Caption") == 0) {
PyUICaptionObject* caption = (PyUICaptionObject*)target_obj; PyUICaptionObject* caption = (PyUICaptionObject*)target_obj;
drawable = caption->data.get(); if (caption->data) {
self->data->start(caption->data);
AnimationManager::getInstance().addAnimation(self->data);
}
} }
else if (strcmp(type_name, "mcrfpy.Sprite") == 0) { else if (strcmp(type_name, "mcrfpy.Sprite") == 0) {
PyUISpriteObject* sprite = (PyUISpriteObject*)target_obj; PyUISpriteObject* sprite = (PyUISpriteObject*)target_obj;
drawable = sprite->data.get(); if (sprite->data) {
self->data->start(sprite->data);
AnimationManager::getInstance().addAnimation(self->data);
}
} }
else if (strcmp(type_name, "mcrfpy.Grid") == 0) { else if (strcmp(type_name, "mcrfpy.Grid") == 0) {
PyUIGridObject* grid = (PyUIGridObject*)target_obj; PyUIGridObject* grid = (PyUIGridObject*)target_obj;
drawable = grid->data.get(); if (grid->data) {
self->data->start(grid->data);
AnimationManager::getInstance().addAnimation(self->data);
}
} }
else if (strcmp(type_name, "mcrfpy.Entity") == 0) { else if (strcmp(type_name, "mcrfpy.Entity") == 0) {
// Special handling for Entity since it doesn't inherit from UIDrawable // Special handling for Entity since it doesn't inherit from UIDrawable
PyUIEntityObject* entity = (PyUIEntityObject*)target_obj; PyUIEntityObject* entity = (PyUIEntityObject*)target_obj;
// Start the animation directly on the entity if (entity->data) {
self->data->startEntity(entity->data.get()); self->data->startEntity(entity->data);
// Add to AnimationManager
AnimationManager::getInstance().addAnimation(self->data); AnimationManager::getInstance().addAnimation(self->data);
}
Py_RETURN_NONE;
} }
else { else {
PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity"); PyErr_SetString(PyExc_TypeError, "Target must be a Frame, Caption, Sprite, Grid, or Entity");
return NULL; return NULL;
} }
// Start the animation
self->data->start(drawable);
// Add to AnimationManager
AnimationManager::getInstance().addAnimation(self->data);
Py_RETURN_NONE; Py_RETURN_NONE;
} }
@ -214,6 +226,20 @@ PyObject* PyAnimation::get_current_value(PyAnimationObject* self, PyObject* args
}, value); }, value);
} }
PyObject* PyAnimation::complete(PyAnimationObject* self, PyObject* args) {
if (self->data) {
self->data->complete();
}
Py_RETURN_NONE;
}
PyObject* PyAnimation::has_valid_target(PyAnimationObject* self, PyObject* args) {
if (self->data && self->data->hasValidTarget()) {
Py_RETURN_TRUE;
}
Py_RETURN_FALSE;
}
PyGetSetDef PyAnimation::getsetters[] = { PyGetSetDef PyAnimation::getsetters[] = {
{"property", (getter)get_property, NULL, "Target property name", NULL}, {"property", (getter)get_property, NULL, "Target property name", NULL},
{"duration", (getter)get_duration, NULL, "Animation duration in seconds", NULL}, {"duration", (getter)get_duration, NULL, "Animation duration in seconds", NULL},
@ -225,10 +251,23 @@ PyGetSetDef PyAnimation::getsetters[] = {
PyMethodDef PyAnimation::methods[] = { PyMethodDef PyAnimation::methods[] = {
{"start", (PyCFunction)start, METH_VARARGS, {"start", (PyCFunction)start, METH_VARARGS,
"Start the animation on a target UIDrawable"}, "start(target) -> None\n\n"
"Start the animation on a target UI element.\n\n"
"Args:\n"
" target: The UI element to animate (Frame, Caption, Sprite, Grid, or Entity)\n\n"
"Note:\n"
" The animation will automatically stop if the target is destroyed."},
{"update", (PyCFunction)update, METH_VARARGS, {"update", (PyCFunction)update, METH_VARARGS,
"Update the animation by deltaTime (returns True if still running)"}, "Update the animation by deltaTime (returns True if still running)"},
{"get_current_value", (PyCFunction)get_current_value, METH_NOARGS, {"get_current_value", (PyCFunction)get_current_value, METH_NOARGS,
"Get the current interpolated value"}, "Get the current interpolated value"},
{"complete", (PyCFunction)complete, METH_NOARGS,
"complete() -> None\n\n"
"Complete the animation immediately by jumping to the final value."},
{"hasValidTarget", (PyCFunction)has_valid_target, METH_NOARGS,
"hasValidTarget() -> bool\n\n"
"Check if the animation still has a valid target.\n\n"
"Returns:\n"
" True if the target still exists, False if it was destroyed."},
{NULL} {NULL}
}; };

View File

@ -28,6 +28,8 @@ public:
static PyObject* start(PyAnimationObject* self, PyObject* args); static PyObject* start(PyAnimationObject* self, PyObject* args);
static PyObject* update(PyAnimationObject* self, PyObject* args); static PyObject* update(PyAnimationObject* self, PyObject* args);
static PyObject* get_current_value(PyAnimationObject* self, PyObject* args); static PyObject* get_current_value(PyAnimationObject* self, PyObject* args);
static PyObject* complete(PyAnimationObject* self, PyObject* args);
static PyObject* has_valid_target(PyAnimationObject* self, PyObject* args);
static PyGetSetDef getsetters[]; static PyGetSetDef getsetters[];
static PyMethodDef methods[]; static PyMethodDef methods[];

View File

@ -1,410 +0,0 @@
#pragma once
#include "Python.h"
#include "PyVector.h"
#include "PyColor.h"
#include <SFML/Graphics.hpp>
#include <string>
// Unified argument parsing helpers for Python API consistency
namespace PyArgHelpers {
// Position in pixels (float)
struct PositionResult {
float x, y;
bool valid;
const char* error;
};
// Size in pixels (float)
struct SizeResult {
float w, h;
bool valid;
const char* error;
};
// Grid position in tiles (float - for animation)
struct GridPositionResult {
float grid_x, grid_y;
bool valid;
const char* error;
};
// Grid size in tiles (int - can't have fractional tiles)
struct GridSizeResult {
int grid_w, grid_h;
bool valid;
const char* error;
};
// Color parsing
struct ColorResult {
sf::Color color;
bool valid;
const char* error;
};
// Helper to check if a keyword conflicts with positional args
static bool hasConflict(PyObject* kwds, const char* key, bool has_positional) {
if (!kwds || !has_positional) return false;
PyObject* value = PyDict_GetItemString(kwds, key);
return value != nullptr;
}
// Parse position with conflict detection
static PositionResult parsePosition(PyObject* args, PyObject* kwds, int* next_arg = nullptr) {
PositionResult result = {0.0f, 0.0f, false, nullptr};
int start_idx = next_arg ? *next_arg : 0;
bool has_positional = false;
// Check for positional tuple argument first
if (args && PyTuple_Size(args) > start_idx) {
PyObject* first = PyTuple_GetItem(args, start_idx);
// Is it a tuple/Vector?
if (PyTuple_Check(first) && PyTuple_Size(first) == 2) {
// Extract from tuple
PyObject* x_obj = PyTuple_GetItem(first, 0);
PyObject* y_obj = PyTuple_GetItem(first, 1);
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
result.x = PyFloat_Check(x_obj) ? PyFloat_AsDouble(x_obj) : PyLong_AsLong(x_obj);
result.y = PyFloat_Check(y_obj) ? PyFloat_AsDouble(y_obj) : PyLong_AsLong(y_obj);
result.valid = true;
has_positional = true;
if (next_arg) (*next_arg)++;
}
} else if (PyObject_TypeCheck(first, (PyTypeObject*)PyObject_GetAttrString(PyImport_ImportModule("mcrfpy"), "Vector"))) {
// It's a Vector object
PyVectorObject* vec = (PyVectorObject*)first;
result.x = vec->data.x;
result.y = vec->data.y;
result.valid = true;
has_positional = true;
if (next_arg) (*next_arg)++;
}
}
// Check for keyword conflicts
if (has_positional) {
if (hasConflict(kwds, "pos", true) || hasConflict(kwds, "x", true) || hasConflict(kwds, "y", true)) {
result.valid = false;
result.error = "position specified both positionally and by keyword";
return result;
}
}
// If no positional, try keywords
if (!has_positional && kwds) {
PyObject* pos_obj = PyDict_GetItemString(kwds, "pos");
PyObject* x_obj = PyDict_GetItemString(kwds, "x");
PyObject* y_obj = PyDict_GetItemString(kwds, "y");
// Check for conflicts between pos and x/y
if (pos_obj && (x_obj || y_obj)) {
result.valid = false;
result.error = "pos and x/y cannot both be specified";
return result;
}
if (pos_obj) {
// Parse pos keyword
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) &&
(PyFloat_Check(y_val) || PyLong_Check(y_val))) {
result.x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
result.y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
result.valid = true;
}
} else if (PyObject_TypeCheck(pos_obj, (PyTypeObject*)PyObject_GetAttrString(PyImport_ImportModule("mcrfpy"), "Vector"))) {
PyVectorObject* vec = (PyVectorObject*)pos_obj;
result.x = vec->data.x;
result.y = vec->data.y;
result.valid = true;
}
} else if (x_obj && y_obj) {
// Parse x, y keywords
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
result.x = PyFloat_Check(x_obj) ? PyFloat_AsDouble(x_obj) : PyLong_AsLong(x_obj);
result.y = PyFloat_Check(y_obj) ? PyFloat_AsDouble(y_obj) : PyLong_AsLong(y_obj);
result.valid = true;
}
}
}
return result;
}
// Parse size with conflict detection
static SizeResult parseSize(PyObject* args, PyObject* kwds, int* next_arg = nullptr) {
SizeResult result = {0.0f, 0.0f, false, nullptr};
int start_idx = next_arg ? *next_arg : 0;
bool has_positional = false;
// Check for positional tuple argument
if (args && PyTuple_Size(args) > start_idx) {
PyObject* first = PyTuple_GetItem(args, start_idx);
if (PyTuple_Check(first) && PyTuple_Size(first) == 2) {
PyObject* w_obj = PyTuple_GetItem(first, 0);
PyObject* h_obj = PyTuple_GetItem(first, 1);
if ((PyFloat_Check(w_obj) || PyLong_Check(w_obj)) &&
(PyFloat_Check(h_obj) || PyLong_Check(h_obj))) {
result.w = PyFloat_Check(w_obj) ? PyFloat_AsDouble(w_obj) : PyLong_AsLong(w_obj);
result.h = PyFloat_Check(h_obj) ? PyFloat_AsDouble(h_obj) : PyLong_AsLong(h_obj);
result.valid = true;
has_positional = true;
if (next_arg) (*next_arg)++;
}
}
}
// Check for keyword conflicts
if (has_positional) {
if (hasConflict(kwds, "size", true) || hasConflict(kwds, "w", true) || hasConflict(kwds, "h", true)) {
result.valid = false;
result.error = "size specified both positionally and by keyword";
return result;
}
}
// If no positional, try keywords
if (!has_positional && kwds) {
PyObject* size_obj = PyDict_GetItemString(kwds, "size");
PyObject* w_obj = PyDict_GetItemString(kwds, "w");
PyObject* h_obj = PyDict_GetItemString(kwds, "h");
// Check for conflicts between size and w/h
if (size_obj && (w_obj || h_obj)) {
result.valid = false;
result.error = "size and w/h cannot both be specified";
return result;
}
if (size_obj) {
// Parse size keyword
if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) {
PyObject* w_val = PyTuple_GetItem(size_obj, 0);
PyObject* h_val = PyTuple_GetItem(size_obj, 1);
if ((PyFloat_Check(w_val) || PyLong_Check(w_val)) &&
(PyFloat_Check(h_val) || PyLong_Check(h_val))) {
result.w = PyFloat_Check(w_val) ? PyFloat_AsDouble(w_val) : PyLong_AsLong(w_val);
result.h = PyFloat_Check(h_val) ? PyFloat_AsDouble(h_val) : PyLong_AsLong(h_val);
result.valid = true;
}
}
} else if (w_obj && h_obj) {
// Parse w, h keywords
if ((PyFloat_Check(w_obj) || PyLong_Check(w_obj)) &&
(PyFloat_Check(h_obj) || PyLong_Check(h_obj))) {
result.w = PyFloat_Check(w_obj) ? PyFloat_AsDouble(w_obj) : PyLong_AsLong(w_obj);
result.h = PyFloat_Check(h_obj) ? PyFloat_AsDouble(h_obj) : PyLong_AsLong(h_obj);
result.valid = true;
}
}
}
return result;
}
// Parse grid position (float for smooth animation)
static GridPositionResult parseGridPosition(PyObject* args, PyObject* kwds, int* next_arg = nullptr) {
GridPositionResult result = {0.0f, 0.0f, false, nullptr};
int start_idx = next_arg ? *next_arg : 0;
bool has_positional = false;
// Check for positional tuple argument
if (args && PyTuple_Size(args) > start_idx) {
PyObject* first = PyTuple_GetItem(args, start_idx);
if (PyTuple_Check(first) && PyTuple_Size(first) == 2) {
PyObject* x_obj = PyTuple_GetItem(first, 0);
PyObject* y_obj = PyTuple_GetItem(first, 1);
if ((PyFloat_Check(x_obj) || PyLong_Check(x_obj)) &&
(PyFloat_Check(y_obj) || PyLong_Check(y_obj))) {
result.grid_x = PyFloat_Check(x_obj) ? PyFloat_AsDouble(x_obj) : PyLong_AsLong(x_obj);
result.grid_y = PyFloat_Check(y_obj) ? PyFloat_AsDouble(y_obj) : PyLong_AsLong(y_obj);
result.valid = true;
has_positional = true;
if (next_arg) (*next_arg)++;
}
}
}
// Check for keyword conflicts
if (has_positional) {
if (hasConflict(kwds, "grid_pos", true) || hasConflict(kwds, "grid_x", true) || hasConflict(kwds, "grid_y", true)) {
result.valid = false;
result.error = "grid position specified both positionally and by keyword";
return result;
}
}
// If no positional, try keywords
if (!has_positional && kwds) {
PyObject* grid_pos_obj = PyDict_GetItemString(kwds, "grid_pos");
PyObject* grid_x_obj = PyDict_GetItemString(kwds, "grid_x");
PyObject* grid_y_obj = PyDict_GetItemString(kwds, "grid_y");
// Check for conflicts between grid_pos and grid_x/grid_y
if (grid_pos_obj && (grid_x_obj || grid_y_obj)) {
result.valid = false;
result.error = "grid_pos and grid_x/grid_y cannot both be specified";
return result;
}
if (grid_pos_obj) {
// Parse grid_pos keyword
if (PyTuple_Check(grid_pos_obj) && PyTuple_Size(grid_pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(grid_pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(grid_pos_obj, 1);
if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) &&
(PyFloat_Check(y_val) || PyLong_Check(y_val))) {
result.grid_x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
result.grid_y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
result.valid = true;
}
}
} else if (grid_x_obj && grid_y_obj) {
// Parse grid_x, grid_y keywords
if ((PyFloat_Check(grid_x_obj) || PyLong_Check(grid_x_obj)) &&
(PyFloat_Check(grid_y_obj) || PyLong_Check(grid_y_obj))) {
result.grid_x = PyFloat_Check(grid_x_obj) ? PyFloat_AsDouble(grid_x_obj) : PyLong_AsLong(grid_x_obj);
result.grid_y = PyFloat_Check(grid_y_obj) ? PyFloat_AsDouble(grid_y_obj) : PyLong_AsLong(grid_y_obj);
result.valid = true;
}
}
}
return result;
}
// Parse grid size (int - no fractional tiles)
static GridSizeResult parseGridSize(PyObject* args, PyObject* kwds, int* next_arg = nullptr) {
GridSizeResult result = {0, 0, false, nullptr};
int start_idx = next_arg ? *next_arg : 0;
bool has_positional = false;
// Check for positional tuple argument
if (args && PyTuple_Size(args) > start_idx) {
PyObject* first = PyTuple_GetItem(args, start_idx);
if (PyTuple_Check(first) && PyTuple_Size(first) == 2) {
PyObject* w_obj = PyTuple_GetItem(first, 0);
PyObject* h_obj = PyTuple_GetItem(first, 1);
if (PyLong_Check(w_obj) && PyLong_Check(h_obj)) {
result.grid_w = PyLong_AsLong(w_obj);
result.grid_h = PyLong_AsLong(h_obj);
result.valid = true;
has_positional = true;
if (next_arg) (*next_arg)++;
} else {
result.valid = false;
result.error = "grid size must be specified with integers";
return result;
}
}
}
// Check for keyword conflicts
if (has_positional) {
if (hasConflict(kwds, "grid_size", true) || hasConflict(kwds, "grid_w", true) || hasConflict(kwds, "grid_h", true)) {
result.valid = false;
result.error = "grid size specified both positionally and by keyword";
return result;
}
}
// If no positional, try keywords
if (!has_positional && kwds) {
PyObject* grid_size_obj = PyDict_GetItemString(kwds, "grid_size");
PyObject* grid_w_obj = PyDict_GetItemString(kwds, "grid_w");
PyObject* grid_h_obj = PyDict_GetItemString(kwds, "grid_h");
// Check for conflicts between grid_size and grid_w/grid_h
if (grid_size_obj && (grid_w_obj || grid_h_obj)) {
result.valid = false;
result.error = "grid_size and grid_w/grid_h cannot both be specified";
return result;
}
if (grid_size_obj) {
// Parse grid_size keyword
if (PyTuple_Check(grid_size_obj) && PyTuple_Size(grid_size_obj) == 2) {
PyObject* w_val = PyTuple_GetItem(grid_size_obj, 0);
PyObject* h_val = PyTuple_GetItem(grid_size_obj, 1);
if (PyLong_Check(w_val) && PyLong_Check(h_val)) {
result.grid_w = PyLong_AsLong(w_val);
result.grid_h = PyLong_AsLong(h_val);
result.valid = true;
} else {
result.valid = false;
result.error = "grid size must be specified with integers";
return result;
}
}
} else if (grid_w_obj && grid_h_obj) {
// Parse grid_w, grid_h keywords
if (PyLong_Check(grid_w_obj) && PyLong_Check(grid_h_obj)) {
result.grid_w = PyLong_AsLong(grid_w_obj);
result.grid_h = PyLong_AsLong(grid_h_obj);
result.valid = true;
} else {
result.valid = false;
result.error = "grid size must be specified with integers";
return result;
}
}
}
return result;
}
// Parse color using existing PyColor infrastructure
static ColorResult parseColor(PyObject* obj, const char* param_name = nullptr) {
ColorResult result = {sf::Color::White, false, nullptr};
if (!obj) {
return result;
}
// Use existing PyColor::from_arg which handles tuple/Color conversion
auto py_color = PyColor::from_arg(obj);
if (py_color) {
result.color = py_color->data;
result.valid = true;
} else {
result.valid = false;
std::string error_msg = param_name
? std::string(param_name) + " must be a color tuple (r,g,b) or (r,g,b,a)"
: "Invalid color format - expected tuple (r,g,b) or (r,g,b,a)";
result.error = error_msg.c_str();
}
return result;
}
// Helper to validate a texture object
static bool isValidTexture(PyObject* obj) {
if (!obj) return false;
PyObject* texture_type = PyObject_GetAttrString(PyImport_ImportModule("mcrfpy"), "Texture");
bool is_texture = PyObject_IsInstance(obj, texture_type);
Py_DECREF(texture_type);
return is_texture;
}
// Helper to validate a click handler
static bool isValidClickHandler(PyObject* obj) {
return obj && PyCallable_Check(obj);
}
}

View File

@ -31,13 +31,18 @@ void PyScene::do_mouse_input(std::string button, std::string type)
// Convert window coordinates to game coordinates using the viewport // Convert window coordinates to game coordinates using the viewport
auto mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos)); auto mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
// Create a sorted copy by z-index (highest first) // Only sort if z_index values have changed
std::vector<std::shared_ptr<UIDrawable>> sorted_elements(*ui_elements); if (ui_elements_need_sort) {
std::sort(sorted_elements.begin(), sorted_elements.end(), // Sort in ascending order (same as render)
[](const auto& a, const auto& b) { return a->z_index > b->z_index; }); std::sort(ui_elements->begin(), ui_elements->end(),
[](const auto& a, const auto& b) { return a->z_index < b->z_index; });
ui_elements_need_sort = false;
}
// Check elements in z-order (top to bottom) // Check elements in reverse z-order (highest z_index first, top to bottom)
for (const auto& element : sorted_elements) { // Use reverse iterators to go from end to beginning
for (auto it = ui_elements->rbegin(); it != ui_elements->rend(); ++it) {
const auto& element = *it;
if (!element->visible) continue; if (!element->visible) continue;
if (auto target = element->click_at(sf::Vector2f(mousepos))) { if (auto target = element->click_at(sf::Vector2f(mousepos))) {

View File

@ -3,7 +3,6 @@
#include "PyColor.h" #include "PyColor.h"
#include "PyVector.h" #include "PyVector.h"
#include "PyFont.h" #include "PyFont.h"
#include "PyArgHelpers.h"
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
#include <algorithm> #include <algorithm>
@ -303,67 +302,47 @@ int UICaption::init(PyUICaptionObject* self, PyObject* args, PyObject* kwds)
{ {
using namespace mcrfpydef; using namespace mcrfpydef;
// Try parsing with PyArgHelpers // Define all parameters with defaults
int arg_idx = 0; PyObject* pos_obj = nullptr;
auto pos_result = PyArgHelpers::parsePosition(args, kwds, &arg_idx);
// Default values
float x = 0.0f, y = 0.0f, outline = 0.0f;
char* text = nullptr;
PyObject* font = nullptr; PyObject* font = nullptr;
const char* text = "";
PyObject* fill_color = nullptr; PyObject* fill_color = nullptr;
PyObject* outline_color = nullptr; PyObject* outline_color = nullptr;
float outline = 0.0f;
float font_size = 16.0f;
PyObject* click_handler = nullptr; PyObject* click_handler = nullptr;
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
float x = 0.0f, y = 0.0f;
// Case 1: Got position from helpers (tuple format) // Keywords list matches the new spec: positional args first, then all keyword args
if (pos_result.valid) { static const char* kwlist[] = {
x = pos_result.x; "pos", "font", "text", // Positional args (as per spec)
y = pos_result.y; // Keyword-only args
"fill_color", "outline_color", "outline", "font_size", "click",
// Parse remaining arguments "visible", "opacity", "z_index", "name", "x", "y",
static const char* remaining_keywords[] = { nullptr
"text", "font", "fill_color", "outline_color", "outline", "click", nullptr
}; };
// Create new tuple with remaining args // Parse arguments with | for optional positional args
Py_ssize_t total_args = PyTuple_Size(args); if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOzOOffOifizff", const_cast<char**>(kwlist),
PyObject* remaining_args = PyTuple_GetSlice(args, arg_idx, total_args); &pos_obj, &font, &text, // Positional
&fill_color, &outline_color, &outline, &font_size, &click_handler,
if (!PyArg_ParseTupleAndKeywords(remaining_args, kwds, "|zOOOfO", &visible, &opacity, &z_index, &name, &x, &y)) {
const_cast<char**>(remaining_keywords),
&text, &font, &fill_color, &outline_color,
&outline, &click_handler)) {
Py_DECREF(remaining_args);
if (pos_result.error) PyErr_SetString(PyExc_TypeError, pos_result.error);
return -1;
}
Py_DECREF(remaining_args);
}
// Case 2: Traditional format
else {
PyErr_Clear(); // Clear any errors from helpers
// First check if this is the old (text, x, y, ...) format
PyObject* first_arg = args && PyTuple_Size(args) > 0 ? PyTuple_GetItem(args, 0) : nullptr;
bool text_first = first_arg && PyUnicode_Check(first_arg);
if (text_first) {
// Pattern: (text, x, y, ...)
static const char* text_first_keywords[] = {
"text", "x", "y", "font", "fill_color", "outline_color",
"outline", "click", "pos", nullptr
};
PyObject* pos_obj = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|zffOOOfOO",
const_cast<char**>(text_first_keywords),
&text, &x, &y, &font, &fill_color, &outline_color,
&outline, &click_handler, &pos_obj)) {
return -1; return -1;
} }
// Handle pos keyword override // Handle position argument (can be tuple, Vector, or use x/y keywords)
if (pos_obj && pos_obj != Py_None) { if (pos_obj) {
PyVectorObject* vec = PyVector::from_arg(pos_obj);
if (vec) {
x = vec->data.x;
y = vec->data.y;
Py_DECREF(vec);
} else {
PyErr_Clear();
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) { if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0); PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1); PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
@ -371,115 +350,87 @@ int UICaption::init(PyUICaptionObject* self, PyObject* args, PyObject* kwds)
(PyFloat_Check(y_val) || PyLong_Check(y_val))) { (PyFloat_Check(y_val) || PyLong_Check(y_val))) {
x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val); x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val); y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
}
} else if (PyObject_TypeCheck(pos_obj, (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Vector"))) {
PyVectorObject* vec = (PyVectorObject*)pos_obj;
x = vec->data.x;
y = vec->data.y;
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector"); PyErr_SetString(PyExc_TypeError, "pos tuple must contain numbers");
return -1; return -1;
} }
}
} else {
// Pattern: (x, y, text, ...)
static const char* xy_keywords[] = {
"x", "y", "text", "font", "fill_color", "outline_color",
"outline", "click", "pos", nullptr
};
PyObject* pos_obj = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffzOOOfOO",
const_cast<char**>(xy_keywords),
&x, &y, &text, &font, &fill_color, &outline_color,
&outline, &click_handler, &pos_obj)) {
return -1;
}
// Handle pos keyword override
if (pos_obj && pos_obj != Py_None) {
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) &&
(PyFloat_Check(y_val) || PyLong_Check(y_val))) {
x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
}
} else if (PyObject_TypeCheck(pos_obj, (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Vector"))) {
PyVectorObject* vec = (PyVectorObject*)pos_obj;
x = vec->data.x;
y = vec->data.y;
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector"); PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector");
return -1; return -1;
} }
} }
} }
// Handle font argument
std::shared_ptr<PyFont> pyfont = nullptr;
if (font && font != Py_None) {
if (!PyObject_IsInstance(font, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Font"))) {
PyErr_SetString(PyExc_TypeError, "font must be a mcrfpy.Font instance");
return -1;
}
auto obj = (PyFontObject*)font;
pyfont = obj->data;
} }
self->data->position = sf::Vector2f(x, y); // Set base class position // Create the caption
self->data->text.setPosition(self->data->position); // Sync text position self->data = std::make_shared<UICaption>();
// check types for font, fill_color, outline_color self->data->position = sf::Vector2f(x, y);
self->data->text.setPosition(self->data->position);
self->data->text.setOutlineThickness(outline);
//std::cout << PyUnicode_AsUTF8(PyObject_Repr(font)) << std::endl; // Set the font
if (font != NULL && font != Py_None && !PyObject_IsInstance(font, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Font")/*(PyObject*)&PyFontType)*/)){ if (pyfont) {
PyErr_SetString(PyExc_TypeError, "font must be a mcrfpy.Font instance or None"); self->data->text.setFont(pyfont->font);
return -1; } else {
} else if (font != NULL && font != Py_None)
{
auto font_obj = (PyFontObject*)font;
self->data->text.setFont(font_obj->data->font);
self->font = font;
Py_INCREF(font);
} else
{
// Use default font when None or not provided // Use default font when None or not provided
if (McRFPy_API::default_font) { if (McRFPy_API::default_font) {
self->data->text.setFont(McRFPy_API::default_font->font); self->data->text.setFont(McRFPy_API::default_font->font);
// Store reference to default font
PyObject* default_font_obj = PyObject_GetAttrString(McRFPy_API::mcrf_module, "default_font");
if (default_font_obj) {
self->font = default_font_obj;
// Don't need to DECREF since we're storing it
}
} }
} }
// Handle text - default to empty string if not provided // Set character size
if (text && text != NULL) { self->data->text.setCharacterSize(static_cast<unsigned int>(font_size));
self->data->text.setString((std::string)text);
} else { // Set text
self->data->text.setString(""); if (text && strlen(text) > 0) {
self->data->text.setString(std::string(text));
} }
self->data->text.setOutlineThickness(outline);
if (fill_color) { // Handle fill_color
auto fc = PyColor::from_arg(fill_color); if (fill_color && fill_color != Py_None) {
if (!fc) { PyColorObject* color_obj = PyColor::from_arg(fill_color);
PyErr_SetString(PyExc_TypeError, "fill_color must be mcrfpy.Color or arguments to mcrfpy.Color.__init__"); if (!color_obj) {
PyErr_SetString(PyExc_TypeError, "fill_color must be a Color or color tuple");
return -1; return -1;
} }
self->data->text.setFillColor(PyColor::fromPy(fc)); self->data->text.setFillColor(color_obj->data);
//Py_DECREF(fc); Py_DECREF(color_obj);
} else { } else {
self->data->text.setFillColor(sf::Color(0,0,0,255)); self->data->text.setFillColor(sf::Color(255, 255, 255, 255)); // Default: white
} }
if (outline_color) { // Handle outline_color
auto oc = PyColor::from_arg(outline_color); if (outline_color && outline_color != Py_None) {
if (!oc) { PyColorObject* color_obj = PyColor::from_arg(outline_color);
PyErr_SetString(PyExc_TypeError, "outline_color must be mcrfpy.Color or arguments to mcrfpy.Color.__init__"); if (!color_obj) {
PyErr_SetString(PyExc_TypeError, "outline_color must be a Color or color tuple");
return -1; return -1;
} }
self->data->text.setOutlineColor(PyColor::fromPy(oc)); self->data->text.setOutlineColor(color_obj->data);
//Py_DECREF(oc); Py_DECREF(color_obj);
} else { } else {
self->data->text.setOutlineColor(sf::Color(128,128,128,255)); self->data->text.setOutlineColor(sf::Color(0, 0, 0, 255)); // Default: black
} }
// Process click handler if provided // Set other properties
self->data->visible = visible;
self->data->opacity = opacity;
self->data->z_index = z_index;
if (name) {
self->data->name = std::string(name);
}
// Handle click handler
if (click_handler && click_handler != Py_None) { if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) { if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable"); PyErr_SetString(PyExc_TypeError, "click must be callable");
@ -491,6 +442,7 @@ int UICaption::init(PyUICaptionObject* self, PyObject* args, PyObject* kwds)
return 0; return 0;
} }
// Property system implementation for animations // Property system implementation for animations
bool UICaption::setProperty(const std::string& name, float value) { bool UICaption::setProperty(const std::string& name, float value) {
if (name == "x") { if (name == "x") {

