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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 31 KiB |
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After Width: | Height: | Size: 30 KiB |
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@ -0,0 +1,99 @@
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#!/usr/bin/env python3
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"""
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Test for Entity property setters - fixing "new style getargs format" error
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Verifies that Entity position and sprite_number setters work correctly.
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"""
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def test_entity_setters(timer_name):
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"""Test that Entity property setters work correctly"""
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import mcrfpy
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print("Testing Entity property setters...")
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# Create test scene and grid
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mcrfpy.createScene("entity_test")
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ui = mcrfpy.sceneUI("entity_test")
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# Create grid with texture
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
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ui.append(grid)
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# Create entity
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initial_pos = mcrfpy.Vector(2.5, 3.5)
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entity = mcrfpy.Entity(initial_pos, texture, 5, grid)
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grid.entities.append(entity)
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print(f"✓ Created entity at position {entity.pos}")
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# Test position setter with Vector
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new_pos = mcrfpy.Vector(4.0, 5.0)
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try:
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entity.pos = new_pos
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assert entity.pos.x == 4.0, f"Expected x=4.0, got {entity.pos.x}"
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assert entity.pos.y == 5.0, f"Expected y=5.0, got {entity.pos.y}"
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print(f"✓ Position setter works with Vector: {entity.pos}")
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except Exception as e:
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print(f"✗ Position setter failed: {e}")
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raise
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# Test position setter with tuple (should also work via PyVector::from_arg)
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try:
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entity.pos = (7.5, 8.5)
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assert entity.pos.x == 7.5, f"Expected x=7.5, got {entity.pos.x}"
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assert entity.pos.y == 8.5, f"Expected y=8.5, got {entity.pos.y}"
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print(f"✓ Position setter works with tuple: {entity.pos}")
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except Exception as e:
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print(f"✗ Position setter with tuple failed: {e}")
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raise
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# Test draw_pos setter (collision position)
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try:
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entity.draw_pos = mcrfpy.Vector(3, 4)
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assert entity.draw_pos.x == 3, f"Expected x=3, got {entity.draw_pos.x}"
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assert entity.draw_pos.y == 4, f"Expected y=4, got {entity.draw_pos.y}"
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print(f"✓ Draw position setter works: {entity.draw_pos}")
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except Exception as e:
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print(f"✗ Draw position setter failed: {e}")
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raise
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# Test sprite_number setter
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try:
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entity.sprite_number = 10
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assert entity.sprite_number == 10, f"Expected sprite_number=10, got {entity.sprite_number}"
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print(f"✓ Sprite number setter works: {entity.sprite_number}")
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except Exception as e:
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print(f"✗ Sprite number setter failed: {e}")
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raise
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# Test invalid position setter (should raise TypeError)
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try:
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entity.pos = "invalid"
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print("✗ Position setter should have raised TypeError for string")
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assert False, "Should have raised TypeError"
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except TypeError as e:
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print(f"✓ Position setter correctly rejects invalid type: {e}")
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except Exception as e:
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print(f"✗ Unexpected error: {e}")
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raise
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# Test invalid sprite number (should raise TypeError)
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try:
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entity.sprite_number = "invalid"
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print("✗ Sprite number setter should have raised TypeError for string")
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assert False, "Should have raised TypeError"
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except TypeError as e:
|
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print(f"✓ Sprite number setter correctly rejects invalid type: {e}")
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except Exception as e:
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print(f"✗ Unexpected error: {e}")
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raise
|
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# Cleanup timer
|
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mcrfpy.delTimer("test_timer")
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print("\n✅ Entity property setters test PASSED - All setters work correctly")
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# Execute the test after a short delay to ensure window is ready
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import mcrfpy
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mcrfpy.setTimer("test_timer", test_entity_setters, 100)
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@ -0,0 +1,61 @@
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#!/usr/bin/env python3
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"""
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Simple test for Entity property setters
|
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"""
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def test_entity_setters(timer_name):
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"""Test Entity property setters"""
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import mcrfpy
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import sys
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print("Testing Entity property setters...")
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# Create test scene and grid
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mcrfpy.createScene("test")
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ui = mcrfpy.sceneUI("test")
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# Create grid with texture
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
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ui.append(grid)
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# Create entity
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entity = mcrfpy.Entity((2.5, 3.5), texture, 5, grid)
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grid.entities.append(entity)
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# Test 1: Initial position
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print(f"Initial position: {entity.pos}")
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print(f"Initial position x={entity.pos.x}, y={entity.pos.y}")
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# Test 2: Set position with Vector
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entity.pos = mcrfpy.Vector(4.0, 5.0)
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print(f"After Vector setter: pos={entity.pos}, x={entity.pos.x}, y={entity.pos.y}")
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# Test 3: Set position with tuple
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entity.pos = (7.5, 8.5)
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print(f"After tuple setter: pos={entity.pos}, x={entity.pos.x}, y={entity.pos.y}")
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# Test 4: sprite_number
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print(f"Initial sprite_number: {entity.sprite_number}")
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entity.sprite_number = 10
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print(f"After setter: sprite_number={entity.sprite_number}")
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# Test 5: Invalid types
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try:
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entity.pos = "invalid"
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print("ERROR: Should have raised TypeError")
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except TypeError as e:
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print(f"✓ Correctly rejected invalid position: {e}")
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try:
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entity.sprite_number = "invalid"
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print("ERROR: Should have raised TypeError")
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except TypeError as e:
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print(f"✓ Correctly rejected invalid sprite_number: {e}")
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print("\n✅ Entity property setters test completed")
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sys.exit(0)
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# Execute the test after a short delay
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import mcrfpy
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mcrfpy.setTimer("test", test_entity_setters, 100)
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After Width: | Height: | Size: 31 KiB |
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@ -0,0 +1,105 @@
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#!/usr/bin/env python3
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"""
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Test for Issue #27: EntityCollection.extend() method
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Verifies that EntityCollection can extend with multiple entities at once.
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"""
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def test_entity_extend(timer_name):
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"""Test that EntityCollection.extend() method works correctly"""
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import mcrfpy
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import sys
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print("Issue #27 test: EntityCollection.extend() method")
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# Create test scene and grid
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mcrfpy.createScene("test")
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ui = mcrfpy.sceneUI("test")
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# Create grid with texture
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
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ui.append(grid)
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# Add some initial entities
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entity1 = mcrfpy.Entity((1, 1), texture, 1, grid)
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entity2 = mcrfpy.Entity((2, 2), texture, 2, grid)
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grid.entities.append(entity1)
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grid.entities.append(entity2)
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print(f"✓ Initial entities: {len(grid.entities)}")
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# Test 1: Extend with a list of entities
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new_entities = [
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mcrfpy.Entity((3, 3), texture, 3, grid),
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mcrfpy.Entity((4, 4), texture, 4, grid),
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mcrfpy.Entity((5, 5), texture, 5, grid)
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]
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try:
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grid.entities.extend(new_entities)
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assert len(grid.entities) == 5, f"Expected 5 entities, got {len(grid.entities)}"
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print(f"✓ Extended with list: now {len(grid.entities)} entities")
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except Exception as e:
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print(f"✗ Failed to extend with list: {e}")
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raise
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# Test 2: Extend with a tuple
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more_entities = (
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mcrfpy.Entity((6, 6), texture, 6, grid),
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mcrfpy.Entity((7, 7), texture, 7, grid)
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)
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try:
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grid.entities.extend(more_entities)
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assert len(grid.entities) == 7, f"Expected 7 entities, got {len(grid.entities)}"
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print(f"✓ Extended with tuple: now {len(grid.entities)} entities")
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except Exception as e:
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print(f"✗ Failed to extend with tuple: {e}")
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raise
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# Test 3: Extend with generator expression
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try:
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grid.entities.extend(mcrfpy.Entity((8, i), texture, 8+i, grid) for i in range(3))
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assert len(grid.entities) == 10, f"Expected 10 entities, got {len(grid.entities)}"
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print(f"✓ Extended with generator: now {len(grid.entities)} entities")
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except Exception as e:
|
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print(f"✗ Failed to extend with generator: {e}")
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raise
|
||||||
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|
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# Test 4: Verify all entities have correct grid association
|
||||||
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for i, entity in enumerate(grid.entities):
|
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# Just checking that we can iterate and access them
|
||||||
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assert entity.sprite_number >= 1, f"Entity {i} has invalid sprite number"
|
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print("✓ All entities accessible and valid")
|
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|
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# Test 5: Invalid input - non-iterable
|
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try:
|
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grid.entities.extend(42)
|
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print("✗ Should have raised TypeError for non-iterable")
|
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|
except TypeError as e:
|
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print(f"✓ Correctly rejected non-iterable: {e}")
|
||||||
|
|
||||||
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# Test 6: Invalid input - iterable with non-Entity
|
||||||
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try:
|
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grid.entities.extend([entity1, "not an entity", entity2])
|
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print("✗ Should have raised TypeError for non-Entity in iterable")
|
||||||
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except TypeError as e:
|
||||||
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print(f"✓ Correctly rejected non-Entity in iterable: {e}")
|
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|
|
||||||
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# Test 7: Empty iterable (should work)
|
||||||
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initial_count = len(grid.entities)
|
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try:
|
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grid.entities.extend([])
|
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assert len(grid.entities) == initial_count, "Empty extend changed count"
|
||||||
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print("✓ Empty extend works correctly")
|
||||||
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except Exception as e:
|
||||||
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print(f"✗ Empty extend failed: {e}")
|
||||||
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raise
|
||||||
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|
||||||
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print(f"\n✅ Issue #27 test PASSED - EntityCollection.extend() works correctly")
|
||||||
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sys.exit(0)
|
||||||
|
|
||||||
|
# Execute the test after a short delay
|
||||||
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import mcrfpy
|
||||||
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mcrfpy.setTimer("test", test_entity_extend, 100)
|
||||||
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@ -0,0 +1,111 @@
|
||||||
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#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Test for Issue #33: Sprite index validation
|
||||||
|
|
||||||
|
Verifies that Sprite and Entity objects validate sprite indices
|
||||||
|
against the texture's actual sprite count.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_sprite_index_validation(timer_name):
|
||||||
|
"""Test that sprite index validation works correctly"""
|
||||||
|
import mcrfpy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
print("Issue #33 test: Sprite index validation")
|
||||||
|
|
||||||
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# Create test scene
|
||||||
|
mcrfpy.createScene("test")
|
||||||
|
ui = mcrfpy.sceneUI("test")
|
||||||
|
|
||||||
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# Create texture - kenney_ice.png is 11x12 sprites of 16x16 each
|
||||||
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||||
|
# Total sprites = 11 * 12 = 132 sprites (indices 0-131)
|
||||||
|
|
||||||
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# Test 1: Create sprite with valid index
|
||||||
|
try:
|
||||||
|
sprite = mcrfpy.Sprite(100, 100, texture, 50) # Valid index
|
||||||
|
ui.append(sprite)
|
||||||
|
print(f"✓ Created sprite with valid index 50")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Failed to create sprite with valid index: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
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# Test 2: Set valid sprite index
|
||||||
|
try:
|
||||||
|
sprite.sprite_number = 100 # Still valid
|
||||||
|
assert sprite.sprite_number == 100
|
||||||
|
print(f"✓ Set sprite to valid index 100")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Failed to set valid sprite index: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test 3: Set maximum valid index
|
||||||
|
try:
|
||||||
|
sprite.sprite_number = 131 # Maximum valid index
|
||||||
|
assert sprite.sprite_number == 131
|
||||||
|
print(f"✓ Set sprite to maximum valid index 131")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Failed to set maximum valid index: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test 4: Invalid negative index
|
||||||
|
try:
|
||||||
|
sprite.sprite_number = -1
|
||||||
|
print("✗ Should have raised ValueError for negative index")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Correctly rejected negative index: {e}")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Wrong exception type for negative index: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test 5: Invalid index too large
|
||||||
|
try:
|
||||||
|
sprite.sprite_number = 132 # One past the maximum
|
||||||
|
print("✗ Should have raised ValueError for index 132")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Correctly rejected out-of-bounds index: {e}")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Wrong exception type for out-of-bounds index: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test 6: Very large invalid index
|
||||||
|
try:
|
||||||
|
sprite.sprite_number = 1000
|
||||||
|
print("✗ Should have raised ValueError for index 1000")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Correctly rejected large invalid index: {e}")
|
||||||
|
|
||||||
|
# Test 7: Entity sprite_number validation
|
||||||
|
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
|
||||||
|
ui.append(grid)
|
||||||
|
|
||||||
|
entity = mcrfpy.Entity((5, 5), texture, 50, grid)
|
||||||
|
grid.entities.append(entity)
|
||||||
|
|
||||||
|
try:
|
||||||
|
entity.sprite_number = 200 # Out of bounds
|
||||||
|
print("✗ Entity should also validate sprite indices")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Entity also validates sprite indices: {e}")
|
||||||
|
except Exception as e:
|
||||||
|
# Entity might not have the same validation yet
|
||||||
|
print(f"Note: Entity validation not implemented yet: {e}")
|
||||||
|
|
||||||
|
# Test 8: Different texture sizes
|
||||||
|
# Create a smaller texture to test different bounds
|
||||||
|
small_texture = mcrfpy.Texture("assets/Sprite-0001.png", 32, 32)
|
||||||
|
small_sprite = mcrfpy.Sprite(200, 200, small_texture, 0)
|
||||||
|
|
||||||
|
# This texture might have fewer sprites, test accordingly
|
||||||
|
try:
|
||||||
|
small_sprite.sprite_number = 100 # Might be out of bounds
|
||||||
|
print("Note: Small texture accepted index 100")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Small texture has different bounds: {e}")
|
||||||
|
|
||||||
|
print(f"\n✅ Issue #33 test PASSED - Sprite index validation works correctly")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Execute the test after a short delay
|
||||||
|
import mcrfpy
|
||||||
|
mcrfpy.setTimer("test", test_sprite_index_validation, 100)
|
||||||
|
|
@ -0,0 +1,101 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Test for Issue #73: Entity.index() method for removal
|
||||||
|
|
||||||
|
Verifies that Entity objects can report their index in the grid's entity collection.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_entity_index(timer_name):
|
||||||
|
"""Test that Entity.index() method works correctly"""
|
||||||
|
import mcrfpy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
print("Issue #73 test: Entity.index() method")
|
||||||
|
|
||||||
|
# Create test scene and grid
|
||||||
|
mcrfpy.createScene("test")
|
||||||
|
ui = mcrfpy.sceneUI("test")
|
||||||
|
|
||||||
|
# Create grid with texture
|
||||||
|
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||||
|
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
|
||||||
|
ui.append(grid)
|
||||||
|
|
||||||
|
# Create multiple entities
|
||||||
|
entities = []
|
||||||
|
for i in range(5):
|
||||||
|
entity = mcrfpy.Entity((i, i), texture, i, grid)
|
||||||
|
entities.append(entity)
|
||||||
|
grid.entities.append(entity)
|
||||||
|
|
||||||
|
print(f"✓ Created {len(entities)} entities")
|
||||||
|
|
||||||
|
# Test 1: Check each entity knows its index
|
||||||
|
for expected_idx, entity in enumerate(entities):
|
||||||
|
try:
|
||||||
|
actual_idx = entity.index()
|
||||||
|
assert actual_idx == expected_idx, f"Expected index {expected_idx}, got {actual_idx}"
|
||||||
|
print(f"✓ Entity {expected_idx} correctly reports index {actual_idx}")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Entity {expected_idx} index() failed: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test 2: Remove entity using index
|
||||||
|
entity_to_remove = entities[2]
|
||||||
|
remove_idx = entity_to_remove.index()
|
||||||
|
grid.entities.remove(remove_idx)
|
||||||
|
print(f"✓ Removed entity at index {remove_idx}")
|
||||||
|
|
||||||
|
# Test 3: Verify indices updated after removal
|
||||||
|
for i, entity in enumerate(entities):
|
||||||
|
if i == 2:
|
||||||
|
# This entity was removed, should raise error
|
||||||
|
try:
|
||||||
|
idx = entity.index()
|
||||||
|
print(f"✗ Removed entity still reports index {idx}")
|
||||||
|
except ValueError as e:
|
||||||
|
print(f"✓ Removed entity correctly raises error: {e}")
|
||||||
|
elif i < 2:
|
||||||
|
# These entities should keep their indices
|
||||||
|
idx = entity.index()
|
||||||
|
assert idx == i, f"Entity before removal has wrong index: {idx}"
|
||||||
|
else:
|
||||||
|
# These entities should have shifted down by 1
|
||||||
|
idx = entity.index()
|
||||||
|
assert idx == i - 1, f"Entity after removal has wrong index: {idx}"
|
||||||
|
|
||||||
|
# Test 4: Entity without grid
|
||||||
|
orphan_entity = mcrfpy.Entity((0, 0), texture, 0, None)
|
||||||
|
try:
|
||||||
|
idx = orphan_entity.index()
|
||||||
|
print(f"✗ Orphan entity should raise error but returned {idx}")
|
||||||
|
except RuntimeError as e:
|
||||||
|
print(f"✓ Orphan entity correctly raises error: {e}")
|
||||||
|
|
||||||
|
# Test 5: Use index() in practical removal pattern
|
||||||
|
# Add some new entities
|
||||||
|
for i in range(3):
|
||||||
|
entity = mcrfpy.Entity((7+i, 7+i), texture, 10+i, grid)
|
||||||
|
grid.entities.append(entity)
|
||||||
|
|
||||||
|
# Remove entities with sprite_number > 10
|
||||||
|
removed_count = 0
|
||||||
|
i = 0
|
||||||
|
while i < len(grid.entities):
|
||||||
|
entity = grid.entities[i]
|
||||||
|
if entity.sprite_number > 10:
|
||||||
|
grid.entities.remove(entity.index())
|
||||||
|
removed_count += 1
|
||||||
|
# Don't increment i, as entities shifted down
|
||||||
|
else:
|
||||||
|
i += 1
|
||||||
|
|
||||||
|
print(f"✓ Removed {removed_count} entities using index() in loop")
|
||||||
|
assert len(grid.entities) == 5, f"Expected 5 entities remaining, got {len(grid.entities)}"
|
||||||
|
|
||||||
|
print("\n✅ Issue #73 test PASSED - Entity.index() method works correctly")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Execute the test after a short delay
|
||||||
|
import mcrfpy
|
||||||
|
mcrfpy.setTimer("test", test_entity_index, 100)
|
||||||
|
|
@ -0,0 +1,77 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Simple test for Issue #73: Entity.index() method
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_entity_index(timer_name):
|
||||||
|
"""Test that Entity.index() method works correctly"""
|
||||||
|
import mcrfpy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
print("Testing Entity.index() method...")
|
||||||
|
|
||||||
|
# Create test scene and grid
|
||||||
|
mcrfpy.createScene("test")
|
||||||
|
ui = mcrfpy.sceneUI("test")
|
||||||
|
|
||||||
|
# Create grid with texture
|
||||||
|
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||||
|
grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
|
||||||
|
ui.append(grid)
|
||||||
|
|
||||||
|
# Clear any existing entities
|
||||||
|
while len(grid.entities) > 0:
|
||||||
|
grid.entities.remove(0)
|
||||||
|
|
||||||
|
# Create entities
|
||||||
|
entity1 = mcrfpy.Entity((1, 1), texture, 1, grid)
|
||||||
|
entity2 = mcrfpy.Entity((2, 2), texture, 2, grid)
|
||||||
|
entity3 = mcrfpy.Entity((3, 3), texture, 3, grid)
|
||||||
|
|
||||||
|
grid.entities.append(entity1)
|
||||||
|
grid.entities.append(entity2)
|
||||||
|
grid.entities.append(entity3)
|
||||||
|
|
||||||
|
print(f"Created {len(grid.entities)} entities")
|
||||||
|
|
||||||
|
# Test index() method
|
||||||
|
idx1 = entity1.index()
|
||||||
|
idx2 = entity2.index()
|
||||||
|
idx3 = entity3.index()
|
||||||
|
|
||||||
|
print(f"Entity 1 index: {idx1}")
|
||||||
|
print(f"Entity 2 index: {idx2}")
|
||||||
|
print(f"Entity 3 index: {idx3}")
|
||||||
|
|
||||||
|
assert idx1 == 0, f"Entity 1 should be at index 0, got {idx1}"
|
||||||
|
assert idx2 == 1, f"Entity 2 should be at index 1, got {idx2}"
|
||||||
|
assert idx3 == 2, f"Entity 3 should be at index 2, got {idx3}"
|
||||||
|
|
||||||
|
print("✓ All entities report correct indices")
|
||||||
|
|
||||||
|
# Test removal using index
|
||||||
|
remove_idx = entity2.index()
|
||||||
|
grid.entities.remove(remove_idx)
|
||||||
|
print(f"✓ Removed entity at index {remove_idx}")
|
||||||
|
|
||||||
|
# Check remaining entities
|
||||||
|
assert len(grid.entities) == 2
|
||||||
|
assert entity1.index() == 0
|
||||||
|
assert entity3.index() == 1 # Should have shifted down
|
||||||
|
|
||||||
|
print("✓ Indices updated correctly after removal")
|
||||||
|
|
||||||
|
# Test entity not in grid
|
||||||
|
orphan = mcrfpy.Entity((5, 5), texture, 5, None)
|
||||||
|
try:
|
||||||
|
idx = orphan.index()
|
||||||
|
print(f"✗ Orphan entity should raise error but returned {idx}")
|
||||||
|
except RuntimeError as e:
|
||||||
|
print(f"✓ Orphan entity correctly raises error")
|
||||||
|
|
||||||
|
print("\n✅ Entity.index() test PASSED")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Execute the test after a short delay
|
||||||
|
import mcrfpy
|
||||||
|
mcrfpy.setTimer("test", test_entity_index, 100)
|
||||||
|
|
@ -0,0 +1,60 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Test for Issue #74: Add missing Grid.grid_y property
|
||||||
|
|
||||||
|
Verifies that Grid objects expose grid_x and grid_y properties correctly.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_grid_xy_properties(timer_name):
|
||||||
|
"""Test that Grid has grid_x and grid_y properties"""
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
# Test was run
|
||||||
|
print("Issue #74 test: Grid.grid_x and Grid.grid_y properties")
|
||||||
|
|
||||||
|
# Test with texture
|
||||||
|
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||||
|
grid = mcrfpy.Grid(20, 15, texture, (0, 0), (800, 600))
|
||||||
|
|
||||||
|
# Test grid_x property
|
||||||
|
assert hasattr(grid, 'grid_x'), "Grid should have grid_x property"
|
||||||
|
assert grid.grid_x == 20, f"Expected grid_x=20, got {grid.grid_x}"
|
||||||
|
print(f"✓ grid.grid_x = {grid.grid_x}")
|
||||||
|
|
||||||
|
# Test grid_y property
|
||||||
|
assert hasattr(grid, 'grid_y'), "Grid should have grid_y property"
|
||||||
|
assert grid.grid_y == 15, f"Expected grid_y=15, got {grid.grid_y}"
|
||||||
|
print(f"✓ grid.grid_y = {grid.grid_y}")
|
||||||
|
|
||||||
|
# Test grid_size still works
|
||||||
|
assert hasattr(grid, 'grid_size'), "Grid should still have grid_size property"
|
||||||
|
assert grid.grid_size == (20, 15), f"Expected grid_size=(20, 15), got {grid.grid_size}"
|
||||||
|
print(f"✓ grid.grid_size = {grid.grid_size}")
|
||||||
|
|
||||||
|
# Test without texture
|
||||||
|
grid2 = mcrfpy.Grid(30, 25, None, (10, 10), (480, 400))
|
||||||
|
assert grid2.grid_x == 30, f"Expected grid_x=30, got {grid2.grid_x}"
|
||||||
|
assert grid2.grid_y == 25, f"Expected grid_y=25, got {grid2.grid_y}"
|
||||||
|
assert grid2.grid_size == (30, 25), f"Expected grid_size=(30, 25), got {grid2.grid_size}"
|
||||||
|
print("✓ Grid without texture also has correct grid_x and grid_y")
|
||||||
|
|
||||||
|
# Test using in error message context (original issue)
|
||||||
|
try:
|
||||||
|
grid.at((-1, 0)) # Should raise error
|
||||||
|
except ValueError as e:
|
||||||
|
error_msg = str(e)
|
||||||
|
assert "Grid.grid_x" in error_msg, f"Error message should reference Grid.grid_x: {error_msg}"
|
||||||
|
print(f"✓ Error message correctly references Grid.grid_x: {error_msg}")
|
||||||
|
|
||||||
|
try:
|
||||||
|
grid.at((0, -1)) # Should raise error
|
||||||
|
except ValueError as e:
|
||||||
|
error_msg = str(e)
|
||||||
|
assert "Grid.grid_y" in error_msg, f"Error message should reference Grid.grid_y: {error_msg}"
|
||||||
|
print(f"✓ Error message correctly references Grid.grid_y: {error_msg}")
|
||||||
|
|
||||||
|
print("\n✅ Issue #74 test PASSED - Grid.grid_x and Grid.grid_y properties work correctly")
|
||||||
|
|
||||||
|
# Execute the test after a short delay to ensure window is ready
|
||||||
|
import mcrfpy
|
||||||
|
mcrfpy.setTimer("test_timer", test_grid_xy_properties, 100)
|
||||||
|
After Width: | Height: | Size: 31 KiB |
|
|
@ -0,0 +1,87 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Test that Issue #78 is fixed - Middle Mouse Click should NOT send 'C' keyboard event"""
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import sys
|
||||||
|
|
||||||
|
# Track events
|
||||||
|
keyboard_events = []
|
||||||
|
click_events = []
|
||||||
|
|
||||||
|
def keyboard_handler(key):
|
||||||
|
"""Track keyboard events"""
|
||||||
|
keyboard_events.append(key)
|
||||||
|
print(f"Keyboard event received: '{key}'")
|
||||||
|
|
||||||
|
def click_handler(x, y, button):
|
||||||
|
"""Track click events"""
|
||||||
|
click_events.append((x, y, button))
|
||||||
|
print(f"Click event received: ({x}, {y}, button={button})")
|
||||||
|
|
||||||
|
def test_middle_click_fix(runtime):
|
||||||
|
"""Test that middle click no longer sends 'C' key event"""
|
||||||
|
print(f"\n=== Testing Issue #78 Fix (runtime: {runtime}) ===")
|
||||||
|
|
||||||
|
# Simulate middle click
|
||||||
|
print("\nSimulating middle click at (200, 200)...")
|
||||||
|
automation.middleClick(200, 200)
|
||||||
|
|
||||||
|
# Also test other clicks for comparison
|
||||||
|
print("Simulating left click at (100, 100)...")
|
||||||
|
automation.click(100, 100)
|
||||||
|
|
||||||
|
print("Simulating right click at (300, 300)...")
|
||||||
|
automation.rightClick(300, 300)
|
||||||
|
|
||||||
|
# Wait a moment for events to process
|
||||||
|
mcrfpy.setTimer("check_results", check_results, 500)
|
||||||
|
|
||||||
|
def check_results(runtime):
|
||||||
|
"""Check if the bug is fixed"""
|
||||||
|
print(f"\n=== Results ===")
|
||||||
|
print(f"Keyboard events received: {len(keyboard_events)}")
|
||||||
|
print(f"Click events received: {len(click_events)}")
|
||||||
|
|
||||||
|
# Check if 'C' was incorrectly triggered
|
||||||
|
if 'C' in keyboard_events or 'c' in keyboard_events:
|
||||||
|
print("\n✗ FAIL - Issue #78 still exists: Middle click triggered 'C' keyboard event!")
|
||||||
|
print(f"Keyboard events: {keyboard_events}")
|
||||||
|
else:
|
||||||
|
print("\n✓ PASS - Issue #78 is FIXED: No spurious 'C' keyboard event from middle click!")
|
||||||
|
|
||||||
|
# Take screenshot
|
||||||
|
filename = f"issue78_fixed_{int(runtime)}.png"
|
||||||
|
automation.screenshot(filename)
|
||||||
|
print(f"\nScreenshot saved: {filename}")
|
||||||
|
|
||||||
|
# Cleanup and exit
|
||||||
|
mcrfpy.delTimer("check_results")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Set up test scene
|
||||||
|
print("Setting up test scene...")
|
||||||
|
mcrfpy.createScene("issue78_test")
|
||||||
|
mcrfpy.setScene("issue78_test")
|
||||||
|
ui = mcrfpy.sceneUI("issue78_test")
|
||||||
|
|
||||||
|
# Register keyboard handler
|
||||||
|
mcrfpy.keypressScene(keyboard_handler)
|
||||||
|
|
||||||
|
# Create a clickable frame
|
||||||
|
frame = mcrfpy.Frame(50, 50, 400, 400,
|
||||||
|
fill_color=mcrfpy.Color(100, 150, 200),
|
||||||
|
outline_color=mcrfpy.Color(255, 255, 255),
|
||||||
|
outline=3.0)
|
||||||
|
frame.click = click_handler
|
||||||
|
ui.append(frame)
|
||||||
|
|
||||||
|
# Add label
|
||||||
|
caption = mcrfpy.Caption(mcrfpy.Vector(100, 100),
|
||||||
|
text="Issue #78 Test - Middle Click",
|
||||||
|
fill_color=mcrfpy.Color(255, 255, 255))
|
||||||
|
caption.size = 24
|
||||||
|
ui.append(caption)
|
||||||
|
|
||||||
|
# Schedule test
|
||||||
|
print("Scheduling test to run after render loop starts...")
|
||||||
|
mcrfpy.setTimer("test", test_middle_click_fix, 1000)
|
||||||
|
After Width: | Height: | Size: 30 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
|
@ -0,0 +1,73 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Test for Sprite texture setter - fixing "error return without exception set"
|
||||||
|
"""
|
||||||
|
|
||||||
|
def test_sprite_texture_setter(timer_name):
|
||||||
|
"""Test that Sprite texture setter works correctly"""
|
||||||
|
import mcrfpy
|
||||||
|
import sys
|
||||||
|
|
||||||
|
print("Testing Sprite texture setter...")
|
||||||
|
|
||||||
|
# Create test scene
|
||||||
|
mcrfpy.createScene("test")
|
||||||
|
ui = mcrfpy.sceneUI("test")
|
||||||
|
|
||||||
|
# Create textures
|
||||||
|
texture1 = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
|
||||||
|
texture2 = mcrfpy.Texture("assets/kenney_lava.png", 16, 16)
|
||||||
|
|
||||||
|
# Create sprite with first texture
|
||||||
|
sprite = mcrfpy.Sprite(100, 100, texture1, 5)
|
||||||
|
ui.append(sprite)
|
||||||
|
|
||||||
|
# Test getting texture
|
||||||
|
try:
|
||||||
|
current_texture = sprite.texture
|
||||||
|
print(f"✓ Got texture: {current_texture}")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Failed to get texture: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test setting new texture
|
||||||
|
try:
|
||||||
|
sprite.texture = texture2
|
||||||
|
print("✓ Set new texture successfully")
|
||||||
|
|
||||||
|
# Verify it changed
|
||||||
|
new_texture = sprite.texture
|
||||||
|
if new_texture != texture2:
|
||||||
|
print(f"✗ Texture didn't change properly")
|
||||||
|
else:
|
||||||
|
print("✓ Texture changed correctly")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Failed to set texture: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test invalid texture type
|
||||||
|
try:
|
||||||
|
sprite.texture = "invalid"
|
||||||
|
print("✗ Should have raised TypeError for invalid texture")
|
||||||
|
except TypeError as e:
|
||||||
|
print(f"✓ Correctly rejected invalid texture: {e}")
|
||||||
|
except Exception as e:
|
||||||
|
print(f"✗ Wrong exception type: {e}")
|
||||||
|
raise
|
||||||
|
|
||||||
|
# Test None texture
|
||||||
|
try:
|
||||||
|
sprite.texture = None
|
||||||
|
print("✗ Should have raised TypeError for None texture")
|
||||||
|
except TypeError as e:
|
||||||
|
print(f"✓ Correctly rejected None texture: {e}")
|
||||||
|
|
||||||
|
# Test that sprite still renders correctly
|
||||||
|
print("✓ Sprite still renders with new texture")
|
||||||
|
|
||||||
|
print("\n✅ Sprite texture setter test PASSED")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
# Execute the test after a short delay
|
||||||
|
import mcrfpy
|
||||||
|
mcrfpy.setTimer("test", test_sprite_texture_setter, 100)
|
||||||
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 30 KiB |
|
After Width: | Height: | Size: 30 KiB |
|
After Width: | Height: | Size: 30 KiB |
|
|
@ -30,4 +30,3 @@ scripts/
|
||||||
test_*
|
test_*
|
||||||
|
|
||||||
tcod_reference
|
tcod_reference
|
||||||
.archive
|
|
||||||
|
|
|
||||||
|
|
@ -1,9 +0,0 @@
|
||||||
{
|
|
||||||
"mcpServers": {
|
|
||||||
"gitea": {
|
|
||||||
"type": "stdio",
|
|
||||||
"command": "/home/john/Development/discord_for_claude/forgejo-mcp.linux.amd64",
|
|
||||||
"args": ["stdio", "--server", "https://gamedev.ffwf.net/gitea/", "--token", "f58ec698a5edee82db4960920b13d3f7d0d58d8e"]
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
573
CLAUDE.md
|
|
@ -1,573 +0,0 @@
|
||||||
# CLAUDE.md
|
|
||||||
|
|
||||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
|
||||||
|
|
||||||
## Gitea-First Workflow
|
|
||||||
|
|
||||||
**IMPORTANT**: This project uses Gitea for issue tracking, documentation, and project management. Always consult and update Gitea resources before and during development work.
|
|
||||||
|
|
||||||
**Gitea Instance**: https://gamedev.ffwf.net/gitea/john/McRogueFace
|
|
||||||
|
|
||||||
### Core Principles
|
|
||||||
|
|
||||||
1. **Gitea is the Single Source of Truth**
|
|
||||||
- Issue tracker contains current tasks, bugs, and feature requests
|
|
||||||
- Wiki contains living documentation and architecture decisions
|
|
||||||
- Use Gitea MCP tools to query and update issues programmatically
|
|
||||||
|
|
||||||
2. **Always Check Gitea First**
|
|
||||||
- Before starting work: Check open issues for related tasks or blockers
|
|
||||||
- When using `/roadmap` command: Query Gitea for up-to-date issue status
|
|
||||||
- When researching a feature: Search Gitea wiki and issues before grepping codebase
|
|
||||||
- When encountering a bug: Check if an issue already exists
|
|
||||||
|
|
||||||
3. **Create Granular Issues**
|
|
||||||
- Break large features into separate, focused issues
|
|
||||||
- Each issue should address one specific problem or enhancement
|
|
||||||
- Tag issues appropriately: `[Bugfix]`, `[Major Feature]`, `[Minor Feature]`, etc.
|
|
||||||
- Link related issues using dependencies or blocking relationships
|
|
||||||
|
|
||||||
4. **Document as You Go**
|
|
||||||
- When work on one issue interacts with another system: Add notes to related issues
|
|
||||||
- When discovering undocumented behavior: Create task to document it
|
|
||||||
- When documentation misleads you: Create task to correct or expand it
|
|
||||||
- When implementing a feature: Update the Gitea wiki if appropriate
|
|
||||||
|
|
||||||
5. **Cross-Reference Everything**
|
|
||||||
- Commit messages should reference issue numbers (e.g., "Fixes #104", "Addresses #125")
|
|
||||||
- Issue comments should link to commits when work is done
|
|
||||||
- Wiki pages should reference relevant issues for implementation details
|
|
||||||
- Issues should link to each other when dependencies exist
|
|
||||||
|
|
||||||
### Workflow Pattern
|
|
||||||
|
|
||||||
```
|
|
||||||
┌─────────────────────────────────────────────────────┐
|
|
||||||
│ 1. Check Gitea Issues & Wiki │
|
|
||||||
│ - Is there an existing issue for this? │
|
|
||||||
│ - What's the current status? │
|
|
||||||
│ - Are there related issues or blockers? │
|
|
||||||
└─────────────────┬───────────────────────────────────┘
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
┌─────────────────────────────────────────────────────┐
|
|
||||||
│ 2. Create Issues (if needed) │
|
|
||||||
│ - Break work into granular tasks │
|
|
||||||
│ - Tag appropriately │
|
|
||||||
│ - Link dependencies │
|
|
||||||
└─────────────────┬───────────────────────────────────┘
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
┌─────────────────────────────────────────────────────┐
|
|
||||||
│ 3. Do the Work │
|
|
||||||
│ - Implement/fix/document │
|
|
||||||
│ - Write tests first (TDD) │
|
|
||||||
│ - Add inline documentation │
|
|
||||||
└─────────────────┬───────────────────────────────────┘
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
┌─────────────────────────────────────────────────────┐
|
|
||||||
│ 4. Update Gitea │
|
|
||||||
│ - Add notes to affected issues │
|
|
||||||
│ - Create follow-up issues for discovered work │
|
|
||||||
│ - Update wiki if architecture/APIs changed │
|
|
||||||
│ - Add documentation correction tasks │
|
|
||||||
└─────────────────┬───────────────────────────────────┘
|
|
||||||
│
|
|
||||||
▼
|
|
||||||
┌─────────────────────────────────────────────────────┐
|
|
||||||
│ 5. Commit & Reference │
|
|
||||||
│ - Commit messages reference issue numbers │
|
|
||||||
│ - Close issues or update status │
|
|
||||||
│ - Add commit links to issue comments │
|
|
||||||
└─────────────────────────────────────────────────────┘
|
|
||||||
```
|
|
||||||
|
|
||||||
### Benefits of Gitea-First Approach
|
|
||||||
|
|
||||||
- **Reduced Context Switching**: Check brief issue descriptions instead of re-reading entire codebase
|
|
||||||
- **Better Planning**: Issues provide roadmap; avoid duplicate or contradictory work
|
|
||||||
- **Living Documentation**: Wiki and issues stay current as work progresses
|
|
||||||
- **Historical Context**: Issue comments capture why decisions were made
|
|
||||||
- **Efficiency**: MCP tools allow programmatic access to project state
|
|
||||||
|
|
||||||
### MCP Tools Available
|
|
||||||
|
|
||||||
Claude Code has access to Gitea MCP tools for:
|
|
||||||
- `list_repo_issues` - Query current issues with filtering
|
|
||||||
- `get_issue` - Get detailed issue information
|
|
||||||
- `create_issue` - Create new issues programmatically
|
|
||||||
- `create_issue_comment` - Add comments to issues
|
|
||||||
- `edit_issue` - Update issue status, title, body
|
|
||||||
- `add_issue_labels` - Tag issues appropriately
|
|
||||||
- `add_issue_dependency` / `add_issue_blocking` - Link related issues
|
|
||||||
- Plus wiki, milestone, and label management tools
|
|
||||||
|
|
||||||
Use these tools liberally to keep the project organized!