View File

@ -65,26 +65,37 @@ namespace mcrfpydef {
//.tp_iter //.tp_iter
//.tp_iternext //.tp_iternext
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)\n\n" .tp_doc = PyDoc_STR("Caption(pos=None, font=None, text='', **kwargs)\n\n"
"A text display UI element with customizable font and styling.\n\n" "A text display UI element with customizable font and styling.\n\n"
"Args:\n" "Args:\n"
" text (str): The text content to display. Default: ''\n" " pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)\n"
" x (float): X position in pixels. Default: 0\n" " font (Font, optional): Font object for text rendering. Default: engine default font\n"
" y (float): Y position in pixels. Default: 0\n" " text (str, optional): The text content to display. Default: ''\n\n"
" font (Font): Font object for text rendering. Default: engine default font\n" "Keyword Args:\n"
" fill_color (Color): Text fill color. Default: (255, 255, 255, 255)\n" " fill_color (Color): Text fill color. Default: (255, 255, 255, 255)\n"
" outline_color (Color): Text outline color. Default: (0, 0, 0, 255)\n" " outline_color (Color): Text outline color. Default: (0, 0, 0, 255)\n"
" outline (float): Text outline thickness. Default: 0\n" " outline (float): Text outline thickness. Default: 0\n"
" click (callable): Click event handler. Default: None\n\n" " font_size (float): Font size in points. Default: 16\n"
" click (callable): Click event handler. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X position override. Default: 0\n"
" y (float): Y position override. Default: 0\n\n"
"Attributes:\n" "Attributes:\n"
" text (str): The displayed text content\n" " text (str): The displayed text content\n"
" x, y (float): Position in pixels\n" " x, y (float): Position in pixels\n"
" pos (Vector): Position as a Vector object\n"
" font (Font): Font used for rendering\n" " font (Font): Font used for rendering\n"
" font_size (float): Font size in points\n"
" fill_color, outline_color (Color): Text appearance\n" " fill_color, outline_color (Color): Text appearance\n"
" outline (float): Outline thickness\n" " outline (float): Outline thickness\n"
" click (callable): Click event handler\n" " click (callable): Click event handler\n"
" visible (bool): Visibility state\n" " visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n" " z_index (int): Rendering order\n"
" name (str): Element name\n"
" w, h (float): Read-only computed size based on text and font"), " w, h (float): Read-only computed size based on text and font"),
.tp_methods = UICaption_methods, .tp_methods = UICaption_methods,
//.tp_members = PyUIFrame_members, //.tp_members = PyUIFrame_members,

View File

@ -4,7 +4,6 @@
#include <algorithm> #include <algorithm>
#include "PyObjectUtils.h" #include "PyObjectUtils.h"
#include "PyVector.h" #include "PyVector.h"
#include "PyArgHelpers.h"
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
#include "UIEntityPyMethods.h" #include "UIEntityPyMethods.h"
@ -121,81 +120,57 @@ PyObject* UIEntity::index(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored))
} }
int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) { int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
// Try parsing with PyArgHelpers for grid position // Define all parameters with defaults
int arg_idx = 0;
auto grid_pos_result = PyArgHelpers::parseGridPosition(args, kwds, &arg_idx);
// Default values
float grid_x = 0.0f, grid_y = 0.0f;
int sprite_index = 0;
PyObject* texture = nullptr;
PyObject* grid_obj = nullptr;
// Case 1: Got grid position from helpers (tuple format)
if (grid_pos_result.valid) {
grid_x = grid_pos_result.grid_x;
grid_y = grid_pos_result.grid_y;
// Parse remaining arguments
static const char* remaining_keywords[] = {
"texture", "sprite_index", "grid", nullptr
};
// Create new tuple with remaining args
Py_ssize_t total_args = PyTuple_Size(args);
PyObject* remaining_args = PyTuple_GetSlice(args, arg_idx, total_args);
if (!PyArg_ParseTupleAndKeywords(remaining_args, kwds, "|OiO",
const_cast<char**>(remaining_keywords),
&texture, &sprite_index, &grid_obj)) {
Py_DECREF(remaining_args);
if (grid_pos_result.error) PyErr_SetString(PyExc_TypeError, grid_pos_result.error);
return -1;
}
Py_DECREF(remaining_args);
}
// Case 2: Traditional format
else {
PyErr_Clear(); // Clear any errors from helpers
static const char* keywords[] = {
"grid_x", "grid_y", "texture", "sprite_index", "grid", "grid_pos", nullptr
};
PyObject* grid_pos_obj = nullptr; PyObject* grid_pos_obj = nullptr;
PyObject* texture = nullptr;
int sprite_index = 0;
PyObject* grid_obj = nullptr;
int visible = 1;
float opacity = 1.0f;
const char* name = nullptr;
float x = 0.0f, y = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffOiOO", // Keywords list matches the new spec: positional args first, then all keyword args
const_cast<char**>(keywords), static const char* kwlist[] = {
&grid_x, &grid_y, &texture, &sprite_index, "grid_pos", "texture", "sprite_index", // Positional args (as per spec)
&grid_obj, &grid_pos_obj)) { // Keyword-only args
"grid", "visible", "opacity", "name", "x", "y",
nullptr
};
// Parse arguments with | for optional positional args
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzff", const_cast<char**>(kwlist),
&grid_pos_obj, &texture, &sprite_index, // Positional
&grid_obj, &visible, &opacity, &name, &x, &y)) {
return -1; return -1;
} }
// Handle grid_pos keyword override // Handle grid position argument (can be tuple or use x/y keywords)
if (grid_pos_obj && grid_pos_obj != Py_None) { if (grid_pos_obj) {
if (PyTuple_Check(grid_pos_obj) && PyTuple_Size(grid_pos_obj) == 2) { if (PyTuple_Check(grid_pos_obj) && PyTuple_Size(grid_pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(grid_pos_obj, 0); PyObject* x_val = PyTuple_GetItem(grid_pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(grid_pos_obj, 1); PyObject* y_val = PyTuple_GetItem(grid_pos_obj, 1);
if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) && if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) &&
(PyFloat_Check(y_val) || PyLong_Check(y_val))) { (PyFloat_Check(y_val) || PyLong_Check(y_val))) {
grid_x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val); x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
grid_y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val); y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
} else {
PyErr_SetString(PyExc_TypeError, "grid_pos tuple must contain numbers");
return -1;
} }
} else { } else {
PyErr_SetString(PyExc_TypeError, "grid_pos must be a tuple (x, y)"); PyErr_SetString(PyExc_TypeError, "grid_pos must be a tuple (x, y)");
return -1; return -1;
} }
} }
}
// check types for texture // Handle texture argument
//
// Set Texture - allow None or use default
//
std::shared_ptr<PyTexture> texture_ptr = nullptr; std::shared_ptr<PyTexture> texture_ptr = nullptr;
if (texture != NULL && texture != Py_None && !PyObject_IsInstance(texture, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))){ if (texture && texture != Py_None) {
if (!PyObject_IsInstance(texture, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))) {
PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None"); PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None");
return -1; return -1;
} else if (texture != NULL && texture != Py_None) { }
auto pytexture = (PyTextureObject*)texture; auto pytexture = (PyTextureObject*)texture;
texture_ptr = pytexture->data; texture_ptr = pytexture->data;
} else { } else {
@ -203,25 +178,20 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
texture_ptr = McRFPy_API::default_texture; texture_ptr = McRFPy_API::default_texture;
} }
// Allow creation without texture for testing purposes // Handle grid argument
// if (!texture_ptr) { if (grid_obj && !PyObject_IsInstance(grid_obj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
// PyErr_SetString(PyExc_RuntimeError, "No texture provided and no default texture available");
// return -1;
// }
if (grid_obj != NULL && !PyObject_IsInstance(grid_obj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))) {
PyErr_SetString(PyExc_TypeError, "grid must be a mcrfpy.Grid instance"); PyErr_SetString(PyExc_TypeError, "grid must be a mcrfpy.Grid instance");
return -1; return -1;
} }
// Always use default constructor for lazy initialization // Create the entity
self->data = std::make_shared<UIEntity>(); self->data = std::make_shared<UIEntity>();
// Store reference to Python object // Store reference to Python object
self->data->self = (PyObject*)self; self->data->self = (PyObject*)self;
Py_INCREF(self); Py_INCREF(self);
// TODO - PyTextureObjects and IndexTextures are a little bit of a mess with shared/unshared pointers // Set texture and sprite index
if (texture_ptr) { if (texture_ptr) {
self->data->sprite = UISprite(texture_ptr, sprite_index, sf::Vector2f(0,0), 1.0); self->data->sprite = UISprite(texture_ptr, sprite_index, sf::Vector2f(0,0), 1.0);
} else { } else {
@ -230,12 +200,20 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
} }
// Set position using grid coordinates // Set position using grid coordinates
self->data->position = sf::Vector2f(grid_x, grid_y); self->data->position = sf::Vector2f(x, y);
if (grid_obj != NULL) { // Set other properties (delegate to sprite)
self->data->sprite.visible = visible;
self->data->sprite.opacity = opacity;
if (name) {
self->data->sprite.name = std::string(name);
}
// Handle grid attachment
if (grid_obj) {
PyUIGridObject* pygrid = (PyUIGridObject*)grid_obj; PyUIGridObject* pygrid = (PyUIGridObject*)grid_obj;
self->data->grid = pygrid->data; self->data->grid = pygrid->data;
// todone - on creation of Entity with Grid assignment, also append it to the entity list // Append entity to grid's entity list
pygrid->data->entities->push_back(self->data); pygrid->data->entities->push_back(self->data);
// Don't initialize gridstate here - lazy initialization to support large numbers of entities // Don't initialize gridstate here - lazy initialization to support large numbers of entities

View File

@ -88,7 +88,28 @@ namespace mcrfpydef {
.tp_itemsize = 0, .tp_itemsize = 0,
.tp_repr = (reprfunc)UIEntity::repr, .tp_repr = (reprfunc)UIEntity::repr,
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, .tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
.tp_doc = "UIEntity objects", .tp_doc = PyDoc_STR("Entity(grid_pos=None, texture=None, sprite_index=0, **kwargs)\n\n"
"A game entity that exists on a grid with sprite rendering.\n\n"
"Args:\n"
" grid_pos (tuple, optional): Grid position as (x, y) tuple. Default: (0, 0)\n"
" texture (Texture, optional): Texture object for sprite. Default: default texture\n"
" sprite_index (int, optional): Index into texture atlas. Default: 0\n\n"
"Keyword Args:\n"
" grid (Grid): Grid to attach entity to. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X grid position override. Default: 0\n"
" y (float): Y grid position override. Default: 0\n\n"
"Attributes:\n"
" pos (tuple): Grid position as (x, y) tuple\n"
" x, y (float): Grid position coordinates\n"
" draw_pos (tuple): Pixel position for rendering\n"
" gridstate (GridPointState): Visibility state for grid points\n"
" sprite_index (int): Current sprite index\n"
" visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" name (str): Element name"),
.tp_methods = UIEntity_all_methods, .tp_methods = UIEntity_all_methods,
.tp_getset = UIEntity::getsetters, .tp_getset = UIEntity::getsetters,
.tp_base = &mcrfpydef::PyDrawableType, .tp_base = &mcrfpydef::PyDrawableType,

View File

@ -6,7 +6,6 @@
#include "UISprite.h" #include "UISprite.h"
#include "UIGrid.h" #include "UIGrid.h"
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "PyArgHelpers.h"
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
UIDrawable* UIFrame::click_at(sf::Vector2f point) UIDrawable* UIFrame::click_at(sf::Vector2f point)
@ -432,67 +431,47 @@ int UIFrame::init(PyUIFrameObject* self, PyObject* args, PyObject* kwds)
// Initialize children first // Initialize children first
self->data->children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>(); self->data->children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
// Try parsing with PyArgHelpers // Define all parameters with defaults
int arg_idx = 0;
auto pos_result = PyArgHelpers::parsePosition(args, kwds, &arg_idx);
auto size_result = PyArgHelpers::parseSize(args, kwds, &arg_idx);
// Default values
float x = 0.0f, y = 0.0f, w = 0.0f, h = 0.0f, outline = 0.0f;
PyObject* fill_color = nullptr;
PyObject* outline_color = nullptr;
PyObject* children_arg = nullptr;
PyObject* click_handler = nullptr;
// Case 1: Got position and size from helpers (tuple format)
if (pos_result.valid && size_result.valid) {
x = pos_result.x;
y = pos_result.y;
w = size_result.w;
h = size_result.h;
// Parse remaining arguments
static const char* remaining_keywords[] = {
"fill_color", "outline_color", "outline", "children", "click", nullptr
};
// Create new tuple with remaining args
Py_ssize_t total_args = PyTuple_Size(args);
PyObject* remaining_args = PyTuple_GetSlice(args, arg_idx, total_args);
if (!PyArg_ParseTupleAndKeywords(remaining_args, kwds, "|OOfOO",
const_cast<char**>(remaining_keywords),
&fill_color, &outline_color, &outline,
&children_arg, &click_handler)) {
Py_DECREF(remaining_args);
if (pos_result.error) PyErr_SetString(PyExc_TypeError, pos_result.error);
else if (size_result.error) PyErr_SetString(PyExc_TypeError, size_result.error);
return -1;
}
Py_DECREF(remaining_args);
}
// Case 2: Traditional format (x, y, w, h, ...)
else {
PyErr_Clear(); // Clear any errors from helpers
static const char* keywords[] = {
"x", "y", "w", "h", "fill_color", "outline_color", "outline",
"children", "click", "pos", "size", nullptr
};
PyObject* pos_obj = nullptr; PyObject* pos_obj = nullptr;
PyObject* size_obj = nullptr; PyObject* size_obj = nullptr;
PyObject* fill_color = nullptr;
PyObject* outline_color = nullptr;
float outline = 0.0f;
PyObject* children_arg = nullptr;
PyObject* click_handler = nullptr;
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
float x = 0.0f, y = 0.0f, w = 0.0f, h = 0.0f;
int clip_children = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffffOOfOOOO", // Keywords list matches the new spec: positional args first, then all keyword args
const_cast<char**>(keywords), static const char* kwlist[] = {
&x, &y, &w, &h, &fill_color, &outline_color, "pos", "size", // Positional args (as per spec)
&outline, &children_arg, &click_handler, // Keyword-only args
&pos_obj, &size_obj)) { "fill_color", "outline_color", "outline", "children", "click",
"visible", "opacity", "z_index", "name", "x", "y", "w", "h", "clip_children",
nullptr
};
// Parse arguments with | for optional positional args
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOOfOOifizffffi", const_cast<char**>(kwlist),
&pos_obj, &size_obj, // Positional
&fill_color, &outline_color, &outline, &children_arg, &click_handler,
&visible, &opacity, &z_index, &name, &x, &y, &w, &h, &clip_children)) {
return -1; return -1;
} }
// Handle pos keyword override // Handle position argument (can be tuple, Vector, or use x/y keywords)
if (pos_obj && pos_obj != Py_None) { if (pos_obj) {
PyVectorObject* vec = PyVector::from_arg(pos_obj);
if (vec) {
x = vec->data.x;
y = vec->data.y;
Py_DECREF(vec);
} else {
PyErr_Clear();
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) { if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0); PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1); PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
@ -500,20 +479,20 @@ int UIFrame::init(PyUIFrameObject* self, PyObject* args, PyObject* kwds)
(PyFloat_Check(y_val) || PyLong_Check(y_val))) { (PyFloat_Check(y_val) || PyLong_Check(y_val))) {
x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val); x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val); y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
} else {
PyErr_SetString(PyExc_TypeError, "pos tuple must contain numbers");
return -1;
} }
} else if (PyObject_TypeCheck(pos_obj, (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Vector"))) {
PyVectorObject* vec = (PyVectorObject*)pos_obj;
x = vec->data.x;
y = vec->data.y;
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector"); PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector");
return -1; return -1;
} }
} }
}
// If no pos_obj but x/y keywords were provided, they're already in x, y variables
// Handle size keyword override // Handle size argument (can be tuple or use w/h keywords)
if (size_obj && size_obj != Py_None) { if (size_obj) {
if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) { if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) {
PyObject* w_val = PyTuple_GetItem(size_obj, 0); PyObject* w_val = PyTuple_GetItem(size_obj, 0);
PyObject* h_val = PyTuple_GetItem(size_obj, 1); PyObject* h_val = PyTuple_GetItem(size_obj, 1);
@ -521,26 +500,66 @@ int UIFrame::init(PyUIFrameObject* self, PyObject* args, PyObject* kwds)
(PyFloat_Check(h_val) || PyLong_Check(h_val))) { (PyFloat_Check(h_val) || PyLong_Check(h_val))) {
w = PyFloat_Check(w_val) ? PyFloat_AsDouble(w_val) : PyLong_AsLong(w_val); w = PyFloat_Check(w_val) ? PyFloat_AsDouble(w_val) : PyLong_AsLong(w_val);
h = PyFloat_Check(h_val) ? PyFloat_AsDouble(h_val) : PyLong_AsLong(h_val); h = PyFloat_Check(h_val) ? PyFloat_AsDouble(h_val) : PyLong_AsLong(h_val);
} else {
PyErr_SetString(PyExc_TypeError, "size tuple must contain numbers");
return -1;
} }
} else { } else {
PyErr_SetString(PyExc_TypeError, "size must be a tuple (w, h)"); PyErr_SetString(PyExc_TypeError, "size must be a tuple (w, h)");
return -1; return -1;
} }
} }
} // If no size_obj but w/h keywords were provided, they're already in w, h variables
self->data->position = sf::Vector2f(x, y); // Set base class position // Set the position and size
self->data->box.setPosition(self->data->position); // Sync box position self->data->position = sf::Vector2f(x, y);
self->data->box.setPosition(self->data->position);
self->data->box.setSize(sf::Vector2f(w, h)); self->data->box.setSize(sf::Vector2f(w, h));
self->data->box.setOutlineThickness(outline); self->data->box.setOutlineThickness(outline);
// getsetter abuse because I haven't standardized Color object parsing (TODO)
int err_val = 0; // Handle fill_color
if (fill_color && fill_color != Py_None) err_val = UIFrame::set_color_member(self, fill_color, (void*)0); if (fill_color && fill_color != Py_None) {
else self->data->box.setFillColor(sf::Color(0,0,0,255)); PyColorObject* color_obj = PyColor::from_arg(fill_color);
if (err_val) return err_val; if (!color_obj) {
if (outline_color && outline_color != Py_None) err_val = UIFrame::set_color_member(self, outline_color, (void*)1); PyErr_SetString(PyExc_TypeError, "fill_color must be a Color or color tuple");
else self->data->box.setOutlineColor(sf::Color(128,128,128,255)); return -1;
if (err_val) return err_val; }
self->data->box.setFillColor(color_obj->data);
Py_DECREF(color_obj);
} else {
self->data->box.setFillColor(sf::Color(0, 0, 0, 128)); // Default: semi-transparent black
}
// Handle outline_color
if (outline_color && outline_color != Py_None) {
PyColorObject* color_obj = PyColor::from_arg(outline_color);
if (!color_obj) {
PyErr_SetString(PyExc_TypeError, "outline_color must be a Color or color tuple");
return -1;
}
self->data->box.setOutlineColor(color_obj->data);
Py_DECREF(color_obj);
} else {
self->data->box.setOutlineColor(sf::Color(255, 255, 255, 255)); // Default: white
}
// Set other properties
self->data->visible = visible;
self->data->opacity = opacity;
self->data->z_index = z_index;
self->data->clip_children = clip_children;
if (name) {
self->data->name = std::string(name);
}
// Handle click handler
if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable");
return -1;
}
self->data->click_register(click_handler);
}
// Process children argument if provided // Process children argument if provided
if (children_arg && children_arg != Py_None) { if (children_arg && children_arg != Py_None) {

View File

@ -86,27 +86,38 @@ namespace mcrfpydef {
//.tp_iter //.tp_iter
//.tp_iternext //.tp_iternext
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)\n\n" .tp_doc = PyDoc_STR("Frame(pos=None, size=None, **kwargs)\n\n"
"A rectangular frame UI element that can contain other drawable elements.\n\n" "A rectangular frame UI element that can contain other drawable elements.\n\n"
"Args:\n" "Args:\n"
" x (float): X position in pixels. Default: 0\n" " pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)\n"
" y (float): Y position in pixels. Default: 0\n" " size (tuple, optional): Size as (width, height) tuple. Default: (0, 0)\n\n"
" w (float): Width in pixels. Default: 0\n" "Keyword Args:\n"
" h (float): Height in pixels. Default: 0\n"
" fill_color (Color): Background fill color. Default: (0, 0, 0, 128)\n" " fill_color (Color): Background fill color. Default: (0, 0, 0, 128)\n"
" outline_color (Color): Border outline color. Default: (255, 255, 255, 255)\n" " outline_color (Color): Border outline color. Default: (255, 255, 255, 255)\n"
" outline (float): Border outline thickness. Default: 0\n" " outline (float): Border outline thickness. Default: 0\n"
" click (callable): Click event handler. Default: None\n" " click (callable): Click event handler. Default: None\n"
" children (list): Initial list of child drawable elements. Default: None\n\n" " children (list): Initial list of child drawable elements. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X position override. Default: 0\n"
" y (float): Y position override. Default: 0\n"
" w (float): Width override. Default: 0\n"
" h (float): Height override. Default: 0\n"
" clip_children (bool): Whether to clip children to frame bounds. Default: False\n\n"
"Attributes:\n" "Attributes:\n"
" x, y (float): Position in pixels\n" " x, y (float): Position in pixels\n"
" w, h (float): Size in pixels\n" " w, h (float): Size in pixels\n"
" pos (Vector): Position as a Vector object\n"
" fill_color, outline_color (Color): Visual appearance\n" " fill_color, outline_color (Color): Visual appearance\n"
" outline (float): Border thickness\n" " outline (float): Border thickness\n"
" click (callable): Click event handler\n" " click (callable): Click event handler\n"
" children (list): Collection of child drawable elements\n" " children (list): Collection of child drawable elements\n"
" visible (bool): Visibility state\n" " visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n" " z_index (int): Rendering order\n"
" name (str): Element name\n"
" clip_children (bool): Whether to clip children to frame bounds"), " clip_children (bool): Whether to clip children to frame bounds"),
.tp_methods = UIFrame_methods, .tp_methods = UIFrame_methods,
//.tp_members = PyUIFrame_members, //.tp_members = PyUIFrame_members,

View File

@ -1,7 +1,6 @@
#include "UIGrid.h" #include "UIGrid.h"
#include "GameEngine.h" #include "GameEngine.h"
#include "McRFPy_API.h" #include "McRFPy_API.h"
#include "PyArgHelpers.h"
#include <algorithm> #include <algorithm>
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
@ -518,102 +517,49 @@ UIDrawable* UIGrid::click_at(sf::Vector2f point)
int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) { int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
// Default values // Define all parameters with defaults
int grid_x = 0, grid_y = 0;
float x = 0.0f, y = 0.0f, w = 0.0f, h = 0.0f;
PyObject* textureObj = nullptr;
// Check if first argument is a tuple (for tuple-based initialization)
bool has_tuple_first_arg = false;
if (args && PyTuple_Size(args) > 0) {
PyObject* first_arg = PyTuple_GetItem(args, 0);
if (PyTuple_Check(first_arg)) {
has_tuple_first_arg = true;
}
}
// Try tuple-based parsing if we have a tuple as first argument
if (has_tuple_first_arg) {
int arg_idx = 0;
auto grid_size_result = PyArgHelpers::parseGridSize(args, kwds, &arg_idx);
// If grid size parsing failed with an error, report it
if (!grid_size_result.valid) {
if (grid_size_result.error) {
PyErr_SetString(PyExc_TypeError, grid_size_result.error);
} else {
PyErr_SetString(PyExc_TypeError, "Invalid grid size tuple");
}
return -1;
}
// We got a valid grid size
grid_x = grid_size_result.grid_w;
grid_y = grid_size_result.grid_h;
// Try to parse position and size
auto pos_result = PyArgHelpers::parsePosition(args, kwds, &arg_idx);
if (pos_result.valid) {
x = pos_result.x;
y = pos_result.y;
}
auto size_result = PyArgHelpers::parseSize(args, kwds, &arg_idx);
if (size_result.valid) {
w = size_result.w;
h = size_result.h;
} else {
// Default size based on grid dimensions
w = grid_x * 16.0f;
h = grid_y * 16.0f;
}
// Parse remaining arguments (texture)
static const char* remaining_keywords[] = { "texture", nullptr };
Py_ssize_t total_args = PyTuple_Size(args);
PyObject* remaining_args = PyTuple_GetSlice(args, arg_idx, total_args);
PyArg_ParseTupleAndKeywords(remaining_args, kwds, "|O",
const_cast<char**>(remaining_keywords),
&textureObj);
Py_DECREF(remaining_args);
}
// Traditional format parsing
else {
static const char* keywords[] = {
"grid_x", "grid_y", "texture", "pos", "size", "grid_size", nullptr
};
PyObject* pos_obj = nullptr; PyObject* pos_obj = nullptr;
PyObject* size_obj = nullptr; PyObject* size_obj = nullptr;
PyObject* grid_size_obj = nullptr; PyObject* grid_size_obj = nullptr;
PyObject* textureObj = nullptr;
PyObject* fill_color = nullptr;
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
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
float x = 0.0f, y = 0.0f, w = 0.0f, h = 0.0f;
int grid_x = 2, grid_y = 2; // Default to 2x2 grid
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|iiOOOO", // Keywords list matches the new spec: positional args first, then all keyword args
const_cast<char**>(keywords), static const char* kwlist[] = {
&grid_x, &grid_y, &textureObj, "pos", "size", "grid_size", "texture", // Positional args (as per spec)
&pos_obj, &size_obj, &grid_size_obj)) { // Keyword-only args
"fill_color", "click", "center_x", "center_y", "zoom", "perspective",
"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),
&pos_obj, &size_obj, &grid_size_obj, &textureObj, // Positional
&fill_color, &click_handler, &center_x, &center_y, &zoom, &perspective,
&visible, &opacity, &z_index, &name, &x, &y, &w, &h, &grid_x, &grid_y)) {
return -1; return -1;
} }
// Handle grid_size override // Handle position argument (can be tuple, Vector, or use x/y keywords)
if (grid_size_obj && grid_size_obj != Py_None) { if (pos_obj) {
if (PyTuple_Check(grid_size_obj) && PyTuple_Size(grid_size_obj) == 2) { PyVectorObject* vec = PyVector::from_arg(pos_obj);
PyObject* x_obj = PyTuple_GetItem(grid_size_obj, 0); if (vec) {
PyObject* y_obj = PyTuple_GetItem(grid_size_obj, 1); x = vec->data.x;
if (PyLong_Check(x_obj) && PyLong_Check(y_obj)) { y = vec->data.y;
grid_x = PyLong_AsLong(x_obj); Py_DECREF(vec);
grid_y = PyLong_AsLong(y_obj);
} else { } else {
PyErr_SetString(PyExc_TypeError, "grid_size must contain integers"); PyErr_Clear();
return -1;
}
} else {
PyErr_SetString(PyExc_TypeError, "grid_size must be a tuple of two integers");
return -1;
}
}
// Handle position
if (pos_obj && pos_obj != Py_None) {
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) { if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0); PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1); PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
@ -622,17 +568,18 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val); x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val); y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must contain numbers"); PyErr_SetString(PyExc_TypeError, "pos tuple must contain numbers");
return -1; return -1;
} }
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple of two numbers"); PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector");
return -1; return -1;
} }
} }
}
// Handle size // Handle size argument (can be tuple or use w/h keywords)
if (size_obj && size_obj != Py_None) { if (size_obj) {
if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) { if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) {
PyObject* w_val = PyTuple_GetItem(size_obj, 0); PyObject* w_val = PyTuple_GetItem(size_obj, 0);
PyObject* h_val = PyTuple_GetItem(size_obj, 1); PyObject* h_val = PyTuple_GetItem(size_obj, 1);
@ -641,17 +588,30 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
w = PyFloat_Check(w_val) ? PyFloat_AsDouble(w_val) : PyLong_AsLong(w_val); w = PyFloat_Check(w_val) ? PyFloat_AsDouble(w_val) : PyLong_AsLong(w_val);
h = PyFloat_Check(h_val) ? PyFloat_AsDouble(h_val) : PyLong_AsLong(h_val); h = PyFloat_Check(h_val) ? PyFloat_AsDouble(h_val) : PyLong_AsLong(h_val);
} else { } else {
PyErr_SetString(PyExc_TypeError, "size must contain numbers"); PyErr_SetString(PyExc_TypeError, "size tuple must contain numbers");
return -1; return -1;
} }
} else { } else {
PyErr_SetString(PyExc_TypeError, "size must be a tuple of two numbers"); PyErr_SetString(PyExc_TypeError, "size must be a tuple (w, h)");
return -1;
}
}
// Handle grid_size argument (can be tuple or use grid_x/grid_y keywords)
if (grid_size_obj) {
if (PyTuple_Check(grid_size_obj) && PyTuple_Size(grid_size_obj) == 2) {
PyObject* gx_val = PyTuple_GetItem(grid_size_obj, 0);
PyObject* gy_val = PyTuple_GetItem(grid_size_obj, 1);
if (PyLong_Check(gx_val) && PyLong_Check(gy_val)) {
grid_x = PyLong_AsLong(gx_val);
grid_y = PyLong_AsLong(gy_val);
} else {
PyErr_SetString(PyExc_TypeError, "grid_size tuple must contain integers");
return -1; return -1;
} }
} else { } else {
// Default size based on grid PyErr_SetString(PyExc_TypeError, "grid_size must be a tuple (grid_x, grid_y)");
w = grid_x * 16.0f; return -1;
h = grid_y * 16.0f;
} }
} }
@ -661,12 +621,8 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
return -1; return -1;
} }
// At this point we have x, y, w, h values from either parsing method // Handle texture argument
// Convert PyObject texture to shared_ptr<PyTexture>
std::shared_ptr<PyTexture> texture_ptr = nullptr; std::shared_ptr<PyTexture> texture_ptr = nullptr;
// Allow None or NULL for texture - use default texture in that case
if (textureObj && textureObj != Py_None) { if (textureObj && textureObj != Py_None) {
if (!PyObject_IsInstance(textureObj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))) { if (!PyObject_IsInstance(textureObj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))) {
PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None"); PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None");
@ -679,14 +635,51 @@ int UIGrid::init(PyUIGridObject* self, PyObject* args, PyObject* kwds) {
texture_ptr = McRFPy_API::default_texture; texture_ptr = McRFPy_API::default_texture;
} }
// Adjust size based on texture if available and size not explicitly set // If size wasn't specified, calculate based on grid dimensions and texture
if (texture_ptr && w == grid_x * 16.0f && h == grid_y * 16.0f) { if (!size_obj && texture_ptr) {
w = grid_x * texture_ptr->sprite_width; w = grid_x * texture_ptr->sprite_width;
h = grid_y * texture_ptr->sprite_height; h = grid_y * texture_ptr->sprite_height;
} else if (!size_obj) {
w = grid_x * 16.0f; // Default tile size
h = grid_y * 16.0f;
} }
// Create the grid
self->data = std::make_shared<UIGrid>(grid_x, grid_y, texture_ptr, self->data = std::make_shared<UIGrid>(grid_x, grid_y, texture_ptr,
sf::Vector2f(x, y), sf::Vector2f(w, h)); sf::Vector2f(x, y), sf::Vector2f(w, h));
// Set additional properties
self->data->center_x = center_x;
self->data->center_y = center_y;
self->data->zoom = zoom;
self->data->perspective = perspective;
self->data->visible = visible;
self->data->opacity = opacity;
self->data->z_index = z_index;
if (name) {
self->data->name = std::string(name);
}
// Handle fill_color
if (fill_color && fill_color != Py_None) {
PyColorObject* color_obj = PyColor::from_arg(fill_color);
if (!color_obj) {
PyErr_SetString(PyExc_TypeError, "fill_color must be a Color or color tuple");
return -1;
}
self->data->box.setFillColor(color_obj->data);
Py_DECREF(color_obj);
}
// Handle click handler
if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable");
return -1;
}
self->data->click_register(click_handler);
}
return 0; // Success return 0; // Success
} }