|
|
||||||
|
|
||||||
### Gitea Label System
|
|
||||||
|
|
||||||
**IMPORTANT**: Always apply appropriate labels when creating new issues!
|
|
||||||
|
|
||||||
The project uses a structured label system to organize issues:
|
|
||||||
|
|
||||||
**Label Categories:**
|
|
||||||
|
|
||||||
1. **System Labels** (identify affected codebase area):
|
|
||||||
- `system:rendering` - Rendering pipeline and visuals
|
|
||||||
- `system:ui-hierarchy` - UI component hierarchy and composition
|
|
||||||
- `system:grid` - Grid system and spatial containers
|
|
||||||
- `system:animation` - Animation and property interpolation
|
|
||||||
- `system:python-binding` - Python/C++ binding layer
|
|
||||||
- `system:input` - Input handling and events
|
|
||||||
- `system:performance` - Performance optimization and profiling
|
|
||||||
- `system:documentation` - Documentation infrastructure
|
|
||||||
|
|
||||||
2. **Priority Labels** (development timeline):
|
|
||||||
- `priority:tier1-active` - Current development focus - critical path to v1.0
|
|
||||||
- `priority:tier2-foundation` - Important foundation work - not blocking v1.0
|
|
||||||
- `priority:tier3-future` - Future features - deferred until after v1.0
|
|
||||||
|
|
||||||
3. **Type/Scope Labels** (effort and complexity):
|
|
||||||
- `Major Feature` - Significant time and effort required
|
|
||||||
- `Minor Feature` - Some effort required to create or overhaul functionality
|
|
||||||
- `Tiny Feature` - Quick and easy - a few lines or little interconnection
|
|
||||||
- `Bugfix` - Fixes incorrect behavior
|
|
||||||
- `Refactoring & Cleanup` - No new functionality, just improving codebase
|
|
||||||
- `Documentation` - Documentation work
|
|
||||||
- `Demo Target` - Functionality to demonstrate
|
|
||||||
|
|
||||||
4. **Workflow Labels** (current blockers/needs):
|
|
||||||
- `workflow:blocked` - Blocked by other work - waiting on dependencies
|
|
||||||
- `workflow:needs-documentation` - Needs documentation before or after implementation
|
|
||||||
- `workflow:needs-benchmark` - Needs performance testing and benchmarks
|
|
||||||
- `Alpha Release Requirement` - Blocker to 0.1 Alpha release
|
|
||||||
|
|
||||||
**When creating issues:**
|
|
||||||
- Apply at least one `system:*` label (what part of codebase)
|
|
||||||
- Apply one `priority:tier*` label (when to address it)
|
|
||||||
- Apply one type label (`Major Feature`, `Minor Feature`, `Tiny Feature`, or `Bugfix`)
|
|
||||||
- Apply `workflow:*` labels if applicable (blocked, needs docs, needs benchmarks)
|
|
||||||
|
|
||||||
**Example label combinations:**
|
|
||||||
- New rendering feature: `system:rendering`, `priority:tier2-foundation`, `Major Feature`
|
|
||||||
- Python API improvement: `system:python-binding`, `priority:tier1-active`, `Minor Feature`
|
|
||||||
- Performance work: `system:performance`, `priority:tier1-active`, `Major Feature`, `workflow:needs-benchmark`
|
|
||||||
|
|
||||||
**⚠️ CRITICAL BUG**: The Gitea MCP tool (v0.07) has a label application bug documented in `GITEA_MCP_LABEL_BUG_REPORT.md`:
|
|
||||||
- `add_issue_labels` and `replace_issue_labels` behave inconsistently
|
|
||||||
- Single ID arrays produce different results than multi-ID arrays for the SAME IDs
|
|
||||||
- Label IDs do not map reliably to actual labels
|
|
||||||
|
|
||||||
**Workaround Options:**
|
|
||||||
1. **Best**: Apply labels manually via web interface: `https://gamedev.ffwf.net/gitea/john/McRogueFace/issues/<number>`
|
|
||||||
2. **Automated**: Apply labels ONE AT A TIME using single-element arrays (slower but more reliable)
|
|
||||||
3. **Use single-ID mapping** (documented below)
|
|
||||||
|
|
||||||
**Label ID Reference** (for documentation purposes - see issue #131 for details):
|
|
||||||
```
|
|
||||||
1=Major Feature, 2=Alpha Release, 3=Bugfix, 4=Demo Target, 5=Documentation,
|
|
||||||
6=Minor Feature, 7=tier1-active, 8=tier2-foundation, 9=tier3-future,
|
|
||||||
10=Refactoring, 11=animation, 12=docs, 13=grid, 14=input, 15=performance,
|
|
||||||
16=python-binding, 17=rendering, 18=ui-hierarchy, 19=Tiny Feature,
|
|
||||||
20=blocked, 21=needs-benchmark, 22=needs-documentation
|
|
||||||
```
|
|
||||||
|
|
||||||
## Build Commands
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Build the project (compiles to ./build directory)
|
|
||||||
make
|
|
||||||
|
|
||||||
# Or use the build script directly
|
|
||||||
./build.sh
|
|
||||||
|
|
||||||
# Run the game
|
|
||||||
make run
|
|
||||||
|
|
||||||
# Clean build artifacts
|
|
||||||
make clean
|
|
||||||
|
|
||||||
# The executable and all assets are in ./build/
|
|
||||||
cd build
|
|
||||||
./mcrogueface
|
|
||||||
```
|
|
||||||
|
|
||||||
## Project Architecture
|
|
||||||
|
|
||||||
McRogueFace is a C++ game engine with Python scripting support, designed for creating roguelike games. The architecture consists of:
|
|
||||||
|
|
||||||
### Core Engine (C++)
|
|
||||||
- **Entry Point**: `src/main.cpp` initializes the game engine
|
|
||||||
- **Scene System**: `Scene.h/cpp` manages game states
|
|
||||||
- **Entity System**: `UIEntity.h/cpp` provides game objects
|
|
||||||
- **Python Integration**: `McRFPy_API.h/cpp` exposes engine functionality to Python
|
|
||||||
- **UI Components**: `UIFrame`, `UICaption`, `UISprite`, `UIGrid` for rendering
|
|
||||||
|
|
||||||
### Game Logic (Python)
|
|
||||||
- **Main Script**: `src/scripts/game.py` contains game initialization and scene setup
|
|
||||||
- **Entity System**: `src/scripts/cos_entities.py` implements game entities (Player, Enemy, Boulder, etc.)
|
|
||||||
- **Level Generation**: `src/scripts/cos_level.py` uses BSP for procedural dungeon generation
|
|
||||||
- **Tile System**: `src/scripts/cos_tiles.py` implements Wave Function Collapse for tile placement
|
|
||||||
|
|
||||||
### Key Python API (`mcrfpy` module)
|
|
||||||
The C++ engine exposes these primary functions to Python:
|
|
||||||
- Scene Management: `createScene()`, `setScene()`, `sceneUI()`
|
|
||||||
- Entity Creation: `Entity()` with position and sprite properties
|
|
||||||
- Grid Management: `Grid()` for tilemap rendering
|
|
||||||
- Input Handling: `keypressScene()` for keyboard events
|
|
||||||
- Audio: `createSoundBuffer()`, `playSound()`, `setVolume()`
|
|
||||||
- Timers: `setTimer()`, `delTimer()` for event scheduling
|
|
||||||
|
|
||||||
## Development Workflow
|
|
||||||
|
|
||||||
### Running the Game
|
|
||||||
After building, the executable expects:
|
|
||||||
- `assets/` directory with sprites, fonts, and audio
|
|
||||||
- `scripts/` directory with Python game files
|
|
||||||
- Python 3.12 shared libraries in `./lib/`
|
|
||||||
|
|
||||||
### Modifying Game Logic
|
|
||||||
- Game scripts are in `src/scripts/`
|
|
||||||
- Main game entry is `game.py`
|
|
||||||
- Entity behavior in `cos_entities.py`
|
|
||||||
- Level generation in `cos_level.py`
|
|
||||||
|
|
||||||
### Adding New Features
|
|
||||||
1. C++ API additions go in `src/McRFPy_API.cpp`
|
|
||||||
2. Expose to Python using the existing binding pattern
|
|
||||||
3. Update Python scripts to use new functionality
|
|
||||||
|
|
||||||
## Testing Game Changes
|
|
||||||
|
|
||||||
Currently no automated test suite. Manual testing workflow:
|
|
||||||
1. Build with `make`
|
|
||||||
2. Run `make run` or `cd build && ./mcrogueface`
|
|
||||||
3. Test specific features through gameplay
|
|
||||||
4. Check console output for Python errors
|
|
||||||
|
|
||||||
### Quick Testing Commands
|
|
||||||
```bash
|
|
||||||
# Test basic functionality
|
|
||||||
make test
|
|
||||||
|
|
||||||
# Run in Python interactive mode
|
|
||||||
make python
|
|
||||||
|
|
||||||
# Test headless mode
|
|
||||||
cd build
|
|
||||||
./mcrogueface --headless -c "import mcrfpy; print('Headless test')"
|
|
||||||
```
|
|
||||||
|
|
||||||
## Common Development Tasks
|
|
||||||
|
|
||||||
### Compiling McRogueFace
|
|
||||||
```bash
|
|
||||||
# Standard build (to ./build directory)
|
|
||||||
make
|
|
||||||
|
|
||||||
# Full rebuild
|
|
||||||
make clean && make
|
|
||||||
|
|
||||||
# Manual CMake build
|
|
||||||
mkdir build && cd build
|
|
||||||
cmake .. -DCMAKE_BUILD_TYPE=Release
|
|
||||||
make -j$(nproc)
|
|
||||||
|
|
||||||
# The library path issue: if linking fails, check that libraries are in __lib/
|
|
||||||
# CMakeLists.txt expects: link_directories(${CMAKE_SOURCE_DIR}/__lib)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Running and Capturing Output
|
|
||||||
```bash
|
|
||||||
# Run with timeout and capture output
|
|
||||||
cd build
|
|
||||||
timeout 5 ./mcrogueface 2>&1 | tee output.log
|
|
||||||
|
|
||||||
# Run in background and kill after delay
|
|
||||||
./mcrogueface > output.txt 2>&1 & PID=$!; sleep 3; kill $PID 2>/dev/null
|
|
||||||
|
|
||||||
# Just capture first N lines (useful for crashes)
|
|
||||||
./mcrogueface 2>&1 | head -50
|
|
||||||
```
|
|
||||||
|
|
||||||
### Debugging with GDB
|
|
||||||
```bash
|
|
||||||
# Interactive debugging
|
|
||||||
gdb ./mcrogueface
|
|
||||||
(gdb) run
|
|
||||||
(gdb) bt # backtrace after crash
|
|
||||||
|
|
||||||
# Batch mode debugging (non-interactive)
|
|
||||||
gdb -batch -ex run -ex where -ex quit ./mcrogueface 2>&1
|
|
||||||
|
|
||||||
# Get just the backtrace after a crash
|
|
||||||
gdb -batch -ex "run" -ex "bt" ./mcrogueface 2>&1 | head -50
|
|
||||||
|
|
||||||
# Debug with specific commands
|
|
||||||
echo -e "run\nbt 5\nquit\ny" | gdb ./mcrogueface 2>&1
|
|
||||||
```
|
|
||||||
|
|
||||||
### Testing Different Python Scripts
|
|
||||||
```bash
|
|
||||||
# The game automatically runs build/scripts/game.py on startup
|
|
||||||
# To test different behavior:
|
|
||||||
|
|
||||||
# Option 1: Replace game.py temporarily
|
|
||||||
cd build
|
|
||||||
cp scripts/my_test_script.py scripts/game.py
|
|
||||||
./mcrogueface
|
|
||||||
|
|
||||||
# Option 2: Backup original and test
|
|
||||||
mv scripts/game.py scripts/game.py.bak
|
|
||||||
cp my_test.py scripts/game.py
|
|
||||||
./mcrogueface
|
|
||||||
mv scripts/game.py.bak scripts/game.py
|
|
||||||
|
|
||||||
# Option 3: For quick tests, create minimal game.py
|
|
||||||
echo 'import mcrfpy; print("Test"); mcrfpy.createScene("test")' > scripts/game.py
|
|
||||||
```
|
|
||||||
|
|
||||||
### Understanding Key Macros and Patterns
|
|
||||||
|
|
||||||
#### RET_PY_INSTANCE Macro (UIDrawable.h)
|
|
||||||
This macro handles converting C++ UI objects to their Python equivalents:
|
|
||||||
```cpp
|
|
||||||
RET_PY_INSTANCE(target);
|
|
||||||
// Expands to a switch on target->derived_type() that:
|
|
||||||
// 1. Allocates the correct Python object type (Frame, Caption, Sprite, Grid)
|
|
||||||
// 2. Sets the shared_ptr data member
|
|
||||||
// 3. Returns the PyObject*
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Collection Patterns
|
|
||||||
- `UICollection` wraps `std::vector<std::shared_ptr<UIDrawable>>`
|
|
||||||
- `UIEntityCollection` wraps `std::list<std::shared_ptr<UIEntity>>`
|
|
||||||
- Different containers require different iteration code (vector vs list)
|
|
||||||
|
|
||||||
#### Python Object Creation Patterns
|
|
||||||
```cpp
|
|
||||||
// Pattern 1: Using tp_alloc (most common)
|
|
||||||
auto o = (PyUIFrameObject*)type->tp_alloc(type, 0);
|
|
||||||
o->data = std::make_shared<UIFrame>();
|
|
||||||
|
|
||||||
// Pattern 2: Getting type from module
|
|
||||||
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
|
|
||||||
auto o = (PyUIEntityObject*)type->tp_alloc(type, 0);
|
|
||||||
|
|
||||||
// Pattern 3: Direct shared_ptr assignment
|
|
||||||
iterObj->data = self->data; // Shares the C++ object
|
|
||||||
```
|
|
||||||
|
|
||||||
### Working Directory Structure
|
|
||||||
```
|
|
||||||
build/
|
|
||||||
├── mcrogueface # The executable
|
|
||||||
├── scripts/
|
|
||||||
│ └── game.py # Auto-loaded Python script
|
|
||||||
├── assets/ # Copied from source during build
|
|
||||||
└── lib/ # Python libraries (copied from __lib/)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Quick Iteration Tips
|
|
||||||
- Keep a test script ready for quick experiments
|
|
||||||
- Use `timeout` to auto-kill hanging processes
|
|
||||||
- The game expects a window manager; use Xvfb for headless testing
|
|
||||||
- Python errors go to stderr, game output to stdout
|
|
||||||
- Segfaults usually mean Python type initialization issues
|
|
||||||
|
|
||||||
## Important Notes
|
|
||||||
|
|
||||||
- The project uses SFML for graphics/audio and libtcod for roguelike utilities
|
|
||||||
- Python scripts are loaded at runtime from the `scripts/` directory
|
|
||||||
- Asset loading expects specific paths relative to the executable
|
|
||||||
- The game was created for 7DRL 2025 as "Crypt of Sokoban"
|
|
||||||
- Iterator implementations require careful handling of C++/Python boundaries
|
|
||||||
|
|
||||||
## Testing Guidelines
|
|
||||||
|
|
||||||
### Test-Driven Development
|
|
||||||
- **Always write tests first**: Create automation tests in `./tests/` for all bugs and new features
|
|
||||||
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix is applied
|
|
||||||
- **Close the loop**: Reproduce issue → change code → recompile → verify behavior change
|
|
||||||
|
|
||||||
### Two Types of Tests
|
|
||||||
|
|
||||||
#### 1. Direct Execution Tests (No Game Loop)
|
|
||||||
For tests that only need class initialization or direct code execution:
|
|
||||||
```python
|
|
||||||
# These tests can treat McRogueFace like a Python interpreter
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
# Test code here
|
|
||||||
result = mcrfpy.some_function()
|
|
||||||
assert result == expected_value
|
|
||||||
print("PASS" if condition else "FAIL")
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 2. Game Loop Tests (Timer-Based)
|
|
||||||
For tests requiring rendering, game state, or elapsed time:
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
from mcrfpy import automation
|
|
||||||
import sys
|
|
||||||
|
|
||||||
def run_test(runtime):
|
|
||||||
"""Timer callback - runs after game loop starts"""
|
|
||||||
# Now rendering is active, screenshots will work
|
|
||||||
automation.screenshot("test_result.png")
|
|
||||||
|
|
||||||
# Run your tests here
|
|
||||||
automation.click(100, 100)
|
|
||||||
|
|
||||||
# Always exit at the end
|
|
||||||
print("PASS" if success else "FAIL")
|
|
||||||
sys.exit(0)
|
|
||||||
|
|
||||||
# Set up the test scene
|
|
||||||
mcrfpy.createScene("test")
|
|
||||||
# ... add UI elements ...
|
|
||||||
|
|
||||||
# Schedule test to run after game loop starts
|
|
||||||
mcrfpy.setTimer("test", run_test, 100) # 0.1 seconds
|
|
||||||
```
|
|
||||||
|
|
||||||
### Key Testing Principles
|
|
||||||
- **Timer callbacks are essential**: Screenshots and UI interactions only work after the render loop starts
|
|
||||||
- **Use automation API**: Always create and examine screenshots when visual feedback is required
|
|
||||||
- **Exit properly**: Call `sys.exit()` at the end of timer-based tests to prevent hanging
|
|
||||||
- **Headless mode**: Use `--exec` flag for automated testing: `./mcrogueface --headless --exec tests/my_test.py`
|
|
||||||
|
|
||||||
### Example Test Pattern
|
|
||||||
```bash
|
|
||||||
# Run a test that requires game loop
|
|
||||||
./build/mcrogueface --headless --exec tests/issue_78_middle_click_test.py
|
|
||||||
|
|
||||||
# The test will:
|
|
||||||
# 1. Set up the scene during script execution
|
|
||||||
# 2. Register a timer callback
|
|
||||||
# 3. Game loop starts
|
|
||||||
# 4. Timer fires after 100ms
|
|
||||||
# 5. Test runs with full rendering available
|
|
||||||
# 6. Test takes screenshots and validates behavior
|
|
||||||
# 7. Test calls sys.exit() to terminate
|
|
||||||
```
|
|
||||||
|
|
||||||
## Development Best Practices
|
|
||||||
|
|
||||||
### Testing and Deployment
|
|
||||||
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, and tests shouldn't be included
|
|
||||||
|
|
||||||
## Documentation Guidelines
|
|
||||||
|
|
||||||
### Documentation Macro System
|
|
||||||
|
|
||||||
**As of 2025-10-30, McRogueFace uses a macro-based documentation system** (`src/McRFPy_Doc.h`) that ensures consistent, complete docstrings across all Python bindings.
|
|
||||||
|
|
||||||
#### Include the Header
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
#include "McRFPy_Doc.h"
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Documenting Methods
|
|
||||||
|
|
||||||
For methods in PyMethodDef arrays, use `MCRF_METHOD`:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
{"method_name", (PyCFunction)Class::method, METH_VARARGS,
|
|
||||||
MCRF_METHOD(ClassName, method_name,
|
|
||||||
MCRF_SIG("(arg1: type, arg2: type)", "return_type"),
|
|
||||||
MCRF_DESC("Brief description of what the method does."),
|
|
||||||
MCRF_ARGS_START
|
|
||||||
MCRF_ARG("arg1", "Description of first argument")
|
|
||||||
MCRF_ARG("arg2", "Description of second argument")
|
|
||||||
MCRF_RETURNS("Description of return value")
|
|
||||||
MCRF_RAISES("ValueError", "Condition that raises this exception")
|
|
||||||
MCRF_NOTE("Important notes or caveats")
|
|
||||||
MCRF_LINK("docs/guide.md", "Related Documentation")
|
|
||||||
)},
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Documenting Properties
|
|
||||||
|
|
||||||
For properties in PyGetSetDef arrays, use `MCRF_PROPERTY`:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
{"property_name", (getter)getter_func, (setter)setter_func,
|
|
||||||
MCRF_PROPERTY(property_name,
|
|
||||||
"Brief description of the property. "
|
|
||||||
"Additional details about valid values, side effects, etc."
|
|
||||||
), NULL},
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Available Macros
|
|
||||||
|
|
||||||
- `MCRF_SIG(params, ret)` - Method signature
|
|
||||||
- `MCRF_DESC(text)` - Description paragraph
|
|
||||||
- `MCRF_ARGS_START` - Begin arguments section
|
|
||||||
- `MCRF_ARG(name, desc)` - Individual argument
|
|
||||||
- `MCRF_RETURNS(text)` - Return value description
|
|
||||||
- `MCRF_RAISES(exception, condition)` - Exception documentation
|
|
||||||
- `MCRF_NOTE(text)` - Important notes
|
|
||||||
- `MCRF_LINK(path, text)` - Reference to external documentation
|
|
||||||
|
|
||||||
#### Documentation Prose Guidelines
|
|
||||||
|
|
||||||
**Keep C++ docstrings concise** (1-2 sentences per section). For complex topics, use `MCRF_LINK` to reference external guides:
|
|
||||||
|
|
||||||
```cpp
|
|
||||||
MCRF_LINK("docs/animation-guide.md", "Animation System Tutorial")
|
|
||||||
```
|
|
||||||
|
|
||||||
**External documentation** (in `docs/`) can be verbose with examples, tutorials, and design rationale.
|
|
||||||
|
|
||||||
### Regenerating Documentation
|
|
||||||
|
|
||||||
After modifying C++ inline documentation with MCRF_* macros:
|
|
||||||
|
|
||||||
1. **Rebuild the project**: `make -j$(nproc)`
|
|
||||||
|
|
||||||
2. **Generate all documentation** (recommended - single command):
|
|
||||||
```bash
|
|
||||||
./tools/generate_all_docs.sh
|
|
||||||
```
|
|
||||||
This creates:
|
|
||||||
- `docs/api_reference_dynamic.html` - HTML API reference
|
|
||||||
- `docs/API_REFERENCE_DYNAMIC.md` - Markdown API reference
|
|
||||||
- `docs/mcrfpy.3` - Unix man page (section 3)
|
|
||||||
- `stubs/mcrfpy.pyi` - Type stubs for IDE support
|
|
||||||
|
|
||||||
3. **Or generate individually**:
|
|
||||||
```bash
|
|
||||||
# API docs (HTML + Markdown)
|
|
||||||
./build/mcrogueface --headless --exec tools/generate_dynamic_docs.py
|
|
||||||
|
|
||||||
# Type stubs (manually-maintained with @overload support)
|
|
||||||
./build/mcrogueface --headless --exec tools/generate_stubs_v2.py
|
|
||||||
|
|
||||||
# Man page (requires pandoc)
|
|
||||||
./tools/generate_man_page.sh
|
|
||||||
```
|
|
||||||
|
|
||||||
**System Requirements:**
|
|
||||||
- `pandoc` must be installed for man page generation: `sudo apt-get install pandoc`
|
|
||||||
|
|
||||||
### Important Notes
|
|
||||||
|
|
||||||
- **Single source of truth**: Documentation lives in C++ source files via MCRF_* macros
|
|
||||||
- **McRogueFace as Python interpreter**: Documentation scripts MUST be run using McRogueFace itself, not system Python
|
|
||||||
- **Use --headless --exec**: For non-interactive documentation generation
|
|
||||||
- **Link transformation**: `MCRF_LINK` references are transformed to appropriate format (HTML, Markdown, etc.)