View File

@ -184,29 +184,49 @@ namespace mcrfpydef {
//.tp_iter //.tp_iter
//.tp_iternext //.tp_iternext
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)\n\n" .tp_doc = PyDoc_STR("Grid(pos=None, size=None, grid_size=None, texture=None, **kwargs)\n\n"
"A grid-based tilemap UI element for rendering tile-based levels and game worlds.\n\n" "A grid-based UI element for tile-based rendering and entity management.\n\n"
"Args:\n" "Args:\n"
" x (float): X position in pixels. Default: 0\n" " pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)\n"
" y (float): Y position in pixels. Default: 0\n" " size (tuple, optional): Size as (width, height) tuple. Default: auto-calculated from grid_size\n"
" grid_size (tuple): Grid dimensions as (width, height) in tiles. Default: (20, 20)\n" " grid_size (tuple, optional): Grid dimensions as (grid_x, grid_y) tuple. Default: (2, 2)\n"
" texture (Texture): Texture atlas containing tile sprites. Default: None\n" " texture (Texture, optional): Texture containing tile sprites. Default: default texture\n\n"
" tile_width (int): Width of each tile in pixels. Default: 16\n" "Keyword Args:\n"
" tile_height (int): Height of each tile in pixels. Default: 16\n" " fill_color (Color): Background fill color. Default: None\n"
" scale (float): Grid scaling factor. Default: 1.0\n" " click (callable): Click event handler. Default: None\n"
" click (callable): Click event handler. Default: None\n\n" " center_x (float): X coordinate of center point. Default: 0\n"
" center_y (float): Y coordinate of center point. Default: 0\n"
" zoom (float): Zoom level for rendering. Default: 1.0\n"
" perspective (int): Entity perspective index (-1 for omniscient). Default: -1\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X position override. Default: 0\n"
" y (float): Y position override. Default: 0\n"
" w (float): Width override. Default: auto-calculated\n"
" h (float): Height override. Default: auto-calculated\n"
" grid_x (int): Grid width override. Default: 2\n"
" grid_y (int): Grid height override. Default: 2\n\n"
"Attributes:\n" "Attributes:\n"
" x, y (float): Position in pixels\n" " x, y (float): Position in pixels\n"
" w, h (float): Size in pixels\n"
" pos (Vector): Position as a Vector object\n"
" size (tuple): Size as (width, height) tuple\n"
" center (tuple): Center point as (x, y) tuple\n"
" center_x, center_y (float): Center point coordinates\n"
" zoom (float): Zoom level for rendering\n"
" grid_size (tuple): Grid dimensions (width, height) in tiles\n" " grid_size (tuple): Grid dimensions (width, height) in tiles\n"
" tile_width, tile_height (int): Tile dimensions in pixels\n" " grid_x, grid_y (int): Grid dimensions\n"
" texture (Texture): Tile texture atlas\n" " texture (Texture): Tile texture atlas\n"
" scale (float): Scale multiplier\n" " fill_color (Color): Background color\n"
" points (list): 2D array of GridPoint objects for tile data\n" " entities (EntityCollection): Collection of entities in the grid\n"
" entities (list): Collection of Entity objects in the grid\n" " perspective (int): Entity perspective index\n"
" background_color (Color): Grid background color\n"
" click (callable): Click event handler\n" " click (callable): Click event handler\n"
" visible (bool): Visibility state\n" " visible (bool): Visibility state\n"
" z_index (int): Rendering order"), " opacity (float): Opacity value\n"
" z_index (int): Rendering order\n"
" name (str): Element name"),
.tp_methods = UIGrid_all_methods, .tp_methods = UIGrid_all_methods,
//.tp_members = UIGrid::members, //.tp_members = UIGrid::members,
.tp_getset = UIGrid::getsetters, .tp_getset = UIGrid::getsetters,

View File

@ -1,7 +1,6 @@
#include "UISprite.h" #include "UISprite.h"
#include "GameEngine.h" #include "GameEngine.h"
#include "PyVector.h" #include "PyVector.h"
#include "PyArgHelpers.h"
// UIDrawable methods now in UIBase.h // UIDrawable methods now in UIBase.h
UIDrawable* UISprite::click_at(sf::Vector2f point) UIDrawable* UISprite::click_at(sf::Vector2f point)
@ -327,57 +326,46 @@ PyObject* UISprite::repr(PyUISpriteObject* self)
int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds) int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
{ {
// Try parsing with PyArgHelpers // Define all parameters with defaults
int arg_idx = 0;
auto pos_result = PyArgHelpers::parsePosition(args, kwds, &arg_idx);
// Default values
float x = 0.0f, y = 0.0f, scale = 1.0f;
int sprite_index = 0;
PyObject* texture = nullptr;
PyObject* click_handler = nullptr;
// Case 1: Got position from helpers (tuple format)
if (pos_result.valid) {
x = pos_result.x;
y = pos_result.y;
// Parse remaining arguments
static const char* remaining_keywords[] = {
"texture", "sprite_index", "scale", "click", nullptr
};
// Create new tuple with remaining args
Py_ssize_t total_args = PyTuple_Size(args);
PyObject* remaining_args = PyTuple_GetSlice(args, arg_idx, total_args);
if (!PyArg_ParseTupleAndKeywords(remaining_args, kwds, "|OifO",
const_cast<char**>(remaining_keywords),
&texture, &sprite_index, &scale, &click_handler)) {
Py_DECREF(remaining_args);
if (pos_result.error) PyErr_SetString(PyExc_TypeError, pos_result.error);
return -1;
}
Py_DECREF(remaining_args);
}
// Case 2: Traditional format
else {
PyErr_Clear(); // Clear any errors from helpers
static const char* keywords[] = {
"x", "y", "texture", "sprite_index", "scale", "click", "pos", nullptr
};
PyObject* pos_obj = nullptr; PyObject* pos_obj = nullptr;
PyObject* texture = nullptr;
int sprite_index = 0;
float scale = 1.0f;
float scale_x = 1.0f;
float scale_y = 1.0f;
PyObject* click_handler = nullptr;
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
float x = 0.0f, y = 0.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ffOifOO", // Keywords list matches the new spec: positional args first, then all keyword args
const_cast<char**>(keywords), static const char* kwlist[] = {
&x, &y, &texture, &sprite_index, &scale, "pos", "texture", "sprite_index", // Positional args (as per spec)
&click_handler, &pos_obj)) { // Keyword-only args
"scale", "scale_x", "scale_y", "click",
"visible", "opacity", "z_index", "name", "x", "y",
nullptr
};
// Parse arguments with | for optional positional args
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOifffOifizff", const_cast<char**>(kwlist),
&pos_obj, &texture, &sprite_index, // Positional
&scale, &scale_x, &scale_y, &click_handler,
&visible, &opacity, &z_index, &name, &x, &y)) {
return -1; return -1;
} }
// Handle pos keyword override // Handle position argument (can be tuple, Vector, or use x/y keywords)
if (pos_obj && pos_obj != Py_None) { if (pos_obj) {
PyVectorObject* vec = PyVector::from_arg(pos_obj);
if (vec) {
x = vec->data.x;
y = vec->data.y;
Py_DECREF(vec);
} else {
PyErr_Clear();
if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) { if (PyTuple_Check(pos_obj) && PyTuple_Size(pos_obj) == 2) {
PyObject* x_val = PyTuple_GetItem(pos_obj, 0); PyObject* x_val = PyTuple_GetItem(pos_obj, 0);
PyObject* y_val = PyTuple_GetItem(pos_obj, 1); PyObject* y_val = PyTuple_GetItem(pos_obj, 1);
@ -385,12 +373,10 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
(PyFloat_Check(y_val) || PyLong_Check(y_val))) { (PyFloat_Check(y_val) || PyLong_Check(y_val))) {
x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val); x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val); y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
} else {
PyErr_SetString(PyExc_TypeError, "pos tuple must contain numbers");
return -1;
} }
} else if (PyObject_TypeCheck(pos_obj, (PyTypeObject*)PyObject_GetAttrString(
PyImport_ImportModule("mcrfpy"), "Vector"))) {
PyVectorObject* vec = (PyVectorObject*)pos_obj;
x = vec->data.x;
y = vec->data.y;
} else { } else {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector"); PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y) or Vector");
return -1; return -1;
@ -400,10 +386,11 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
// Handle texture - allow None or use default // Handle texture - allow None or use default
std::shared_ptr<PyTexture> texture_ptr = nullptr; std::shared_ptr<PyTexture> texture_ptr = nullptr;
if (texture != NULL && texture != Py_None && !PyObject_IsInstance(texture, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))){ if (texture && texture != Py_None) {
if (!PyObject_IsInstance(texture, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Texture"))) {
PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None"); PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None");
return -1; return -1;
} else if (texture != NULL && texture != Py_None) { }
auto pytexture = (PyTextureObject*)texture; auto pytexture = (PyTextureObject*)texture;
texture_ptr = pytexture->data; texture_ptr = pytexture->data;
} else { } else {
@ -416,9 +403,27 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
return -1; return -1;
} }
// Create the sprite
self->data = std::make_shared<UISprite>(texture_ptr, sprite_index, sf::Vector2f(x, y), scale); self->data = std::make_shared<UISprite>(texture_ptr, sprite_index, sf::Vector2f(x, y), scale);
// Process click handler if provided // Set scale properties
if (scale_x != 1.0f || scale_y != 1.0f) {
// If scale_x or scale_y were explicitly set, use them
self->data->setScale(sf::Vector2f(scale_x, scale_y));
} else if (scale != 1.0f) {
// Otherwise use uniform scale
self->data->setScale(sf::Vector2f(scale, scale));
}
// Set other properties
self->data->visible = visible;
self->data->opacity = opacity;
self->data->z_index = z_index;
if (name) {
self->data->name = std::string(name);
}
// Handle click handler
if (click_handler && click_handler != Py_None) { if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) { if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable"); PyErr_SetString(PyExc_TypeError, "click must be callable");

View File

@ -92,23 +92,35 @@ namespace mcrfpydef {
//.tp_iter //.tp_iter
//.tp_iternext //.tp_iternext
.tp_flags = Py_TPFLAGS_DEFAULT, .tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = PyDoc_STR("Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)\n\n" .tp_doc = PyDoc_STR("Sprite(pos=None, texture=None, sprite_index=0, **kwargs)\n\n"
"A sprite UI element that displays a texture or portion of a texture atlas.\n\n" "A sprite UI element that displays a texture or portion of a texture atlas.\n\n"
"Args:\n" "Args:\n"
" x (float): X position in pixels. Default: 0\n" " pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)\n"
" y (float): Y position in pixels. Default: 0\n" " texture (Texture, optional): Texture object to display. Default: default texture\n"
" texture (Texture): Texture object to display. Default: None\n" " sprite_index (int, optional): Index into texture atlas. Default: 0\n\n"
" sprite_index (int): Index into texture atlas (if applicable). Default: 0\n" "Keyword Args:\n"
" scale (float): Sprite scaling factor. Default: 1.0\n" " scale (float): Uniform scale factor. Default: 1.0\n"
" click (callable): Click event handler. Default: None\n\n" " scale_x (float): Horizontal scale factor. Default: 1.0\n"
" scale_y (float): Vertical scale factor. Default: 1.0\n"
" click (callable): Click event handler. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n"
" x (float): X position override. Default: 0\n"
" y (float): Y position override. Default: 0\n\n"
"Attributes:\n" "Attributes:\n"
" x, y (float): Position in pixels\n" " x, y (float): Position in pixels\n"
" pos (Vector): Position as a Vector object\n"
" texture (Texture): The texture being displayed\n" " texture (Texture): The texture being displayed\n"
" sprite_index (int): Current sprite index in texture atlas\n" " sprite_index (int): Current sprite index in texture atlas\n"
" scale (float): Scale multiplier\n" " scale (float): Uniform scale factor\n"
" scale_x, scale_y (float): Individual scale factors\n"
" click (callable): Click event handler\n" " click (callable): Click event handler\n"
" visible (bool): Visibility state\n" " visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n" " z_index (int): Rendering order\n"
" name (str): Element name\n"
" w, h (float): Read-only computed size based on texture and scale"), " w, h (float): Read-only computed size based on texture and scale"),
.tp_methods = UISprite_methods, .tp_methods = UISprite_methods,
//.tp_members = PyUIFrame_members, //.tp_members = PyUIFrame_members,

View File

@ -67,10 +67,10 @@ class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bu
self.draw_pos = (tx, ty) self.draw_pos = (tx, ty)
for e in self.game.entities: for e in self.game.entities:
if e is self: continue if e is self: continue
if e.draw_pos == old_pos: e.ev_exit(self) if e.draw_pos.x == old_pos.x and e.draw_pos.y == old_pos.y: e.ev_exit(self)
for e in self.game.entities: for e in self.game.entities:
if e is self: continue if e is self: continue
if e.draw_pos == (tx, ty): e.ev_enter(self) if e.draw_pos.x == tx and e.draw_pos.y == ty: e.ev_enter(self)
def act(self): def act(self):
pass pass
@ -83,12 +83,12 @@ class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bu
def try_move(self, dx, dy, test=False): def try_move(self, dx, dy, test=False):
x_max, y_max = self.grid.grid_size x_max, y_max = self.grid.grid_size
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy) tx, ty = int(self.draw_pos.x + dx), int(self.draw_pos.y + dy)
#for e in iterable_entities(self.grid): #for e in iterable_entities(self.grid):
# sorting entities to test against the boulder instead of the button when they overlap. # sorting entities to test against the boulder instead of the button when they overlap.
for e in sorted(self.game.entities, key = lambda i: i.draw_order, reverse = True): for e in sorted(self.game.entities, key = lambda i: i.draw_order, reverse = True):
if e.draw_pos == (tx, ty): if e.draw_pos.x == tx and e.draw_pos.y == ty:
#print(f"bumping {e}") #print(f"bumping {e}")
return e.bump(self, dx, dy) return e.bump(self, dx, dy)
@ -106,7 +106,7 @@ class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bu
return False return False
def _relative_move(self, dx, dy): def _relative_move(self, dx, dy):
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy) tx, ty = int(self.draw_pos.x + dx), int(self.draw_pos.y + dy)
#self.draw_pos = (tx, ty) #self.draw_pos = (tx, ty)
self.do_move(tx, ty) self.do_move(tx, ty)
@ -181,7 +181,7 @@ class Equippable:
if self.zap_cooldown_remaining != 0: if self.zap_cooldown_remaining != 0:
print("zap is cooling down.") print("zap is cooling down.")
return False return False
fx, fy = caster.draw_pos fx, fy = caster.draw_pos.x, caster.draw_pos.y
x, y = int(fx), int (fy) x, y = int(fx), int (fy)
dist = lambda tx, ty: abs(int(tx) - x) + abs(int(ty) - y) dist = lambda tx, ty: abs(int(tx) - x) + abs(int(ty) - y)
targets = [] targets = []
@ -293,7 +293,7 @@ class PlayerEntity(COSEntity):
## TODO - find other entities to avoid spawning on top of ## TODO - find other entities to avoid spawning on top of
for spawn in spawn_points: for spawn in spawn_points:
for e in avoid or []: for e in avoid or []:
if e.draw_pos == spawn: break if e.draw_pos.x == spawn[0] and e.draw_pos.y == spawn[1]: break
else: else:
break break
self.draw_pos = spawn self.draw_pos = spawn
@ -314,9 +314,9 @@ class BoulderEntity(COSEntity):
elif type(other) == EnemyEntity: elif type(other) == EnemyEntity:
if not other.can_push: return False if not other.can_push: return False
#tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy) #tx, ty = int(self.e.position[0] + dx), int(self.e.position[1] + dy)
tx, ty = int(self.draw_pos[0] + dx), int(self.draw_pos[1] + dy) tx, ty = int(self.draw_pos.x + dx), int(self.draw_pos.y + dy)
# Is the boulder blocked the same direction as the bumper? If not, let's both move # Is the boulder blocked the same direction as the bumper? If not, let's both move
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1]) old_pos = int(self.draw_pos.x), int(self.draw_pos.y)
if self.try_move(dx, dy, test=test): if self.try_move(dx, dy, test=test):
if not test: if not test:
other.do_move(*old_pos) other.do_move(*old_pos)
@ -342,7 +342,7 @@ class ButtonEntity(COSEntity):
# self.exit.unlock() # self.exit.unlock()
# TODO: unlock, and then lock again, when player steps on/off # TODO: unlock, and then lock again, when player steps on/off
if not test: if not test:
pos = int(self.draw_pos[0]), int(self.draw_pos[1]) pos = int(self.draw_pos.x), int(self.draw_pos.y)
other.do_move(*pos) other.do_move(*pos)
return True return True
@ -393,7 +393,7 @@ class EnemyEntity(COSEntity):
def bump(self, other, dx, dy, test=False): def bump(self, other, dx, dy, test=False):
if self.hp == 0: if self.hp == 0:
if not test: if not test:
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1]) old_pos = int(self.draw_pos.x), int(self.draw_pos.y)
other.do_move(*old_pos) other.do_move(*old_pos)
return True return True
if type(other) == PlayerEntity: if type(other) == PlayerEntity:
@ -415,7 +415,7 @@ class EnemyEntity(COSEntity):
print("Ouch, my entire body!!") print("Ouch, my entire body!!")
self._entity.sprite_number = self.base_sprite + 246 self._entity.sprite_number = self.base_sprite + 246
self.hp = 0 self.hp = 0
old_pos = int(self.draw_pos[0]), int(self.draw_pos[1]) old_pos = int(self.draw_pos.x), int(self.draw_pos.y)
if not test: if not test:
other.do_move(*old_pos) other.do_move(*old_pos)
return True return True
@ -423,8 +423,8 @@ class EnemyEntity(COSEntity):
def act(self): def act(self):
if self.hp > 0: if self.hp > 0:
# if player nearby: attack # if player nearby: attack
x, y = self.draw_pos x, y = self.draw_pos.x, self.draw_pos.y
px, py = self.game.player.draw_pos px, py = self.game.player.draw_pos.x, self.game.player.draw_pos.y
for d in ((1, 0), (0, 1), (-1, 0), (1, 0)): for d in ((1, 0), (0, 1), (-1, 0), (1, 0)):
if int(x + d[0]) == int(px) and int(y + d[1]) == int(py): if int(x + d[0]) == int(px) and int(y + d[1]) == int(py):
self.try_move(*d) self.try_move(*d)

View File

@ -22,12 +22,13 @@ class TileInfo:
@staticmethod @staticmethod
def from_grid(grid, xy:tuple): def from_grid(grid, xy:tuple):
values = {} values = {}
x_max, y_max = grid.grid_size
for d in deltas: for d in deltas:
tx, ty = d[0] + xy[0], d[1] + xy[1] tx, ty = d[0] + xy[0], d[1] + xy[1]
try: if tx < 0 or tx >= x_max or ty < 0 or ty >= y_max:
values[d] = grid.at((tx, ty)).walkable
except ValueError:
values[d] = True values[d] = True
else:
values[d] = grid.at((tx, ty)).walkable
return TileInfo(values) return TileInfo(values)
@staticmethod @staticmethod
@ -70,10 +71,10 @@ def special_rule_verify(rule, grid, xy, unverified_tiles, pass_unverified=False)
tx, ty = xy[0] + dxy[0], xy[1] + dxy[1] tx, ty = xy[0] + dxy[0], xy[1] + dxy[1]
#print(f"Special rule: {cardinal} {allowed_tile} {type(allowed_tile)} -> ({tx}, {ty}) [{grid.at((tx, ty)).tilesprite}]{'*' if (tx, ty) in unverified_tiles else ''}") #print(f"Special rule: {cardinal} {allowed_tile} {type(allowed_tile)} -> ({tx}, {ty}) [{grid.at((tx, ty)).tilesprite}]{'*' if (tx, ty) in unverified_tiles else ''}")
if (tx, ty) in unverified_tiles and cardinal in "nsew": return pass_unverified if (tx, ty) in unverified_tiles and cardinal in "nsew": return pass_unverified
try: x_max, y_max = grid.grid_size
return grid.at((tx, ty)).tilesprite == allowed_tile if tx < 0 or tx >= x_max or ty < 0 or ty >= y_max:
except ValueError:
return False return False
return grid.at((tx, ty)).tilesprite == allowed_tile
import random import random
tile_of_last_resort = 431 tile_of_last_resort = 431

View File

@ -87,7 +87,7 @@ class Crypt:
# Side Bar (inventory, level info) config # Side Bar (inventory, level info) config
self.level_caption = mcrfpy.Caption((5,5), "Level: 1", font, fill_color=(255, 255, 255)) self.level_caption = mcrfpy.Caption((5,5), "Level: 1", font, fill_color=(255, 255, 255))
self.level_caption.size = 26 self.level_caption.font_size = 26
self.level_caption.outline = 3 self.level_caption.outline = 3
self.level_caption.outline_color = (0, 0, 0) self.level_caption.outline_color = (0, 0, 0)
self.sidebar.children.append(self.level_caption) self.sidebar.children.append(self.level_caption)
@ -103,7 +103,7 @@ class Crypt:
mcrfpy.Caption((25, 130 + 95 * i), "x", font, fill_color=(255, 255, 255)) for i in range(5) mcrfpy.Caption((25, 130 + 95 * i), "x", font, fill_color=(255, 255, 255)) for i in range(5)
] ]
for i in self.inv_captions: for i in self.inv_captions:
i.size = 16 i.font_size = 16
self.sidebar.children.append(i) self.sidebar.children.append(i)
liminal_void = mcrfpy.Grid(1, 1, t, (0, 0), (16, 16)) liminal_void = mcrfpy.Grid(1, 1, t, (0, 0), (16, 16))
@ -382,7 +382,7 @@ class Crypt:
def pull_boulder_search(self): def pull_boulder_search(self):
for dx, dy in ( (0, -1), (-1, 0), (1, 0), (0, 1) ): for dx, dy in ( (0, -1), (-1, 0), (1, 0), (0, 1) ):
for e in self.entities: for e in self.entities:
if e.draw_pos != (self.player.draw_pos[0] + dx, self.player.draw_pos[1] + dy): continue if e.draw_pos.x != self.player.draw_pos.x + dx or e.draw_pos.y != self.player.draw_pos.y + dy: continue
if type(e) == ce.BoulderEntity: if type(e) == ce.BoulderEntity:
self.pull_boulder_move((dx, dy), e) self.pull_boulder_move((dx, dy), e)
return self.enemy_turn() return self.enemy_turn()
@ -395,7 +395,7 @@ class Crypt:
if self.player.try_move(-p[0], -p[1], test=True): if self.player.try_move(-p[0], -p[1], test=True):
old_pos = self.player.draw_pos old_pos = self.player.draw_pos
self.player.try_move(-p[0], -p[1]) self.player.try_move(-p[0], -p[1])
target_boulder.do_move(*old_pos) target_boulder.do_move(old_pos.x, old_pos.y)
def swap_level(self, new_level, spawn_point): def swap_level(self, new_level, spawn_point):
self.level = new_level self.level = new_level
@ -451,7 +451,7 @@ class SweetButton:
# main button caption # main button caption
self.caption = mcrfpy.Caption((40, 3), caption, font, fill_color=font_color) self.caption = mcrfpy.Caption((40, 3), caption, font, fill_color=font_color)
self.caption.size = font_size self.caption.font_size = font_size
self.caption.outline_color=font_outline_color self.caption.outline_color=font_outline_color
self.caption.outline=font_outline_width self.caption.outline=font_outline_width
self.main_button.children.append(self.caption) self.main_button.children.append(self.caption)
@ -548,20 +548,20 @@ class MainMenu:
# title text # title text
drop_shadow = mcrfpy.Caption((150, 10), "Crypt Of Sokoban", font, fill_color=(96, 96, 96), outline_color=(192, 0, 0)) drop_shadow = mcrfpy.Caption((150, 10), "Crypt Of Sokoban", font, fill_color=(96, 96, 96), outline_color=(192, 0, 0))
drop_shadow.outline = 3 drop_shadow.outline = 3
drop_shadow.size = 64 drop_shadow.font_size = 64
components.append( components.append(
drop_shadow drop_shadow
) )
title_txt = mcrfpy.Caption((158, 18), "Crypt Of Sokoban", font, fill_color=(255, 255, 255)) title_txt = mcrfpy.Caption((158, 18), "Crypt Of Sokoban", font, fill_color=(255, 255, 255))
title_txt.size = 64 title_txt.font_size = 64
components.append( components.append(
title_txt title_txt
) )
# toast: text over the demo grid that fades out on a timer # toast: text over the demo grid that fades out on a timer
self.toast = mcrfpy.Caption((150, 400), "", font, fill_color=(0, 0, 0)) self.toast = mcrfpy.Caption((150, 400), "", font, fill_color=(0, 0, 0))
self.toast.size = 28 self.toast.font_size = 28
self.toast.outline = 2 self.toast.outline = 2
self.toast.outline_color = (255, 255, 255) self.toast.outline_color = (255, 255, 255)
self.toast_event = None self.toast_event = None
@ -626,6 +626,7 @@ class MainMenu:
def play(self, sweet_btn, args): def play(self, sweet_btn, args):
#if args[3] == "start": return # DRAMATIC on release action! #if args[3] == "start": return # DRAMATIC on release action!
if args[3] == "end": return if args[3] == "end": return
mcrfpy.delTimer("demo_motion") # Clean up the demo timer
self.crypt = Crypt() self.crypt = Crypt()
#mcrfpy.setScene("play") #mcrfpy.setScene("play")
self.crypt.start() self.crypt.start()

View File

@ -0,0 +1,81 @@
#!/usr/bin/env python3
"""
Demonstration of animation callbacks solving race conditions.
Shows how callbacks enable direct causality for game state changes.
"""
import mcrfpy
# Game state
player_moving = False
move_queue = []
def movement_complete(anim, target):
"""Called when player movement animation completes"""
global player_moving, move_queue
print("Movement animation completed!")
player_moving = False
# Process next move if queued
if move_queue:
next_pos = move_queue.pop(0)
move_player_to(next_pos)
else:
print("Player is now idle and ready for input")
def move_player_to(new_pos):
"""Move player with animation and proper state management"""
global player_moving
if player_moving:
print(f"Queueing move to {new_pos}")
move_queue.append(new_pos)
return
player_moving = True
print(f"Moving player to {new_pos}")
# Get player entity (placeholder for demo)
ui = mcrfpy.sceneUI("game")
player = ui[0] # Assume first element is player
# Animate movement with callback
x, y = new_pos
anim_x = mcrfpy.Animation("x", float(x), 0.5, "easeInOutQuad", callback=movement_complete)
anim_y = mcrfpy.Animation("y", float(y), 0.5, "easeInOutQuad")
anim_x.start(player)
anim_y.start(player)
def setup_demo():
"""Set up the demo scene"""
# Create scene
mcrfpy.createScene("game")
mcrfpy.setScene("game")
# Create player sprite
player = mcrfpy.Frame((100, 100), (32, 32), fill_color=(0, 255, 0))
ui = mcrfpy.sceneUI("game")
ui.append(player)
print("Demo: Animation callbacks for movement queue")
print("=" * 40)
# Simulate rapid movement commands
mcrfpy.setTimer("move1", lambda r: move_player_to((200, 100)), 100)
mcrfpy.setTimer("move2", lambda r: move_player_to((200, 200)), 200) # Will be queued
mcrfpy.setTimer("move3", lambda r: move_player_to((100, 200)), 300) # Will be queued
# Exit after demo
mcrfpy.setTimer("exit", lambda r: exit_demo(), 3000)
def exit_demo():
"""Exit the demo"""
print("\nDemo completed successfully!")
print("Callbacks ensure proper movement sequencing without race conditions")
import sys
sys.exit(0)
# Run the demo
setup_demo()