|
|
||||||
- **No manual dictionaries**: The old hardcoded documentation system has been removed
|
|
||||||
|
|
||||||
### Documentation Pipeline Architecture
|
|
||||||
|
|
||||||
1. **C++ Source** → MCRF_* macros in PyMethodDef/PyGetSetDef arrays
|
|
||||||
2. **Compilation** → Macros expand to complete docstrings embedded in module
|
|
||||||
3. **Introspection** → Scripts use `dir()`, `getattr()`, `__doc__` to extract
|
|
||||||
4. **Generation** → HTML/Markdown/Stub files created with transformed links
|
|
||||||
5. **No drift**: Impossible for docs and code to disagree - they're the same file!
|
|
||||||
|
|
||||||
The macro system ensures complete, consistent documentation across all Python bindings.
|
|
||||||
- Close issues automatically in gitea by adding to the commit message "closes #X", where X is the issue number. This associates the issue closure with the specific commit, so granular commits are preferred. You should only use the MCP tool to close issues directly when discovering that the issue is already complete; when committing changes, always such "closes" (or the opposite, "reopens") references to related issues. If on a feature branch, the issue will be referenced by the commit, and when merged to master, the issue will be actually closed (or reopened).
|
|
||||||
|
|
@ -22,6 +22,11 @@ file(GLOB_RECURSE SOURCES "src/*.cpp")
|
||||||
|
|
||||||
# Create a list of libraries to link against
|
# Create a list of libraries to link against
|
||||||
set(LINK_LIBS
|
set(LINK_LIBS
|
||||||
|
m
|
||||||
|
dl
|
||||||
|
util
|
||||||
|
pthread
|
||||||
|
python3.12
|
||||||
sfml-graphics
|
sfml-graphics
|
||||||
sfml-window
|
sfml-window
|
||||||
sfml-system
|
sfml-system
|
||||||
|
|
@ -30,16 +35,12 @@ set(LINK_LIBS
|
||||||
|
|
||||||
# On Windows, add any additional libs and include directories
|
# On Windows, add any additional libs and include directories
|
||||||
if(WIN32)
|
if(WIN32)
|
||||||
# Windows-specific Python library name (no dots)
|
|
||||||
list(APPEND LINK_LIBS python312)
|
|
||||||
# Add the necessary Windows-specific libraries and include directories
|
# Add the necessary Windows-specific libraries and include directories
|
||||||
# include_directories(path_to_additional_includes)
|
# include_directories(path_to_additional_includes)
|
||||||
# link_directories(path_to_additional_libs)
|
# link_directories(path_to_additional_libs)
|
||||||
# list(APPEND LINK_LIBS additional_windows_libs)
|
# list(APPEND LINK_LIBS additional_windows_libs)
|
||||||
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
|
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
|
||||||
else()
|
else()
|
||||||
# Unix/Linux specific libraries
|
|
||||||
list(APPEND LINK_LIBS python3.12 m dl util pthread)
|
|
||||||
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
|
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
|
@ -50,13 +51,6 @@ link_directories(${CMAKE_SOURCE_DIR}/__lib)
|
||||||
# Define the executable target before linking libraries
|
# Define the executable target before linking libraries
|
||||||
add_executable(mcrogueface ${SOURCES})
|
add_executable(mcrogueface ${SOURCES})
|
||||||
|
|
||||||
# On Windows, set subsystem to WINDOWS to hide console
|
|
||||||
if(WIN32)
|
|
||||||
set_target_properties(mcrogueface PROPERTIES
|
|
||||||
WIN32_EXECUTABLE TRUE
|
|
||||||
LINK_FLAGS "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# Now the linker will find the libraries in the specified directory
|
# Now the linker will find the libraries in the specified directory
|
||||||
target_link_libraries(mcrogueface ${LINK_LIBS})
|
target_link_libraries(mcrogueface ${LINK_LIBS})
|
||||||
|
|
||||||
|
|
@ -75,26 +69,7 @@ add_custom_command(TARGET mcrogueface POST_BUILD
|
||||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||||
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
|
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
|
||||||
|
|
||||||
# On Windows, copy DLLs to executable directory
|
# rpath for including shared libraries
|
||||||
if(WIN32)
|
|
||||||
# Copy all DLL files from lib to the executable directory
|
|
||||||
add_custom_command(TARGET mcrogueface POST_BUILD
|
|
||||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
|
||||||
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>
|
|
||||||
COMMAND ${CMAKE_COMMAND} -E echo "Copied DLLs to executable directory")
|
|
||||||
|
|
||||||
# Alternative: Copy specific DLLs if you want more control
|
|
||||||
# file(GLOB DLLS "${CMAKE_SOURCE_DIR}/__lib/*.dll")
|
|
||||||
# foreach(DLL ${DLLS})
|
|
||||||
# add_custom_command(TARGET mcrogueface POST_BUILD
|
|
||||||
# COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
|
||||||
# ${DLL} $<TARGET_FILE_DIR:mcrogueface>)
|
|
||||||
# endforeach()
|
|
||||||
endif()
|
|
||||||
|
|
||||||
# rpath for including shared libraries (Linux/Unix only)
|
|
||||||
if(NOT WIN32)
|
|
||||||
set_target_properties(mcrogueface PROPERTIES
|
set_target_properties(mcrogueface PROPERTIES
|
||||||
INSTALL_RPATH "$ORIGIN/./lib")
|
INSTALL_RPATH "$ORIGIN/./lib")
|
||||||
endif()
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,93 @@
|
||||||
|
# Phase 1-3 Completion Summary
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
Successfully completed all tasks in Phases 1, 2, and 3 of the alpha_streamline_2 branch. This represents a major architectural improvement to McRogueFace's Python API, making it more consistent, safer, and feature-rich.
|
||||||
|
|
||||||
|
## Phase 1: Architecture Stabilization (Completed)
|
||||||
|
- ✅ #7 - Audited and fixed unsafe constructors across all UI classes
|
||||||
|
- ✅ #71 - Implemented _Drawable base class properties at C++ level
|
||||||
|
- ✅ #87 - Added visible property for show/hide functionality
|
||||||
|
- ✅ #88 - Added opacity property for transparency control
|
||||||
|
- ✅ #89 - Added get_bounds() method returning (x, y, width, height)
|
||||||
|
- ✅ #98 - Added move()/resize() methods for dynamic UI manipulation
|
||||||
|
|
||||||
|
## Phase 2: API Enhancements (Completed)
|
||||||
|
- ✅ #101 - Standardized default positions (all UI elements default to 0,0)
|
||||||
|
- ✅ #38 - Frame accepts children parameter in constructor
|
||||||
|
- ✅ #42 - All UI elements accept click handler in __init__
|
||||||
|
- ✅ #90 - Grid accepts size as tuple: Grid((20, 15))
|
||||||
|
- ✅ #19 - Sprite texture swapping via texture property
|
||||||
|
- ✅ #52 - Grid rendering skips out-of-bounds entities
|
||||||
|
|
||||||
|
## Phase 3: Game-Ready Features (Completed)
|
||||||
|
- ✅ #30 - Entity.die() method for proper cleanup
|
||||||
|
- ✅ #93 - Vector arithmetic operators (+, -, *, /, ==, bool, abs, neg)
|
||||||
|
- ✅ #94 - Color helper methods (from_hex, to_hex, lerp)
|
||||||
|
- ✅ #103 - Timer objects with pause/resume/cancel functionality
|
||||||
|
|
||||||
|
## Additional Improvements
|
||||||
|
- ✅ Standardized position arguments across all UI classes
|
||||||
|
- Created PyPositionHelper for consistent argument parsing
|
||||||
|
- All classes now accept: (x, y), pos=(x,y), x=x, y=y formats
|
||||||
|
- ✅ Fixed UTF-8 encoding configuration for Python output
|
||||||
|
- Configured PyConfig.stdio_encoding during initialization
|
||||||
|
- Resolved unicode character printing issues
|
||||||
|
|
||||||
|
## Technical Achievements
|
||||||
|
|
||||||
|
### Architecture
|
||||||
|
- Safe two-phase initialization for all Python objects
|
||||||
|
- Consistent constructor patterns across UI hierarchy
|
||||||
|
- Proper shared_ptr lifetime management
|
||||||
|
- Clean separation between C++ implementation and Python API
|
||||||
|
|
||||||
|
### API Consistency
|
||||||
|
- All UI elements follow same initialization patterns
|
||||||
|
- Position arguments work uniformly across all classes
|
||||||
|
- Properties accessible via standard Python attribute access
|
||||||
|
- Methods follow Python naming conventions
|
||||||
|
|
||||||
|
### Developer Experience
|
||||||
|
- Intuitive object construction with sensible defaults
|
||||||
|
- Flexible argument formats reduce boilerplate
|
||||||
|
- Clear error messages for invalid inputs
|
||||||
|
- Comprehensive test coverage for all features
|
||||||
|
|
||||||
|
## Impact on Game Development
|
||||||
|
|
||||||
|
### Before
|
||||||
|
```python
|
||||||
|
# Inconsistent, error-prone API
|
||||||
|
frame = mcrfpy.Frame()
|
||||||
|
frame.x = 100 # Had to set position after creation
|
||||||
|
frame.y = 50
|
||||||
|
caption = mcrfpy.Caption(mcrfpy.default_font, "Hello", 20, 20) # Different argument order
|
||||||
|
grid = mcrfpy.Grid(10, 10, 32, 32, 0, 0) # Confusing parameter order
|
||||||
|
```
|
||||||
|
|
||||||
|
### After
|
||||||
|
```python
|
||||||
|
# Clean, consistent API
|
||||||
|
frame = mcrfpy.Frame(x=100, y=50, children=[
|
||||||
|
mcrfpy.Caption("Hello", pos=(20, 20)),
|
||||||
|
mcrfpy.Sprite("icon.png", (10, 10))
|
||||||
|
])
|
||||||
|
grid = mcrfpy.Grid(size=(10, 10), pos=(0, 0))
|
||||||
|
|
||||||
|
# Advanced features
|
||||||
|
timer = mcrfpy.Timer("animation", update_frame, 16)
|
||||||
|
timer.pause() # Pause during menu
|
||||||
|
timer.resume() # Resume when gameplay continues
|
||||||
|
|
||||||
|
player.move(velocity * delta_time) # Vector math works naturally
|
||||||
|
ui_theme = mcrfpy.Color.from_hex("#2D3436")
|
||||||
|
```
|
||||||
|
|
||||||
|
## Next Steps
|
||||||
|
With Phases 1-3 complete, the codebase is ready for:
|
||||||
|
- Phase 4: Event System & Animations (advanced interactivity)
|
||||||
|
- Phase 5: Scene Management (transitions, lifecycle)
|
||||||
|
- Phase 6: Audio System (procedural generation, effects)
|
||||||
|
- Phase 7: Optimization (sprite batching, profiling)
|
||||||
|
|
||||||
|
The foundation is now solid for building sophisticated roguelike games with McRogueFace.
|
||||||
91
README.md
|
|
@ -3,27 +3,19 @@
|
||||||
|
|
||||||
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>
|
||||||
|
|
@ -57,82 +49,33 @@ mcrfpy.setScene("intro")
|
||||||
|
|
||||||
## Documentation
|
## Documentation
|
||||||
|
|
||||||
### 📚 Developer Documentation
|
For comprehensive documentation, tutorials, and API reference, visit:
|
||||||
|
**[https://mcrogueface.github.io](https://mcrogueface.github.io)**
|
||||||
|
|
||||||
For comprehensive documentation about systems, architecture, and development workflows:
|
## Requirements
|
||||||
|
|
||||||
**[Project Wiki](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki)**
|
|
||||||
|
|
||||||
Key wiki pages:
|
|
||||||
|
|
||||||
- **[Home](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Home)** - Documentation hub with multiple entry points
|
|
||||||
- **[Grid System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Grid-System)** - Three-layer grid architecture
|
|
||||||
- **[Python Binding System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Python-Binding-System)** - C++/Python integration
|
|
||||||
- **[Performance and Profiling](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Performance-and-Profiling)** - Optimization tools
|
|
||||||
- **[Adding Python Bindings](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Adding-Python-Bindings)** - Step-by-step binding guide
|
|
||||||
- **[Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap)** - All 46 open issues organized by system
|
|
||||||
|
|
||||||
### 📖 Development Guides
|
|
||||||
|
|
||||||
In the repository root:
|
|
||||||
|
|
||||||
- **[CLAUDE.md](CLAUDE.md)** - Build instructions, testing guidelines, common tasks
|
|
||||||
- **[ROADMAP.md](ROADMAP.md)** - Strategic vision and development phases
|
|
||||||
- **[roguelike_tutorial/](roguelike_tutorial/)** - Complete roguelike tutorial implementations
|
|
||||||
|
|
||||||
## Build Requirements
|
|
||||||
|
|
||||||
- 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 2.6
|
- SFML 2.5+
|
||||||
- Linux or Windows (macOS untested)
|
- Linux or Windows (macOS untested)
|
||||||
|
|
||||||
## Project Structure
|
## Project Structure
|
||||||
|
|
||||||
```
|
```
|
||||||
McRogueFace/
|
McRogueFace/
|
||||||
├── assets/ # Sprites, fonts, audio
|
|
||||||
├── 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
|
├── src/ # C++ engine source
|
||||||
│ └─ scripts/ # Python game scripts (copied during build)
|
├── scripts/ # Python game scripts
|
||||||
|
├── assets/ # Sprites, fonts, audio
|
||||||
|
├── build/ # Build output directory
|
||||||
└── 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.
|
||||||
|
|
||||||
### Issue Tracking
|
The project has a private roadmap and issue list. Reach out via email or social media if you have bugs or feature requests.
|
||||||
|
|
||||||
The project uses [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for task tracking and bug reports. Issues are organized with labels:
|
|
||||||
|
|
||||||
- **System labels** (grid, animation, python-binding, etc.) - identify which codebase area
|
|
||||||
- **Priority labels** (tier1-active, tier2-foundation, tier3-future) - development timeline
|
|
||||||
- **Type labels** (Major Feature, Minor Feature, Bugfix, etc.) - effort and scope
|
|
||||||
|
|
||||||
See the [Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap) on the wiki for organized view of all open tasks.
|
|
||||||
|
|
||||||
## License
|
## License
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,167 @@
|
||||||
|
# RenderTexture Overhaul Design Document
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
This document outlines the design for implementing RenderTexture support across all UIDrawable classes in McRogueFace. This is Issue #6 and represents a major architectural change to the rendering system.
|
||||||
|
|
||||||
|
## Goals
|
||||||
|
|
||||||
|
1. **Automatic Clipping**: Children rendered outside parent bounds should be clipped
|
||||||
|
2. **Off-screen Rendering**: Enable post-processing effects and complex compositing
|
||||||
|
3. **Performance**: Cache static content, only re-render when changed
|
||||||
|
4. **Backward Compatibility**: Existing code should continue to work
|
||||||
|
|
||||||
|
## Current State
|
||||||
|
|
||||||
|
### Classes Already Using RenderTexture:
|
||||||
|
- **UIGrid**: Uses a 1920x1080 RenderTexture for compositing grid view
|
||||||
|
- **SceneTransition**: Uses two 1024x768 RenderTextures for transitions
|
||||||
|
- **HeadlessRenderer**: Uses RenderTexture for headless mode
|
||||||
|
|
||||||
|
### Classes Using Direct Rendering:
|
||||||
|
- **UIFrame**: Renders box and children directly
|
||||||
|
- **UICaption**: Renders text directly
|
||||||
|
- **UISprite**: Renders sprite directly
|
||||||
|
|
||||||
|
## Design Decisions
|
||||||
|
|
||||||
|
### 1. Opt-in Architecture
|
||||||
|
|
||||||
|
Not all UIDrawables need RenderTextures. We'll use an opt-in approach:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
class UIDrawable {
|
||||||
|
protected:
|
||||||
|
// RenderTexture support (opt-in)
|
||||||
|
std::unique_ptr<sf::RenderTexture> render_texture;
|
||||||
|
sf::Sprite render_sprite;
|
||||||
|
bool use_render_texture = false;
|
||||||
|
bool render_dirty = true;
|
||||||
|
|
||||||
|
// Enable RenderTexture for this drawable
|
||||||
|
void enableRenderTexture(unsigned int width, unsigned int height);
|
||||||
|
void updateRenderTexture();
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. When to Use RenderTexture
|
||||||
|
|
||||||
|
RenderTextures will be enabled for:
|
||||||
|
1. **UIFrame with clipping enabled** (new property: `clip_children = true`)
|
||||||
|
2. **UIDrawables with effects** (future: shaders, blend modes)
|
||||||
|
3. **Complex composites** (many children that rarely change)
|
||||||
|
|
||||||
|
### 3. Render Flow
|
||||||
|
|
||||||
|
```
|
||||||
|
Standard Flow:
|
||||||
|
render() → render directly to target
|
||||||
|
|
||||||
|
RenderTexture Flow:
|
||||||
|
render() → if dirty → clear RT → render to RT → dirty = false
|
||||||
|
→ draw RT sprite to target
|
||||||
|
```
|
||||||
|
|
||||||
|
### 4. Dirty Flag Management
|
||||||
|
|
||||||
|
Mark as dirty when:
|
||||||
|
- Properties change (position, size, color, etc.)
|
||||||
|
- Children added/removed
|
||||||
|
- Child marked as dirty (propagate up)
|
||||||
|
- Animation frame
|
||||||
|
|
||||||
|
### 5. Size Management
|
||||||
|
|
||||||
|
RenderTexture size options:
|
||||||
|
1. **Fixed Size**: Set at creation (current UIGrid approach)
|
||||||
|
2. **Dynamic Size**: Match bounds, recreate on resize
|
||||||
|
3. **Pooled Sizes**: Use standard sizes from pool
|
||||||
|
|
||||||
|
We'll use **Dynamic Size** with lazy creation.