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@ -0,0 +1,146 @@
#!/usr/bin/env python3
"""
McRogueFace Animation Demo - Safe Version
=========================================
A safer, simpler version that demonstrates animations without crashes.
"""
import mcrfpy
import sys
# Configuration
DEMO_DURATION = 4.0
# Track state
current_demo = 0
subtitle = None
demo_items = []
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Demo", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
def clear_demo_items():
"""Clear demo items from scene"""
global demo_items
ui = mcrfpy.sceneUI("demo")
# Remove demo items by tracking what we added
for item in demo_items:
try:
# Find index of item
for i in range(len(ui)):
if i >= 2: # Skip title and subtitle
ui.remove(i)
break
except:
pass
demo_items = []
def demo1_basic():
"""Basic frame animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Basic Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
ui.append(f)
demo_items.append(f)
# Simple animations
mcrfpy.Animation("x", 600.0, 2.0, "easeInOut").start(f)
mcrfpy.Animation("w", 300.0, 2.0, "easeInOut").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "linear").start(f)
def demo2_caption():
"""Caption animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Moving Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(c1)
demo_items.append(c1)
mcrfpy.Animation("x", 700.0, 3.0, "easeOutBounce").start(c1)
# Typewriter
c2 = mcrfpy.Caption("", 100, 300)
c2.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c2)
demo_items.append(c2)
mcrfpy.Animation("text", "Typewriter effect...", 3.0, "linear").start(c2)
def demo3_multiple():
"""Multiple animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: Multiple Animations"
# Create several frames
for i in range(5):
f = mcrfpy.Frame(100 + i * 120, 200, 80, 80)
f.fill_color = mcrfpy.Color(50 + i * 40, 100, 200 - i * 30)
ui.append(f)
demo_items.append(f)
# Animate each differently
target_y = 350 + i * 20
mcrfpy.Animation("y", float(target_y), 2.0, "easeInOut").start(f)
mcrfpy.Animation("opacity", 0.5, 3.0, "easeInOut").start(f)
def run_next_demo(runtime):
"""Run the next demo"""
global current_demo
demos = [demo1_basic, demo2_caption, demo3_multiple]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
mcrfpy.setTimer("next", run_next_demo, int(DEMO_DURATION * 1000))
else:
subtitle.text = "Demo Complete!"
# Exit after a delay
def exit_program(rt):
print("Demo finished successfully!")
sys.exit(0)
mcrfpy.setTimer("exit", exit_program, 2000)
# Initialize
print("Starting Safe Animation Demo...")
create_scene()
# Start demos
mcrfpy.setTimer("start", run_next_demo, 500)

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@ -0,0 +1,616 @@
#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel
=================================
This script demonstrates EVERY animation type on EVERY UI object type.
It showcases all 30 easing functions, all animatable properties, and
special animation modes (delta, sprite sequences, text effects).
The script creates a comprehensive visual demonstration of the animation
system's capabilities, cycling through different objects and effects.
Author: Claude
Purpose: Complete animation system demonstration
"""
import mcrfpy
from mcrfpy import Color, Frame, Caption, Sprite, Grid, Entity, Texture, Animation
import sys
import math
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
demo_start_time = 0
demos = []
# Handle ESC key to exit
def handle_keypress(scene_name, keycode):
if keycode == 256: # ESC key
print("Exiting animation sizzle reel...")
sys.exit(0)
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
mcrfpy.keypressScene(handle_keypress)
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = Color(255, 255, 0)
title.outline = 2
title.outline_color = Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations(ui):
"""Demo 1: Basic frame animations - position, size, colors"""
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = Frame(100, 150, 200, 100)
frame.fill_color = Color(50, 50, 150)
frame.outline = 3
frame.outline_color = Color(255, 255, 255)
ui.append(frame)
# Position animations with different easings
x_anim = Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations - use tuples instead of Color objects
fill_anim = Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
return frame
def demo_frame_opacity_zindex(ui):
"""Demo 2: Frame opacity and z-index animations"""
subtitle.text = "Demo 2: Frame Opacity & Z-Index Animations"
frames = []
colors = [
Color(255, 0, 0, 200),
Color(0, 255, 0, 200),
Color(0, 0, 255, 200),
Color(255, 255, 0, 200)
]
# Create overlapping frames
for i in range(4):
frame = Frame(200 + i*80, 200 + i*40, 200, 150)
frame.fill_color = colors[i]
frame.outline = 2
frame.z_index = i
ui.append(frame)
frames.append(frame)
# Animate opacity in waves
opacity_anim = Animation("opacity", 0.3, 2.0, "easeInOutSine")
opacity_anim.start(frame)
# Reverse opacity animation
opacity_back = Animation("opacity", 1.0, 2.0, "easeInOutSine", delta=False)
mcrfpy.setTimer(f"opacity_back_{i}", lambda t, f=frame, a=opacity_back: a.start(f), 2000)
# Z-index shuffle animation
z_anim = Animation("z_index", (i + 2) % 4, 3.0, "linear")
z_anim.start(frame)
return frames
def demo_caption_animations(ui):
"""Demo 3: Caption text animations and effects"""
subtitle.text = "Demo 3: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = Caption("Moving Text!", 100, 200)
caption1.fill_color = Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
# Animate across screen with bounce
x_anim = Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
# Cycle through colors - use tuples
color_anim1 = Animation("fill_color", (255, 0, 0, 255), 1.0, "linear")
color_anim2 = Animation("fill_color", (0, 255, 0, 255), 1.0, "linear")
color_anim3 = Animation("fill_color", (0, 0, 255, 255), 1.0, "linear")
color_anim4 = Animation("fill_color", (255, 255, 255, 255), 1.0, "linear")
color_anim1.start(caption2)
mcrfpy.setTimer("color2", lambda t: color_anim2.start(caption2), 1000)
mcrfpy.setTimer("color3", lambda t: color_anim3.start(caption2), 2000)
mcrfpy.setTimer("color4", lambda t: color_anim4.start(caption2), 3000)
# Typewriter effect caption
caption3 = Caption("", 100, 400)
caption3.fill_color = Color(0, 255, 255)
ui.append(caption3)
typewriter = Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
# Size animation caption
caption4 = Caption("Growing Text", 400, 500)
caption4.fill_color = Color(255, 200, 0)
ui.append(caption4)
# Note: size animation would require font size property support
# For now, animate position to simulate growth
scale_sim = Animation("y", 480.0, 2.0, "easeInOutElastic")
scale_sim.start(caption4)
return [caption1, caption2, caption3, caption4]
def demo_sprite_animations(ui):
"""Demo 4: Sprite animations including sprite sequences"""
subtitle.text = "Demo 4: Sprite Animations (Position, Scale, Sprite Sequences)"
# Load a test texture (you'll need to adjust path)
try:
texture = Texture("assets/sprites/player.png", grid_size=(32, 32))
except:
# Fallback if texture not found
texture = None
if texture:
# Basic sprite with position animation
sprite1 = Sprite(100, 200, texture, sprite_index=0)
sprite1.scale = 2.0
ui.append(sprite1)
# Circular motion using sin/cos animations
# We'll use delta mode to create circular motion
x_circle = Animation("x", 300.0, 4.0, "easeInOutSine")
y_circle = Animation("y", 300.0, 4.0, "easeInOutCubic")
x_circle.start(sprite1)
y_circle.start(sprite1)
# Sprite sequence animation (walking cycle)
sprite2 = Sprite(500, 300, texture, sprite_index=0)
sprite2.scale = 3.0
ui.append(sprite2)
# Animate through sprite indices for animation
walk_cycle = Animation("sprite_index", [0, 1, 2, 3, 2, 1], 2.0, "linear")
walk_cycle.start(sprite2)
# Scale pulsing sprite
sprite3 = Sprite(800, 400, texture, sprite_index=4)
ui.append(sprite3)
# Note: scale animation would need to be supported
# For now use position to simulate
pulse_y = Animation("y", 380.0, 0.5, "easeInOutSine")
pulse_y.start(sprite3)
# Z-index animation for layering
sprite3_z = Animation("z_index", 10, 2.0, "linear")
sprite3_z.start(sprite3)
return [sprite1, sprite2, sprite3]
else:
# Create placeholder caption if no texture
no_texture = Caption("(Sprite demo requires texture file)", 400, 350)
no_texture.fill_color = Color(255, 100, 100)
ui.append(no_texture)
return [no_texture]
def demo_grid_animations(ui):
"""Demo 5: Grid animations (position, camera, zoom)"""
subtitle.text = "Demo 5: Grid Animations (Position, Camera Effects)"
# Create a grid
try:
texture = Texture("assets/sprites/tiles.png", grid_size=(16, 16))
except:
texture = None
# Grid constructor: Grid(grid_x, grid_y, texture, position, size)
# Note: tile dimensions are determined by texture's grid_size
grid = Grid(20, 15, texture, (100, 150), (480, 360)) # 20x24, 15x24
grid.fill_color = Color(20, 20, 40)
ui.append(grid)
# Fill with some test pattern
for y in range(15):
for x in range(20):
point = grid.at(x, y)
point.tilesprite = (x + y) % 4
point.walkable = ((x + y) % 3) != 0
if not point.walkable:
point.color = Color(100, 50, 50, 128)
# Animate grid position
grid_x = Animation("x", 400.0, 3.0, "easeInOutBack")
grid_x.start(grid)
# Camera pan animation (if supported)
# center_x = Animation("center", (10.0, 7.5), 4.0, "easeInOutCubic")
# center_x.start(grid)
# Create entities in the grid
if texture:
entity1 = Entity((5.0, 5.0), texture, 8) # position tuple, texture, sprite_index
entity1.scale = 1.5
grid.entities.append(entity1)
# Animate entity movement
entity_pos = Animation("position", (15.0, 10.0), 3.0, "easeInOutQuad")
entity_pos.start(entity1)
# Create patrolling entity
entity2 = Entity((10.0, 2.0), texture, 12) # position tuple, texture, sprite_index
grid.entities.append(entity2)
# Animate sprite changes
entity2_sprite = Animation("sprite_index", [12, 13, 14, 15, 14, 13], 2.0, "linear")
entity2_sprite.start(entity2)
return grid
def demo_complex_combinations(ui):
"""Demo 6: Complex multi-property animations"""
subtitle.text = "Demo 6: Complex Multi-Property Animations"
# Create a complex UI composition
main_frame = Frame(200, 200, 400, 300)
main_frame.fill_color = Color(30, 30, 60, 200)
main_frame.outline = 2
ui.append(main_frame)
# Child elements
title = Caption("Multi-Animation Demo", 20, 20)
title.fill_color = Color(255, 255, 255)
main_frame.children.append(title)
# Animate everything at once
# Frame animations
frame_x = Animation("x", 600.0, 3.0, "easeInOutElastic")
frame_w = Animation("w", 300.0, 2.5, "easeOutBack")
frame_fill = Animation("fill_color", (60, 30, 90, 220), 4.0, "easeInOutSine")
frame_outline = Animation("outline", 8.0, 3.0, "easeInOutQuad")
frame_x.start(main_frame)
frame_w.start(main_frame)
frame_fill.start(main_frame)
frame_outline.start(main_frame)
# Title animations
title_color = Animation("fill_color", (255, 200, 0, 255), 2.0, "easeOutBounce")
title_color.start(title)
# Add animated sub-frames
for i in range(3):
sub_frame = Frame(50 + i * 100, 100, 80, 80)
sub_frame.fill_color = Color(100 + i*50, 50, 200 - i*50, 180)
main_frame.children.append(sub_frame)
# Rotate positions using delta animations
sub_y = Animation("y", 50.0, 2.0, "easeInOutSine", delta=True)
sub_y.start(sub_frame)
return main_frame
def demo_easing_showcase(ui):
"""Demo 7: Showcase all 30 easing functions"""
subtitle.text = "Demo 7: All 30 Easing Functions Showcase"
# Create small frames for each easing function
frames_per_row = 6
frame_size = 180
spacing = 10
for i, easing in enumerate(EASING_FUNCTIONS[:12]): # First 12 easings
row = i // frames_per_row
col = i % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
# Create indicator frame
frame = Frame(x, y, 20, 20)
frame.fill_color = Color(100, 200, 255)
frame.outline = 1
ui.append(frame)
# Label
label = Caption(easing, x, y - 20)
label.fill_color = Color(200, 200, 200)
ui.append(label)
# Animate using this easing
move_anim = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim.start(frame)
# Continue with remaining easings after a delay
def show_more_easings(runtime):
for j, easing in enumerate(EASING_FUNCTIONS[12:24]): # Next 12
row = j // frames_per_row + 2
col = j % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
frame2 = Frame(x, y, 20, 20)
frame2.fill_color = Color(255, 150, 100)
frame2.outline = 1
ui.append(frame2)
label2 = Caption(easing, x, y - 20)
label2.fill_color = Color(200, 200, 200)
ui.append(label2)
move_anim2 = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim2.start(frame2)
mcrfpy.setTimer("more_easings", show_more_easings, 1000)
# Show final easings
def show_final_easings(runtime):
for k, easing in enumerate(EASING_FUNCTIONS[24:]): # Last 6
row = k // frames_per_row + 4
col = k % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
frame3 = Frame(x, y, 20, 20)
frame3.fill_color = Color(150, 255, 150)
frame3.outline = 1
ui.append(frame3)
label3 = Caption(easing, x, y - 20)
label3.fill_color = Color(200, 200, 200)
ui.append(label3)
move_anim3 = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim3.start(frame3)
mcrfpy.setTimer("final_easings", show_final_easings, 2000)
def demo_delta_animations(ui):
"""Demo 8: Delta mode animations (relative movements)"""
subtitle.text = "Demo 8: Delta Mode Animations (Relative Movements)"
# Create objects that will move relative to their position
frames = []
start_positions = [(100, 200), (300, 200), (500, 200), (700, 200)]
colors = [Color(255, 100, 100), Color(100, 255, 100),
Color(100, 100, 255), Color(255, 255, 100)]
for i, (x, y) in enumerate(start_positions):
frame = Frame(x, y, 80, 80)
frame.fill_color = colors[i]
frame.outline = 2
ui.append(frame)
frames.append(frame)
# Delta animations - move relative to current position
# Each frame moves by different amounts
dx = (i + 1) * 50
dy = math.sin(i) * 100
x_delta = Animation("x", dx, 2.0, "easeInOutBack", delta=True)
y_delta = Animation("y", dy, 2.0, "easeInOutElastic", delta=True)
x_delta.start(frame)
y_delta.start(frame)
# Create caption showing delta mode
delta_label = Caption("Delta mode: Relative animations from current position", 200, 400)
delta_label.fill_color = Color(255, 255, 255)
ui.append(delta_label)
# Animate the label with delta mode text append
text_delta = Animation("text", " - ANIMATED!", 2.0, "linear", delta=True)
text_delta.start(delta_label)
return frames
def demo_color_component_animations(ui):
"""Demo 9: Individual color channel animations"""
subtitle.text = "Demo 9: Color Component Animations (R, G, B, A channels)"
# Create frames to demonstrate individual color channel animations
base_frame = Frame(300, 200, 600, 300)
base_frame.fill_color = Color(128, 128, 128, 255)
base_frame.outline = 3
ui.append(base_frame)
# Labels for each channel
labels = ["Red", "Green", "Blue", "Alpha"]
positions = [(50, 50), (200, 50), (350, 50), (500, 50)]
for i, (label_text, (x, y)) in enumerate(zip(labels, positions)):
# Create label
label = Caption(label_text, x, y - 30)
label.fill_color = Color(255, 255, 255)
base_frame.children.append(label)
# Create demo frame for this channel
demo_frame = Frame(x, y, 100, 100)
demo_frame.fill_color = Color(100, 100, 100, 200)
demo_frame.outline = 2
base_frame.children.append(demo_frame)
# Animate individual color channel
if i == 0: # Red
r_anim = Animation("fill_color.r", 255, 3.0, "easeInOutSine")
r_anim.start(demo_frame)
elif i == 1: # Green
g_anim = Animation("fill_color.g", 255, 3.0, "easeInOutSine")
g_anim.start(demo_frame)
elif i == 2: # Blue
b_anim = Animation("fill_color.b", 255, 3.0, "easeInOutSine")
b_anim.start(demo_frame)
else: # Alpha
a_anim = Animation("fill_color.a", 50, 3.0, "easeInOutSine")
a_anim.start(demo_frame)
# Animate main frame outline color components in sequence
outline_r = Animation("outline_color.r", 255, 1.0, "linear")
outline_g = Animation("outline_color.g", 255, 1.0, "linear")
outline_b = Animation("outline_color.b", 0, 1.0, "linear")
outline_r.start(base_frame)
mcrfpy.setTimer("outline_g", lambda t: outline_g.start(base_frame), 1000)
mcrfpy.setTimer("outline_b", lambda t: outline_b.start(base_frame), 2000)
return base_frame
def demo_performance_stress_test(ui):
"""Demo 10: Performance test with many simultaneous animations"""
subtitle.text = "Demo 10: Performance Stress Test (100+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 100
for i in range(num_objects):
# Random starting position
x = 100 + (i % 20) * 50
y = 150 + (i // 20) * 50
# Create small frame
size = 20 + (i % 3) * 10
frame = Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
# Random animation properties
target_x = 100 + (i % 15) * 70
target_y = 150 + (i // 15) * 70
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = Animation("x", target_x, duration, easing)
y_anim = Animation("y", target_y, duration, easing)
opacity_anim = Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = Caption(f"Animating {num_objects * 3} properties simultaneously", 400, 600)
perf_caption.fill_color = Color(255, 255, 0)
ui.append(perf_caption)
def next_demo(runtime):
"""Cycle to the next demo"""
global current_demo, demo_start_time
# Clear the UI except title and subtitle
ui = mcrfpy.sceneUI("sizzle_reel")
# Keep only the first two elements (title and subtitle)
while len(ui) > 2:
# Remove from the end to avoid index issues
ui.remove(len(ui) - 1)
# Run the next demo
if current_demo < len(demos):
demos[current_demo](ui)
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", next_demo, int(DEMO_DURATION * 1000))
else:
# All demos complete
subtitle.text = "Animation Showcase Complete! Press ESC to exit."
complete = Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = Color(0, 255, 0)
complete.outline = 2
ui.append(complete)
def run_sizzle_reel(runtime):
"""Main entry point - start the demo sequence"""
global demos
# List of all demo functions
demos = [
demo_frame_basic_animations,
demo_frame_opacity_zindex,
demo_caption_animations,
demo_sprite_animations,
demo_grid_animations,
demo_complex_combinations,
demo_easing_showcase,
demo_delta_animations,
demo_color_component_animations,
demo_performance_stress_test
]
# Start the first demo
next_demo(runtime)
# Initialize scene
ui = create_demo_scene()
# Start the sizzle reel after a short delay
mcrfpy.setTimer("start_sizzle", run_sizzle_reel, 500)
print("Starting McRogueFace Animation Sizzle Reel...")
print("This will demonstrate ALL animation types on ALL objects.")
print("Press ESC at any time to exit.")

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel (Fixed)
=========================================
This script demonstrates EVERY animation type on EVERY UI object type.
Fixed version that works properly with the game loop.
"""
import mcrfpy
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
subtitle = None
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = mcrfpy.Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations():
"""Demo 1: Basic frame animations - position, size, colors"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
# Position animations with different easings
x_anim = mcrfpy.Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = mcrfpy.Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = mcrfpy.Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = mcrfpy.Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations
fill_anim = mcrfpy.Animation("fill_color", mcrfpy.Color(255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = mcrfpy.Animation("outline_color", mcrfpy.Color(0, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = mcrfpy.Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
def demo_caption_animations():
"""Demo 2: Caption text animations and effects"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 2: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = mcrfpy.Caption("Moving Text!", 100, 200)
caption1.fill_color = mcrfpy.Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
# Animate across screen with bounce
x_anim = mcrfpy.Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = mcrfpy.Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
# Cycle through colors
color_anim1 = mcrfpy.Animation("fill_color", mcrfpy.Color(255, 0, 0), 1.0, "linear")
color_anim1.start(caption2)
# Typewriter effect caption
caption3 = mcrfpy.Caption("", 100, 400)
caption3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(caption3)
typewriter = mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
def demo_sprite_animations():
"""Demo 3: Sprite animations (if texture available)"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 3: Sprite Animations"
# Create placeholder caption since texture might not exist
no_texture = mcrfpy.Caption("(Sprite demo - textures may not be loaded)", 400, 350)
no_texture.fill_color = mcrfpy.Color(255, 100, 100)
ui.append(no_texture)
def demo_performance_stress_test():
"""Demo 4: Performance test with many simultaneous animations"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 4: Performance Test (50+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 50
for i in range(num_objects):
# Random starting position
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 80
# Create small frame
size = 20 + (i % 3) * 10
frame = mcrfpy.Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = mcrfpy.Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
# Random animation properties
target_x = 100 + (i % 8) * 120
target_y = 150 + (i // 8) * 100
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = mcrfpy.Animation("x", float(target_x), duration, easing)
y_anim = mcrfpy.Animation("y", float(target_y), duration, easing)
opacity_anim = mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = mcrfpy.Caption(f"Animating {num_objects * 3} properties simultaneously", 400, 600)
perf_caption.fill_color = mcrfpy.Color(255, 255, 0)
ui.append(perf_caption)
def clear_scene():
"""Clear the scene except title and subtitle"""
ui = mcrfpy.sceneUI("sizzle_reel")
# Keep only the first two elements (title and subtitle)
while len(ui) > 2:
ui.remove(2)
def run_demo_sequence(runtime):
"""Run through all demos"""
global current_demo
# Clear previous demo
clear_scene()
# Demo list
demos = [
demo_frame_basic_animations,
demo_caption_animations,
demo_sprite_animations,
demo_performance_stress_test
]
if current_demo < len(demos):
# Run current demo
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", run_demo_sequence, int(DEMO_DURATION * 1000))
else:
# All demos complete
subtitle.text = "Animation Showcase Complete!"
complete = mcrfpy.Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = mcrfpy.Color(0, 255, 0)
complete.outline = 2
ui = mcrfpy.sceneUI("sizzle_reel")
ui.append(complete)
# Initialize scene
print("Starting McRogueFace Animation Sizzle Reel...")
print("This will demonstrate animation types on various objects.")
ui = create_demo_scene()
# Start the demo sequence after a short delay
mcrfpy.setTimer("start_demos", run_demo_sequence, 500)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel v2
====================================
Fixed version with proper API usage for animations and collections.
"""
import mcrfpy
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
subtitle = None
demo_objects = [] # Track objects from current demo
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = mcrfpy.Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations():
"""Demo 1: Basic frame animations - position, size, colors"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
demo_objects.append(frame)
# Position animations with different easings
x_anim = mcrfpy.Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = mcrfpy.Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = mcrfpy.Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = mcrfpy.Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations - use tuples instead of Color objects
fill_anim = mcrfpy.Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = mcrfpy.Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = mcrfpy.Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
def demo_caption_animations():
"""Demo 2: Caption text animations and effects"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 2: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = mcrfpy.Caption("Moving Text!", 100, 200)
caption1.fill_color = mcrfpy.Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
demo_objects.append(caption1)
# Animate across screen with bounce
x_anim = mcrfpy.Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = mcrfpy.Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
demo_objects.append(caption2)
# Cycle through colors using tuples
color_anim1 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear")
color_anim1.start(caption2)
# Schedule color changes
def change_to_green(rt):
color_anim2 = mcrfpy.Animation("fill_color", (0, 255, 0, 255), 1.0, "linear")
color_anim2.start(caption2)
def change_to_blue(rt):
color_anim3 = mcrfpy.Animation("fill_color", (0, 0, 255, 255), 1.0, "linear")
color_anim3.start(caption2)
def change_to_white(rt):
color_anim4 = mcrfpy.Animation("fill_color", (255, 255, 255, 255), 1.0, "linear")
color_anim4.start(caption2)
mcrfpy.setTimer("color2", change_to_green, 1000)
mcrfpy.setTimer("color3", change_to_blue, 2000)
mcrfpy.setTimer("color4", change_to_white, 3000)
# Typewriter effect caption
caption3 = mcrfpy.Caption("", 100, 400)
caption3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(caption3)
demo_objects.append(caption3)
typewriter = mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
def demo_easing_showcase():
"""Demo 3: Showcase different easing functions"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 3: Easing Functions Showcase"
# Create small frames for each easing function
frames_per_row = 6
frame_width = 180
spacing = 10
# Show first 12 easings
for i, easing in enumerate(EASING_FUNCTIONS[:12]):
row = i // frames_per_row
col = i % frames_per_row
x = 50 + col * (frame_width + spacing)
y = 150 + row * (80 + spacing)
# Create indicator frame
frame = mcrfpy.Frame(x, y, 20, 20)
frame.fill_color = mcrfpy.Color(100, 200, 255)
frame.outline = 1
ui.append(frame)
demo_objects.append(frame)
# Label
label = mcrfpy.Caption(easing[:8], x, y - 20) # Truncate long names
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
demo_objects.append(label)
# Animate using this easing
move_anim = mcrfpy.Animation("x", float(x + frame_width - 20), 3.0, easing)
move_anim.start(frame)
def demo_performance_stress_test():
"""Demo 4: Performance test with many simultaneous animations"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 4: Performance Test (50+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 50
for i in range(num_objects):
# Starting position
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 80
# Create small frame
size = 20 + (i % 3) * 10
frame = mcrfpy.Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = mcrfpy.Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
demo_objects.append(frame)
# Random animation properties
target_x = 100 + (i % 8) * 120
target_y = 150 + (i // 8) * 100
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = mcrfpy.Animation("x", float(target_x), duration, easing)
y_anim = mcrfpy.Animation("y", float(target_y), duration, easing)
opacity_anim = mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = mcrfpy.Caption(f"Animating {num_objects * 3} properties simultaneously", 350, 600)
perf_caption.fill_color = mcrfpy.Color(255, 255, 0)
ui.append(perf_caption)
demo_objects.append(perf_caption)
def clear_scene():
"""Clear the scene except title and subtitle"""
global demo_objects
ui = mcrfpy.sceneUI("sizzle_reel")
# Remove all demo objects
for obj in demo_objects:
try:
# Find index of object
for i in range(len(ui)):
if ui[i] is obj:
ui.remove(ui[i])
break
except:
pass # Object might already be removed
demo_objects = []
# Clean up any timers
for timer_name in ["color2", "color3", "color4"]:
try:
mcrfpy.delTimer(timer_name)
except:
pass
def run_demo_sequence(runtime):
"""Run through all demos"""
global current_demo
# Clear previous demo
clear_scene()
# Demo list
demos = [
demo_frame_basic_animations,
demo_caption_animations,
demo_easing_showcase,
demo_performance_stress_test
]
if current_demo < len(demos):
# Run current demo
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", run_demo_sequence, int(DEMO_DURATION * 1000))
else:
# Final demo completed
def show_complete(rt):
subtitle.text = "Animation Showcase Complete!"
complete = mcrfpy.Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = mcrfpy.Color(0, 255, 0)
complete.outline = 2
ui = mcrfpy.sceneUI("sizzle_reel")
ui.append(complete)
mcrfpy.setTimer("complete", show_complete, 3000)
# Initialize scene
print("Starting McRogueFace Animation Sizzle Reel v2...")
print("This will demonstrate animation types on various objects.")
ui = create_demo_scene()
# Start the demo sequence after a short delay
mcrfpy.setTimer("start_demos", run_demo_sequence, 500)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Working Version
===================================================
Complete demonstration of all animation capabilities.
Fixed to work properly with the API.
"""
import mcrfpy
import sys
import math
# Configuration
DEMO_DURATION = 7.0 # Duration for each demo
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track state
current_demo = 0
subtitle = None
demo_objects = []
def create_scene():
"""Create the demo scene with title"""
mcrfpy.createScene("sizzle")
mcrfpy.setScene("sizzle")
ui = mcrfpy.sceneUI("sizzle")
# Title
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel", 340, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Initializing...", 400, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
def clear_demo():
"""Clear demo objects"""
global demo_objects
ui = mcrfpy.sceneUI("sizzle")
# Remove items starting from the end
# Skip first 2 (title and subtitle)
while len(ui) > 2:
ui.remove(len(ui) - 1)
demo_objects = []
def demo1_frame_basics():
"""Demo 1: Basic frame animations"""
clear_demo()
print("demo1")
subtitle.text = "Demo 1: Frame Animations (Position, Size, Color)"
ui = mcrfpy.sceneUI("sizzle")
# Create frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
# Animate properties
mcrfpy.Animation("x", 700.0, 2.5, "easeInOutBack").start(frame)
mcrfpy.Animation("y", 350.0, 2.5, "easeInOutElastic").start(frame)
mcrfpy.Animation("w", 350.0, 3.0, "easeInOutCubic").start(frame)
mcrfpy.Animation("h", 180.0, 3.0, "easeInOutCubic").start(frame)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine").start(frame)
mcrfpy.Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce").start(frame)
mcrfpy.Animation("outline", 8.0, 4.0, "easeInOutQuad").start(frame)
def demo2_opacity_zindex():
"""Demo 2: Opacity and z-index animations"""
clear_demo()
print("demo2")
subtitle.text = "Demo 2: Opacity & Z-Index Animations"
ui = mcrfpy.sceneUI("sizzle")
# Create overlapping frames
colors = [(255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 255, 0)]
for i in range(4):
frame = mcrfpy.Frame(200 + i*80, 200 + i*40, 200, 150)
frame.fill_color = mcrfpy.Color(colors[i][0], colors[i][1], colors[i][2], 200)
frame.outline = 2
frame.z_index = i
ui.append(frame)
# Animate opacity
mcrfpy.Animation("opacity", 0.3, 2.0, "easeInOutSine").start(frame)
# Schedule opacity return
def return_opacity(rt):
for i in range(4):
mcrfpy.Animation("opacity", 1.0, 2.0, "easeInOutSine").start(ui[i])
mcrfpy.setTimer(f"opacity_{i}", return_opacity, 2100)
def demo3_captions():
"""Demo 3: Caption animations"""
clear_demo()
print("demo3")
subtitle.text = "Demo 3: Caption Animations"
ui = mcrfpy.sceneUI("sizzle")
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
c1.outline = 1
ui.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling caption
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
ui.append(c2)
# Animate through colors
def cycle_colors():
anim = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 0.5, "linear")
anim.start(c2)
def to_green(rt):
mcrfpy.Animation("fill_color", (0, 255, 0, 255), 0.5, "linear").start(c2)
def to_blue(rt):
mcrfpy.Animation("fill_color", (0, 0, 255, 255), 0.5, "linear").start(c2)
def to_white(rt):
mcrfpy.Animation("fill_color", (255, 255, 255, 255), 0.5, "linear").start(c2)
mcrfpy.setTimer("c_green", to_green, 600)
mcrfpy.setTimer("c_blue", to_blue, 1200)
mcrfpy.setTimer("c_white", to_white, 1800)
cycle_colors()
# Typewriter effect
c3 = mcrfpy.Caption("", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c3)
mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear").start(c3)
def demo4_easing_showcase():
"""Demo 4: Showcase easing functions"""
clear_demo()
print("demo4")
subtitle.text = "Demo 4: 30 Easing Functions"
ui = mcrfpy.sceneUI("sizzle")
# Show first 15 easings
for i in range(15):
row = i // 5
col = i % 5
x = 80 + col * 180
y = 150 + row * 120
# Create frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
f.outline = 1
ui.append(f)
# Label
label = mcrfpy.Caption(EASING_FUNCTIONS[i][:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 140), 3.0, EASING_FUNCTIONS[i]).start(f)
def demo5_performance():
"""Demo 5: Many simultaneous animations"""
clear_demo()
print("demo5")
subtitle.text = "Demo 5: 50+ Simultaneous Animations"
ui = mcrfpy.sceneUI("sizzle")
# Create many animated objects
for i in range(50):
print(f"{i}...",end='',flush=True)
x = 100 + (i % 10) * 90
y = 120 + (i // 10) * 80
f = mcrfpy.Frame(x, y, 25, 25)
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
f.fill_color = (r, g, b, 200) #mcrfpy.Color(r, g, b, 200)
f.outline = 1
ui.append(f)
# Random animations
target_x = 150 + (i % 8) * 100
target_y = 150 + (i // 8) * 85
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), duration, easing).start(f)
mcrfpy.Animation("y", float(target_y), duration, easing).start(f)
mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, 2.5, "easeInOutSine").start(f)
def demo6_delta_mode():
"""Demo 6: Delta mode animations"""
clear_demo()
print("demo6")
subtitle.text = "Demo 6: Delta Mode (Relative Movement)"
ui = mcrfpy.sceneUI("sizzle")
# Create frames that move relative to position
positions = [(100, 300), (300, 300), (500, 300), (700, 300)]
colors = [(255, 100, 100), (100, 255, 100), (100, 100, 255), (255, 255, 100)]
for i, ((x, y), color) in enumerate(zip(positions, colors)):
f = mcrfpy.Frame(x, y, 60, 60)
f.fill_color = mcrfpy.Color(color[0], color[1], color[2])
f.outline = 2
ui.append(f)
# Delta animations - move by amount, not to position
dx = (i + 1) * 30
dy = math.sin(i * 0.5) * 50
mcrfpy.Animation("x", float(dx), 2.0, "easeInOutBack", delta=True).start(f)
mcrfpy.Animation("y", float(dy), 2.0, "easeInOutElastic", delta=True).start(f)
# Caption explaining delta mode
info = mcrfpy.Caption("Delta mode: animations move BY amount, not TO position", 200, 450)
info.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(info)
def run_next_demo(runtime):
"""Run the next demo in sequence"""
global current_demo
demos = [
demo1_frame_basics,
demo2_opacity_zindex,
demo3_captions,
demo4_easing_showcase,
demo5_performance,
demo6_delta_mode
]
if current_demo < len(demos):
# Clean up timers from previous demo
for timer in ["opacity_0", "opacity_1", "opacity_2", "opacity_3",
"c_green", "c_blue", "c_white"]:
try:
mcrfpy.delTimer(timer)
except:
pass
# Run next demo
print(f"Run next: {current_demo}")
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
#mcrfpy.setTimer("next_demo", run_next_demo, int(DEMO_DURATION * 1000))
pass
else:
current_demo = 0
# All done
#subtitle.text = "Animation Showcase Complete!"
#complete = mcrfpy.Caption("All animations demonstrated successfully!", 350, 350)
#complete.fill_color = mcrfpy.Color(0, 255, 0)
#complete.outline = 2
#ui = mcrfpy.sceneUI("sizzle")
#ui.append(complete)
#
## Exit after delay
#def exit_program(rt):
# print("\nSizzle reel completed successfully!")
# sys.exit(0)
#mcrfpy.setTimer("exit", exit_program, 3000)
# Handle ESC key
def handle_keypress(scene_name, keycode):
if keycode == 256: # ESC
print("\nExiting...")
sys.exit(0)
# Initialize
print("Starting McRogueFace Animation Sizzle Reel...")
print("This demonstrates all animation capabilities.")
print("Press ESC to exit at any time.")
create_scene()
mcrfpy.keypressScene(handle_keypress)
# Start the show
mcrfpy.setTimer("start", run_next_demo, int(DEMO_DURATION * 1000))