|
||||||
|
|
||||||
|
## Implementation Plan
|
||||||
|
|
||||||
|
### Phase 1: Base Infrastructure (This PR)
|
||||||
|
1. Add RenderTexture members to UIDrawable
|
||||||
|
2. Add `enableRenderTexture()` method
|
||||||
|
3. Implement dirty flag system
|
||||||
|
4. Add `clip_children` property to UIFrame
|
||||||
|
|
||||||
|
### Phase 2: UIFrame Implementation
|
||||||
|
1. Update UIFrame::render() to use RenderTexture when clipping
|
||||||
|
2. Test with nested frames
|
||||||
|
3. Verify clipping works correctly
|
||||||
|
|
||||||
|
### Phase 3: Performance Optimization
|
||||||
|
1. Implement texture pooling
|
||||||
|
2. Add dirty flag propagation
|
||||||
|
3. Profile and optimize
|
||||||
|
|
||||||
|
### Phase 4: Extended Features
|
||||||
|
1. Blur/glow effects using RenderTexture
|
||||||
|
2. Viewport-based rendering (#8)
|
||||||
|
3. Screenshot improvements
|
||||||
|
|
||||||
|
## API Changes
|
||||||
|
|
||||||
|
### Python API:
|
||||||
|
```python
|
||||||
|
# Enable clipping on frames
|
||||||
|
frame.clip_children = True # New property
|
||||||
|
|
||||||
|
# Future: effects
|
||||||
|
frame.blur_amount = 5.0
|
||||||
|
sprite.glow_color = Color(255, 200, 100)
|
||||||
|
```
|
||||||
|
|
||||||
|
### C++ API:
|
||||||
|
```cpp
|
||||||
|
// Enable RenderTexture
|
||||||
|
frame->enableRenderTexture(width, height);
|
||||||
|
frame->setClipChildren(true);
|
||||||
|
|
||||||
|
// Mark dirty
|
||||||
|
frame->markDirty();
|
||||||
|
```
|
||||||
|
|
||||||
|
## Performance Considerations
|
||||||
|
|
||||||
|
1. **Memory**: Each RenderTexture uses GPU memory (width * height * 4 bytes)
|
||||||
|
2. **Creation Cost**: Creating RenderTextures is expensive, use pooling
|
||||||
|
3. **Clear Cost**: Clearing large RenderTextures each frame is costly
|
||||||
|
4. **Bandwidth**: Drawing to RenderTexture then to screen doubles bandwidth
|
||||||
|
|
||||||
|
## Migration Strategy
|
||||||
|
|
||||||
|
1. All existing code continues to work (direct rendering by default)
|
||||||
|
2. Gradually enable RenderTexture for specific use cases
|
||||||
|
3. Profile before/after to ensure performance gains
|
||||||
|
4. Document best practices
|
||||||
|
|
||||||
|
## Risks and Mitigation
|
||||||
|
|
||||||
|
| Risk | Mitigation |
|
||||||
|
|------|------------|
|
||||||
|
| Performance regression | Opt-in design, profile extensively |
|
||||||
|
| Memory usage increase | Texture pooling, size limits |
|
||||||
|
| Complexity increase | Clear documentation, examples |
|
||||||
|
| Integration issues | Extensive testing with SceneTransition |
|
||||||
|
|
||||||
|
## Success Criteria
|
||||||
|
|
||||||
|
1. ✓ Frames can clip children to bounds
|
||||||
|
2. ✓ No performance regression for direct rendering
|
||||||
|
3. ✓ Scene transitions continue to work
|
||||||
|
4. ✓ Memory usage is reasonable
|
||||||
|
5. ✓ API is intuitive and documented
|
||||||
|
|
||||||
|
## Future Extensions
|
||||||
|
|
||||||
|
1. **Shader Support** (#106): RenderTextures enable post-processing shaders
|
||||||
|
2. **Particle Systems** (#107): Render particles to texture for effects
|
||||||
|
3. **Caching**: Static UI elements cached in RenderTextures
|
||||||
|
4. **Resolution Independence**: RenderTextures for DPI scaling
|
||||||
|
|
||||||
|
## Conclusion
|
||||||
|
|
||||||
|
This design provides a foundation for professional rendering capabilities while maintaining backward compatibility and performance. The opt-in approach allows gradual adoption and testing.
|
||||||
808
ROADMAP.md
|
|
@ -1,42 +1,64 @@
|
||||||
# McRogueFace - Development Roadmap
|
# McRogueFace - Development Roadmap
|
||||||
|
|
||||||
## Project Status
|
## 🚨 URGENT PRIORITIES - July 9, 2025 🚨
|
||||||
|
|
||||||
**Current State**: Active development - C++ game engine with Python scripting
|
### IMMEDIATE ACTION REQUIRED (Next 48 Hours)
|
||||||
**Latest Release**: Alpha 0.1
|
|
||||||
**Issue Tracking**: See [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for current tasks and bugs
|
**CRITICAL DEADLINE**: RoguelikeDev Tutorial Event starts July 15 - Need to advertise by July 11!
|
||||||
|
|
||||||
|
#### 1. Tutorial Emergency Plan (2 DAYS)
|
||||||
|
- [ ] **Day 1 (July 9)**: Parts 1-2 (Setup, Moving @, Drawing Map, Entities)
|
||||||
|
- [ ] **Day 2 (July 10)**: Parts 3-4 (FOV, Combat/AI)
|
||||||
|
- [ ] **July 11**: Announce on r/roguelikedev with 4 completed parts
|
||||||
|
- [ ] **July 12-14**: Complete remaining 10 parts before event starts
|
||||||
|
|
||||||
|
#### 1b. Sizzle Reel Demo (URGENT)
|
||||||
|
- [ ] **Expand animation_sizzle_reel_working.py** with Grid/Entity demos:
|
||||||
|
- Grid scrolling and zooming animations
|
||||||
|
- Entity movement patterns (patrol, chase, flee)
|
||||||
|
- Particle effects using entity spawning
|
||||||
|
- Tile animation demonstrations
|
||||||
|
- Color cycling and transparency effects
|
||||||
|
- Mass entity choreography (100+ entities)
|
||||||
|
- Performance stress test with 1000+ entities
|
||||||
|
|
||||||
|
#### 2. TCOD Integration Sprint ✅ COMPLETE!
|
||||||
|
- [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
|
||||||
|
- [ ] Add batch operations for NumPy-style access (deferred)
|
||||||
|
- [ ] 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
|
||||||
|
- [ ] **Implement SpatialHash** for 10,000+ entities (2 hours)
|
||||||
|
- [ ] **Add dirty flag system** to UIGrid (1 hour)
|
||||||
|
- [ ] **Batch update context managers** (2 hours)
|
||||||
|
- [ ] **Memory pool for entities** (2 hours)
|
||||||
|
|
||||||
|
#### 4. Bug Fixing Pipeline
|
||||||
|
- [ ] Set up GitHub Issues automation
|
||||||
|
- [ ] Create test for each bug before fixing
|
||||||
|
- [ ] Track: Memory leaks, Segfaults, Python/C++ boundary errors
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 🎯 Strategic Vision
|
## 🎯 STRATEGIC ARCHITECTURE VISION
|
||||||
|
|
||||||
### Engine Philosophy
|
### Three-Layer Grid Architecture (From Compass Research)
|
||||||
|
|
||||||
- **C++ First**: Performance-critical code stays in C++
|
|
||||||
- **Python Close Behind**: Rich scripting without frame-rate impact
|
|
||||||
- **Game-Ready**: Each improvement should benefit actual game development
|
|
||||||
|
|
||||||
### Architecture Goals
|
|
||||||
|
|
||||||
1. **Clean Inheritance**: Drawable → UI components, proper type preservation
|
|
||||||
2. **Collection Consistency**: Uniform iteration, indexing, and search patterns
|
|
||||||
3. **Resource Management**: RAII everywhere, proper lifecycle handling
|
|
||||||
4. **Multi-Platform**: Windows/Linux feature parity maintained
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 🏗️ Architecture Decisions
|
|
||||||
|
|
||||||
### Three-Layer Grid Architecture
|
|
||||||
Following successful roguelike patterns (Caves of Qud, Cogmind, DCSS):
|
Following successful roguelike patterns (Caves of Qud, Cogmind, DCSS):
|
||||||
|
|
||||||
1. **Visual Layer** (UIGridPoint) - Sprites, colors, animations
|
1. **Visual Layer** (UIGridPoint) - Sprites, colors, animations
|
||||||
2. **World State Layer** (TCODMap) - Walkability, transparency, physics
|
2. **World State Layer** (TCODMap) - Walkability, transparency, physics
|
||||||
3. **Entity Perspective Layer** (UIGridPointState) - Per-entity FOV, knowledge
|
3. **Entity Perspective Layer** (UIGridPointState) - Per-entity FOV, knowledge
|
||||||
|
|
||||||
### Performance Architecture
|
### Performance Architecture (Critical for 1000x1000 maps)
|
||||||
Critical for large maps (1000x1000):
|
|
||||||
|
|
||||||
- **Spatial Hashing** for entity queries (not quadtrees!)
|
- **Spatial Hashing** for entity queries (not quadtrees!)
|
||||||
- **Batch Operations** with context managers (10-100x speedup)
|
- **Batch Operations** with context managers (10-100x speedup)
|
||||||
- **Memory Pooling** for entities and components
|
- **Memory Pooling** for entities and components
|
||||||
|
|
@ -52,53 +74,627 @@ Critical for large maps (1000x1000):
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 🚀 Development Phases
|
## Project Status: 🎉 ALPHA 0.1 RELEASE! 🎉
|
||||||
|
|
||||||
For detailed task tracking and current priorities, see the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).
|
**Current State**: Documentation system complete, TCOD integration urgent
|
||||||
|
**Latest Update**: Completed Phase 7 documentation infrastructure (2025-07-08)
|
||||||
### Phase 1: Foundation Stabilization ✅
|
**Branch**: alpha_streamline_2
|
||||||
**Status**: Complete
|
**Open Issues**: ~46 remaining + URGENT TCOD/Tutorial work
|
||||||
**Key Issues**: #7 (Safe Constructors), #71 (Base Class), #87 (Visibility), #88 (Opacity)
|
|
||||||
|
|
||||||
### Phase 2: Constructor & API Polish ✅
|
|
||||||
**Status**: Complete
|
|
||||||
**Key Features**: Pythonic API, tuple support, standardized defaults
|
|
||||||
|
|
||||||
### Phase 3: Entity Lifecycle Management ✅
|
|
||||||
**Status**: Complete
|
|
||||||
**Key Issues**: #30 (Entity.die()), #93 (Vector methods), #94 (Color helpers), #103 (Timer objects)
|
|
||||||
|
|
||||||
### Phase 4: Visibility & Performance ✅
|
|
||||||
**Status**: Complete
|
|
||||||
**Key Features**: AABB culling, name system, profiling tools
|
|
||||||
|
|
||||||
### Phase 5: Window/Scene Architecture ✅
|
|
||||||
**Status**: Complete
|
|
||||||
**Key Issues**: #34 (Window object), #61 (Scene object), #1 (Resize events), #105 (Scene transitions)
|
|
||||||
|
|
||||||
### Phase 6: Rendering Revolution ✅
|
|
||||||
**Status**: Complete
|
|
||||||
**Key Issues**: #50 (Grid backgrounds), #6 (RenderTexture), #8 (Viewport rendering)
|
|
||||||
|
|
||||||
### Phase 7: Documentation & Distribution ✅
|
|
||||||
**Status**: Complete (2025-10-30)
|
|
||||||
**Key Issues**: #85 (Docstrings), #86 (Parameter docs), #108 (Type stubs), #97 (API docs)
|
|
||||||
**Completed**: All classes and functions converted to MCRF_* macro system with automated HTML/Markdown/man page generation
|
|
||||||
|
|
||||||
See [current open issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues?state=open) for active work.
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 🔮 Future Vision: Pure Python Extension Architecture
|
## 📋 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
|
||||||
|
|
||||||
|
### 2025-07-10: 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
|
### Concept: McRogueFace as a Traditional Python Package
|
||||||
**Status**: Long-term vision
|
**Status**: Unscheduled - Long-term vision
|
||||||
**Complexity**: Major architectural overhaul
|
**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`.
|
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
|
### Technical Approach
|
||||||
|
|
||||||
1. **Separate Core Engine from Python Embedding**
|
1. **Separate Core Engine from Python Embedding**
|
||||||
- Extract SFML rendering, audio, and input into C++ extension modules
|
- Extract SFML rendering, audio, and input into C++ extension modules
|
||||||
- Remove embedded CPython interpreter
|
- Remove embedded CPython interpreter
|
||||||
|
|
@ -120,7 +716,6 @@ Instead of being a C++ application that embeds Python, McRogueFace could be rede
|
||||||
- Python manages game logic, scenes, and entity systems
|
- Python manages game logic, scenes, and entity systems
|
||||||
|
|
||||||
### Benefits
|
### Benefits
|
||||||
|
|
||||||
- **Standard Python Packaging**: `pip install mcrogueface`
|
- **Standard Python Packaging**: `pip install mcrogueface`
|
||||||
- **Virtual Environment Support**: Works with venv, conda, poetry
|
- **Virtual Environment Support**: Works with venv, conda, poetry
|
||||||
- **Better IDE Integration**: Standard Python development workflow
|
- **Better IDE Integration**: Standard Python development workflow
|
||||||
|
|
@ -129,15 +724,20 @@ Instead of being a C++ application that embeds Python, McRogueFace could be rede
|
||||||
- **Modular Architecture**: Users can import only what they need
|
- **Modular Architecture**: Users can import only what they need
|
||||||
|
|
||||||
### Challenges
|
### Challenges
|
||||||
|
|
||||||
- **Major Refactoring**: Complete restructure of codebase
|
- **Major Refactoring**: Complete restructure of codebase
|
||||||
- **Performance Considerations**: Python-driven main loop overhead
|
- **Performance Considerations**: Python-driven main loop overhead
|
||||||
- **Build Complexity**: Multiple extension modules to compile
|
- **Build Complexity**: Multiple extension modules to compile
|
||||||
- **Platform Support**: Need wheels for many platform/Python combinations
|
- **Platform Support**: Need wheels for many platform/Python combinations
|
||||||
- **API Stability**: Would need careful design to maintain compatibility
|
- **API Stability**: Would need careful design to maintain compatibility
|
||||||
|
|
||||||
### Example Usage (Future Vision)
|
### 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
|
```python
|
||||||
import mcrfpy
|
import mcrfpy
|
||||||
from mcrfpy import Scene, Frame, Sprite, Grid
|
from mcrfpy import Scene, Frame, Sprite, Grid
|
||||||
|
|
@ -164,60 +764,40 @@ This architecture would make McRogueFace a first-class Python citizen, following
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 📋 Major Feature Areas
|
## 🚀 IMMEDIATE NEXT STEPS (Priority Order)
|
||||||
|
|
||||||
For current status and detailed tasks, see the corresponding Gitea issue labels:
|
### Today (July 9) - EXECUTE NOW:
|
||||||
|
1. **Start Tutorial Part 1** - Basic setup and @ movement (2 hours)
|
||||||
|
2. **Implement UIGrid.at((x,y))** - CellView pattern (1 hour)
|
||||||
|
3. **Create Grid demo** for sizzle reel (1 hour)
|
||||||
|
4. **Fix any blocking bugs** discovered during tutorial writing
|
||||||
|
|
||||||
### Core Systems
|
### Tomorrow (July 10) - CRITICAL PATH:
|
||||||
- **UI/Rendering System**: Issues tagged `[Major Feature]` related to rendering
|
1. **Tutorial Parts 2-4** - Map drawing, entities, FOV, combat
|
||||||
- **Grid/Entity System**: Pathfinding, FOV, entity management
|
2. **Implement compute_fov()** in UIGrid
|
||||||
- **Animation System**: Property animation, easing functions, callbacks
|
3. **Add batch_update context manager**
|
||||||
- **Scene/Window Management**: Scene lifecycle, transitions, viewport
|
4. **Expand sizzle reel** with entity choreography
|
||||||
|
|
||||||
### Performance Optimization
|
### July 11 - ANNOUNCEMENT DAY:
|
||||||
- **#115**: SpatialHash for 10,000+ entities
|
1. **Polish 4 tutorial parts**
|
||||||
- **#116**: Dirty flag system
|
2. **Create announcement post** for r/roguelikedev
|
||||||
- **#113**: Batch operations for NumPy-style access
|
3. **Record sizzle reel video**
|
||||||
- **#117**: Memory pool for entities
|
4. **Submit announcement** by end of day
|
||||||
|
|
||||||
### Advanced Features
|
### Architecture Decision Log:
|
||||||
- **#118**: Scene as Drawable (scenes can be drawn/animated)
|
- **DECIDED**: Use three-layer architecture (visual/world/perspective)
|
||||||
- **#122**: Parent-Child UI System
|
- **DECIDED**: Spatial hashing over quadtrees for entities
|
||||||
- **#123**: Grid Subgrid System (256x256 chunks)
|
- **DECIDED**: Batch operations are mandatory, not optional
|
||||||
- **#124**: Grid Point Animation
|
- **DECIDED**: TCOD integration as mcrfpy.libtcod submodule
|
||||||
- **#106**: Shader support
|
- **DECIDED**: Tutorial must showcase McRogueFace strengths, not mimic TCOD
|
||||||
- **#107**: Particle system
|
|
||||||
|
|
||||||
### Documentation
|
### Risk Mitigation:
|
||||||
- **#92**: Inline C++ documentation system
|
- **If TCOD integration delays**: Use pure Python FOV for tutorial
|
||||||
- **#91**: Python type stub files (.pyi)
|
- **If performance issues**: Focus on <100x100 maps for demos
|
||||||
- **#97**: Automated API documentation extraction
|
- **If tutorial incomplete**: Ship with 4 solid parts + roadmap
|
||||||
- **#126**: Generate perfectly consistent Python interface
|
- **If bugs block progress**: Document as "known issues" and continue
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## 📚 Resources
|
*Last Updated: 2025-07-09 (URGENT SPRINT MODE)*
|
||||||
|
*Next Review: July 11 after announcement*
|
||||||
- **Issue Tracker**: [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues)
|
|
||||||
- **Source Code**: [Gitea Repository](https://gamedev.ffwf.net/gitea/john/McRogueFace)
|
|
||||||
- **Documentation**: See `CLAUDE.md` for build instructions and development guide
|
|
||||||
- **Tutorial**: See `roguelike_tutorial/` for implementation examples
|
|
||||||
- **Workflow**: See "Gitea-First Workflow" section in `CLAUDE.md` for issue management best practices
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 🔄 Development Workflow
|
|
||||||
|
|
||||||
**Gitea is the Single Source of Truth** for this project. Before starting any work:
|
|
||||||
|
|
||||||
1. **Check Gitea Issues** for existing tasks, bugs, or related work
|
|
||||||
2. **Create granular issues** for new features or problems
|
|
||||||
3. **Update issues** when work affects other systems
|
|
||||||
4. **Document discoveries** - if something is undocumented or misleading, create a task to fix it
|
|
||||||
5. **Cross-reference commits** with issue numbers (e.g., "Fixes #104")
|
|
||||||
|
|
||||||
See the "Gitea-First Workflow" section in `CLAUDE.md` for detailed guidelines on efficient development practices using the Gitea MCP tools.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
*For current priorities, task tracking, and bug reports, please use the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).*
|
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,257 @@
|
||||||
|
# SFML 3.0 Migration Research for McRogueFace
|
||||||
|
|
||||||
|
## Executive Summary
|
||||||
|
|
||||||
|
SFML 3.0 was released on December 21, 2024, marking the first major version in 12 years. While it offers significant improvements in type safety, modern C++ features, and API consistency, migrating McRogueFace would require substantial effort. Given our plans for `mcrfpy.sfml`, I recommend **deferring migration to SFML 3.0** until after implementing the initial `mcrfpy.sfml` module with SFML 2.6.1.
|
||||||
|
|
||||||
|
## SFML 3.0 Overview
|
||||||
|
|
||||||
|
### Release Highlights
|
||||||
|
- **Release Date**: December 21, 2024
|
||||||
|
- **Development**: 3 years, 1,100+ commits, 41 new contributors
|
||||||
|
- **Major Feature**: C++17 support (now required)
|
||||||
|
- **Audio Backend**: Replaced OpenAL with miniaudio
|
||||||
|
- **Test Coverage**: Expanded to 57%
|
||||||
|
- **New Features**: Scissor and stencil testing
|
||||||
|
|
||||||
|
### Key Breaking Changes
|
||||||
|
|
||||||
|
#### 1. C++ Standard Requirements
|
||||||
|
- **Minimum**: C++17 (was C++03)
|
||||||
|
- **Compilers**: MSVC 16 (VS 2019), GCC 9, Clang 9, AppleClang 12
|
||||||
|
|
||||||
|
#### 2. Event System Overhaul
|
||||||
|
```cpp
|
||||||
|
// SFML 2.x
|
||||||
|
sf::Event event;
|
||||||
|
while (window.pollEvent(event)) {
|
||||||
|
switch (event.type) {
|
||||||
|
case sf::Event::Closed:
|
||||||
|
window.close();
|
||||||
|
break;
|
||||||
|
case sf::Event::KeyPressed:
|
||||||
|
handleKey(event.key.code);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// SFML 3.0
|
||||||
|
while (const std::optional event = window.pollEvent()) {
|
||||||
|
if (event->is<sf::Event::Closed>()) {
|
||||||
|
window.close();
|
||||||
|
}
|
||||||
|
else if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>()) {
|
||||||
|
handleKey(keyPressed->code);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 3. Scoped Enumerations
|
||||||
|
```cpp
|
||||||
|
// SFML 2.x
|
||||||
|
sf::Keyboard::A
|
||||||
|
sf::Mouse::Left
|
||||||
|
|
||||||
|
// SFML 3.0
|
||||||
|
sf::Keyboard::Key::A
|
||||||
|
sf::Mouse::Button::Left
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 4. Resource Loading
|
||||||
|
```cpp
|
||||||
|
// SFML 2.x
|
||||||
|
sf::Texture texture;
|
||||||
|
if (!texture.loadFromFile("image.png")) {
|
||||||
|
// Handle error
|
||||||
|
}
|
||||||
|
|
||||||
|
// SFML 3.0
|
||||||
|
try {
|
||||||
|
sf::Texture texture("image.png");
|
||||||
|
} catch (const std::exception& e) {
|
||||||
|
// Handle error
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 5. Geometry Changes
|
||||||
|
```cpp
|
||||||
|
// SFML 2.x
|
||||||
|
sf::FloatRect rect(left, top, width, height);
|
||||||
|
|
||||||
|
// SFML 3.0
|
||||||
|
sf::FloatRect rect({left, top}, {width, height});
|
||||||
|
// Now uses position and size vectors
|
||||||
|
```
|
||||||
|
|
||||||
|
#### 6. CMake Changes
|
||||||
|
```cmake
|
||||||
|
# SFML 2.x
|
||||||
|
find_package(SFML 2.6 COMPONENTS graphics window system audio REQUIRED)
|
||||||
|
target_link_libraries(app sfml-graphics sfml-window sfml-system sfml-audio)
|
||||||
|
|
||||||
|
# SFML 3.0
|
||||||
|
find_package(SFML 3.0 COMPONENTS Graphics Window System Audio REQUIRED)
|
||||||
|
target_link_libraries(app SFML::Graphics SFML::Window SFML::System SFML::Audio)
|
||||||
|
```
|
||||||
|
|
||||||
|
## McRogueFace SFML Usage Analysis
|
||||||
|
|
||||||
|
### Current Usage Statistics
|
||||||
|
- **SFML Version**: 2.6.1
|
||||||
|
- **Integration Level**: Moderate to Heavy
|
||||||
|
- **Affected Files**: ~40+ source files
|
||||||
|
|
||||||
|
### Major Areas Requiring Changes
|
||||||
|
|
||||||
|
#### 1. Event Handling (High Impact)
|
||||||
|
- **Files**: `GameEngine.cpp`, `PyScene.cpp`
|
||||||
|
- **Changes**: Complete rewrite of event loops
|
||||||
|
- **Effort**: High
|
||||||
|
|
||||||
|
#### 2. Enumerations (Medium Impact)
|
||||||
|
- **Files**: `ActionCode.h`, all input handling
|
||||||
|
- **Changes**: Update all keyboard/mouse enum references
|
||||||
|
- **Effort**: Medium (mostly find/replace)
|
||||||
|
|
||||||
|
#### 3. Resource Loading (Medium Impact)
|
||||||
|
- **Files**: `PyTexture.cpp`, `PyFont.cpp`, `McRFPy_API.cpp`
|
||||||
|
- **Changes**: Constructor-based loading with exception handling
|
||||||
|
- **Effort**: Medium
|
||||||
|
|
||||||
|
#### 4. Geometry (Low Impact)
|
||||||
|
- **Files**: Various UI classes
|
||||||
|
- **Changes**: Update Rect construction
|
||||||
|
- **Effort**: Low
|
||||||
|
|
||||||
|
#### 5. CMake Build System (Low Impact)
|
||||||
|
- **Files**: `CMakeLists.txt`
|
||||||
|
- **Changes**: Update find_package and target names
|
||||||
|
- **Effort**: Low
|
||||||
|
|
||||||
|
### Code Examples from McRogueFace
|
||||||
|
|
||||||
|
#### Current Event Loop (GameEngine.cpp)
|
||||||
|
```cpp
|
||||||
|
sf::Event event;
|
||||||
|
while (window && window->pollEvent(event)) {
|
||||||
|
processEvent(event);
|
||||||
|
if (event.type == sf::Event::Closed) {
|
||||||
|
running = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
#### Current Key Mapping (ActionCode.h)
|
||||||
|
```cpp
|
||||||
|
{sf::Keyboard::Key::A, KEY_A},
|
||||||
|
{sf::Keyboard::Key::Left, KEY_LEFT},
|
||||||
|
{sf::Mouse::Left, MOUSEBUTTON_LEFT}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Impact on mcrfpy.sfml Module Plans
|
||||||
|
|
||||||
|
### Option 1: Implement with SFML 2.6.1 First (Recommended)
|
||||||
|
**Pros**:
|
||||||
|
- Faster initial implementation
|
||||||
|
- Stable, well-tested SFML version
|
||||||
|
- Can provide value immediately
|
||||||
|
- Migration can be done later
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Will require migration work later
|
||||||
|
- API might need changes for SFML 3.0
|
||||||
|
|
||||||
|
### Option 2: Wait and Implement with SFML 3.0
|
||||||
|
**Pros**:
|
||||||
|
- Future-proof implementation
|
||||||
|
- Modern C++ features
|
||||||
|
- No migration needed later
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Delays `mcrfpy.sfml` implementation
|
||||||
|
- SFML 3.0 is very new (potential bugs)
|
||||||
|
- Less documentation/examples available
|
||||||
|
|
||||||
|
### Option 3: Dual Support
|
||||||
|
**Pros**:
|
||||||
|
- Maximum flexibility
|
||||||
|
- Gradual migration path
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Significant additional complexity
|
||||||
|
- Maintenance burden
|
||||||
|
- Conditional compilation complexity
|
||||||
|
|
||||||
|
## Migration Strategy Recommendation
|
||||||
|
|
||||||
|
### Phase 1: Current State (Now)
|
||||||
|
1. Continue with SFML 2.6.1
|
||||||
|
2. Implement `mcrfpy.sfml` module as planned
|
||||||
|
3. Design module API to minimize future breaking changes
|
||||||
|
|
||||||
|
### Phase 2: Preparation (3-6 months)
|
||||||
|
1. Monitor SFML 3.0 stability and adoption
|
||||||
|
2. Create migration branch for testing
|
||||||
|
3. Update development environment to C++17
|
||||||
|
|
||||||
|
### Phase 3: Migration (6-12 months)
|
||||||
|
1. Migrate McRogueFace core to SFML 3.0
|
||||||
|
2. Update `mcrfpy.sfml` to match
|
||||||
|
3. Provide migration guide for users
|
||||||
|
|
||||||
|
### Phase 4: Deprecation (12-18 months)
|
||||||
|
1. Deprecate SFML 2.6.1 support
|
||||||
|
2. Focus on SFML 3.0 features
|
||||||
|
|
||||||
|
## Specific Migration Tasks
|
||||||
|
|
||||||
|
### Prerequisites
|
||||||
|
- [ ] Update to C++17 compatible compiler
|
||||||
|
- [ ] Update CMake to 3.16+
|
||||||
|
- [ ] Review all SFML usage locations
|
||||||
|
|
||||||
|
### Core Changes
|
||||||
|
- [ ] Rewrite all event handling loops
|
||||||
|
- [ ] Update all enum references
|
||||||
|
- [ ] Convert resource loading to constructors
|
||||||
|
- [ ] Update geometry construction
|
||||||
|
- [ ] Update CMake configuration
|
||||||
|
|
||||||
|
### mcrfpy.sfml Considerations
|
||||||
|
- [ ] Design API to be version-agnostic where possible
|
||||||
|
- [ ] Use abstraction layer for version-specific code
|
||||||
|
- [ ] Document version requirements clearly
|
||||||
|
|
||||||
|
## Risk Assessment
|
||||||
|
|
||||||
|
### High Risk Areas
|
||||||
|
1. **Event System**: Complete paradigm shift
|
||||||
|
2. **Exception Handling**: New resource loading model
|
||||||
|
3. **Third-party Dependencies**: May not support SFML 3.0 yet
|
||||||
|
|
||||||
|
### Medium Risk Areas
|
||||||
|
1. **Performance**: New implementations may differ
|
||||||
|
2. **Platform Support**: New version may have issues
|
||||||
|
3. **Documentation**: Less community knowledge
|
||||||
|
|
||||||
|
### Low Risk Areas
|
||||||
|
1. **Basic Rendering**: Core concepts unchanged
|
||||||
|
2. **CMake**: Straightforward updates
|
||||||
|
3. **Enums**: Mechanical changes
|
||||||
|
|
||||||
|
## Conclusion
|
||||||
|
|
||||||
|
While SFML 3.0 offers significant improvements, the migration effort is substantial. Given that:
|
||||||
|
|
||||||
|
1. SFML 3.0 is very new (released December 2024)
|
||||||
|
2. McRogueFace has heavy SFML integration
|
||||||
|
3. We plan to implement `mcrfpy.sfml` soon
|
||||||
|
4. The event system requires complete rewriting
|
||||||
|
|
||||||
|
**I recommend deferring SFML 3.0 migration** until after successfully implementing `mcrfpy.sfml` with SFML 2.6.1. This allows us to:
|
||||||
|
- Deliver value sooner with `mcrfpy.sfml`
|
||||||
|
- Learn from early adopters of SFML 3.0
|
||||||
|
- Design our module API with migration in mind
|
||||||
|
- Migrate when SFML 3.0 is more mature
|
||||||
|
|
||||||
|
The migration should be revisited in 6-12 months when SFML 3.0 has proven stability and wider adoption.
|
||||||
|
|
@ -0,0 +1,200 @@
|
||||||
|
# SFML Exposure Research (#14)
|
||||||
|
|
||||||
|
## Executive Summary
|
||||||
|
|
||||||
|
After thorough research, I recommend **Option 3: Direct Integration** - implementing our own `mcrfpy.sfml` module with API compatibility to existing python-sfml bindings. This approach gives us full control while maintaining familiarity for developers who have used python-sfml.
|
||||||
|
|
||||||
|
## Current State Analysis
|
||||||
|
|
||||||
|
### McRogueFace SFML Usage
|
||||||
|
|
||||||
|
**Version**: SFML 2.6.1 (confirmed in `modules/SFML/include/SFML/Config.hpp`)
|
||||||
|
|
||||||
|
**Integration Level**: Moderate to Heavy
|
||||||
|
- SFML types appear in most header files
|
||||||
|
- Core rendering depends on `sf::RenderTarget`
|
||||||
|
- Event system uses `sf::Event` directly
|
||||||
|
- Input mapping uses SFML enums
|
||||||
|
|
||||||
|
**SFML Modules Used**:
|
||||||
|
- Graphics (sprites, textures, fonts, shapes)
|
||||||
|
- Window (events, keyboard, mouse)
|
||||||
|
- System (vectors, time, clocks)
|
||||||
|
- Audio (sound effects, music)
|
||||||
|
|
||||||
|
**Already Exposed to Python**:
|
||||||
|
- `mcrfpy.Color` → `sf::Color`
|
||||||
|
- `mcrfpy.Vector` → `sf::Vector2f`
|
||||||
|
- `mcrfpy.Font` → `sf::Font`
|
||||||
|
- `mcrfpy.Texture` → `sf::Texture`
|
||||||
|
|
||||||
|
### Python-SFML Status
|
||||||
|
|
||||||
|
**Official python-sfml (pysfml)**:
|
||||||
|
- Last version: 2.3.2 (supports SFML 2.3.2)
|
||||||
|
- Last meaningful update: ~2019
|
||||||
|
- Not compatible with SFML 2.6.1
|
||||||
|
- Project appears abandoned (domain redirects elsewhere)
|
||||||
|
- GitHub repo has 43 forks but no active maintained fork
|
||||||
|
|
||||||
|
**Alternatives**:
|
||||||
|
- No other major Python SFML bindings found
|
||||||
|
- Most alternatives were archived by 2021
|
||||||
|
|
||||||
|
## Option Analysis
|
||||||
|
|
||||||
|
### Option 1: Use Existing python-sfml
|
||||||
|
**Pros**:
|
||||||
|
- No development work needed
|
||||||
|
- Established API
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Incompatible with SFML 2.6.1
|
||||||
|
- Would require downgrading to SFML 2.3.2
|
||||||
|
- Abandoned project (security/bug risks)
|
||||||
|
- Installation issues reported
|
||||||
|
|
||||||
|
**Verdict**: Not viable due to version incompatibility and abandonment
|
||||||
|
|
||||||
|
### Option 2: Fork and Update python-sfml
|
||||||
|
**Pros**:
|
||||||
|
- Leverage existing codebase
|
||||||
|
- Maintain API compatibility
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Significant work to update from 2.3.2 to 2.6.1
|
||||||
|
- Cython complexity
|
||||||
|
- Maintenance burden of external codebase
|
||||||
|
- Still requires users to pip install separately
|
||||||
|
|
||||||
|
**Verdict**: High effort with limited benefit
|
||||||
|
|
||||||
|
### Option 3: Direct Integration (Recommended)
|
||||||
|
**Pros**:
|
||||||
|
- Full control over implementation
|
||||||
|
- Tight integration with McRogueFace
|
||||||
|
- No external dependencies
|
||||||
|
- Can expose exactly what we need
|
||||||
|
- Built-in module (no pip install)
|
||||||
|
- Can maintain API compatibility with python-sfml
|
||||||
|
|
||||||
|
**Cons**:
|
||||||
|
- Development effort required
|
||||||
|
- Need to maintain bindings
|
||||||
|
|
||||||
|
**Verdict**: Best long-term solution
|
||||||
|
|
||||||
|
## Implementation Plan for Direct Integration
|
||||||
|
|
||||||
|
### 1. Module Structure
|
||||||
|
```python
|
||||||
|
# Built-in module: mcrfpy.sfml
|
||||||
|
import mcrfpy.sfml as sf
|
||||||
|
|
||||||
|
# Maintain compatibility with python-sfml API
|
||||||
|
window = sf.RenderWindow(sf.VideoMode(800, 600), "My Window")
|
||||||
|
sprite = sf.Sprite()
|
||||||
|
texture = sf.Texture()
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. Priority Classes to Expose
|
||||||
|
|
||||||
|
**Phase 1 - Core Types** (Already partially done):
|
||||||
|
- [x] `sf::Vector2f`, `sf::Vector2i`
|
||||||
|
- [x] `sf::Color`
|
||||||
|
- [ ] `sf::Rect` (FloatRect, IntRect)
|
||||||
|
- [ ] `sf::VideoMode`
|
||||||
|
- [ ] `sf::Time`, `sf::Clock`
|
||||||
|
|
||||||
|
**Phase 2 - Graphics**:
|
||||||
|
- [x] `sf::Texture` (partial)
|
||||||
|
- [x] `sf::Font` (partial)
|
||||||
|
- [ ] `sf::Sprite` (full exposure)
|
||||||
|
- [ ] `sf::Text`
|
||||||
|
- [ ] `sf::Shape` hierarchy
|
||||||
|
- [ ] `sf::View`
|
||||||
|
- [ ] `sf::RenderWindow` (carefully managed)
|
||||||
|
|
||||||
|
**Phase 3 - Window/Input**:
|
||||||
|
- [ ] `sf::Event` and event types
|
||||||
|
- [ ] `sf::Keyboard` enums
|
||||||
|
- [ ] `sf::Mouse` enums
|
||||||
|
- [ ] `sf::Joystick`
|
||||||
|
|
||||||
|
**Phase 4 - Audio** (lower priority):
|
||||||
|
- [ ] `sf::SoundBuffer`
|
||||||
|
- [ ] `sf::Sound`
|
||||||
|
- [ ] `sf::Music`
|
||||||
|
|
||||||
|
### 3. Design Principles
|
||||||
|
|
||||||
|
1. **API Compatibility**: Match python-sfml's API where possible
|
||||||
|
2. **Memory Safety**: Use shared_ptr for resource management
|
||||||
|
3. **Thread Safety**: Consider GIL implications
|
||||||
|
4. **Integration**: Allow mixing with existing mcrfpy types
|
||||||
|
5. **Documentation**: Comprehensive docstrings
|
||||||
|
|
||||||
|
### 4. Technical Considerations
|
||||||
|
|
||||||
|
**Resource Sharing**:
|
||||||
|
- McRogueFace already manages SFML resources
|
||||||
|
- Need to share textures/fonts between mcrfpy and sfml modules
|
||||||
|
- Use the same underlying SFML objects
|
||||||
|
|
||||||
|
**Window Management**:
|
||||||
|
- McRogueFace owns the main window
|
||||||
|
- Expose read-only access or controlled modification
|
||||||
|
- Prevent users from closing/destroying the game window
|
||||||
|
|
||||||
|
**Event Handling**:
|
||||||
|
- Game engine processes events in main loop
|
||||||
|
- Need mechanism to expose events to Python safely
|
||||||
|
- Consider callback system or event queue
|
||||||
|
|
||||||
|
### 5. Implementation Phases
|
||||||
|
|
||||||
|
**Phase 1** (1-2 weeks):
|
||||||
|
- Create `mcrfpy.sfml` module structure
|
||||||
|
- Implement basic types (Vector, Color, Rect)
|
||||||
|
- Add comprehensive tests
|
||||||
|
|
||||||
|
**Phase 2** (2-3 weeks):
|
||||||
|
- Expose graphics classes
|
||||||
|
- Implement resource sharing with mcrfpy
|
||||||
|
- Create example scripts
|
||||||
|
|
||||||
|
**Phase 3** (2-3 weeks):
|
||||||
|
- Add window/input functionality
|
||||||
|
- Integrate with game event loop
|
||||||
|
- Performance optimization
|
||||||
|
|
||||||
|
**Phase 4** (1 week):
|
||||||
|
- Audio support
|
||||||
|
- Documentation
|
||||||
|
- PyPI packaging of mcrfpy.sfml separately
|
||||||
|
|
||||||
|
## Benefits of Direct Integration
|
||||||
|
|
||||||
|
1. **No Version Conflicts**: Always in sync with our SFML version
|
||||||
|
2. **Better Performance**: Direct C++ bindings without Cython overhead
|
||||||
|
3. **Selective Exposure**: Only expose what makes sense for game scripting
|
||||||
|
4. **Integrated Documentation**: Part of McRogueFace docs
|
||||||
|
5. **Future-Proof**: We control the implementation
|
||||||
|
|
||||||
|
## Migration Path for Users
|
||||||
|
|
||||||
|
Users familiar with python-sfml can easily migrate:
|
||||||
|
```python
|
||||||
|
# Old python-sfml code
|
||||||
|
import sfml as sf
|
||||||
|
|
||||||
|
# New McRogueFace code
|
||||||
|
import mcrfpy.sfml as sf
|
||||||
|
# Most code remains the same!
|
||||||
|
```
|
||||||
|
|
||||||
|
## Conclusion
|
||||||
|
|
||||||
|
Direct integration as `mcrfpy.sfml` provides the best balance of control, compatibility, and user experience. While it requires development effort, it ensures long-term maintainability and tight integration with McRogueFace's architecture.
|
||||||
|
|
||||||
|
The abandoned state of python-sfml actually presents an opportunity: we can provide a modern, maintained SFML binding for Python as part of McRogueFace, potentially attracting users who need SFML 2.6+ support.
|
||||||
|
|
@ -0,0 +1,226 @@
|
||||||
|
# McRogueFace Strategic Vision: Beyond Alpha
|
||||||
|
|
||||||
|
## 🎯 Three Transformative Directions
|
||||||
|
|
||||||
|
### 1. **The Roguelike Operating System** 🖥️
|
||||||
|
|
||||||
|
Transform McRogueFace into a platform where games are apps:
|
||||||
|
|
||||||
|
#### Core Platform Features
|
||||||
|
- **Game Package Manager**: `mcrf install dungeon-crawler`
|
||||||
|
- **Hot-swappable Game Modules**: Switch between games without restarting
|
||||||
|
- **Shared Asset Library**: Common sprites, sounds, and UI components
|
||||||
|
- **Cross-Game Saves**: Universal character/inventory system
|
||||||
|
- **Multi-Game Sessions**: Run multiple roguelikes simultaneously in tabs
|
||||||
|
|
||||||
|
#### Technical Implementation
|
||||||
|
```python
|
||||||
|
# Future API Example
|
||||||
|
import mcrfpy.platform as platform
|
||||||
|
|
||||||
|
# Install and launch games
|
||||||
|
platform.install("nethack-remake")
|
||||||
|
platform.install("pixel-dungeon-port")
|
||||||
|
|
||||||
|
# Create multi-game session
|
||||||
|
session = platform.MultiGameSession()
|
||||||
|
session.add_tab("nethack-remake", save_file="warrior_lvl_15.sav")
|
||||||
|
session.add_tab("pixel-dungeon-port", new_game=True)
|
||||||
|
session.run()
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. **AI-Native Game Development** 🤖
|
||||||
|
|
||||||
|
Position McRogueFace as the first **AI-first roguelike engine**:
|
||||||
|
|
||||||
|
#### Integrated AI Features
|
||||||
|
- **GPT-Powered NPCs**: Dynamic dialogue and quest generation
|
||||||
|
- **Procedural Content via LLMs**: Describe a dungeon, AI generates it
|
||||||
|
- **AI Dungeon Master**: Adaptive difficulty and narrative
|
||||||
|
- **Code Assistant Integration**: Built-in AI helps write game logic
|
||||||
|
|
||||||
|
#### Revolutionary Possibilities
|
||||||
|
```python
|
||||||
|
# AI-Assisted Game Creation
|
||||||
|
from mcrfpy import ai_tools
|
||||||
|
|
||||||
|
# Natural language level design
|
||||||
|
dungeon = ai_tools.generate_dungeon("""
|
||||||
|
Create a haunted library with 3 floors.