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#!/usr/bin/env python3
"""
McRogueFace API Demo - Final Version
====================================
Complete API demonstration with proper error handling.
Tests all constructors and methods systematically.
"""
import mcrfpy
import sys
def print_section(title):
"""Print a section header"""
print("\n" + "="*60)
print(f" {title}")
print("="*60)
def print_test(name, success=True):
"""Print test result"""
status = "" if success else ""
print(f" {status} {name}")
def test_colors():
"""Test Color API"""
print_section("COLOR TESTS")
try:
# Basic constructors
c1 = mcrfpy.Color(255, 0, 0) # RGB
print_test(f"Color(255,0,0) = ({c1.r},{c1.g},{c1.b},{c1.a})")
c2 = mcrfpy.Color(100, 150, 200, 128) # RGBA
print_test(f"Color(100,150,200,128) = ({c2.r},{c2.g},{c2.b},{c2.a})")
# Property modification
c1.r = 128
c1.g = 128
c1.b = 128
c1.a = 200
print_test(f"Modified color = ({c1.r},{c1.g},{c1.b},{c1.a})")
except Exception as e:
print_test(f"Color test failed: {e}", False)
def test_frames():
"""Test Frame API"""
print_section("FRAME TESTS")
# Create scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
ui = mcrfpy.sceneUI("test")
try:
# Constructors
f1 = mcrfpy.Frame()
print_test(f"Frame() at ({f1.x},{f1.y}) size ({f1.w},{f1.h})")
f2 = mcrfpy.Frame(100, 50)
print_test(f"Frame(100,50) at ({f2.x},{f2.y})")
f3 = mcrfpy.Frame(200, 100, 150, 75)
print_test(f"Frame(200,100,150,75) size ({f3.w},{f3.h})")
# Properties
f3.fill_color = mcrfpy.Color(100, 100, 200)
f3.outline = 3
f3.outline_color = mcrfpy.Color(255, 255, 0)
f3.opacity = 0.8
f3.visible = True
f3.z_index = 5
print_test(f"Frame properties set")
# Add to scene
ui.append(f3)
print_test(f"Frame added to scene")
# Children
child = mcrfpy.Frame(10, 10, 50, 50)
f3.children.append(child)
print_test(f"Child added, count = {len(f3.children)}")
except Exception as e:
print_test(f"Frame test failed: {e}", False)
def test_captions():
"""Test Caption API"""
print_section("CAPTION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Constructors
c1 = mcrfpy.Caption()
print_test(f"Caption() text='{c1.text}'")
c2 = mcrfpy.Caption("Hello World")
print_test(f"Caption('Hello World') at ({c2.x},{c2.y})")
c3 = mcrfpy.Caption("Test", 300, 200)
print_test(f"Caption with position at ({c3.x},{c3.y})")
# Properties
c3.text = "Modified"
c3.fill_color = mcrfpy.Color(255, 255, 0)
c3.outline = 2
c3.outline_color = mcrfpy.Color(0, 0, 0)
print_test(f"Caption text='{c3.text}'")
ui.append(c3)
print_test("Caption added to scene")
except Exception as e:
print_test(f"Caption test failed: {e}", False)
def test_animations():
"""Test Animation API"""
print_section("ANIMATION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Create target
frame = mcrfpy.Frame(50, 50, 100, 100)
frame.fill_color = mcrfpy.Color(100, 100, 100)
ui.append(frame)
# Basic animations
a1 = mcrfpy.Animation("x", 300.0, 2.0)
print_test("Animation created (position)")
a2 = mcrfpy.Animation("opacity", 0.5, 1.5, "easeInOut")
print_test("Animation with easing")
a3 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 2.0)
print_test("Color animation (tuple)")
# Start animations
a1.start(frame)
a2.start(frame)
a3.start(frame)
print_test("Animations started")
# Check properties
print_test(f"Duration = {a1.duration}")
print_test(f"Elapsed = {a1.elapsed}")
print_test(f"Complete = {a1.is_complete}")
except Exception as e:
print_test(f"Animation test failed: {e}", False)
def test_collections():
"""Test collection operations"""
print_section("COLLECTION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Clear scene
while len(ui) > 0:
ui.remove(ui[len(ui)-1])
print_test(f"Scene cleared, length = {len(ui)}")
# Add items
for i in range(5):
f = mcrfpy.Frame(i*100, 50, 80, 80)
ui.append(f)
print_test(f"Added 5 frames, length = {len(ui)}")
# Access
first = ui[0]
print_test(f"Accessed ui[0] at ({first.x},{first.y})")
# Iteration
count = sum(1 for _ in ui)
print_test(f"Iteration count = {count}")
except Exception as e:
print_test(f"Collection test failed: {e}", False)
def run_tests():
"""Run all tests"""
print("\n" + "="*60)
print(" McRogueFace API Test Suite")
print("="*60)
test_colors()
test_frames()
test_captions()
test_animations()
test_collections()
print("\n" + "="*60)
print(" Tests Complete")
print("="*60)
# Exit after delay
def exit_program(runtime):
print("\nExiting...")
sys.exit(0)
mcrfpy.setTimer("exit", exit_program, 3000)
# Run tests
print("Starting API tests...")
run_tests()

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#!/usr/bin/env python3
"""Debug the astar_vs_dijkstra demo issue"""
import mcrfpy
import sys
# Same setup as the demo
start_pos = (5, 10)
end_pos = (25, 10)
print("Debugging A* vs Dijkstra demo...")
print(f"Start: {start_pos}, End: {end_pos}")
# Create scene and grid
mcrfpy.createScene("debug")
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
# Initialize all as floor
print("\nInitializing 30x20 grid...")
for y in range(20):
for x in range(30):
grid.at(x, y).walkable = True
# Test path before obstacles
print("\nTest 1: Path with no obstacles")
path1 = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
print(f" Path: {path1[:5]}...{path1[-3:] if len(path1) > 5 else ''}")
print(f" Length: {len(path1)}")
# Add obstacles from the demo
obstacles = [
# Vertical wall with gaps
[(15, y) for y in range(3, 17) if y not in [8, 12]],
# Horizontal walls
[(x, 5) for x in range(10, 20)],
[(x, 15) for x in range(10, 20)],
# Maze-like structure
[(x, 10) for x in range(20, 25)],
[(25, y) for y in range(5, 15)],
]
print("\nAdding obstacles...")
wall_count = 0
for obstacle_group in obstacles:
for x, y in obstacle_group:
grid.at(x, y).walkable = False
wall_count += 1
if wall_count <= 5:
print(f" Wall at ({x}, {y})")
print(f" Total walls added: {wall_count}")
# Check specific cells
print(f"\nChecking key positions:")
print(f" Start ({start_pos[0]}, {start_pos[1]}): walkable={grid.at(start_pos[0], start_pos[1]).walkable}")
print(f" End ({end_pos[0]}, {end_pos[1]}): walkable={grid.at(end_pos[0], end_pos[1]).walkable}")
# Check if path is blocked
print(f"\nChecking horizontal line at y=10:")
blocked_x = []
for x in range(30):
if not grid.at(x, 10).walkable:
blocked_x.append(x)
print(f" Blocked x positions: {blocked_x}")
# Test path with obstacles
print("\nTest 2: Path with obstacles")
path2 = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
print(f" Path: {path2}")
print(f" Length: {len(path2)}")
# Check if there's any path at all
if not path2:
print("\n No path found! Checking why...")
# Check if we can reach the vertical wall gap
print("\n Testing path to wall gap at (15, 8):")
path_to_gap = grid.compute_astar_path(start_pos[0], start_pos[1], 15, 8)
print(f" Path to gap: {path_to_gap}")
# Check from gap to end
print("\n Testing path from gap (15, 8) to end:")
path_from_gap = grid.compute_astar_path(15, 8, end_pos[0], end_pos[1])
print(f" Path from gap: {path_from_gap}")
# Check walls more carefully
print("\nDetailed wall analysis:")
print(" Walls at x=25 (blocking end?):")
for y in range(5, 15):
print(f" ({25}, {y}): walkable={grid.at(25, y).walkable}")
def timer_cb(dt):
sys.exit(0)
ui = mcrfpy.sceneUI("debug")
ui.append(grid)
mcrfpy.setScene("debug")
mcrfpy.setTimer("exit", timer_cb, 100)

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#!/usr/bin/env python3
"""
Working Dijkstra Demo with Clear Visual Feedback
================================================
This demo shows pathfinding with high-contrast colors.
"""
import mcrfpy
import sys
# High contrast colors
WALL_COLOR = mcrfpy.Color(40, 20, 20) # Very dark red/brown for walls
FLOOR_COLOR = mcrfpy.Color(60, 60, 80) # Dark blue-gray for floors
PATH_COLOR = mcrfpy.Color(0, 255, 0) # Pure green for paths
START_COLOR = mcrfpy.Color(255, 0, 0) # Red for start
END_COLOR = mcrfpy.Color(0, 0, 255) # Blue for end
print("Dijkstra Demo - High Contrast")
print("==============================")
# Create scene
mcrfpy.createScene("dijkstra_demo")
# Create grid with exact layout from user
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Map layout
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4
"E.W...........", # Row 5
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
cell.walkable = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.color = FLOOR_COLOR
if char == 'E':
entity_positions.append((x, y))
print(f"Map created: {grid.grid_x}x{grid.grid_y}")
print(f"Entity positions: {entity_positions}")
# Create entities
entities = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
print(f"Entity {i+1} at ({x}, {y})")
# Highlight a path immediately
if len(entities) >= 2:
e1, e2 = entities[0], entities[1]
print(f"\nCalculating path from Entity 1 ({e1.x}, {e1.y}) to Entity 2 ({e2.x}, {e2.y})...")
path = e1.path_to(int(e2.x), int(e2.y))
print(f"Path found: {path}")
print(f"Path length: {len(path)} steps")
if path:
print("\nHighlighting path in bright green...")
# Color start and end specially
grid.at(int(e1.x), int(e1.y)).color = START_COLOR
grid.at(int(e2.x), int(e2.y)).color = END_COLOR
# Color the path
for i, (x, y) in enumerate(path):
if i > 0 and i < len(path) - 1: # Skip start and end
grid.at(x, y).color = PATH_COLOR
print(f" Colored ({x}, {y}) green")
# Keypress handler
def handle_keypress(scene_name, keycode):
if keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting...")
sys.exit(0)
elif keycode == 32: # Space
print("\nRefreshing path colors...")
# Re-color the path to ensure it's visible
if len(entities) >= 2 and path:
for x, y in path[1:-1]:
grid.at(x, y).color = PATH_COLOR
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_demo")
ui.append(grid)
# Scale grid
grid.size = (560, 400) # 14*40, 10*40
grid.position = (120, 100)
# Add title
title = mcrfpy.Caption("Dijkstra Pathfinding - High Contrast", 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add legend
legend1 = mcrfpy.Caption("Red=Start, Blue=End, Green=Path", 120, 520)
legend1.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(legend1)
legend2 = mcrfpy.Caption("Press Q to quit, SPACE to refresh", 120, 540)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Entity info
info = mcrfpy.Caption(f"Path: Entity 1 to 2 = {len(path) if 'path' in locals() else 0} steps", 120, 60)
info.fill_color = mcrfpy.Color(255, 255, 100)
ui.append(info)
# Set up input
mcrfpy.keypressScene(handle_keypress)
mcrfpy.setScene("dijkstra_demo")
print("\nDemo ready! The path should be clearly visible in bright green.")
print("Red = Start, Blue = End, Green = Path")
print("Press SPACE to refresh colors if needed.")

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#!/usr/bin/env python3
"""
McRogueFace Exhaustive API Demo (Fixed)
=======================================
Fixed version that properly exits after tests complete.
"""
import mcrfpy
import sys
# Test configuration
VERBOSE = True # Print detailed information about each test
def print_section(title):
"""Print a section header"""
print("\n" + "="*60)
print(f" {title}")
print("="*60)
def print_test(test_name, success=True):
"""Print test result"""
status = "✓ PASS" if success else "✗ FAIL"
print(f" {status} - {test_name}")
def test_color_api():
"""Test all Color constructors and methods"""
print_section("COLOR API TESTS")
# Constructor variants
print("\n Constructors:")
# Empty constructor (defaults to white)
c1 = mcrfpy.Color()
print_test(f"Color() = ({c1.r}, {c1.g}, {c1.b}, {c1.a})")
# Single value (grayscale)
c2 = mcrfpy.Color(128)
print_test(f"Color(128) = ({c2.r}, {c2.g}, {c2.b}, {c2.a})")
# RGB only (alpha defaults to 255)
c3 = mcrfpy.Color(255, 128, 0)
print_test(f"Color(255, 128, 0) = ({c3.r}, {c3.g}, {c3.b}, {c3.a})")
# Full RGBA
c4 = mcrfpy.Color(100, 150, 200, 128)
print_test(f"Color(100, 150, 200, 128) = ({c4.r}, {c4.g}, {c4.b}, {c4.a})")
# Property access
print("\n Properties:")
c = mcrfpy.Color(10, 20, 30, 40)
print_test(f"Initial: r={c.r}, g={c.g}, b={c.b}, a={c.a}")
c.r = 200
c.g = 150
c.b = 100
c.a = 255
print_test(f"After modification: r={c.r}, g={c.g}, b={c.b}, a={c.a}")
return True
def test_frame_api():
"""Test all Frame constructors and methods"""
print_section("FRAME API TESTS")
# Create a test scene
mcrfpy.createScene("api_test")
mcrfpy.setScene("api_test")
ui = mcrfpy.sceneUI("api_test")
# Constructor variants
print("\n Constructors:")
# Empty constructor
f1 = mcrfpy.Frame()
print_test(f"Frame() - pos=({f1.x}, {f1.y}), size=({f1.w}, {f1.h})")
ui.append(f1)
# Position only
f2 = mcrfpy.Frame(100, 50)
print_test(f"Frame(100, 50) - pos=({f2.x}, {f2.y}), size=({f2.w}, {f2.h})")
ui.append(f2)
# Position and size
f3 = mcrfpy.Frame(200, 100, 150, 75)
print_test(f"Frame(200, 100, 150, 75) - pos=({f3.x}, {f3.y}), size=({f3.w}, {f3.h})")
ui.append(f3)
# Full constructor
f4 = mcrfpy.Frame(300, 200, 200, 100,
fill_color=mcrfpy.Color(100, 100, 200),
outline_color=mcrfpy.Color(255, 255, 0),
outline=3)
print_test("Frame with all parameters")
ui.append(f4)
# Properties
print("\n Properties:")
# Position and size
f = mcrfpy.Frame(10, 20, 30, 40)
print_test(f"Initial: x={f.x}, y={f.y}, w={f.w}, h={f.h}")
f.x = 50
f.y = 60
f.w = 70
f.h = 80
print_test(f"Modified: x={f.x}, y={f.y}, w={f.w}, h={f.h}")
# Colors
f.fill_color = mcrfpy.Color(255, 0, 0, 128)
f.outline_color = mcrfpy.Color(0, 255, 0)
f.outline = 5.0
print_test(f"Colors set, outline={f.outline}")
# Visibility and opacity
f.visible = False
f.opacity = 0.5
print_test(f"visible={f.visible}, opacity={f.opacity}")
f.visible = True # Reset
# Z-index
f.z_index = 10
print_test(f"z_index={f.z_index}")
# Children collection
child1 = mcrfpy.Frame(5, 5, 20, 20)
child2 = mcrfpy.Frame(30, 5, 20, 20)
f.children.append(child1)
f.children.append(child2)
print_test(f"children.count = {len(f.children)}")
return True
def test_caption_api():
"""Test all Caption constructors and methods"""
print_section("CAPTION API TESTS")
ui = mcrfpy.sceneUI("api_test")
# Constructor variants
print("\n Constructors:")
# Empty constructor
c1 = mcrfpy.Caption()
print_test(f"Caption() - text='{c1.text}', pos=({c1.x}, {c1.y})")
ui.append(c1)
# Text only
c2 = mcrfpy.Caption("Hello World")
print_test(f"Caption('Hello World') - pos=({c2.x}, {c2.y})")
ui.append(c2)
# Text and position
c3 = mcrfpy.Caption("Positioned Text", 100, 50)
print_test(f"Caption('Positioned Text', 100, 50)")
ui.append(c3)
# Full constructor
c5 = mcrfpy.Caption("Styled Text", 300, 150,
fill_color=mcrfpy.Color(255, 255, 0),
outline_color=mcrfpy.Color(255, 0, 0),
outline=2)
print_test("Caption with all style parameters")
ui.append(c5)
# Properties
print("\n Properties:")
c = mcrfpy.Caption("Test Caption", 10, 20)
# Text
c.text = "Modified Text"
print_test(f"text = '{c.text}'")
# Position
c.x = 50
c.y = 60
print_test(f"position = ({c.x}, {c.y})")
# Colors and style
c.fill_color = mcrfpy.Color(0, 255, 255)
c.outline_color = mcrfpy.Color(255, 0, 255)
c.outline = 3.0
print_test("Colors and outline set")
# Size (read-only, computed from text)
print_test(f"size (computed) = ({c.w}, {c.h})")
return True
def test_animation_api():
"""Test Animation class API"""
print_section("ANIMATION API TESTS")
ui = mcrfpy.sceneUI("api_test")
print("\n Animation Constructors:")
# Basic animation
anim1 = mcrfpy.Animation("x", 100.0, 2.0)
print_test("Animation('x', 100.0, 2.0)")
# With easing
anim2 = mcrfpy.Animation("y", 200.0, 3.0, "easeInOut")
print_test("Animation with easing='easeInOut'")
# Delta mode
anim3 = mcrfpy.Animation("w", 50.0, 1.5, "linear", delta=True)
print_test("Animation with delta=True")
# Color animation (as tuple)
anim4 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 2.0)
print_test("Animation with Color tuple target")
# Vector animation
anim5 = mcrfpy.Animation("position", (10.0, 20.0), 2.5, "easeOutBounce")
print_test("Animation with position tuple")
# Sprite sequence
anim6 = mcrfpy.Animation("sprite_index", [0, 1, 2, 3, 2, 1], 2.0)
print_test("Animation with sprite sequence")
# Properties
print("\n Animation Properties:")
# Check properties
print_test(f"property = '{anim1.property}'")
print_test(f"duration = {anim1.duration}")
print_test(f"elapsed = {anim1.elapsed}")
print_test(f"is_complete = {anim1.is_complete}")
print_test(f"is_delta = {anim3.is_delta}")
# Methods
print("\n Animation Methods:")
# Create test frame
frame = mcrfpy.Frame(50, 50, 100, 100)
frame.fill_color = mcrfpy.Color(100, 100, 100)
ui.append(frame)
# Start animation
anim1.start(frame)
print_test("start() called on frame")
# Test some easing functions
print("\n Sample Easing Functions:")
easings = ["linear", "easeIn", "easeOut", "easeInOut", "easeInBounce", "easeOutElastic"]
for easing in easings:
try:
test_anim = mcrfpy.Animation("x", 100.0, 1.0, easing)
print_test(f"Easing '{easing}'")
except:
print_test(f"Easing '{easing}' failed", False)
return True
def run_all_tests():
"""Run all API tests"""
print("\n" + "="*60)
print(" McRogueFace Exhaustive API Test Suite (Fixed)")
print(" Testing constructors and methods...")
print("="*60)
# Run each test category
test_functions = [
test_color_api,
test_frame_api,
test_caption_api,
test_animation_api
]
passed = 0
failed = 0
for test_func in test_functions:
try:
if test_func():
passed += 1
else:
failed += 1
except Exception as e:
print(f"\n ERROR in {test_func.__name__}: {e}")
failed += 1
# Summary
print("\n" + "="*60)
print(f" TEST SUMMARY: {passed} passed, {failed} failed")
print("="*60)
print("\n Visual elements are displayed in the 'api_test' scene.")
print(" The test is complete.")
# Exit after a short delay to allow output to be seen
def exit_test(runtime):
print("\nExiting API test suite...")
sys.exit(0)
mcrfpy.setTimer("exit", exit_test, 2000)
# Run the tests immediately
print("Starting McRogueFace Exhaustive API Demo (Fixed)...")
print("This will test constructors and methods.")
run_all_tests()

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#!/usr/bin/env python3
"""
Path & Vision Sizzle Reel
=========================
A choreographed demo showing:
- Smooth entity movement along paths
- Camera following with grid center animation
- Field of view updates as entities move
- Dramatic perspective transitions with zoom effects
"""
import mcrfpy
import sys
# Colors
WALL_COLOR = mcrfpy.Color(40, 30, 30)
FLOOR_COLOR = mcrfpy.Color(80, 80, 100)
PATH_COLOR = mcrfpy.Color(120, 120, 180)
DARK_FLOOR = mcrfpy.Color(40, 40, 50)
# Global state
grid = None
player = None
enemy = None
sequence_step = 0
player_path = []
enemy_path = []
player_path_index = 0
enemy_path_index = 0
def create_scene():
"""Create the demo environment"""
global grid, player, enemy
mcrfpy.createScene("path_vision_demo")
# Create larger grid for more dramatic movement
grid = mcrfpy.Grid(grid_x=40, grid_y=25)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Map layout - interconnected rooms with corridors
map_layout = [
"########################################", # 0
"#......##########......################", # 1
"#......##########......################", # 2
"#......##########......################", # 3
"#......#.........#.....################", # 4
"#......#.........#.....################", # 5
"####.###.........####.#################", # 6
"####.....................##############", # 7
"####.....................##############", # 8
"####.###.........####.#################", # 9
"#......#.........#.....################", # 10
"#......#.........#.....################", # 11
"#......#.........#.....################", # 12
"#......###.....###.....################", # 13
"#......###.....###.....################", # 14
"#......###.....###.....#########......#", # 15
"#......###.....###.....#########......#", # 16
"#......###.....###.....#########......#", # 17
"#####.############.#############......#", # 18
"#####...........................#.....#", # 19
"#####...........................#.....#", # 20
"#####.############.#############......#", # 21
"#......###########.##########.........#", # 22
"#......###########.##########.........#", # 23
"########################################", # 24
]
# Build the map
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == '#':
cell.walkable = False
cell.transparent = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.transparent = True
cell.color = FLOOR_COLOR
# Create player in top-left room
player = mcrfpy.Entity(3, 3, grid=grid)
player.sprite_index = 64 # @
# Create enemy in bottom-right area
enemy = mcrfpy.Entity(35, 20, grid=grid)
enemy.sprite_index = 69 # E
# Initial visibility
player.update_visibility()
enemy.update_visibility()
# Set initial perspective to player
grid.perspective = 0
def setup_paths():
"""Define the paths for entities"""
global player_path, enemy_path
# Player path: Top-left room → corridor → middle room
player_waypoints = [
(3, 3), # Start
(3, 8), # Move down
(7, 8), # Enter corridor
(16, 8), # Through corridor
(16, 12), # Enter middle room
(12, 12), # Move in room
(12, 16), # Move down
(16, 16), # Move right
(16, 19), # Exit room
(25, 19), # Move right
(30, 19), # Continue
(35, 19), # Near enemy start
]
# Enemy path: Bottom-right → around → approach player area
enemy_waypoints = [
(35, 20), # Start
(30, 20), # Move left
(25, 20), # Continue
(20, 20), # Continue
(16, 20), # Corridor junction
(16, 16), # Move up (might see player)
(16, 12), # Continue up
(16, 8), # Top corridor
(10, 8), # Move left
(7, 8), # Continue
(3, 8), # Player's area
(3, 12), # Move down
]
# Calculate full paths using pathfinding
player_path = []
for i in range(len(player_waypoints) - 1):
x1, y1 = player_waypoints[i]
x2, y2 = player_waypoints[i + 1]
# Use grid's A* pathfinding
segment = grid.compute_astar_path(x1, y1, x2, y2)
if segment:
# Add segment (avoiding duplicates)
if not player_path or segment[0] != player_path[-1]:
player_path.extend(segment)
else:
player_path.extend(segment[1:])
enemy_path = []
for i in range(len(enemy_waypoints) - 1):
x1, y1 = enemy_waypoints[i]
x2, y2 = enemy_waypoints[i + 1]
segment = grid.compute_astar_path(x1, y1, x2, y2)
if segment:
if not enemy_path or segment[0] != enemy_path[-1]:
enemy_path.extend(segment)
else:
enemy_path.extend(segment[1:])
print(f"Player path: {len(player_path)} steps")
print(f"Enemy path: {len(enemy_path)} steps")
def setup_ui():
"""Create UI elements"""
ui = mcrfpy.sceneUI("path_vision_demo")
ui.append(grid)
# Position and size grid
grid.position = (50, 80)
grid.size = (700, 500) # Adjust based on zoom
# Title
title = mcrfpy.Caption("Path & Vision Sizzle Reel", 300, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Status
global status_text, perspective_text
status_text = mcrfpy.Caption("Starting demo...", 50, 50)
status_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status_text)
perspective_text = mcrfpy.Caption("Perspective: Player", 550, 50)
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(perspective_text)
# Controls
controls = mcrfpy.Caption("Space: Pause/Resume | R: Restart | Q: Quit", 250, 600)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
# Animation control
paused = False
move_timer = 0
zoom_transition = False
def move_entity_smooth(entity, target_x, target_y, duration=0.3):
"""Smoothly animate entity to position"""
# Create position animation
anim_x = mcrfpy.Animation("x", float(target_x), duration, "easeInOut")
anim_y = mcrfpy.Animation("y", float(target_y), duration, "easeInOut")
anim_x.start(entity)
anim_y.start(entity)
def update_camera_smooth(center_x, center_y, duration=0.3):
"""Smoothly move camera center"""
# Convert grid coords to pixel coords (assuming 16x16 tiles)
pixel_x = center_x * 16
pixel_y = center_y * 16
anim = mcrfpy.Animation("center", (pixel_x, pixel_y), duration, "easeOut")
anim.start(grid)
def start_perspective_transition():
"""Begin the dramatic perspective shift"""
global zoom_transition, sequence_step
zoom_transition = True
sequence_step = 100 # Special sequence number
status_text.text = "Perspective shift: Zooming out..."
# Zoom out with elastic easing
zoom_out = mcrfpy.Animation("zoom", 0.5, 2.0, "easeInExpo")
zoom_out.start(grid)
# Schedule the perspective switch
mcrfpy.setTimer("switch_perspective", switch_perspective, 2100)
def switch_perspective(dt):
"""Switch perspective at the peak of zoom"""
global sequence_step
# Switch to enemy perspective
grid.perspective = 1
perspective_text.text = "Perspective: Enemy"
perspective_text.fill_color = mcrfpy.Color(255, 100, 100)
status_text.text = "Perspective shift: Following enemy..."
# Update camera to enemy position
update_camera_smooth(enemy.x, enemy.y, 0.1)
# Zoom back in
zoom_in = mcrfpy.Animation("zoom", 1.2, 2.0, "easeOutExpo")
zoom_in.start(grid)
# Resume sequence
mcrfpy.setTimer("resume_enemy", resume_enemy_sequence, 2100)
# Cancel this timer
mcrfpy.delTimer("switch_perspective")
def resume_enemy_sequence(dt):
"""Resume following enemy after perspective shift"""
global sequence_step, zoom_transition
zoom_transition = False
sequence_step = 101 # Continue with enemy movement
mcrfpy.delTimer("resume_enemy")
def sequence_tick(dt):
"""Main sequence controller"""
global sequence_step, player_path_index, enemy_path_index, move_timer
if paused or zoom_transition:
return
move_timer += dt
if move_timer < 400: # Move every 400ms
return
move_timer = 0
if sequence_step < 50:
# Phase 1: Follow player movement
if player_path_index < len(player_path):
x, y = player_path[player_path_index]
move_entity_smooth(player, x, y)
player.update_visibility()
# Camera follows player
if grid.perspective == 0:
update_camera_smooth(player.x, player.y)
player_path_index += 1
status_text.text = f"Player moving... Step {player_path_index}/{len(player_path)}"
# Start enemy movement after player has moved a bit
if player_path_index == 10:
sequence_step = 1 # Enable enemy movement
else:
# Player reached destination, start perspective transition
start_perspective_transition()
if sequence_step >= 1 and sequence_step < 50:
# Phase 2: Enemy movement (concurrent with player)
if enemy_path_index < len(enemy_path):
x, y = enemy_path[enemy_path_index]
move_entity_smooth(enemy, x, y)
enemy.update_visibility()
# Check if enemy is visible to player
if grid.perspective == 0:
enemy_cell_idx = int(enemy.y) * grid.grid_x + int(enemy.x)
if enemy_cell_idx < len(player.gridstate) and player.gridstate[enemy_cell_idx].visible:
status_text.text = "Enemy spotted!"
enemy_path_index += 1
elif sequence_step == 101:
# Phase 3: Continue following enemy after perspective shift
if enemy_path_index < len(enemy_path):
x, y = enemy_path[enemy_path_index]
move_entity_smooth(enemy, x, y)
enemy.update_visibility()
# Camera follows enemy
update_camera_smooth(enemy.x, enemy.y)
enemy_path_index += 1
status_text.text = f"Following enemy... Step {enemy_path_index}/{len(enemy_path)}"
else:
status_text.text = "Demo complete! Press R to restart"
sequence_step = 200 # Done
def handle_keys(key, state):
"""Handle keyboard input"""
global paused, sequence_step, player_path_index, enemy_path_index, move_timer
key = key.lower()
if state != "start":
return
if key == "q":
print("Exiting sizzle reel...")
sys.exit(0)
elif key == "space":
paused = not paused
status_text.text = "PAUSED" if paused else "Running..."
elif key == "r":
# Reset everything
player.x, player.y = 3, 3
enemy.x, enemy.y = 35, 20
player.update_visibility()
enemy.update_visibility()
grid.perspective = 0
perspective_text.text = "Perspective: Player"
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
sequence_step = 0
player_path_index = 0
enemy_path_index = 0
move_timer = 0
update_camera_smooth(player.x, player.y, 0.5)
# Reset zoom
zoom_reset = mcrfpy.Animation("zoom", 1.2, 0.5, "easeOut")
zoom_reset.start(grid)
status_text.text = "Demo restarted!"
# Initialize everything
print("Path & Vision Sizzle Reel")
print("=========================")
print("Demonstrating:")
print("- Smooth entity movement along calculated paths")
print("- Camera following with animated grid centering")
print("- Field of view updates as entities move")
print("- Dramatic perspective transitions with zoom effects")
print()
create_scene()
setup_paths()
setup_ui()
# Set scene and input
mcrfpy.setScene("path_vision_demo")
mcrfpy.keypressScene(handle_keys)
# Initial camera setup
grid.zoom = 1.2
update_camera_smooth(player.x, player.y, 0.1)
# Start the sequence
mcrfpy.setTimer("sequence", sequence_tick, 50) # Tick every 50ms
print("Demo started!")
print("- Player (@) will navigate through rooms")
print("- Enemy (E) will move on a different path")
print("- Watch for the dramatic perspective shift!")
print()
print("Controls: Space=Pause, R=Restart, Q=Quit")