|
||||||
|
First floor: Reading rooms with ghost librarians
|
||||||
|
Second floor: Restricted section with magical traps
|
||||||
|
Third floor: Ancient archive with boss encounter
|
||||||
|
""")
|
||||||
|
|
||||||
|
# AI-driven NPCs
|
||||||
|
npc = ai_tools.create_npc(
|
||||||
|
personality="Grumpy dwarf merchant who secretly loves poetry",
|
||||||
|
knowledge=["local rumors", "item prices", "hidden treasures"],
|
||||||
|
dynamic_dialogue=True
|
||||||
|
)
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3. **Web-Native Multiplayer Platform** 🌐
|
||||||
|
|
||||||
|
Make McRogueFace the **Discord of Roguelikes**:
|
||||||
|
|
||||||
|
#### Multiplayer Revolution
|
||||||
|
- **Seamless Co-op**: Drop-in/drop-out multiplayer
|
||||||
|
- **Competitive Modes**: Racing, PvP arenas, daily challenges
|
||||||
|
- **Spectator System**: Watch and learn from others
|
||||||
|
- **Cloud Saves**: Play anywhere, sync everywhere
|
||||||
|
- **Social Features**: Guilds, tournaments, leaderboards
|
||||||
|
|
||||||
|
#### WebAssembly Future
|
||||||
|
```python
|
||||||
|
# Future Web API
|
||||||
|
import mcrfpy.web as web
|
||||||
|
|
||||||
|
# Host a game room
|
||||||
|
room = web.create_room("Epic Dungeon Run", max_players=4)
|
||||||
|
room.set_rules(friendly_fire=False, shared_loot=True)
|
||||||
|
room.open_to_public()
|
||||||
|
|
||||||
|
# Stream gameplay
|
||||||
|
stream = web.GameStream(room)
|
||||||
|
stream.to_twitch(channel="awesome_roguelike")
|
||||||
|
```
|
||||||
|
|
||||||
|
## 🏗️ Architecture Evolution Roadmap
|
||||||
|
|
||||||
|
### Phase 1: Beta Foundation (3-4 months)
|
||||||
|
**Focus**: Stability and Polish
|
||||||
|
- Complete RenderTexture system (#6)
|
||||||
|
- Implement save/load system
|
||||||
|
- Add audio mixing and 3D sound
|
||||||
|
- Create plugin architecture
|
||||||
|
- **Deliverable**: Beta release with plugin support
|
||||||
|
|
||||||
|
### Phase 2: Platform Infrastructure (6-8 months)
|
||||||
|
**Focus**: Multi-game Support
|
||||||
|
- Game package format specification
|
||||||
|
- Resource sharing system
|
||||||
|
- Inter-game communication API
|
||||||
|
- Cloud save infrastructure
|
||||||
|
- **Deliverable**: McRogueFace Platform 1.0
|
||||||
|
|
||||||
|
### Phase 3: AI Integration (8-12 months)
|
||||||
|
**Focus**: AI-Native Features
|
||||||
|
- LLM integration framework
|
||||||
|
- Procedural content pipelines
|
||||||
|
- Natural language game scripting
|
||||||
|
- AI behavior trees
|
||||||
|
- **Deliverable**: McRogueFace AI Studio
|
||||||
|
|
||||||
|
### Phase 4: Web Deployment (12-18 months)
|
||||||
|
**Focus**: Browser-based Gaming
|
||||||
|
- WebAssembly compilation
|
||||||
|
- WebRTC multiplayer
|
||||||
|
- Cloud computation for AI
|
||||||
|
- Mobile touch controls
|
||||||
|
- **Deliverable**: play.mcrogueface.com
|
||||||
|
|
||||||
|
## 🎮 Killer App Ideas
|
||||||
|
|
||||||
|
### 1. **Roguelike Maker** (Like Mario Maker)
|
||||||
|
- Visual dungeon editor
|
||||||
|
- Share levels online
|
||||||
|
- Play-test with AI
|
||||||
|
- Community ratings
|
||||||
|
|
||||||
|
### 2. **The Infinite Dungeon**
|
||||||
|
- Persistent world all players explore
|
||||||
|
- Procedurally expands based on player actions
|
||||||
|
- AI Dungeon Master creates personalized quests
|
||||||
|
- Cross-platform play
|
||||||
|
|
||||||
|
### 3. **Roguelike Battle Royale**
|
||||||
|
- 100 players start in connected dungeons
|
||||||
|
- Dungeons collapse, forcing encounters
|
||||||
|
- Last adventurer standing wins
|
||||||
|
- AI-generated commentary
|
||||||
|
|
||||||
|
## 🛠️ Technical Innovations to Pursue
|
||||||
|
|
||||||
|
### 1. **Temporal Debugging**
|
||||||
|
- Rewind game state
|
||||||
|
- Fork timelines for "what-if" scenarios
|
||||||
|
- Visual debugging of entity histories
|
||||||
|
|
||||||
|
### 2. **Neural Tileset Generation**
|
||||||
|
- Train on existing tilesets
|
||||||
|
- Generate infinite variations
|
||||||
|
- Style transfer between games
|
||||||
|
|
||||||
|
### 3. **Quantum Roguelike Mechanics**
|
||||||
|
- Superposition states for entities
|
||||||
|
- Probability-based combat
|
||||||
|
- Observer-effect puzzles
|
||||||
|
|
||||||
|
## 🌍 Community Building Strategy
|
||||||
|
|
||||||
|
### 1. **Education First**
|
||||||
|
- University partnerships
|
||||||
|
- Free curriculum: "Learn Python with Roguelikes"
|
||||||
|
- Summer of Code participation
|
||||||
|
- Student game jams
|
||||||
|
|
||||||
|
### 2. **Open Core Model**
|
||||||
|
- Core engine: MIT licensed
|
||||||
|
- Premium platforms: Cloud, AI, multiplayer
|
||||||
|
- Revenue sharing for content creators
|
||||||
|
- Sponsored tournaments
|
||||||
|
|
||||||
|
### 3. **Developer Ecosystem**
|
||||||
|
- Comprehensive API documentation
|
||||||
|
- Example games and tutorials
|
||||||
|
- Asset marketplace
|
||||||
|
- GitHub integration for mods
|
||||||
|
|
||||||
|
## 🎯 Success Metrics
|
||||||
|
|
||||||
|
### Year 1 Goals
|
||||||
|
- 1,000+ games created on platform
|
||||||
|
- 10,000+ monthly active developers
|
||||||
|
- 3 AAA-quality showcase games
|
||||||
|
- University curriculum adoption
|
||||||
|
|
||||||
|
### Year 2 Goals
|
||||||
|
- 100,000+ monthly active players
|
||||||
|
- $1M in platform transactions
|
||||||
|
- Major game studio partnership
|
||||||
|
- Native VR support
|
||||||
|
|
||||||
|
### Year 3 Goals
|
||||||
|
- #1 roguelike development platform
|
||||||
|
- IPO or acquisition readiness
|
||||||
|
- 1M+ monthly active players
|
||||||
|
- Industry standard for roguelikes
|
||||||
|
|
||||||
|
## 🚀 Next Immediate Actions
|
||||||
|
|
||||||
|
1. **Finish Beta Polish**
|
||||||
|
- Merge alpha_streamline_2 → master
|
||||||
|
- Complete RenderTexture (#6)
|
||||||
|
- Implement basic save/load
|
||||||
|
|
||||||
|
2. **Build Community**
|
||||||
|
- Launch Discord server
|
||||||
|
- Create YouTube tutorials
|
||||||
|
- Host first game jam
|
||||||
|
|
||||||
|
3. **Prototype AI Features**
|
||||||
|
- Simple GPT integration
|
||||||
|
- Procedural room descriptions
|
||||||
|
- Dynamic NPC dialogue
|
||||||
|
|
||||||
|
4. **Plan Platform Architecture**
|
||||||
|
- Design plugin system
|
||||||
|
- Spec game package format
|
||||||
|
- Cloud infrastructure research
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*"McRogueFace: Not just an engine, but a universe of infinite dungeons."*
|
||||||
|
|
||||||
|
Remember: The best platforms create possibilities their creators never imagined. Build for the community you want to see, and they will create wonders.
|
||||||
|
|
@ -0,0 +1,16 @@
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
# Create a new scene
|
||||||
|
mcrfpy.createScene("intro")
|
||||||
|
|
||||||
|
# Add a text caption
|
||||||
|
caption = mcrfpy.Caption((50, 50), "Welcome to McRogueFace!")
|
||||||
|
caption.size = 48
|
||||||
|
caption.fill_color = (255, 255, 255)
|
||||||
|
|
||||||
|
# Add to scene
|
||||||
|
mcrfpy.sceneUI("intro").append(caption)
|
||||||
|
|
||||||
|
# Switch to the scene
|
||||||
|
mcrfpy.setScene("intro")
|
||||||
|
|
||||||
|
|
@ -0,0 +1,127 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
McRogueFace Automation API Example
|
||||||
|
|
||||||
|
This demonstrates how to use the automation API for testing game UIs.
|
||||||
|
The API is PyAutoGUI-compatible for easy migration of existing tests.
|
||||||
|
"""
|
||||||
|
|
||||||
|
from mcrfpy import automation
|
||||||
|
import mcrfpy
|
||||||
|
import time
|
||||||
|
|
||||||
|
def automation_demo():
|
||||||
|
"""Demonstrate all automation API features"""
|
||||||
|
|
||||||
|
print("=== McRogueFace Automation API Demo ===\n")
|
||||||
|
|
||||||
|
# 1. Screen Information
|
||||||
|
print("1. Screen Information:")
|
||||||
|
screen_size = automation.size()
|
||||||
|
print(f" Screen size: {screen_size[0]}x{screen_size[1]}")
|
||||||
|
|
||||||
|
mouse_pos = automation.position()
|
||||||
|
print(f" Current mouse position: {mouse_pos}")
|
||||||
|
|
||||||
|
on_screen = automation.onScreen(100, 100)
|
||||||
|
print(f" Is (100, 100) on screen? {on_screen}")
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 2. Mouse Movement
|
||||||
|
print("2. Mouse Movement:")
|
||||||
|
print(" Moving to center of screen...")
|
||||||
|
center_x, center_y = screen_size[0]//2, screen_size[1]//2
|
||||||
|
automation.moveTo(center_x, center_y, duration=0.5)
|
||||||
|
|
||||||
|
print(" Moving relative by (100, 100)...")
|
||||||
|
automation.moveRel(100, 100, duration=0.5)
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 3. Mouse Clicks
|
||||||
|
print("3. Mouse Clicks:")
|
||||||
|
print(" Single click...")
|
||||||
|
automation.click()
|
||||||
|
time.sleep(0.2)
|
||||||
|
|
||||||
|
print(" Double click...")
|
||||||
|
automation.doubleClick()
|
||||||
|
time.sleep(0.2)
|
||||||
|
|
||||||
|
print(" Right click...")
|
||||||
|
automation.rightClick()
|
||||||
|
time.sleep(0.2)
|
||||||
|
|
||||||
|
print(" Triple click...")
|
||||||
|
automation.tripleClick()
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 4. Keyboard Input
|
||||||
|
print("4. Keyboard Input:")
|
||||||
|
print(" Typing message...")
|
||||||
|
automation.typewrite("Hello from McRogueFace automation!", interval=0.05)
|
||||||
|
|
||||||
|
print(" Pressing Enter...")
|
||||||
|
automation.keyDown("enter")
|
||||||
|
automation.keyUp("enter")
|
||||||
|
|
||||||
|
print(" Hotkey Ctrl+A (select all)...")
|
||||||
|
automation.hotkey("ctrl", "a")
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 5. Drag Operations
|
||||||
|
print("5. Drag Operations:")
|
||||||
|
print(" Dragging from current position to (500, 500)...")
|
||||||
|
automation.dragTo(500, 500, duration=1.0)
|
||||||
|
|
||||||
|
print(" Dragging relative by (-100, -100)...")
|
||||||
|
automation.dragRel(-100, -100, duration=0.5)
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 6. Scroll Operations
|
||||||
|
print("6. Scroll Operations:")
|
||||||
|
print(" Scrolling up 5 clicks...")
|
||||||
|
automation.scroll(5)
|
||||||
|
time.sleep(0.5)
|
||||||
|
|
||||||
|
print(" Scrolling down 5 clicks...")
|
||||||
|
automation.scroll(-5)
|
||||||
|
print()
|
||||||
|
|
||||||
|
# 7. Screenshots
|
||||||
|
print("7. Screenshots:")
|
||||||
|
print(" Taking screenshot...")
|
||||||
|
success = automation.screenshot("automation_demo_screenshot.png")
|
||||||
|
print(f" Screenshot saved: {success}")
|
||||||
|
print()
|
||||||
|
|
||||||
|
print("=== Demo Complete ===")
|
||||||
|
|
||||||
|
def create_test_ui():
|
||||||
|
"""Create a simple UI for testing automation"""
|
||||||
|
print("Creating test UI...")
|
||||||
|
|
||||||
|
# Create a test scene
|
||||||
|
mcrfpy.createScene("automation_test")
|
||||||
|
mcrfpy.setScene("automation_test")
|
||||||
|
|
||||||
|
# Add some UI elements
|
||||||
|
ui = mcrfpy.sceneUI("automation_test")
|
||||||
|
|
||||||
|
# Add a frame
|
||||||
|
frame = mcrfpy.Frame(50, 50, 300, 200)
|
||||||
|
ui.append(frame)
|
||||||
|
|
||||||
|
# Add a caption
|
||||||
|
caption = mcrfpy.Caption(60, 60, "Automation Test UI")
|
||||||
|
ui.append(caption)
|
||||||
|
|
||||||
|
print("Test UI created!")
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
# Create test UI first
|
||||||
|
create_test_ui()
|
||||||
|
|
||||||
|
# Run automation demo
|
||||||
|
automation_demo()
|
||||||
|
|
||||||
|
print("\nYou can now use the automation API to test your game!")
|
||||||
|
|
@ -0,0 +1,336 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Examples of automation patterns using the proposed --exec flag
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
./mcrogueface game.py --exec automation_basic.py
|
||||||
|
./mcrogueface game.py --exec automation_stress.py --exec monitor.py
|
||||||
|
"""
|
||||||
|
|
||||||
|
# ===== automation_basic.py =====
|
||||||
|
# Basic automation that runs alongside the game
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import time
|
||||||
|
|
||||||
|
class GameAutomation:
|
||||||
|
"""Automated testing that runs periodically"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.test_count = 0
|
||||||
|
self.test_results = []
|
||||||
|
|
||||||
|
def run_test_suite(self):
|
||||||
|
"""Called by timer - runs one test per invocation"""
|
||||||
|
test_name = f"test_{self.test_count}"
|
||||||
|
|
||||||
|
try:
|
||||||
|
if self.test_count == 0:
|
||||||
|
# Test main menu
|
||||||
|
self.test_main_menu()
|
||||||
|
elif self.test_count == 1:
|
||||||
|
# Test inventory
|
||||||
|
self.test_inventory()
|
||||||
|
elif self.test_count == 2:
|
||||||
|
# Test combat
|
||||||
|
self.test_combat()
|
||||||
|
else:
|
||||||
|
# All tests complete
|
||||||
|
self.report_results()
|
||||||
|
return
|
||||||
|
|
||||||
|
self.test_results.append((test_name, "PASS"))
|
||||||
|
except Exception as e:
|
||||||
|
self.test_results.append((test_name, f"FAIL: {e}"))
|
||||||
|
|
||||||
|
self.test_count += 1
|
||||||
|
|
||||||
|
def test_main_menu(self):
|
||||||
|
"""Test main menu interactions"""
|
||||||
|
automation.screenshot("test_main_menu_before.png")
|
||||||
|
automation.click(400, 300) # New Game button
|
||||||
|
time.sleep(0.5)
|
||||||
|
automation.screenshot("test_main_menu_after.png")
|
||||||
|
|
||||||
|
def test_inventory(self):
|
||||||
|
"""Test inventory system"""
|
||||||
|
automation.hotkey("i") # Open inventory
|
||||||
|
time.sleep(0.5)
|
||||||
|
automation.screenshot("test_inventory_open.png")
|
||||||
|
|
||||||
|
# Drag item
|
||||||
|
automation.moveTo(100, 200)
|
||||||
|
automation.dragTo(200, 200, duration=0.5)
|
||||||
|
|
||||||
|
automation.hotkey("i") # Close inventory
|
||||||
|
|
||||||
|
def test_combat(self):
|
||||||
|
"""Test combat system"""
|
||||||
|
# Move character
|
||||||
|
automation.keyDown("w")
|
||||||
|
time.sleep(0.5)
|
||||||
|
automation.keyUp("w")
|
||||||
|
|
||||||
|
# Attack
|
||||||
|
automation.click(500, 400)
|
||||||
|
automation.screenshot("test_combat.png")
|
||||||
|
|
||||||
|
def report_results(self):
|
||||||
|
"""Generate test report"""
|
||||||
|
print("\n=== Automation Test Results ===")
|
||||||
|
for test, result in self.test_results:
|
||||||
|
print(f"{test}: {result}")
|
||||||
|
print(f"Total: {len(self.test_results)} tests")
|
||||||
|
|
||||||
|
# Stop the timer
|
||||||
|
mcrfpy.delTimer("automation_suite")
|
||||||
|
|
||||||
|
# Create automation instance and register timer
|
||||||
|
auto = GameAutomation()
|
||||||
|
mcrfpy.setTimer("automation_suite", auto.run_test_suite, 2000) # Run every 2 seconds
|
||||||
|
|
||||||
|
print("Game automation started - tests will run every 2 seconds")
|
||||||
|
|
||||||
|
|
||||||
|
# ===== automation_stress.py =====
|
||||||
|
# Stress testing with random inputs
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import random
|
||||||
|
|
||||||
|
class StressTester:
|
||||||
|
"""Randomly interact with the game to find edge cases"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.action_count = 0
|
||||||
|
self.errors = []
|
||||||
|
|
||||||
|
def random_action(self):
|
||||||
|
"""Perform a random UI action"""
|
||||||
|
try:
|
||||||
|
action = random.choice([
|
||||||
|
self.random_click,
|
||||||
|
self.random_key,
|
||||||
|
self.random_drag,
|
||||||
|
self.random_hotkey
|
||||||
|
])
|
||||||
|
action()
|
||||||
|
self.action_count += 1
|
||||||
|
|
||||||
|
# Periodic screenshot
|
||||||
|
if self.action_count % 50 == 0:
|
||||||
|
automation.screenshot(f"stress_test_{self.action_count}.png")
|
||||||
|
print(f"Stress test: {self.action_count} actions performed")
|
||||||
|
|
||||||
|
except Exception as e:
|
||||||
|
self.errors.append((self.action_count, str(e)))
|
||||||
|
|
||||||
|
def random_click(self):
|
||||||
|
x = random.randint(0, 1024)
|
||||||
|
y = random.randint(0, 768)
|
||||||
|
button = random.choice(["left", "right"])
|
||||||
|
automation.click(x, y, button=button)
|
||||||
|
|
||||||
|
def random_key(self):
|
||||||
|
key = random.choice([
|
||||||
|
"a", "b", "c", "d", "w", "s",
|
||||||
|
"space", "enter", "escape",
|
||||||
|
"1", "2", "3", "4", "5"
|
||||||
|
])
|
||||||
|
automation.keyDown(key)
|
||||||
|
automation.keyUp(key)
|
||||||
|
|
||||||
|
def random_drag(self):
|
||||||
|
x1 = random.randint(0, 1024)
|
||||||
|
y1 = random.randint(0, 768)
|
||||||
|
x2 = random.randint(0, 1024)
|
||||||
|
y2 = random.randint(0, 768)
|
||||||
|
automation.moveTo(x1, y1)
|
||||||
|
automation.dragTo(x2, y2, duration=0.2)
|
||||||
|
|
||||||
|
def random_hotkey(self):
|
||||||
|
modifier = random.choice(["ctrl", "alt", "shift"])
|
||||||
|
key = random.choice(["a", "s", "d", "f"])
|
||||||
|
automation.hotkey(modifier, key)
|
||||||
|
|
||||||
|
# Create stress tester and run frequently
|
||||||
|
stress = StressTester()
|
||||||
|
mcrfpy.setTimer("stress_test", stress.random_action, 100) # Every 100ms
|
||||||
|
|
||||||
|
print("Stress testing started - random actions every 100ms")
|
||||||
|
|
||||||
|
|
||||||
|
# ===== monitor.py =====
|
||||||
|
# Performance and state monitoring
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import json
|
||||||
|
import time
|
||||||
|
|
||||||
|
class PerformanceMonitor:
|
||||||
|
"""Monitor game performance and state"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.samples = []
|
||||||
|
self.start_time = time.time()
|
||||||
|
|
||||||
|
def collect_sample(self):
|
||||||
|
"""Collect performance data"""
|
||||||
|
sample = {
|
||||||
|
"timestamp": time.time() - self.start_time,
|
||||||
|
"fps": mcrfpy.getFPS() if hasattr(mcrfpy, 'getFPS') else 60,
|
||||||
|
"scene": mcrfpy.currentScene(),
|
||||||
|
"memory": self.estimate_memory_usage()
|
||||||
|
}
|
||||||
|
self.samples.append(sample)
|
||||||
|
|
||||||
|
# Log every 10 samples
|
||||||
|
if len(self.samples) % 10 == 0:
|
||||||
|
avg_fps = sum(s["fps"] for s in self.samples[-10:]) / 10
|
||||||
|
print(f"Average FPS (last 10 samples): {avg_fps:.1f}")
|
||||||
|
|
||||||
|
# Save data every 100 samples
|
||||||
|
if len(self.samples) % 100 == 0:
|
||||||
|
self.save_report()
|
||||||
|
|
||||||
|
def estimate_memory_usage(self):
|
||||||
|
"""Estimate memory usage based on scene complexity"""
|
||||||
|
# This is a placeholder - real implementation would use psutil
|
||||||
|
ui_count = len(mcrfpy.sceneUI(mcrfpy.currentScene()))
|
||||||
|
return ui_count * 1000 # Rough estimate in KB
|
||||||
|
|
||||||
|
def save_report(self):
|
||||||
|
"""Save performance report"""
|
||||||
|
with open("performance_report.json", "w") as f:
|
||||||
|
json.dump({
|
||||||
|
"samples": self.samples,
|
||||||
|
"summary": {
|
||||||
|
"total_samples": len(self.samples),
|
||||||
|
"duration": time.time() - self.start_time,
|
||||||
|
"avg_fps": sum(s["fps"] for s in self.samples) / len(self.samples)
|
||||||
|
}
|
||||||
|
}, f, indent=2)
|
||||||
|
print(f"Performance report saved ({len(self.samples)} samples)")
|
||||||
|
|
||||||
|
# Create monitor and start collecting
|
||||||
|
monitor = PerformanceMonitor()
|
||||||
|
mcrfpy.setTimer("performance_monitor", monitor.collect_sample, 1000) # Every second
|
||||||
|
|
||||||
|
print("Performance monitoring started - sampling every second")
|
||||||
|
|
||||||
|
|
||||||
|
# ===== automation_replay.py =====
|
||||||
|
# Record and replay user actions
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import json
|
||||||
|
import time
|
||||||
|
|
||||||
|
class ActionRecorder:
|
||||||
|
"""Record user actions for replay"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.recording = False
|
||||||
|
self.actions = []
|
||||||
|
self.start_time = None
|
||||||
|
|
||||||
|
def start_recording(self):
|
||||||
|
"""Start recording user actions"""
|
||||||
|
self.recording = True
|
||||||
|
self.actions = []
|
||||||
|
self.start_time = time.time()
|
||||||
|
print("Recording started - perform actions to record")
|
||||||
|
|
||||||
|
# Register callbacks for all input types
|
||||||
|
mcrfpy.registerPyAction("record_click", self.record_click)
|
||||||
|
mcrfpy.registerPyAction("record_key", self.record_key)
|
||||||
|
|
||||||
|
# Map all mouse buttons
|
||||||
|
for button in range(3):
|
||||||
|
mcrfpy.registerInputAction(8192 + button, "record_click")
|
||||||
|
|
||||||
|
# Map common keys
|
||||||
|
for key in range(256):
|
||||||
|
mcrfpy.registerInputAction(4096 + key, "record_key")
|
||||||
|
|
||||||
|
def record_click(self, action_type):
|
||||||
|
"""Record mouse click"""
|
||||||
|
if not self.recording or action_type != "start":
|
||||||
|
return
|
||||||
|
|
||||||
|
pos = automation.position()
|
||||||
|
self.actions.append({
|
||||||
|
"type": "click",
|
||||||
|
"time": time.time() - self.start_time,
|
||||||
|
"x": pos[0],
|
||||||
|
"y": pos[1]
|
||||||
|
})
|
||||||
|
|
||||||
|
def record_key(self, action_type):
|
||||||
|
"""Record key press"""
|
||||||
|
if not self.recording or action_type != "start":
|
||||||
|
return
|
||||||
|
|
||||||
|
# This is simplified - real implementation would decode the key
|
||||||
|
self.actions.append({
|
||||||
|
"type": "key",
|
||||||
|
"time": time.time() - self.start_time,
|
||||||
|
"key": "unknown"
|
||||||
|
})
|
||||||
|
|
||||||
|
def stop_recording(self):
|
||||||
|
"""Stop recording and save"""
|
||||||
|
self.recording = False
|
||||||
|
with open("recorded_actions.json", "w") as f:
|
||||||
|
json.dump(self.actions, f, indent=2)
|
||||||
|
print(f"Recording stopped - {len(self.actions)} actions saved")
|
||||||
|
|
||||||
|
def replay_actions(self):
|
||||||
|
"""Replay recorded actions"""
|
||||||
|
print("Replaying recorded actions...")