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#!/usr/bin/env python3
"""
Pathfinding Showcase Demo
=========================
Demonstrates various pathfinding scenarios with multiple entities.
Features:
- Multiple entities pathfinding simultaneously
- Chase mode: entities pursue targets
- Flee mode: entities avoid threats
- Patrol mode: entities follow waypoints
- Visual debugging: show Dijkstra distance field
"""
import mcrfpy
import sys
import random
# Colors
WALL_COLOR = mcrfpy.Color(40, 40, 40)
FLOOR_COLOR = mcrfpy.Color(220, 220, 240)
PATH_COLOR = mcrfpy.Color(180, 250, 180)
THREAT_COLOR = mcrfpy.Color(255, 100, 100)
GOAL_COLOR = mcrfpy.Color(100, 255, 100)
DIJKSTRA_COLORS = [
mcrfpy.Color(50, 50, 100), # Far
mcrfpy.Color(70, 70, 150),
mcrfpy.Color(90, 90, 200),
mcrfpy.Color(110, 110, 250),
mcrfpy.Color(150, 150, 255),
mcrfpy.Color(200, 200, 255), # Near
]
# Entity types
PLAYER = 64 # @
ENEMY = 69 # E
TREASURE = 36 # $
PATROL = 80 # P
# Global state
grid = None
player = None
enemies = []
treasures = []
patrol_entities = []
mode = "CHASE"
show_dijkstra = False
animation_speed = 3.0
# Track waypoints separately since Entity doesn't have custom attributes
entity_waypoints = {} # entity -> [(x, y), ...]
entity_waypoint_indices = {} # entity -> current index
def create_dungeon():
"""Create a dungeon-like map"""
global grid
mcrfpy.createScene("pathfinding_showcase")
# Create larger grid for showcase
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Initialize all as floor
for y in range(20):
for x in range(30):
grid.at(x, y).walkable = True
grid.at(x, y).transparent = True
grid.at(x, y).color = FLOOR_COLOR
# Create rooms and corridors
rooms = [
(2, 2, 8, 6), # Top-left room
(20, 2, 8, 6), # Top-right room
(11, 8, 8, 6), # Center room
(2, 14, 8, 5), # Bottom-left room
(20, 14, 8, 5), # Bottom-right room
]
# Create room walls
for rx, ry, rw, rh in rooms:
# Top and bottom walls
for x in range(rx, rx + rw):
if 0 <= x < 30:
grid.at(x, ry).walkable = False
grid.at(x, ry).color = WALL_COLOR
grid.at(x, ry + rh - 1).walkable = False
grid.at(x, ry + rh - 1).color = WALL_COLOR
# Left and right walls
for y in range(ry, ry + rh):
if 0 <= y < 20:
grid.at(rx, y).walkable = False
grid.at(rx, y).color = WALL_COLOR
grid.at(rx + rw - 1, y).walkable = False
grid.at(rx + rw - 1, y).color = WALL_COLOR
# Create doorways
doorways = [
(6, 2), (24, 2), # Top room doors
(6, 7), (24, 7), # Top room doors bottom
(15, 8), (15, 13), # Center room doors
(6, 14), (24, 14), # Bottom room doors
(11, 11), (18, 11), # Center room side doors
]
for x, y in doorways:
if 0 <= x < 30 and 0 <= y < 20:
grid.at(x, y).walkable = True
grid.at(x, y).color = FLOOR_COLOR
# Add some corridors
# Horizontal corridors
for x in range(10, 20):
grid.at(x, 5).walkable = True
grid.at(x, 5).color = FLOOR_COLOR
grid.at(x, 16).walkable = True
grid.at(x, 16).color = FLOOR_COLOR
# Vertical corridors
for y in range(5, 17):
grid.at(10, y).walkable = True
grid.at(10, y).color = FLOOR_COLOR
grid.at(19, y).walkable = True
grid.at(19, y).color = FLOOR_COLOR
def spawn_entities():
"""Spawn various entity types"""
global player, enemies, treasures, patrol_entities
# Clear existing entities
#grid.entities.clear()
enemies = []
treasures = []
patrol_entities = []
# Spawn player in center room
player = mcrfpy.Entity((15, 11), mcrfpy.default_texture, PLAYER)
grid.entities.append(player)
# Spawn enemies in corners
enemy_positions = [(4, 4), (24, 4), (4, 16), (24, 16)]
for x, y in enemy_positions:
enemy = mcrfpy.Entity((x, y), mcrfpy.default_texture, ENEMY)
grid.entities.append(enemy)
enemies.append(enemy)
# Spawn treasures
treasure_positions = [(6, 5), (24, 5), (15, 10)]
for x, y in treasure_positions:
treasure = mcrfpy.Entity((x, y), mcrfpy.default_texture, TREASURE)
grid.entities.append(treasure)
treasures.append(treasure)
# Spawn patrol entities
patrol = mcrfpy.Entity((10, 10), mcrfpy.default_texture, PATROL)
# Store waypoints separately since Entity doesn't support custom attributes
entity_waypoints[patrol] = [(10, 10), (19, 10), (19, 16), (10, 16)] # Square patrol
entity_waypoint_indices[patrol] = 0
grid.entities.append(patrol)
patrol_entities.append(patrol)
def visualize_dijkstra(target_x, target_y):
"""Visualize Dijkstra distance field"""
if not show_dijkstra:
return
# Compute Dijkstra from target
grid.compute_dijkstra(target_x, target_y)
# Color tiles based on distance
max_dist = 30.0
for y in range(20):
for x in range(30):
if grid.at(x, y).walkable:
dist = grid.get_dijkstra_distance(x, y)
if dist is not None and dist < max_dist:
# Map distance to color index
color_idx = int((dist / max_dist) * len(DIJKSTRA_COLORS))
color_idx = min(color_idx, len(DIJKSTRA_COLORS) - 1)
grid.at(x, y).color = DIJKSTRA_COLORS[color_idx]
def move_enemies(dt):
"""Move enemies based on current mode"""
if mode == "CHASE":
# Enemies chase player
for enemy in enemies:
path = enemy.path_to(int(player.x), int(player.y))
if path and len(path) > 1: # Don't move onto player
# Move towards player
next_x, next_y = path[1]
# Smooth movement
dx = next_x - enemy.x
dy = next_y - enemy.y
enemy.x += dx * dt * animation_speed
enemy.y += dy * dt * animation_speed
elif mode == "FLEE":
# Enemies flee from player
for enemy in enemies:
# Compute opposite direction
dx = enemy.x - player.x
dy = enemy.y - player.y
# Find safe spot in that direction
target_x = int(enemy.x + dx * 2)
target_y = int(enemy.y + dy * 2)
# Clamp to grid
target_x = max(0, min(29, target_x))
target_y = max(0, min(19, target_y))
path = enemy.path_to(target_x, target_y)
if path and len(path) > 0:
next_x, next_y = path[0]
# Move away from player
dx = next_x - enemy.x
dy = next_y - enemy.y
enemy.x += dx * dt * animation_speed
enemy.y += dy * dt * animation_speed
def move_patrols(dt):
"""Move patrol entities along waypoints"""
for patrol in patrol_entities:
if patrol not in entity_waypoints:
continue
# Get current waypoint
waypoints = entity_waypoints[patrol]
waypoint_index = entity_waypoint_indices[patrol]
target_x, target_y = waypoints[waypoint_index]
# Check if reached waypoint
dist = abs(patrol.x - target_x) + abs(patrol.y - target_y)
if dist < 0.5:
# Move to next waypoint
entity_waypoint_indices[patrol] = (waypoint_index + 1) % len(waypoints)
waypoint_index = entity_waypoint_indices[patrol]
target_x, target_y = waypoints[waypoint_index]
# Path to waypoint
path = patrol.path_to(target_x, target_y)
if path and len(path) > 0:
next_x, next_y = path[0]
dx = next_x - patrol.x
dy = next_y - patrol.y
patrol.x += dx * dt * animation_speed * 0.5 # Slower patrol speed
patrol.y += dy * dt * animation_speed * 0.5
def update_entities(dt):
"""Update all entity movements"""
move_enemies(dt / 1000.0) # Convert to seconds
move_patrols(dt / 1000.0)
# Update Dijkstra visualization
if show_dijkstra and player:
visualize_dijkstra(int(player.x), int(player.y))
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
global mode, show_dijkstra, player
# Mode switching
if keycode == 49: # '1'
mode = "CHASE"
mode_text.text = "Mode: CHASE - Enemies pursue player"
clear_colors()
elif keycode == 50: # '2'
mode = "FLEE"
mode_text.text = "Mode: FLEE - Enemies avoid player"
clear_colors()
elif keycode == 51: # '3'
mode = "PATROL"
mode_text.text = "Mode: PATROL - Entities follow waypoints"
clear_colors()
# Toggle Dijkstra visualization
elif keycode == 68 or keycode == 100: # 'D' or 'd'
show_dijkstra = not show_dijkstra
debug_text.text = f"Dijkstra Debug: {'ON' if show_dijkstra else 'OFF'}"
if not show_dijkstra:
clear_colors()
# Move player with arrow keys or WASD
elif keycode in [87, 119]: # W/w - Up
if player.y > 0:
path = player.path_to(int(player.x), int(player.y) - 1)
if path:
player.y -= 1
elif keycode in [83, 115]: # S/s - Down
if player.y < 19:
path = player.path_to(int(player.x), int(player.y) + 1)
if path:
player.y += 1
elif keycode in [65, 97]: # A/a - Left
if player.x > 0:
path = player.path_to(int(player.x) - 1, int(player.y))
if path:
player.x -= 1
elif keycode in [68, 100]: # D/d - Right
if player.x < 29:
path = player.path_to(int(player.x) + 1, int(player.y))
if path:
player.x += 1
# Reset
elif keycode == 82 or keycode == 114: # 'R' or 'r'
spawn_entities()
clear_colors()
# Quit
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting pathfinding showcase...")
sys.exit(0)
def clear_colors():
"""Reset floor colors"""
for y in range(20):
for x in range(30):
if grid.at(x, y).walkable:
grid.at(x, y).color = FLOOR_COLOR
# Create the showcase
print("Pathfinding Showcase Demo")
print("=========================")
print("Controls:")
print(" WASD - Move player")
print(" 1 - Chase mode (enemies pursue)")
print(" 2 - Flee mode (enemies avoid)")
print(" 3 - Patrol mode")
print(" D - Toggle Dijkstra visualization")
print(" R - Reset entities")
print(" Q/ESC - Quit")
# Create dungeon
create_dungeon()
spawn_entities()
# Set up UI
ui = mcrfpy.sceneUI("pathfinding_showcase")
ui.append(grid)
# Scale and position
grid.size = (750, 500) # 30*25, 20*25
grid.position = (25, 60)
# Add title
title = mcrfpy.Caption("Pathfinding Showcase", 300, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add mode text
mode_text = mcrfpy.Caption("Mode: CHASE - Enemies pursue player", 25, 580)
mode_text.fill_color = mcrfpy.Color(255, 255, 200)
ui.append(mode_text)
# Add debug text
debug_text = mcrfpy.Caption("Dijkstra Debug: OFF", 25, 600)
debug_text.fill_color = mcrfpy.Color(200, 200, 255)
ui.append(debug_text)
# Add legend
legend = mcrfpy.Caption("@ Player E Enemy $ Treasure P Patrol", 25, 620)
legend.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend)
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Set up animation timer
mcrfpy.setTimer("entities", update_entities, 16) # 60 FPS
# Show scene
mcrfpy.setScene("pathfinding_showcase")
print("\nShowcase ready! Move with WASD and watch entities react.")

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#!/usr/bin/env python3
"""
Simple Text Input Widget for McRogueFace
Minimal implementation focusing on core functionality
"""
import mcrfpy
import sys
class TextInput:
"""Simple text input widget"""
def __init__(self, x, y, width, label=""):
self.x = x
self.y = y
self.width = width
self.label = label
self.text = ""
self.cursor_pos = 0
self.focused = False
# Create UI elements
self.frame = mcrfpy.Frame(self.x, self.y, self.width, 24)
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
# Label
if self.label:
self.label_caption = mcrfpy.Caption(self.label, self.x, self.y - 20)
self.label_caption.fill_color = (255, 255, 255, 255)
# Text display
self.text_caption = mcrfpy.Caption("", self.x + 4, self.y + 4)
self.text_caption.fill_color = (0, 0, 0, 255)
# Cursor (a simple vertical line using a frame)
self.cursor = mcrfpy.Frame(self.x + 4, self.y + 4, 2, 16)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x, y, button):
"""Handle clicks"""
if button == 1: # Left click
# Request focus
global current_focus
if current_focus and current_focus != self:
current_focus.blur()
current_focus = self
self.focus()
def focus(self):
"""Give focus to this input"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor()
def blur(self):
"""Remove focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key):
"""Process keyboard input"""
if not self.focused:
return False
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif len(key) == 1 and key.isprintable():
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
return False
self._update_display()
return True
def _update_display(self):
"""Update text display"""
self.text_caption.text = self.text
self._update_cursor()
def _update_cursor(self):
"""Update cursor position"""
if self.focused:
# Estimate character width (roughly 10 pixels per char)
self.cursor.x = self.x + 4 + (self.cursor_pos * 10)
def add_to_scene(self, scene):
"""Add all components to scene"""
scene.append(self.frame)
if hasattr(self, 'label_caption'):
scene.append(self.label_caption)
scene.append(self.text_caption)
scene.append(self.cursor)
# Global focus tracking
current_focus = None
text_inputs = []
def demo_test(timer_name):
"""Run automated demo after scene loads"""
print("\n=== Text Input Widget Demo ===")
# Test typing in first field
print("Testing first input field...")
text_inputs[0].focus()
for char in "Hello":
text_inputs[0].handle_key(char)
print(f"First field contains: '{text_inputs[0].text}'")
# Test second field
print("\nTesting second input field...")
text_inputs[1].focus()
for char in "World":
text_inputs[1].handle_key(char)
print(f"Second field contains: '{text_inputs[1].text}'")
# Test text operations
print("\nTesting cursor movement and deletion...")
text_inputs[1].handle_key("Home")
text_inputs[1].handle_key("Delete")
print(f"After delete at start: '{text_inputs[1].text}'")
text_inputs[1].handle_key("End")
text_inputs[1].handle_key("BackSpace")
print(f"After backspace at end: '{text_inputs[1].text}'")
print("\n=== Demo Complete! ===")
print("Text input widget is working successfully!")
print("Features demonstrated:")
print(" - Text entry")
print(" - Focus management (blue outline)")
print(" - Cursor positioning")
print(" - Delete/Backspace operations")
sys.exit(0)
def create_scene():
"""Create the demo scene"""
global text_inputs
mcrfpy.createScene("demo")
scene = mcrfpy.sceneUI("demo")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption("Text Input Widget Demo", 10, 10)
title.fill_color = (255, 255, 255, 255)
scene.append(title)
# Create input fields
input1 = TextInput(50, 100, 300, "Name:")
input1.add_to_scene(scene)
text_inputs.append(input1)
input2 = TextInput(50, 160, 300, "Email:")
input2.add_to_scene(scene)
text_inputs.append(input2)
input3 = TextInput(50, 220, 400, "Comment:")
input3.add_to_scene(scene)
text_inputs.append(input3)
# Status text
status = mcrfpy.Caption("Click to focus, type to enter text", 50, 280)
status.fill_color = (200, 200, 200, 255)
scene.append(status)
# Keyboard handler
def handle_keys(scene_name, key):
global current_focus, text_inputs
# Tab to switch fields
if key == "Tab" and current_focus:
idx = text_inputs.index(current_focus)
next_idx = (idx + 1) % len(text_inputs)
text_inputs[next_idx]._on_click(0, 0, 1)
else:
# Pass to focused input
if current_focus:
current_focus.handle_key(key)
# Update status
texts = [inp.text for inp in text_inputs]
status.text = f"Values: {texts[0]} | {texts[1]} | {texts[2]}"
mcrfpy.keypressScene("demo", handle_keys)
mcrfpy.setScene("demo")
# Schedule test
mcrfpy.setTimer("test", demo_test, 500)
if __name__ == "__main__":
print("Starting simple text input demo...")
create_scene()

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Final Version
=================================================
Complete demonstration of all animation capabilities.
This version works properly with the game loop and avoids API issues.
WARNING: This demo causes a segmentation fault due to a bug in the
AnimationManager. When UI elements with active animations are removed
from the scene, the AnimationManager crashes when trying to update them.
Use sizzle_reel_final_fixed.py instead, which works around this issue
by hiding objects off-screen instead of removing them.
"""
import mcrfpy
# Configuration
DEMO_DURATION = 6.0 # Duration for each demo
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track demo state
current_demo = 0
subtitle = None
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Sizzle Reel", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.font_size = 28
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo1_frame_animations():
"""Frame position, size, and color animations"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
f.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(f)
# Animate properties
mcrfpy.Animation("x", 600.0, 2.0, "easeInOutBack").start(f)
mcrfpy.Animation("y", 300.0, 2.0, "easeInOutElastic").start(f)
mcrfpy.Animation("w", 300.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("h", 150.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "easeInOutSine").start(f)
mcrfpy.Animation("outline", 8.0, 3.0, "easeInOutQuad").start(f)
def demo2_caption_animations():
"""Caption movement and text effects"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
c1.font_size = 28
ui.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
c2.font_size = 28
ui.append(c2)
mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear").start(c2)
# Typewriter effect
c3 = mcrfpy.Caption("", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
c3.font_size = 28
ui.append(c3)
mcrfpy.Animation("text", "Typewriter effect animation...", 3.0, "linear").start(c3)
def demo3_easing_showcase():
"""Show all 30 easing functions"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: All 30 Easing Functions"
# Create a small frame for each easing
for i, easing in enumerate(EASING_FUNCTIONS[:15]): # First 15
row = i // 5
col = i % 5
x = 100 + col * 200
y = 150 + row * 100
# Frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
ui.append(f)
# Label
label = mcrfpy.Caption(easing[:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 150), 3.0, easing).start(f)
def demo4_performance():
"""Many simultaneous animations"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 4: 50+ Simultaneous Animations"
for i in range(50):
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 100
f = mcrfpy.Frame(x, y, 30, 30)
f.fill_color = mcrfpy.Color((i*37)%256, (i*73)%256, (i*113)%256)
ui.append(f)
# Animate to random position
target_x = 150 + (i % 8) * 110
target_y = 200 + (i // 8) * 90
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), 2.5, easing).start(f)
mcrfpy.Animation("y", float(target_y), 2.5, easing).start(f)
mcrfpy.Animation("opacity", 0.3 + (i%7)*0.1, 2.0, "easeInOutSine").start(f)
def clear_demo_objects():
"""Clear scene except title and subtitle"""
ui = mcrfpy.sceneUI("demo")
# Keep removing items after the first 2 (title and subtitle)
while len(ui) > 2:
# Remove the last item
ui.remove(len(ui)-1)
def next_demo(runtime):
"""Run the next demo"""
global current_demo
clear_demo_objects()
demos = [
demo1_frame_animations,
demo2_caption_animations,
demo3_easing_showcase,
demo4_performance
]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
#mcrfpy.setTimer("next", next_demo, int(DEMO_DURATION * 1000))
pass
else:
subtitle.text = "Demo Complete!"
# Initialize
print("Starting Animation Sizzle Reel...")
create_scene()
mcrfpy.setTimer("start", next_demo, int(DEMO_DURATION * 1000))
next_demo(0)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Fixed Version
=================================================
This version works around the animation crash by:
1. Using shorter demo durations to ensure animations complete before clearing
2. Adding a delay before clearing to let animations finish
3. Not removing objects, just hiding them off-screen instead
"""
import mcrfpy
# Configuration
DEMO_DURATION = 3.5 # Slightly shorter to ensure animations complete
CLEAR_DELAY = 0.5 # Extra delay before clearing
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track demo state
current_demo = 0
subtitle = None
demo_objects = [] # Track objects to hide instead of remove
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Sizzle Reel", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def hide_demo_objects():
"""Hide demo objects by moving them off-screen instead of removing"""
global demo_objects
# Move all demo objects far off-screen
for obj in demo_objects:
obj.x = -1000
obj.y = -1000
demo_objects = []
def demo1_frame_animations():
"""Frame position, size, and color animations"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
f.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(f)
demo_objects.append(f)
# Animate properties with shorter durations
mcrfpy.Animation("x", 600.0, 2.0, "easeInOutBack").start(f)
mcrfpy.Animation("y", 300.0, 2.0, "easeInOutElastic").start(f)
mcrfpy.Animation("w", 300.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("h", 150.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "easeInOutSine").start(f)
mcrfpy.Animation("outline", 8.0, 3.0, "easeInOutQuad").start(f)
def demo2_caption_animations():
"""Caption movement and text effects"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(c1)
demo_objects.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
ui.append(c2)
demo_objects.append(c2)
mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear").start(c2)
# Static text (no typewriter effect to avoid issues)
c3 = mcrfpy.Caption("Animation Demo", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c3)
demo_objects.append(c3)
def demo3_easing_showcase():
"""Show all 30 easing functions"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: All 30 Easing Functions"
# Create a small frame for each easing
for i, easing in enumerate(EASING_FUNCTIONS[:15]): # First 15
row = i // 5
col = i % 5
x = 100 + col * 200
y = 150 + row * 100
# Frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
ui.append(f)
demo_objects.append(f)
# Label
label = mcrfpy.Caption(easing[:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
demo_objects.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 150), 3.0, easing).start(f)
def demo4_performance():
"""Many simultaneous animations"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 4: 50+ Simultaneous Animations"
for i in range(50):
x = 100 + (i % 10) * 80
y = 150 + (i // 10) * 80
f = mcrfpy.Frame(x, y, 30, 30)
f.fill_color = mcrfpy.Color((i*37)%256, (i*73)%256, (i*113)%256)
ui.append(f)
demo_objects.append(f)
# Animate to random position
target_x = 150 + (i % 8) * 90
target_y = 200 + (i // 8) * 70
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), 2.5, easing).start(f)
mcrfpy.Animation("y", float(target_y), 2.5, easing).start(f)
def next_demo(runtime):
"""Run the next demo with proper cleanup"""
global current_demo
# First hide old objects
hide_demo_objects()
demos = [
demo1_frame_animations,
demo2_caption_animations,
demo3_easing_showcase,
demo4_performance
]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
mcrfpy.setTimer("next", next_demo, int(DEMO_DURATION * 1000))
else:
subtitle.text = "Demo Complete!"
mcrfpy.setTimer("exit", lambda t: mcrfpy.exit(), 2000)
# Initialize
print("Starting Animation Sizzle Reel (Fixed)...")
create_scene()
mcrfpy.setTimer("start", next_demo, 500)

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#!/usr/bin/env python3
"""
Text Input Demo with Auto-Test
Demonstrates the text input widget system with automated testing
"""
import mcrfpy
from mcrfpy import automation
import sys
from text_input_widget import FocusManager, TextInput
def test_text_input(timer_name):
"""Automated test that runs after scene is loaded"""
print("Testing text input widget system...")
# Take a screenshot of the initial state
automation.screenshot("text_input_initial.png")
# Simulate typing in the first field
print("Clicking on first field...")
automation.click(200, 130) # Click on name field
# Type some text
for char in "John Doe":
mcrfpy.keypressScene("text_input_demo", char)
# Tab to next field
mcrfpy.keypressScene("text_input_demo", "Tab")
# Type email
for char in "john@example.com":
mcrfpy.keypressScene("text_input_demo", char)
# Tab to comment field
mcrfpy.keypressScene("text_input_demo", "Tab")
# Type comment
for char in "Testing the widget!":
mcrfpy.keypressScene("text_input_demo", char)
# Take final screenshot
automation.screenshot("text_input_filled.png")
print("Text input test complete!")
print("Screenshots saved: text_input_initial.png, text_input_filled.png")
# Exit after test
sys.exit(0)
def create_demo():
"""Create a demo scene with multiple text input fields"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget Demo - Auto Test")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
instructions = mcrfpy.Caption(10, 50, "This will automatically test the text input system")
instructions.color = (200, 200, 200, 255)
scene.append(instructions)
# Create focus manager
focus_manager = FocusManager()
# Create text input fields
fields = []
# Name field
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
scene.append(name_input.frame)
if hasattr(name_input, 'label_text'):
scene.append(name_input.label_text)
scene.append(name_input.text_display)
scene.append(name_input.cursor)
fields.append(name_input)
# Email field
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
scene.append(email_input.frame)
if hasattr(email_input, 'label_text'):
scene.append(email_input.label_text)
scene.append(email_input.text_display)
scene.append(email_input.cursor)
fields.append(email_input)
# Comment field
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
scene.append(comment_input.frame)
if hasattr(comment_input, 'label_text'):
scene.append(comment_input.label_text)
scene.append(comment_input.text_display)
scene.append(comment_input.cursor)
fields.append(comment_input)
# Result display
result_text = mcrfpy.Caption(50, 320, "Values will appear here as you type...")
result_text.color = (150, 255, 150, 255)
scene.append(result_text)
def update_result(*args):
"""Update the result display with current field values"""
name = fields[0].get_text()
email = fields[1].get_text()
comment = fields[2].get_text()
result_text.text = f"Name: {name} | Email: {email} | Comment: {comment}"
# Set change handlers
for field in fields:
field.on_change = update_result
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
# Let focus manager handle the key first
if not focus_manager.handle_key(key):
# Handle focus switching
if key == "Tab":
focus_manager.focus_next()
elif key == "Escape":
print("Demo terminated by user")
sys.exit(0)
mcrfpy.keypressScene("text_input_demo", handle_keys)
# Set the scene
mcrfpy.setScene("text_input_demo")
# Schedule the automated test
mcrfpy.setTimer("test", test_text_input, 500) # Run test after 500ms
if __name__ == "__main__":
create_demo()

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#!/usr/bin/env python3
"""
Standalone Text Input Widget System for McRogueFace
Complete implementation with demo and automated test
"""
import mcrfpy
import sys
class FocusManager:
"""Manages focus state across multiple widgets"""
def __init__(self):
self.widgets = []
self.focused_widget = None
self.focus_index = -1
def register(self, widget):
"""Register a widget with the focus manager"""
self.widgets.append(widget)
if self.focused_widget is None:
self.focus(widget)
def focus(self, widget):
"""Set focus to a specific widget"""
if self.focused_widget:
self.focused_widget.on_blur()
self.focused_widget = widget
self.focus_index = self.widgets.index(widget) if widget in self.widgets else -1
if widget:
widget.on_focus()
def focus_next(self):
"""Focus the next widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index + 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def handle_key(self, key):
"""Route key events to focused widget. Returns True if handled."""
if self.focused_widget:
return self.focused_widget.handle_key(key)
return False
class TextInput:
"""A text input widget with cursor support"""
def __init__(self, x, y, width, label="", font_size=16):
self.x = x
self.y = y
self.width = width
self.label = label
self.font_size = font_size
# Text state
self.text = ""
self.cursor_pos = 0
# Visual state
self.focused = False
# Create UI elements
self._create_ui()
def _create_ui(self):
"""Create the visual components"""
# Background frame
self.frame = mcrfpy.Frame(self.x, self.y, self.width, self.font_size + 8)
self.frame.outline = 2
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
# Label (if provided)
if self.label:
self.label_text = mcrfpy.Caption(
self.x - 5,
self.y - self.font_size - 5,
self.label
)
self.label_text.color = (255, 255, 255, 255)
# Text display
self.text_display = mcrfpy.Caption(
self.x + 4,
self.y + 4,
""
)
self.text_display.color = (0, 0, 0, 255)
# Cursor (using a thin frame)
self.cursor = mcrfpy.Frame(
self.x + 4,
self.y + 4,
2,
self.font_size
)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x, y, button):
"""Handle mouse clicks on the input field"""
if button == 1: # Left click
if hasattr(self, '_focus_manager'):
self._focus_manager.focus(self)
def on_focus(self):
"""Called when this widget receives focus"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor_position()
def on_blur(self):
"""Called when this widget loses focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key):
"""Handle keyboard input. Returns True if key was handled."""
if not self.focused:
return False
handled = True
# Special keys
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif key == "Tab":
handled = False # Let focus manager handle
elif len(key) == 1 and key.isprintable():
# Regular character input
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
handled = False
# Update display
self._update_display()
return handled
def _update_display(self):
"""Update the text display and cursor position"""
self.text_display.text = self.text
self._update_cursor_position()
def _update_cursor_position(self):
"""Update cursor visual position based on text position"""
if not self.focused:
return
# Simple character width estimation (monospace assumption)
char_width = self.font_size * 0.6
cursor_x = self.x + 4 + int(self.cursor_pos * char_width)
self.cursor.x = cursor_x
def get_text(self):
"""Get the current text content"""
return self.text
def add_to_scene(self, scene):
"""Add all components to a scene"""
scene.append(self.frame)
if hasattr(self, 'label_text'):
scene.append(self.label_text)
scene.append(self.text_display)
scene.append(self.cursor)
def run_automated_test(timer_name):
"""Automated test that demonstrates the text input functionality"""
print("\n=== Running Text Input Widget Test ===")
# Take initial screenshot
if hasattr(mcrfpy, 'automation'):
mcrfpy.automation.screenshot("text_input_test_1_initial.png")
print("Screenshot 1: Initial state saved")
# Simulate some typing
print("Simulating keyboard input...")
# The scene's keyboard handler will process these
test_sequence = [
("H", "Typing 'H'"),
("e", "Typing 'e'"),
("l", "Typing 'l'"),
("l", "Typing 'l'"),
("o", "Typing 'o'"),
("Tab", "Switching to next field"),
("T", "Typing 'T'"),
("e", "Typing 'e'"),
("s", "Typing 's'"),
("t", "Typing 't'"),
("Tab", "Switching to comment field"),
("W", "Typing 'W'"),
("o", "Typing 'o'"),
("r", "Typing 'r'"),
("k", "Typing 'k'"),
("s", "Typing 's'"),
("!", "Typing '!'"),
]
# Process each key
for key, desc in test_sequence:
print(f" - {desc}")
# Trigger the scene's keyboard handler
if hasattr(mcrfpy, '_scene_key_handler'):
mcrfpy._scene_key_handler("text_input_demo", key)
# Take final screenshot
if hasattr(mcrfpy, 'automation'):
mcrfpy.automation.screenshot("text_input_test_2_filled.png")
print("Screenshot 2: Filled state saved")
print("\n=== Text Input Test Complete! ===")
print("The text input widget system is working correctly.")
print("Features demonstrated:")
print(" - Focus management (blue outline on focused field)")
print(" - Text entry with cursor")
print(" - Tab navigation between fields")
print(" - Visual feedback")
# Exit successfully
sys.exit(0)
def create_demo():
"""Create the demo scene"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget System")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
info = mcrfpy.Caption(10, 50, "Click to focus | Tab to switch fields | Type to enter text")
info.color = (200, 200, 200, 255)
scene.append(info)
# Create focus manager
focus_manager = FocusManager()
# Create text inputs
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
name_input.add_to_scene(scene)
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
email_input.add_to_scene(scene)
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
comment_input.add_to_scene(scene)
# Status display
status = mcrfpy.Caption(50, 320, "Ready for input...")
status.color = (150, 255, 150, 255)
scene.append(status)
# Store references for the keyboard handler
widgets = [name_input, email_input, comment_input]
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
if not focus_manager.handle_key(key):
if key == "Tab":
focus_manager.focus_next()
# Update status
texts = [w.get_text() for w in widgets]
status.text = f"Name: '{texts[0]}' | Email: '{texts[1]}' | Comment: '{texts[2]}'"
# Store handler reference for test
mcrfpy._scene_key_handler = handle_keys
mcrfpy.keypressScene("text_input_demo", handle_keys)
mcrfpy.setScene("text_input_demo")
# Schedule automated test
mcrfpy.setTimer("test", run_automated_test, 1000) # Run after 1 second
if __name__ == "__main__":
print("Starting Text Input Widget Demo...")
create_demo()

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#!/usr/bin/env python3
"""
Text Input Widget System for McRogueFace
A pure Python implementation of focusable text input fields
"""
import mcrfpy
import sys
from dataclasses import dataclass
from typing import Optional, List, Callable
class FocusManager:
"""Manages focus state across multiple widgets"""
def __init__(self):
self.widgets: List['TextInput'] = []
self.focused_widget: Optional['TextInput'] = None
self.focus_index: int = -1
def register(self, widget: 'TextInput'):
"""Register a widget with the focus manager"""
self.widgets.append(widget)
if self.focused_widget is None:
self.focus(widget)
def focus(self, widget: 'TextInput'):
"""Set focus to a specific widget"""
if self.focused_widget:
self.focused_widget.on_blur()
self.focused_widget = widget
self.focus_index = self.widgets.index(widget) if widget in self.widgets else -1
if widget:
widget.on_focus()
def focus_next(self):
"""Focus the next widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index + 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def focus_prev(self):
"""Focus the previous widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index - 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def handle_key(self, key: str) -> bool:
"""Route key events to focused widget. Returns True if handled."""
if self.focused_widget:
return self.focused_widget.handle_key(key)
return False
class TextInput:
"""A text input widget with cursor and selection support"""
def __init__(self, x: int, y: int, width: int = 200, label: str = "",
font_size: int = 16, on_change: Optional[Callable] = None):
self.x = x
self.y = y
self.width = width
self.label = label
self.font_size = font_size
self.on_change = on_change
# Text state
self.text = ""
self.cursor_pos = 0
self.selection_start = -1
self.selection_end = -1
# Visual state
self.focused = False
self.cursor_visible = True
self.cursor_blink_timer = 0
# Create UI elements
self._create_ui()
def _create_ui(self):
"""Create the visual components"""
# Background frame
self.frame = mcrfpy.Frame(self.x, self.y, self.width, self.font_size + 8)
self.frame.outline = 2
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
# Label (if provided)
if self.label:
self.label_text = mcrfpy.Caption(
self.x - 5,
self.y - self.font_size - 5,
self.label
)
self.label_text.color = (255, 255, 255, 255)
# Text display
self.text_display = mcrfpy.Caption(
self.x + 4,
self.y + 4,
""
)
self.text_display.color = (0, 0, 0, 255)
# Cursor (using a thin frame)
self.cursor = mcrfpy.Frame(
self.x + 4,
self.y + 4,
2,
self.font_size
)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x: int, y: int, button: int):
"""Handle mouse clicks on the input field"""
if button == 1: # Left click
# Request focus through the focus manager
if hasattr(self, '_focus_manager'):
self._focus_manager.focus(self)
def on_focus(self):
"""Called when this widget receives focus"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor_position()
def on_blur(self):
"""Called when this widget loses focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key: str) -> bool:
"""Handle keyboard input. Returns True if key was handled."""
if not self.focused:
return False
handled = True
old_text = self.text
# Special keys
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif key == "Return":
handled = False # Let parent handle submit
elif key == "Tab":
handled = False # Let focus manager handle
elif len(key) == 1 and key.isprintable():
# Regular character input
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
handled = False
# Update display
if old_text != self.text:
self._update_display()
if self.on_change:
self.on_change(self.text)
else:
self._update_cursor_position()
return handled
def _update_display(self):
"""Update the text display and cursor position"""
self.text_display.text = self.text
self._update_cursor_position()
def _update_cursor_position(self):
"""Update cursor visual position based on text position"""
if not self.focused:
return
# Simple character width estimation (monospace assumption)
char_width = self.font_size * 0.6
cursor_x = self.x + 4 + int(self.cursor_pos * char_width)
self.cursor.x = cursor_x
def set_text(self, text: str):
"""Set the text content"""
self.text = text
self.cursor_pos = len(text)
self._update_display()
def get_text(self) -> str:
"""Get the current text content"""
return self.text
# Demo application
def create_demo():
"""Create a demo scene with multiple text input fields"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget Demo")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
instructions = mcrfpy.Caption(10, 50, "Click to focus, Tab to switch fields, Type to enter text")
instructions.color = (200, 200, 200, 255)
scene.append(instructions)
# Create focus manager
focus_manager = FocusManager()
# Create text input fields
fields = []
# Name field
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
scene.append(name_input.frame)
if hasattr(name_input, 'label_text'):
scene.append(name_input.label_text)
scene.append(name_input.text_display)
scene.append(name_input.cursor)
fields.append(name_input)
# Email field
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
scene.append(email_input.frame)
if hasattr(email_input, 'label_text'):
scene.append(email_input.label_text)
scene.append(email_input.text_display)
scene.append(email_input.cursor)
fields.append(email_input)
# Comment field
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
scene.append(comment_input.frame)
if hasattr(comment_input, 'label_text'):
scene.append(comment_input.label_text)
scene.append(comment_input.text_display)
scene.append(comment_input.cursor)
fields.append(comment_input)
# Result display
result_text = mcrfpy.Caption(50, 320, "Type in the fields above...")
result_text.color = (150, 255, 150, 255)
scene.append(result_text)
def update_result(*args):
"""Update the result display with current field values"""
name = fields[0].get_text()
email = fields[1].get_text()
comment = fields[2].get_text()
result_text.text = f"Name: {name} | Email: {email} | Comment: {comment}"
# Set change handlers
for field in fields:
field.on_change = update_result
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
# Let focus manager handle the key first
if not focus_manager.handle_key(key):
# Handle focus switching
if key == "Tab":
focus_manager.focus_next()
elif key == "Escape":
print("Demo complete!")
sys.exit(0)
mcrfpy.keypressScene("text_input_demo", handle_keys)
# Set the scene
mcrfpy.setScene("text_input_demo")
# Add a timer for cursor blinking (optional enhancement)
def blink_cursor(timer_name):
"""Blink the cursor for the focused widget"""
if focus_manager.focused_widget and focus_manager.focused_widget.focused:
cursor = focus_manager.focused_widget.cursor
cursor.visible = not cursor.visible
mcrfpy.setTimer("cursor_blink", blink_cursor, 500) # Blink every 500ms
if __name__ == "__main__":
create_demo()

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#!/usr/bin/env python3
"""
A* vs Dijkstra Visual Comparison
=================================
Shows the difference between A* (single target) and Dijkstra (multi-target).
"""
import mcrfpy
import sys
# Colors
WALL_COLOR = mcrfpy.Color(40, 20, 20)
FLOOR_COLOR = mcrfpy.Color(60, 60, 80)
ASTAR_COLOR = mcrfpy.Color(0, 255, 0) # Green for A*
DIJKSTRA_COLOR = mcrfpy.Color(0, 150, 255) # Blue for Dijkstra
START_COLOR = mcrfpy.Color(255, 100, 100) # Red for start
END_COLOR = mcrfpy.Color(255, 255, 100) # Yellow for end
# Global state
grid = None
mode = "ASTAR"
start_pos = (5, 10)
end_pos = (27, 10) # Changed from 25 to 27 to avoid the wall
def create_map():
"""Create a map with obstacles to show pathfinding differences"""
global grid
mcrfpy.createScene("pathfinding_comparison")
# Create grid
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Initialize all as floor
for y in range(20):
for x in range(30):
grid.at(x, y).walkable = True
grid.at(x, y).color = FLOOR_COLOR
# Create obstacles that make A* and Dijkstra differ
obstacles = [
# Vertical wall with gaps
[(15, y) for y in range(3, 17) if y not in [8, 12]],
# Horizontal walls
[(x, 5) for x in range(10, 20)],
[(x, 15) for x in range(10, 20)],
# Maze-like structure
[(x, 10) for x in range(20, 25)],
[(25, y) for y in range(5, 15)],
]
for obstacle_group in obstacles:
for x, y in obstacle_group:
grid.at(x, y).walkable = False
grid.at(x, y).color = WALL_COLOR
# Mark start and end
grid.at(start_pos[0], start_pos[1]).color = START_COLOR
grid.at(end_pos[0], end_pos[1]).color = END_COLOR
def clear_paths():
"""Clear path highlighting"""
for y in range(20):
for x in range(30):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
# Restore start and end colors
grid.at(start_pos[0], start_pos[1]).color = START_COLOR
grid.at(end_pos[0], end_pos[1]).color = END_COLOR
def show_astar():
"""Show A* path"""
clear_paths()
# Compute A* path
path = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
# Color the path
for i, (x, y) in enumerate(path):
if (x, y) != start_pos and (x, y) != end_pos:
grid.at(x, y).color = ASTAR_COLOR
status_text.text = f"A* Path: {len(path)} steps (optimized for single target)"
status_text.fill_color = ASTAR_COLOR
def show_dijkstra():
"""Show Dijkstra exploration"""
clear_paths()
# Compute Dijkstra from start
grid.compute_dijkstra(start_pos[0], start_pos[1])
# Color cells by distance (showing exploration)
max_dist = 40.0
for y in range(20):
for x in range(30):
if grid.at(x, y).walkable:
dist = grid.get_dijkstra_distance(x, y)
if dist is not None and dist < max_dist:
# Color based on distance
intensity = int(255 * (1 - dist / max_dist))
grid.at(x, y).color = mcrfpy.Color(0, intensity // 2, intensity)
# Get the actual path
path = grid.get_dijkstra_path(end_pos[0], end_pos[1])
# Highlight the actual path more brightly
for x, y in path:
if (x, y) != start_pos and (x, y) != end_pos:
grid.at(x, y).color = DIJKSTRA_COLOR
# Restore start and end
grid.at(start_pos[0], start_pos[1]).color = START_COLOR
grid.at(end_pos[0], end_pos[1]).color = END_COLOR
status_text.text = f"Dijkstra: {len(path)} steps (explores all directions)"
status_text.fill_color = DIJKSTRA_COLOR
def show_both():
"""Show both paths overlaid"""
clear_paths()
# Get both paths
astar_path = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
grid.compute_dijkstra(start_pos[0], start_pos[1])
dijkstra_path = grid.get_dijkstra_path(end_pos[0], end_pos[1])
print(astar_path, dijkstra_path)
# Color Dijkstra path first (blue)
for x, y in dijkstra_path:
if (x, y) != start_pos and (x, y) != end_pos:
grid.at(x, y).color = DIJKSTRA_COLOR
# Then A* path (green) - will overwrite shared cells
for x, y in astar_path:
if (x, y) != start_pos and (x, y) != end_pos:
grid.at(x, y).color = ASTAR_COLOR
# Mark differences
different_cells = []
for cell in dijkstra_path:
if cell not in astar_path:
different_cells.append(cell)
status_text.text = f"Both paths: A*={len(astar_path)} steps, Dijkstra={len(dijkstra_path)} steps"
if different_cells:
info_text.text = f"Paths differ at {len(different_cells)} cells"
else:
info_text.text = "Paths are identical"
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global mode
if state == "end": return
print(key_str)
if key_str == "Esc" or key_str == "Q":
print("\nExiting...")
sys.exit(0)
elif key_str == "A" or key_str == "1":
mode = "ASTAR"
show_astar()
elif key_str == "D" or key_str == "2":
mode = "DIJKSTRA"
show_dijkstra()
elif key_str == "B" or key_str == "3":
mode = "BOTH"
show_both()
elif key_str == "Space":
# Refresh current mode
if mode == "ASTAR":
show_astar()
elif mode == "DIJKSTRA":
show_dijkstra()
else:
show_both()
# Create the demo
print("A* vs Dijkstra Pathfinding Comparison")
print("=====================================")
print("Controls:")
print(" A or 1 - Show A* path (green)")
print(" D or 2 - Show Dijkstra (blue gradient)")
print(" B or 3 - Show both paths")
print(" Q/ESC - Quit")
print()
print("A* is optimized for single-target pathfinding")
print("Dijkstra explores in all directions (good for multiple targets)")
create_map()
# Set up UI
ui = mcrfpy.sceneUI("pathfinding_comparison")
ui.append(grid)
# Scale and position
grid.size = (600, 400) # 30*20, 20*20
grid.position = (100, 100)
# Add title
title = mcrfpy.Caption("A* vs Dijkstra Pathfinding", 250, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status
status_text = mcrfpy.Caption("Press A for A*, D for Dijkstra, B for Both", 100, 60)
status_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status_text)
# Add info
info_text = mcrfpy.Caption("", 100, 520)
info_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info_text)
# Add legend
legend1 = mcrfpy.Caption("Red=Start, Yellow=End, Green=A*, Blue=Dijkstra", 100, 540)
legend1.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend1)
legend2 = mcrfpy.Caption("Dark=Walls, Light=Floor", 100, 560)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Set scene and input
mcrfpy.setScene("pathfinding_comparison")
mcrfpy.keypressScene(handle_keypress)
# Show initial A* path
show_astar()
print("\nDemo ready!")

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#!/usr/bin/env python3
"""Debug visibility crash"""
import mcrfpy
import sys
print("Debug visibility...")
# Create scene and grid
mcrfpy.createScene("debug")
grid = mcrfpy.Grid(grid_x=5, grid_y=5)
# Initialize grid
print("Initializing grid...")
for y in range(5):
for x in range(5):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
# Create entity
print("Creating entity...")
entity = mcrfpy.Entity(2, 2)
entity.sprite_index = 64
grid.entities.append(entity)
print(f"Entity at ({entity.x}, {entity.y})")
# Check gridstate
print(f"\nGridstate length: {len(entity.gridstate)}")
print(f"Expected: {5 * 5}")
# Try to access gridstate
print("\nChecking gridstate access...")
try:
if len(entity.gridstate) > 0:
state = entity.gridstate[0]
print(f"First state: visible={state.visible}, discovered={state.discovered}")
except Exception as e:
print(f"Error accessing gridstate: {e}")
# Try update_visibility
print("\nTrying update_visibility...")
try:
entity.update_visibility()
print("update_visibility succeeded")
except Exception as e:
print(f"Error in update_visibility: {e}")
# Try perspective
print("\nTesting perspective...")
print(f"Initial perspective: {grid.perspective}")
try:
grid.perspective = 0
print(f"Set perspective to 0: {grid.perspective}")
except Exception as e:
print(f"Error setting perspective: {e}")
print("\nTest complete")
sys.exit(0)

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#!/usr/bin/env python3
"""
Dijkstra Demo - Shows ALL Path Combinations (Including Invalid)
===============================================================
Cycles through every possible entity pair to demonstrate both
valid paths and properly handled invalid paths (empty lists).
"""
import mcrfpy
import sys
# High contrast colors
WALL_COLOR = mcrfpy.Color(40, 20, 20) # Very dark red/brown
FLOOR_COLOR = mcrfpy.Color(60, 60, 80) # Dark blue-gray
PATH_COLOR = mcrfpy.Color(0, 255, 0) # Bright green
START_COLOR = mcrfpy.Color(255, 100, 100) # Light red
END_COLOR = mcrfpy.Color(100, 100, 255) # Light blue
NO_PATH_COLOR = mcrfpy.Color(255, 0, 0) # Pure red for unreachable
# Global state
grid = None
entities = []
current_combo_index = 0
all_combinations = [] # All possible pairs
current_path = []
def create_map():
"""Create the map with entities"""
global grid, entities, all_combinations
mcrfpy.createScene("dijkstra_all")
# Create grid
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Map layout - Entity 1 is intentionally trapped!
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2 - Entity 1 TRAPPED at (10,2)
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4 - Entity 2 at (6,4)
"E.W...........", # Row 5 - Entity 3 at (0,5)
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
cell.walkable = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.color = FLOOR_COLOR
if char == 'E':
entity_positions.append((x, y))
# Create entities
entities = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
print("Map Analysis:")
print("=============")
for i, (x, y) in enumerate(entity_positions):
print(f"Entity {i+1} at ({x}, {y})")
# Generate ALL combinations (including invalid ones)
all_combinations = []
for i in range(len(entities)):
for j in range(len(entities)):
if i != j: # Skip self-paths
all_combinations.append((i, j))
print(f"\nTotal path combinations to test: {len(all_combinations)}")
def clear_path_colors():
"""Reset all floor tiles to original color"""
global current_path
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
current_path = []
def show_combination(index):
"""Show a specific path combination (valid or invalid)"""
global current_combo_index, current_path
current_combo_index = index % len(all_combinations)
from_idx, to_idx = all_combinations[current_combo_index]
# Clear previous path
clear_path_colors()
# Get entities
e_from = entities[from_idx]
e_to = entities[to_idx]
# Calculate path
path = e_from.path_to(int(e_to.x), int(e_to.y))
current_path = path if path else []
# Always color start and end positions
grid.at(int(e_from.x), int(e_from.y)).color = START_COLOR
grid.at(int(e_to.x), int(e_to.y)).color = NO_PATH_COLOR if not path else END_COLOR
# Color the path if it exists
if path:
# Color intermediate steps
for i, (x, y) in enumerate(path):
if i > 0 and i < len(path) - 1:
grid.at(x, y).color = PATH_COLOR
status_text.text = f"Path {current_combo_index + 1}/{len(all_combinations)}: Entity {from_idx+1} → Entity {to_idx+1} = {len(path)} steps"
status_text.fill_color = mcrfpy.Color(100, 255, 100) # Green for valid
# Show path steps
path_display = []
for i, (x, y) in enumerate(path[:5]):
path_display.append(f"({x},{y})")
if len(path) > 5:
path_display.append("...")
path_text.text = "Path: " + "".join(path_display)
else:
status_text.text = f"Path {current_combo_index + 1}/{len(all_combinations)}: Entity {from_idx+1} → Entity {to_idx+1} = NO PATH!"
status_text.fill_color = mcrfpy.Color(255, 100, 100) # Red for invalid
path_text.text = "Path: [] (No valid path exists)"
# Update info
info_text.text = f"From: Entity {from_idx+1} at ({int(e_from.x)}, {int(e_from.y)}) | To: Entity {to_idx+1} at ({int(e_to.x)}, {int(e_to.y)})"
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global current_combo_index
if state == "end": return
if key_str == "Esc" or key_str == "Q":
print("\nExiting...")
sys.exit(0)
elif key_str == "Space" or key_str == "N":
show_combination(current_combo_index + 1)
elif key_str == "P":
show_combination(current_combo_index - 1)
elif key_str == "R":
show_combination(current_combo_index)
elif key_str in "123456":
combo_num = int(key_str) - 1 # 0-based index
if combo_num < len(all_combinations):
show_combination(combo_num)
# Create the demo
print("Dijkstra All Paths Demo")
print("=======================")
print("Shows ALL path combinations including invalid ones")
print("Entity 1 is trapped - paths to/from it will be empty!")
print()
create_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_all")
ui.append(grid)
# Scale and position
grid.size = (560, 400)
grid.position = (120, 100)
# Add title
title = mcrfpy.Caption("Dijkstra - All Paths (Valid & Invalid)", 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status (will change color based on validity)
status_text = mcrfpy.Caption("Ready", 120, 60)
status_text.fill_color = mcrfpy.Color(255, 255, 100)
ui.append(status_text)
# Add info
info_text = mcrfpy.Caption("", 120, 80)
info_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info_text)
# Add path display
path_text = mcrfpy.Caption("Path: None", 120, 520)
path_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(path_text)
# Add controls
controls = mcrfpy.Caption("SPACE/N=Next, P=Previous, 1-6=Jump to path, Q=Quit", 120, 540)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
# Add legend
legend = mcrfpy.Caption("Red Start→Blue End (valid) | Red Start→Red End (invalid)", 120, 560)
legend.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend)
# Expected results info
expected = mcrfpy.Caption("Entity 1 is trapped: paths 1→2, 1→3, 2→1, 3→1 will fail", 120, 580)
expected.fill_color = mcrfpy.Color(255, 150, 150)
ui.append(expected)
# Set scene first, then set up input handler
mcrfpy.setScene("dijkstra_all")
mcrfpy.keypressScene(handle_keypress)
# Show first combination
show_combination(0)
print("\nDemo ready!")
print("Expected results:")
print(" Path 1: Entity 1→2 = NO PATH (Entity 1 is trapped)")
print(" Path 2: Entity 1→3 = NO PATH (Entity 1 is trapped)")
print(" Path 3: Entity 2→1 = NO PATH (Entity 1 is trapped)")
print(" Path 4: Entity 2→3 = Valid path")
print(" Path 5: Entity 3→1 = NO PATH (Entity 1 is trapped)")
print(" Path 6: Entity 3→2 = Valid path")

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#!/usr/bin/env python3
"""
Dijkstra Demo - Cycles Through Different Path Combinations
==========================================================
Shows paths between different entity pairs, skipping impossible paths.
"""
import mcrfpy
import sys
# High contrast colors
WALL_COLOR = mcrfpy.Color(40, 20, 20) # Very dark red/brown
FLOOR_COLOR = mcrfpy.Color(60, 60, 80) # Dark blue-gray
PATH_COLOR = mcrfpy.Color(0, 255, 0) # Bright green
START_COLOR = mcrfpy.Color(255, 100, 100) # Light red
END_COLOR = mcrfpy.Color(100, 100, 255) # Light blue
# Global state
grid = None
entities = []
current_path_index = 0
path_combinations = []
current_path = []
def create_map():
"""Create the map with entities"""
global grid, entities
mcrfpy.createScene("dijkstra_cycle")
# Create grid
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Map layout
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2 - Entity 1 at (10,2) is TRAPPED!
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4 - Entity 2 at (6,4)
"E.W...........", # Row 5 - Entity 3 at (0,5)
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
cell.walkable = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.color = FLOOR_COLOR
if char == 'E':
entity_positions.append((x, y))
# Create entities
entities = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
print("Entities created:")
for i, (x, y) in enumerate(entity_positions):
print(f" Entity {i+1} at ({x}, {y})")
# Check which entity is trapped
print("\nChecking accessibility:")
for i, e in enumerate(entities):
# Try to path to each other entity
can_reach = []
for j, other in enumerate(entities):
if i != j:
path = e.path_to(int(other.x), int(other.y))
if path:
can_reach.append(j+1)
if not can_reach:
print(f" Entity {i+1} at ({int(e.x)}, {int(e.y)}) is TRAPPED!")
else:
print(f" Entity {i+1} can reach entities: {can_reach}")
# Generate valid path combinations (excluding trapped entity)
global path_combinations
path_combinations = []
# Only paths between entities 2 and 3 (indices 1 and 2) will work
# since entity 1 (index 0) is trapped
if len(entities) >= 3:
# Entity 2 to Entity 3
path = entities[1].path_to(int(entities[2].x), int(entities[2].y))
if path:
path_combinations.append((1, 2, path))
# Entity 3 to Entity 2
path = entities[2].path_to(int(entities[1].x), int(entities[1].y))
if path:
path_combinations.append((2, 1, path))
print(f"\nFound {len(path_combinations)} valid paths")
def clear_path_colors():
"""Reset all floor tiles to original color"""
global current_path
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
current_path = []
def show_path(index):
"""Show a specific path combination"""
global current_path_index, current_path
if not path_combinations:
status_text.text = "No valid paths available (Entity 1 is trapped!)"
return
current_path_index = index % len(path_combinations)
from_idx, to_idx, path = path_combinations[current_path_index]
# Clear previous path
clear_path_colors()
# Get entities
e_from = entities[from_idx]
e_to = entities[to_idx]
# Color the path
current_path = path
if path:
# Color start and end
grid.at(int(e_from.x), int(e_from.y)).color = START_COLOR
grid.at(int(e_to.x), int(e_to.y)).color = END_COLOR
# Color intermediate steps
for i, (x, y) in enumerate(path):
if i > 0 and i < len(path) - 1:
grid.at(x, y).color = PATH_COLOR
# Update status
status_text.text = f"Path {current_path_index + 1}/{len(path_combinations)}: Entity {from_idx+1} → Entity {to_idx+1} ({len(path)} steps)"
# Update path display
path_display = []
for i, (x, y) in enumerate(path[:5]): # Show first 5 steps
path_display.append(f"({x},{y})")
if len(path) > 5:
path_display.append("...")
path_text.text = "Path: " + "".join(path_display) if path_display else "Path: None"
def handle_keypress(key_str, state):
"""Handle keyboard input"""
global current_path_index
if state == "end": return
if key_str == "Esc":
print("\nExiting...")
sys.exit(0)
elif key_str == "N" or key_str == "Space":
show_path(current_path_index + 1)
elif key_str == "P":
show_path(current_path_index - 1)
elif key_str == "R":
show_path(current_path_index)
# Create the demo
print("Dijkstra Path Cycling Demo")
print("==========================")
print("Note: Entity 1 is trapped by walls!")
print()
create_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_cycle")
ui.append(grid)
# Scale and position
grid.size = (560, 400)
grid.position = (120, 100)
# Add title
title = mcrfpy.Caption("Dijkstra Pathfinding - Cycle Paths", 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status
status_text = mcrfpy.Caption("Press SPACE to cycle paths", 120, 60)
status_text.fill_color = mcrfpy.Color(255, 255, 100)
ui.append(status_text)
# Add path display
path_text = mcrfpy.Caption("Path: None", 120, 520)
path_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(path_text)
# Add controls
controls = mcrfpy.Caption("SPACE/N=Next, P=Previous, R=Refresh, Q=Quit", 120, 540)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
# Add legend
legend = mcrfpy.Caption("Red=Start, Blue=End, Green=Path, Dark=Wall", 120, 560)
legend.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend)
# Show first valid path
mcrfpy.setScene("dijkstra_cycle")
mcrfpy.keypressScene(handle_keypress)
# Display initial path
if path_combinations:
show_path(0)
else:
status_text.text = "No valid paths! Entity 1 is trapped!"
print("\nDemo ready!")
print("Controls:")
print(" SPACE or N - Next path")
print(" P - Previous path")
print(" R - Refresh current path")
print(" Q - Quit")

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#!/usr/bin/env python3
"""
Debug version of Dijkstra pathfinding to diagnose visualization issues
"""
import mcrfpy
import sys
# Colors
WALL_COLOR = mcrfpy.Color(60, 30, 30)
FLOOR_COLOR = mcrfpy.Color(200, 200, 220)
PATH_COLOR = mcrfpy.Color(200, 250, 220)
ENTITY_COLORS = [
mcrfpy.Color(255, 100, 100), # Entity 1 - Red
mcrfpy.Color(100, 255, 100), # Entity 2 - Green
mcrfpy.Color(100, 100, 255), # Entity 3 - Blue
]
# Global state
grid = None
entities = []
first_point = None
second_point = None
def create_simple_map():
"""Create a simple test map"""
global grid, entities
mcrfpy.createScene("dijkstra_debug")
# Small grid for easy debugging
grid = mcrfpy.Grid(grid_x=10, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
print("Initializing 10x10 grid...")
# Initialize all as floor
for y in range(10):
for x in range(10):
grid.at(x, y).walkable = True
grid.at(x, y).transparent = True
grid.at(x, y).color = FLOOR_COLOR
# Add a simple wall
print("Adding walls at:")
walls = [(5, 2), (5, 3), (5, 4), (5, 5), (5, 6)]
for x, y in walls:
print(f" Wall at ({x}, {y})")
grid.at(x, y).walkable = False
grid.at(x, y).color = WALL_COLOR
# Create 3 entities
entity_positions = [(2, 5), (8, 5), (5, 8)]
entities = []
print("\nCreating entities at:")
for i, (x, y) in enumerate(entity_positions):
print(f" Entity {i+1} at ({x}, {y})")
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
return grid
def test_path_highlighting():
"""Test path highlighting with debug output"""
print("\n" + "="*50)
print("Testing path highlighting...")
# Select first two entities
e1 = entities[0]
e2 = entities[1]
print(f"\nEntity 1 position: ({e1.x}, {e1.y})")
print(f"Entity 2 position: ({e2.x}, {e2.y})")
# Use entity.path_to()
print("\nCalling entity.path_to()...")
path = e1.path_to(int(e2.x), int(e2.y))
print(f"Path returned: {path}")
print(f"Path length: {len(path)} steps")
if path:
print("\nHighlighting path cells:")
for i, (x, y) in enumerate(path):
print(f" Step {i}: ({x}, {y})")
# Get current color for debugging
cell = grid.at(x, y)
old_color = (cell.color.r, cell.color.g, cell.color.b)
# Set new color
cell.color = PATH_COLOR
new_color = (cell.color.r, cell.color.g, cell.color.b)
print(f" Color changed from {old_color} to {new_color}")
print(f" Walkable: {cell.walkable}")
# Also test grid's Dijkstra methods
print("\n" + "-"*30)
print("Testing grid Dijkstra methods...")
grid.compute_dijkstra(int(e1.x), int(e1.y))
grid_path = grid.get_dijkstra_path(int(e2.x), int(e2.y))
distance = grid.get_dijkstra_distance(int(e2.x), int(e2.y))
print(f"Grid path: {grid_path}")
print(f"Grid distance: {distance}")
# Verify colors were set
print("\nVerifying cell colors after highlighting:")
for x, y in path[:3]: # Check first 3 cells
cell = grid.at(x, y)
color = (cell.color.r, cell.color.g, cell.color.b)
expected = (PATH_COLOR.r, PATH_COLOR.g, PATH_COLOR.b)
match = color == expected
print(f" Cell ({x}, {y}): color={color}, expected={expected}, match={match}")
def handle_keypress(scene_name, keycode):
"""Simple keypress handler"""
if keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting debug...")
sys.exit(0)
elif keycode == 32: # Space
print("\nSpace pressed - retesting path highlighting...")
test_path_highlighting()
# Create the map
print("Dijkstra Debug Test")
print("===================")
grid = create_simple_map()
# Initial path test
test_path_highlighting()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_debug")
ui.append(grid)
# Position and scale
grid.position = (50, 50)
grid.size = (400, 400) # 10*40
# Add title
title = mcrfpy.Caption("Dijkstra Debug - Press SPACE to retest, Q to quit", 50, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add debug info
info = mcrfpy.Caption("Check console for debug output", 50, 470)
info.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info)
# Set up scene
mcrfpy.keypressScene(handle_keypress)
mcrfpy.setScene("dijkstra_debug")
print("\nScene ready. The path should be highlighted in cyan.")
print("If you don't see the path, there may be a rendering issue.")
print("Press SPACE to retest, Q to quit.")

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#!/usr/bin/env python3
"""
Dijkstra Pathfinding Interactive Demo
=====================================
Interactive visualization showing Dijkstra pathfinding between entities.
Controls:
- Press 1/2/3 to select the first entity
- Press A/B/C to select the second entity
- Space to clear selection
- Q or ESC to quit
The path between selected entities is automatically highlighted.
"""
import mcrfpy
import sys
# Colors - using more distinct values
WALL_COLOR = mcrfpy.Color(60, 30, 30)
FLOOR_COLOR = mcrfpy.Color(100, 100, 120) # Darker floor for better contrast
PATH_COLOR = mcrfpy.Color(50, 255, 50) # Bright green for path
ENTITY_COLORS = [
mcrfpy.Color(255, 100, 100), # Entity 1 - Red
mcrfpy.Color(100, 255, 100), # Entity 2 - Green
mcrfpy.Color(100, 100, 255), # Entity 3 - Blue
]
# Global state
grid = None
entities = []
first_point = None
second_point = None
def create_map():
"""Create the interactive map with the layout specified by the user"""
global grid, entities
mcrfpy.createScene("dijkstra_interactive")
# Create grid - 14x10 as specified
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Define the map layout from user's specification
# . = floor, W = wall, E = entity position
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4
"E.W...........", # Row 5
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
# Wall
cell.walkable = False
cell.transparent = False
cell.color = WALL_COLOR
else:
# Floor
cell.walkable = True
cell.transparent = True
cell.color = FLOOR_COLOR
if char == 'E':
# Entity position
entity_positions.append((x, y))
# Create entities at marked positions
entities = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
return grid
def clear_path_highlight():
"""Clear any existing path highlighting"""
# Reset all floor tiles to original color
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
def highlight_path():
"""Highlight the path between selected entities"""
if first_point is None or second_point is None:
return
# Clear previous highlighting
clear_path_highlight()
# Get entities
entity1 = entities[first_point]
entity2 = entities[second_point]
# Compute Dijkstra from first entity
grid.compute_dijkstra(int(entity1.x), int(entity1.y))
# Get path to second entity
path = grid.get_dijkstra_path(int(entity2.x), int(entity2.y))
if path:
# Highlight the path
for x, y in path:
cell = grid.at(x, y)
if cell.walkable:
cell.color = PATH_COLOR
# Also highlight start and end with entity colors
grid.at(int(entity1.x), int(entity1.y)).color = ENTITY_COLORS[first_point]
grid.at(int(entity2.x), int(entity2.y)).color = ENTITY_COLORS[second_point]
# Update info
distance = grid.get_dijkstra_distance(int(entity2.x), int(entity2.y))
info_text.text = f"Path: Entity {first_point+1} to Entity {second_point+1} - {len(path)} steps, {distance:.1f} units"
else:
info_text.text = f"No path between Entity {first_point+1} and Entity {second_point+1}"
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
global first_point, second_point
# Number keys for first entity
if keycode == 49: # '1'
first_point = 0
status_text.text = f"First: Entity 1 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 50: # '2'
first_point = 1
status_text.text = f"First: Entity 2 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 51: # '3'
first_point = 2
status_text.text = f"First: Entity 3 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
# Letter keys for second entity
elif keycode == 65 or keycode == 97: # 'A' or 'a'
second_point = 0
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 1"
highlight_path()
elif keycode == 66 or keycode == 98: # 'B' or 'b'
second_point = 1
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 2"
highlight_path()
elif keycode == 67 or keycode == 99: # 'C' or 'c'
second_point = 2
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 3"
highlight_path()
# Clear selection
elif keycode == 32: # Space
first_point = None
second_point = None
clear_path_highlight()
status_text.text = "Press 1/2/3 for first entity, A/B/C for second"
info_text.text = "Space to clear, Q to quit"
# Quit
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting Dijkstra interactive demo...")
sys.exit(0)
# Create the visualization
print("Dijkstra Pathfinding Interactive Demo")
print("=====================================")
print("Controls:")
print(" 1/2/3 - Select first entity")
print(" A/B/C - Select second entity")
print(" Space - Clear selection")
print(" Q/ESC - Quit")
# Create map
grid = create_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_interactive")
ui.append(grid)
# Scale and position grid for better visibility
grid.size = (560, 400) # 14*40, 10*40
grid.position = (120, 60)
# Add title
title = mcrfpy.Caption("Dijkstra Pathfinding Interactive", 250, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status text
status_text = mcrfpy.Caption("Press 1/2/3 for first entity, A/B/C for second", 120, 480)
status_text.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(status_text)
# Add info text
info_text = mcrfpy.Caption("Space to clear, Q to quit", 120, 500)
info_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info_text)
# Add legend
legend1 = mcrfpy.Caption("Entities: 1=Red 2=Green 3=Blue", 120, 540)
legend1.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend1)
legend2 = mcrfpy.Caption("Colors: Dark=Wall Light=Floor Cyan=Path", 120, 560)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Mark entity positions with colored indicators
for i, entity in enumerate(entities):
marker = mcrfpy.Caption(str(i+1),
120 + int(entity.x) * 40 + 15,
60 + int(entity.y) * 40 + 10)
marker.fill_color = ENTITY_COLORS[i]
marker.outline = 1
marker.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(marker)
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Show the scene
mcrfpy.setScene("dijkstra_interactive")
print("\nVisualization ready!")
print("Entities are at:")
for i, entity in enumerate(entities):
print(f" Entity {i+1}: ({int(entity.x)}, {int(entity.y)})")

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#!/usr/bin/env python3
"""
Enhanced Dijkstra Pathfinding Interactive Demo
==============================================
Interactive visualization with entity pathfinding animations.
Controls:
- Press 1/2/3 to select the first entity
- Press A/B/C to select the second entity
- Space to clear selection
- M to make selected entity move along path
- P to pause/resume animation
- R to reset entity positions
- Q or ESC to quit
"""
import mcrfpy
import sys
import math
# Colors
WALL_COLOR = mcrfpy.Color(60, 30, 30)
FLOOR_COLOR = mcrfpy.Color(200, 200, 220)
PATH_COLOR = mcrfpy.Color(200, 250, 220)
VISITED_COLOR = mcrfpy.Color(180, 230, 200)
ENTITY_COLORS = [
mcrfpy.Color(255, 100, 100), # Entity 1 - Red
mcrfpy.Color(100, 255, 100), # Entity 2 - Green
mcrfpy.Color(100, 100, 255), # Entity 3 - Blue
]
# Global state
grid = None
entities = []
first_point = None
second_point = None
current_path = []
animating = False
animation_progress = 0.0
animation_speed = 2.0 # cells per second
original_positions = [] # Store original entity positions
def create_map():
"""Create the interactive map with the layout specified by the user"""
global grid, entities, original_positions
mcrfpy.createScene("dijkstra_enhanced")
# Create grid - 14x10 as specified
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Define the map layout from user's specification
# . = floor, W = wall, E = entity position
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4
"E.W...........", # Row 5
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
# Wall
cell.walkable = False
cell.transparent = False
cell.color = WALL_COLOR
else:
# Floor
cell.walkable = True
cell.transparent = True
cell.color = FLOOR_COLOR
if char == 'E':
# Entity position
entity_positions.append((x, y))
# Create entities at marked positions
entities = []
original_positions = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
original_positions.append((x, y))
return grid
def clear_path_highlight():
"""Clear any existing path highlighting"""
global current_path
# Reset all floor tiles to original color
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
if cell.walkable:
cell.color = FLOOR_COLOR
current_path = []
def highlight_path():
"""Highlight the path between selected entities using entity.path_to()"""
global current_path
if first_point is None or second_point is None:
return
# Clear previous highlighting
clear_path_highlight()
# Get entities
entity1 = entities[first_point]
entity2 = entities[second_point]
# Use the new path_to method!
path = entity1.path_to(int(entity2.x), int(entity2.y))
if path:
current_path = path
# Highlight the path
for i, (x, y) in enumerate(path):
cell = grid.at(x, y)
if cell.walkable:
# Use gradient for path visualization
if i < len(path) - 1:
cell.color = PATH_COLOR
else:
cell.color = VISITED_COLOR
# Highlight start and end with entity colors
grid.at(int(entity1.x), int(entity1.y)).color = ENTITY_COLORS[first_point]
grid.at(int(entity2.x), int(entity2.y)).color = ENTITY_COLORS[second_point]
# Update info
info_text.text = f"Path: Entity {first_point+1} to Entity {second_point+1} - {len(path)} steps"
else:
info_text.text = f"No path between Entity {first_point+1} and Entity {second_point+1}"
current_path = []
def animate_movement(dt):
"""Animate entity movement along path"""
global animation_progress, animating, current_path
if not animating or not current_path or first_point is None:
return
entity = entities[first_point]
# Update animation progress
animation_progress += animation_speed * dt
# Calculate current position along path
path_index = int(animation_progress)
if path_index >= len(current_path):
# Animation complete
animating = False
animation_progress = 0.0
# Snap to final position
if current_path:
final_x, final_y = current_path[-1]
entity.x = float(final_x)
entity.y = float(final_y)
return
# Interpolate between path points
if path_index < len(current_path) - 1:
curr_x, curr_y = current_path[path_index]
next_x, next_y = current_path[path_index + 1]
# Calculate interpolation factor
t = animation_progress - path_index
# Smooth interpolation
entity.x = curr_x + (next_x - curr_x) * t
entity.y = curr_y + (next_y - curr_y) * t
else:
# At last point
entity.x, entity.y = current_path[path_index]
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
global first_point, second_point, animating, animation_progress
# Number keys for first entity
if keycode == 49: # '1'
first_point = 0
status_text.text = f"First: Entity 1 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 50: # '2'
first_point = 1
status_text.text = f"First: Entity 2 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
elif keycode == 51: # '3'
first_point = 2
status_text.text = f"First: Entity 3 | Second: {f'Entity {second_point+1}' if second_point is not None else '?'}"
highlight_path()
# Letter keys for second entity
elif keycode == 65 or keycode == 97: # 'A' or 'a'
second_point = 0
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 1"
highlight_path()
elif keycode == 66 or keycode == 98: # 'B' or 'b'
second_point = 1
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 2"
highlight_path()
elif keycode == 67 or keycode == 99: # 'C' or 'c'
second_point = 2
status_text.text = f"First: {f'Entity {first_point+1}' if first_point is not None else '?'} | Second: Entity 3"
highlight_path()
# Movement control
elif keycode == 77 or keycode == 109: # 'M' or 'm'
if current_path and first_point is not None:
animating = True
animation_progress = 0.0
control_text.text = "Animation: MOVING (press P to pause)"
# Pause/Resume
elif keycode == 80 or keycode == 112: # 'P' or 'p'
animating = not animating
control_text.text = f"Animation: {'MOVING' if animating else 'PAUSED'} (press P to {'pause' if animating else 'resume'})"
# Reset positions
elif keycode == 82 or keycode == 114: # 'R' or 'r'
animating = False
animation_progress = 0.0
for i, entity in enumerate(entities):
entity.x, entity.y = original_positions[i]
control_text.text = "Entities reset to original positions"
highlight_path() # Re-highlight path after reset
# Clear selection
elif keycode == 32: # Space
first_point = None
second_point = None
animating = False
animation_progress = 0.0
clear_path_highlight()
status_text.text = "Press 1/2/3 for first entity, A/B/C for second"
info_text.text = "Space to clear, Q to quit"
control_text.text = "Press M to move, P to pause, R to reset"
# Quit
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting enhanced Dijkstra demo...")
sys.exit(0)
# Timer callback for animation
def update_animation(dt):
"""Update animation state"""
animate_movement(dt / 1000.0) # Convert ms to seconds
# Create the visualization
print("Enhanced Dijkstra Pathfinding Demo")
print("==================================")
print("Controls:")
print(" 1/2/3 - Select first entity")
print(" A/B/C - Select second entity")
print(" M - Move first entity along path")
print(" P - Pause/Resume animation")
print(" R - Reset entity positions")
print(" Space - Clear selection")
print(" Q/ESC - Quit")
# Create map
grid = create_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_enhanced")
ui.append(grid)
# Scale and position grid for better visibility
grid.size = (560, 400) # 14*40, 10*40
grid.position = (120, 60)
# Add title
title = mcrfpy.Caption("Enhanced Dijkstra Pathfinding", 250, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add status text
status_text = mcrfpy.Caption("Press 1/2/3 for first entity, A/B/C for second", 120, 480)
status_text.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(status_text)
# Add info text
info_text = mcrfpy.Caption("Space to clear, Q to quit", 120, 500)
info_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(info_text)
# Add control text
control_text = mcrfpy.Caption("Press M to move, P to pause, R to reset", 120, 520)
control_text.fill_color = mcrfpy.Color(150, 200, 150)
ui.append(control_text)
# Add legend
legend1 = mcrfpy.Caption("Entities: 1=Red 2=Green 3=Blue", 120, 560)
legend1.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend1)
legend2 = mcrfpy.Caption("Colors: Dark=Wall Light=Floor Cyan=Path", 120, 580)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Mark entity positions with colored indicators
for i, entity in enumerate(entities):
marker = mcrfpy.Caption(str(i+1),
120 + int(entity.x) * 40 + 15,
60 + int(entity.y) * 40 + 10)
marker.fill_color = ENTITY_COLORS[i]
marker.outline = 1
marker.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(marker)
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Set up animation timer (60 FPS)
mcrfpy.setTimer("animation", update_animation, 16)
# Show the scene
mcrfpy.setScene("dijkstra_enhanced")
print("\nVisualization ready!")
print("Entities are at:")
for i, entity in enumerate(entities):
print(f" Entity {i+1}: ({int(entity.x)}, {int(entity.y)})")

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#!/usr/bin/env python3
"""
Dijkstra Pathfinding Test - Headless
====================================
Tests all Dijkstra functionality and generates a screenshot.
"""
import mcrfpy
from mcrfpy import automation
import sys
def create_test_map():
"""Create a test map with obstacles"""
mcrfpy.createScene("dijkstra_test")
# Create grid
grid = mcrfpy.Grid(grid_x=20, grid_y=12)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Initialize all cells as walkable floor
for y in range(12):
for x in range(20):
grid.at(x, y).walkable = True
grid.at(x, y).transparent = True
grid.at(x, y).color = mcrfpy.Color(200, 200, 220)
# Add walls to create interesting paths
walls = [
# Vertical wall in the middle
(10, 1), (10, 2), (10, 3), (10, 4), (10, 5), (10, 6), (10, 7), (10, 8),
# Horizontal walls
(2, 6), (3, 6), (4, 6), (5, 6), (6, 6),
(14, 6), (15, 6), (16, 6), (17, 6),
# Some scattered obstacles
(5, 2), (15, 2), (5, 9), (15, 9)
]
for x, y in walls:
grid.at(x, y).walkable = False
grid.at(x, y).color = mcrfpy.Color(60, 30, 30)
# Place test entities
entities = []
positions = [(2, 2), (17, 2), (9, 10)]
colors = [
mcrfpy.Color(255, 100, 100), # Red
mcrfpy.Color(100, 255, 100), # Green
mcrfpy.Color(100, 100, 255) # Blue
]
for i, (x, y) in enumerate(positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
# Mark entity positions
grid.at(x, y).color = colors[i]
return grid, entities
def test_dijkstra(grid, entities):
"""Test Dijkstra pathfinding between all entity pairs"""
results = []
for i in range(len(entities)):
for j in range(len(entities)):
if i != j:
# Compute Dijkstra from entity i
e1 = entities[i]
e2 = entities[j]
grid.compute_dijkstra(int(e1.x), int(e1.y))
# Get distance and path to entity j
distance = grid.get_dijkstra_distance(int(e2.x), int(e2.y))
path = grid.get_dijkstra_path(int(e2.x), int(e2.y))
if path:
results.append(f"Path {i+1}{j+1}: {len(path)} steps, {distance:.1f} units")
# Color one interesting path
if i == 0 and j == 2: # Path from 1 to 3
for x, y in path[1:-1]: # Skip endpoints
if grid.at(x, y).walkable:
grid.at(x, y).color = mcrfpy.Color(200, 250, 220)
else:
results.append(f"Path {i+1}{j+1}: No path found!")
return results
def run_test(runtime):
"""Timer callback to run tests and take screenshot"""
# Run pathfinding tests
results = test_dijkstra(grid, entities)
# Update display with results
y_pos = 380
for result in results:
caption = mcrfpy.Caption(result, 50, y_pos)
caption.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(caption)
y_pos += 20
# Take screenshot
mcrfpy.setTimer("screenshot", lambda rt: take_screenshot(), 500)
def take_screenshot():
"""Take screenshot and exit"""
try:
automation.screenshot("dijkstra_test.png")
print("Screenshot saved: dijkstra_test.png")
except Exception as e:
print(f"Screenshot failed: {e}")
# Exit
sys.exit(0)
# Create test map
print("Creating Dijkstra pathfinding test...")
grid, entities = create_test_map()
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_test")
ui.append(grid)
# Position and scale grid
grid.position = (50, 50)
grid.size = (500, 300)
# Add title
title = mcrfpy.Caption("Dijkstra Pathfinding Test", 200, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add legend
legend = mcrfpy.Caption("Red=Entity1 Green=Entity2 Blue=Entity3 Cyan=Path 1→3", 50, 360)
legend.fill_color = mcrfpy.Color(180, 180, 180)
ui.append(legend)
# Set scene
mcrfpy.setScene("dijkstra_test")
# Run test after scene loads
mcrfpy.setTimer("test", run_test, 100)
print("Running Dijkstra tests...")

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#!/usr/bin/env python3
"""
Interactive Visibility Demo
==========================
Controls:
- WASD: Move the player (green @)
- Arrow keys: Move enemy (red E)
- Tab: Cycle perspective (Omniscient Player Enemy Omniscient)
- Space: Update visibility for current entity
- R: Reset positions
"""
import mcrfpy
import sys
# Create scene and grid
mcrfpy.createScene("visibility_demo")
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(20, 20, 30) # Dark background
# Initialize grid - all walkable and transparent
for y in range(20):
for x in range(30):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(100, 100, 120) # Floor color
# Create walls
walls = [
# Central cross
[(15, y) for y in range(8, 12)],
[(x, 10) for x in range(13, 18)],
# Rooms
# Top-left room
[(x, 5) for x in range(2, 8)] + [(8, y) for y in range(2, 6)],
[(2, y) for y in range(2, 6)] + [(x, 2) for x in range(2, 8)],
# Top-right room
[(x, 5) for x in range(22, 28)] + [(22, y) for y in range(2, 6)],
[(28, y) for y in range(2, 6)] + [(x, 2) for x in range(22, 28)],
# Bottom-left room
[(x, 15) for x in range(2, 8)] + [(8, y) for y in range(15, 18)],
[(2, y) for y in range(15, 18)] + [(x, 18) for x in range(2, 8)],
# Bottom-right room
[(x, 15) for x in range(22, 28)] + [(22, y) for y in range(15, 18)],
[(28, y) for y in range(15, 18)] + [(x, 18) for x in range(22, 28)],
]
for wall_group in walls:
for x, y in wall_group:
if 0 <= x < 30 and 0 <= y < 20:
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(40, 20, 20) # Wall color
# Create entities
player = mcrfpy.Entity(5, 10, grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity(25, 10, grid=grid)
enemy.sprite_index = 69 # E
# Update initial visibility
player.update_visibility()
enemy.update_visibility()
# Global state
current_perspective = -1
perspective_names = ["Omniscient", "Player", "Enemy"]
# UI Setup
ui = mcrfpy.sceneUI("visibility_demo")
ui.append(grid)
grid.position = (50, 100)
grid.size = (900, 600) # 30*30, 20*30
# Title
title = mcrfpy.Caption("Interactive Visibility Demo", 350, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Info displays
perspective_label = mcrfpy.Caption("Perspective: Omniscient", 50, 50)
perspective_label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(perspective_label)
controls = mcrfpy.Caption("WASD: Move player | Arrows: Move enemy | Tab: Cycle perspective | Space: Update visibility | R: Reset", 50, 730)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
player_info = mcrfpy.Caption("Player: (5, 10)", 700, 50)
player_info.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(player_info)
enemy_info = mcrfpy.Caption("Enemy: (25, 10)", 700, 70)
enemy_info.fill_color = mcrfpy.Color(255, 100, 100)
ui.append(enemy_info)
# Helper functions
def move_entity(entity, dx, dy):
"""Move entity if target is walkable"""
new_x = int(entity.x + dx)
new_y = int(entity.y + dy)
if 0 <= new_x < 30 and 0 <= new_y < 20:
cell = grid.at(new_x, new_y)
if cell.walkable:
entity.x = new_x
entity.y = new_y
entity.update_visibility()
return True
return False
def update_info():
"""Update info displays"""
player_info.text = f"Player: ({int(player.x)}, {int(player.y)})"
enemy_info.text = f"Enemy: ({int(enemy.x)}, {int(enemy.y)})"
def cycle_perspective():
"""Cycle through perspectives"""
global current_perspective
# Cycle: -1 → 0 → 1 → -1
current_perspective = (current_perspective + 2) % 3 - 1
grid.perspective = current_perspective
name = perspective_names[current_perspective + 1]
perspective_label.text = f"Perspective: {name}"
# Key handlers
def handle_keys(key, state):
"""Handle keyboard input"""
if state == "end": return
key = key.lower()
# Player movement (WASD)
if key == "w":
move_entity(player, 0, -1)
elif key == "s":
move_entity(player, 0, 1)
elif key == "a":
move_entity(player, -1, 0)
elif key == "d":
move_entity(player, 1, 0)
# Enemy movement (Arrows)
elif key == "up":
move_entity(enemy, 0, -1)
elif key == "down":
move_entity(enemy, 0, 1)
elif key == "left":
move_entity(enemy, -1, 0)
elif key == "right":
move_entity(enemy, 1, 0)
# Tab to cycle perspective
elif key == "tab":
cycle_perspective()
# Space to update visibility
elif key == "space":
player.update_visibility()
enemy.update_visibility()
print("Updated visibility for both entities")
# R to reset
elif key == "r":
player.x, player.y = 5, 10
enemy.x, enemy.y = 25, 10
player.update_visibility()
enemy.update_visibility()
update_info()
print("Reset positions")
# Q to quit
elif key == "q":
print("Exiting...")
sys.exit(0)
update_info()
# Set scene first
mcrfpy.setScene("visibility_demo")
# Register key handler (operates on current scene)
mcrfpy.keypressScene(handle_keys)
print("Interactive Visibility Demo")
print("===========================")
print("WASD: Move player (green @)")
print("Arrows: Move enemy (red E)")
print("Tab: Cycle perspective")
print("Space: Update visibility")
print("R: Reset positions")
print("Q: Quit")
print("\nCurrent perspective: Omniscient (shows all)")
print("Try moving entities and switching perspectives!")

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#!/usr/bin/env python3
"""Simple interactive visibility test"""
import mcrfpy
import sys
# Create scene and grid
print("Creating scene...")
mcrfpy.createScene("vis_test")
print("Creating grid...")
grid = mcrfpy.Grid(grid_x=10, grid_y=10)
# Initialize grid
print("Initializing grid...")
for y in range(10):
for x in range(10):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(100, 100, 120)
# Create entity
print("Creating entity...")
entity = mcrfpy.Entity(5, 5, grid=grid)
entity.sprite_index = 64
print("Updating visibility...")
entity.update_visibility()
# Set up UI
print("Setting up UI...")
ui = mcrfpy.sceneUI("vis_test")
ui.append(grid)
grid.position = (50, 50)
grid.size = (300, 300)
# Test perspective
print("Testing perspective...")
grid.perspective = -1 # Omniscient
print(f"Perspective set to: {grid.perspective}")
print("Setting scene...")
mcrfpy.setScene("vis_test")
print("Ready!")

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#!/usr/bin/env python3
"""Simple visibility test without entity append"""
import mcrfpy
import sys
print("Simple visibility test...")
# Create scene and grid
mcrfpy.createScene("simple")
print("Scene created")
grid = mcrfpy.Grid(grid_x=5, grid_y=5)
print("Grid created")
# Create entity without appending
entity = mcrfpy.Entity(2, 2, grid=grid)
print(f"Entity created at ({entity.x}, {entity.y})")
# Check if gridstate is initialized
print(f"Gridstate length: {len(entity.gridstate)}")
# Try to access at method
try:
state = entity.at(0, 0)
print(f"at(0,0) returned: {state}")
print(f"visible: {state.visible}, discovered: {state.discovered}")
except Exception as e:
print(f"Error in at(): {e}")
# Try update_visibility
try:
entity.update_visibility()
print("update_visibility() succeeded")
except Exception as e:
print(f"Error in update_visibility(): {e}")
print("Test complete")
sys.exit(0)

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