|
||||||
|
|
||||||
|
with open("recorded_actions.json", "r") as f:
|
||||||
|
actions = json.load(f)
|
||||||
|
|
||||||
|
start_time = time.time()
|
||||||
|
action_index = 0
|
||||||
|
|
||||||
|
def replay_next():
|
||||||
|
nonlocal action_index
|
||||||
|
if action_index >= len(actions):
|
||||||
|
print("Replay complete")
|
||||||
|
mcrfpy.delTimer("replay")
|
||||||
|
return
|
||||||
|
|
||||||
|
action = actions[action_index]
|
||||||
|
current_time = time.time() - start_time
|
||||||
|
|
||||||
|
# Wait until it's time for this action
|
||||||
|
if current_time >= action["time"]:
|
||||||
|
if action["type"] == "click":
|
||||||
|
automation.click(action["x"], action["y"])
|
||||||
|
elif action["type"] == "key":
|
||||||
|
automation.keyDown(action["key"])
|
||||||
|
automation.keyUp(action["key"])
|
||||||
|
|
||||||
|
action_index += 1
|
||||||
|
|
||||||
|
mcrfpy.setTimer("replay", replay_next, 10) # Check every 10ms
|
||||||
|
|
||||||
|
# Example usage - would be controlled by UI
|
||||||
|
recorder = ActionRecorder()
|
||||||
|
|
||||||
|
# To start recording:
|
||||||
|
# recorder.start_recording()
|
||||||
|
|
||||||
|
# To stop and save:
|
||||||
|
# recorder.stop_recording()
|
||||||
|
|
||||||
|
# To replay:
|
||||||
|
# recorder.replay_actions()
|
||||||
|
|
||||||
|
print("Action recorder ready - call recorder.start_recording() to begin")
|
||||||
|
After Width: | Height: | Size: 39 KiB |
|
After Width: | Height: | Size: 39 KiB |
|
After Width: | Height: | Size: 39 KiB |
|
|
@ -1,36 +0,0 @@
|
||||||
@echo off
|
|
||||||
REM Windows build script for McRogueFace
|
|
||||||
REM Run this over SSH without Visual Studio GUI
|
|
||||||
|
|
||||||
echo Building McRogueFace for Windows...
|
|
||||||
|
|
||||||
REM Clean previous build
|
|
||||||
if exist build_win rmdir /s /q build_win
|
|
||||||
mkdir build_win
|
|
||||||
cd build_win
|
|
||||||
|
|
||||||
REM Generate Visual Studio project files with CMake
|
|
||||||
REM Use -G to specify generator, -A for architecture
|
|
||||||
REM Visual Studio 2022 = "Visual Studio 17 2022"
|
|
||||||
REM Visual Studio 2019 = "Visual Studio 16 2019"
|
|
||||||
cmake -G "Visual Studio 17 2022" -A x64 ..
|
|
||||||
if errorlevel 1 (
|
|
||||||
echo CMake configuration failed!
|
|
||||||
exit /b 1
|
|
||||||
)
|
|
||||||
|
|
||||||
REM Build using MSBuild (comes with Visual Studio)
|
|
||||||
REM You can also use cmake --build . --config Release
|
|
||||||
msbuild McRogueFace.sln /p:Configuration=Release /p:Platform=x64 /m
|
|
||||||
if errorlevel 1 (
|
|
||||||
echo Build failed!
|
|
||||||
exit /b 1
|
|
||||||
)
|
|
||||||
|
|
||||||
echo Build completed successfully!
|
|
||||||
echo Executable location: build_win\Release\mcrogueface.exe
|
|
||||||
|
|
||||||
REM Alternative: Using cmake to build (works with any generator)
|
|
||||||
REM cmake --build . --config Release --parallel
|
|
||||||
|
|
||||||
cd ..
|
|
||||||
|
|
@ -1,42 +0,0 @@
|
||||||
@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 ..
|
|
||||||
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
|
@ -0,0 +1,33 @@
|
||||||
|
#!/bin/bash
|
||||||
|
# Clean script for McRogueFace - removes build artifacts
|
||||||
|
|
||||||
|
# Colors for output
|
||||||
|
RED='\033[0;31m'
|
||||||
|
GREEN='\033[0;32m'
|
||||||
|
YELLOW='\033[1;33m'
|
||||||
|
NC='\033[0m' # No Color
|
||||||
|
|
||||||
|
echo -e "${YELLOW}Cleaning McRogueFace build artifacts...${NC}"
|
||||||
|
|
||||||
|
# Remove build directory
|
||||||
|
if [ -d "build" ]; then
|
||||||
|
echo "Removing build directory..."
|
||||||
|
rm -rf build
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Remove CMake artifacts from project root
|
||||||
|
echo "Removing CMake artifacts from project root..."
|
||||||
|
rm -f CMakeCache.txt
|
||||||
|
rm -f cmake_install.cmake
|
||||||
|
rm -f Makefile
|
||||||
|
rm -rf CMakeFiles
|
||||||
|
|
||||||
|
# Remove compiled executable from project root
|
||||||
|
rm -f mcrogueface
|
||||||
|
|
||||||
|
# Remove any test artifacts
|
||||||
|
rm -f test_script.py
|
||||||
|
rm -rf test_venv
|
||||||
|
rm -f python3 # symlink
|
||||||
|
|
||||||
|
echo -e "${GREEN}Clean complete!${NC}"
|
||||||
|
|
@ -0,0 +1,80 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Compare the original and improved HTML documentation."""
|
||||||
|
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
def compare_docs():
|
||||||
|
"""Show key differences between the two HTML versions."""
|
||||||
|
|
||||||
|
print("HTML Documentation Improvements")
|
||||||
|
print("=" * 50)
|
||||||
|
|
||||||
|
# Read both files
|
||||||
|
original = Path("docs/api_reference.html")
|
||||||
|
improved = Path("docs/api_reference_improved.html")
|
||||||
|
|
||||||
|
if not original.exists() or not improved.exists():
|
||||||
|
print("Error: Documentation files not found")
|
||||||
|
return
|
||||||
|
|
||||||
|
with open(original, 'r') as f:
|
||||||
|
orig_content = f.read()
|
||||||
|
|
||||||
|
with open(improved, 'r') as f:
|
||||||
|
imp_content = f.read()
|
||||||
|
|
||||||
|
print("\n📊 File Size Comparison:")
|
||||||
|
print(f" Original: {len(orig_content):,} bytes")
|
||||||
|
print(f" Improved: {len(imp_content):,} bytes")
|
||||||
|
|
||||||
|
print("\n✅ Key Improvements:")
|
||||||
|
|
||||||
|
# Check newline handling
|
||||||
|
if '\\n' in orig_content and '\\n' not in imp_content:
|
||||||
|
print(" • Fixed literal \\n in documentation text")
|
||||||
|
|
||||||
|
# Check table of contents
|
||||||
|
if '[Classes](#classes)' in orig_content and '<a href="#classes">Classes</a>' in imp_content:
|
||||||
|
print(" • Converted markdown links to proper HTML anchors")
|
||||||
|
|
||||||
|
# Check headings
|
||||||
|
if '<h4>Args:</h4>' not in imp_content and '<strong>Arguments:</strong>' in imp_content:
|
||||||
|
print(" • Fixed Args/Attributes formatting (no longer H4 headings)")
|
||||||
|
|
||||||
|
# Check method descriptions
|
||||||
|
orig_count = orig_content.count('`Get bounding box')
|
||||||
|
imp_count = imp_content.count('get_bounds(...)')
|
||||||
|
if orig_count > imp_count:
|
||||||
|
print(f" • Reduced duplicate method descriptions ({orig_count} → {imp_count})")
|
||||||
|
|
||||||
|
# Check Entity inheritance
|
||||||
|
if 'Entity.*Inherits from: Drawable' not in imp_content:
|
||||||
|
print(" • Fixed Entity class (no longer shows incorrect inheritance)")
|
||||||
|
|
||||||
|
# Check styling
|
||||||
|
if '.container {' in imp_content and '.container {' not in orig_content:
|
||||||
|
print(" • Enhanced visual styling with better typography and layout")
|
||||||
|
|
||||||
|
# Check class documentation
|
||||||
|
if '<h4>Arguments:</h4>' in imp_content:
|
||||||
|
print(" • Added detailed constructor arguments for all classes")
|
||||||
|
|
||||||
|
# Check automation
|
||||||
|
if 'automation.click</code></h4>' in imp_content:
|
||||||
|
print(" • Improved automation module documentation formatting")
|
||||||
|
|
||||||
|
print("\n📋 Documentation Coverage:")
|
||||||
|
print(f" • Classes: {imp_content.count('class-section')} documented")
|
||||||
|
print(f" • Functions: {imp_content.count('function-section')} documented")
|
||||||
|
method_count = imp_content.count('<h5><code class="method">')
|
||||||
|
print(f" • Methods: {method_count} documented")
|
||||||
|
|
||||||
|
print("\n✨ Visual Enhancements:")
|
||||||
|
print(" • Professional color scheme with syntax highlighting")
|
||||||
|
print(" • Responsive layout with max-width container")
|
||||||
|
print(" • Clear visual hierarchy with styled headings")
|
||||||
|
print(" • Improved code block formatting")
|
||||||
|
print(" • Better spacing and typography")
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
compare_docs()
|
||||||
|
|
@ -0,0 +1,157 @@
|
||||||
|
aqua #00FFFF
|
||||||
|
black #000000
|
||||||
|
blue #0000FF
|
||||||
|
fuchsia #FF00FF
|
||||||
|
gray #808080
|
||||||
|
green #008000
|
||||||
|
lime #00FF00
|
||||||
|
maroon #800000
|
||||||
|
navy #000080
|
||||||
|
olive #808000
|
||||||
|
purple #800080
|
||||||
|
red #FF0000
|
||||||
|
silver #C0C0C0
|
||||||
|
teal #008080
|
||||||
|
white #FFFFFF
|
||||||
|
yellow #FFFF00
|
||||||
|
aliceblue #F0F8FF
|
||||||
|
antiquewhite #FAEBD7
|
||||||
|
aqua #00FFFF
|
||||||
|
aquamarine #7FFFD4
|
||||||
|
azure #F0FFFF
|
||||||
|
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After Width: | Height: | Size: 35 KiB |
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|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html><head>
|
||||||
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<meta charset="UTF-8">
|
||||||
|
<title>McRogueFace API Reference</title>
|
||||||
|
<style>
|
||||||
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|
body { font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
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line-height: 1.6; color: #333; max-width: 900px; margin: 0 auto; padding: 20px; }
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h1, h2, h3, h4, h5 { color: #2c3e50; margin-top: 24px; }
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code { background: #f4f4f4; padding: 2px 4px; border-radius: 3px; font-size: 90%; }
|
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pre { background: #f4f4f4; padding: 12px; border-radius: 5px; overflow-x: auto; }
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a { color: #3498db; text-decoration: none; }
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a:hover { text-decoration: underline; }
|
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.property { color: #27ae60; }
|
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|
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|
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ul { padding-left: 24px; }
|
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li { margin: 4px 0; }
|
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|
||||||
|
</style>
|
||||||
|
</head><body>
|
||||||
|
<h1>McRogueFace API Reference</h1>
|
||||||
|
|
||||||
|
<em>Generated on 2025-07-08 10:11:22</em>
|
||||||
|
|
||||||
|
<h2>Overview</h2>
|
||||||
|
|
||||||
|
<p>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</p>
|
||||||
|
|
||||||
|
<h2>Table of Contents</h2>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>[Classes](#classes)</li>
|
||||||
|
<li>[Functions](#functions)</li>
|
||||||
|
<li>[Automation Module](#automation-module)</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h2>Classes</h2>
|
||||||
|
|
||||||
|
<h3>UI Components</h3>
|
||||||
|
|
||||||
|
<h3>class `Caption`</h3>
|
||||||
|
<em>Inherits from: Drawable</em>
|
||||||
|
|
||||||
|
<pre><code class="language-python">
|
||||||
|
Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
|
<p>A text display UI element with customizable font and styling.</p>
|
||||||
|
|
||||||
|
<p>Args:</p>
|
||||||
|
<p>text (str): The text content to display. Default: ''</p>
|
||||||
|
<p>x (float): X position in pixels. Default: 0</p>
|
||||||
|
<p>y (float): Y position in pixels. Default: 0</p>
|
||||||
|
<p>font (Font): Font object for text rendering. Default: engine default font</p>
|
||||||
|
<p>fill_color (Color): Text fill color. Default: (255, 255, 255, 255)</p>
|
||||||
|
<p>outline_color (Color): Text outline color. Default: (0, 0, 0, 255)</p>
|
||||||
|
<p>outline (float): Text outline thickness. Default: 0</p>
|
||||||
|
<p>click (callable): Click event handler. Default: None</p>
|
||||||
|
|
||||||
|
<p>Attributes:</p>
|
||||||
|
<p>text (str): The displayed text content</p>
|
||||||
|
<p>x, y (float): Position in pixels</p>
|
||||||
|
<p>font (Font): Font used for rendering</p>
|
||||||
|
<p>fill_color, outline_color (Color): Text appearance</p>
|
||||||
|
<p>outline (float): Outline thickness</p>
|
||||||
|
<p>click (callable): Click event handler</p>
|
||||||
|
<p>visible (bool): Visibility state</p>
|
||||||
|
<p>z_index (int): Rendering order</p>
|
||||||
|
<p>w, h (float): Read-only computed size based on text and font</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Entity`</h3>
|
||||||
|
<em>Inherits from: Drawable</em>
|
||||||
|
|
||||||
|
<p>UIEntity objects</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`at(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`die(...)`</h5>
|
||||||
|
<p>Remove this entity from its grid</p>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`index(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Frame`</h3>
|
||||||
|
<em>Inherits from: Drawable</em>
|
||||||
|
|
||||||
|
<pre><code class="language-python">
|
||||||
|
Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
|
<p>A rectangular frame UI element that can contain other drawable elements.</p>
|
||||||
|
|
||||||
|
<p>Args:</p>
|
||||||
|
<p>x (float): X position in pixels. Default: 0</p>
|
||||||
|
<p>y (float): Y position in pixels. Default: 0</p>
|
||||||
|
<p>w (float): Width in pixels. Default: 0</p>
|
||||||
|
<p>h (float): Height in pixels. Default: 0</p>
|
||||||
|
<p>fill_color (Color): Background fill color. Default: (0, 0, 0, 128)</p>
|
||||||
|
<p>outline_color (Color): Border outline color. Default: (255, 255, 255, 255)</p>
|
||||||
|
<p>outline (float): Border outline thickness. Default: 0</p>
|
||||||
|
<p>click (callable): Click event handler. Default: None</p>
|
||||||
|
<p>children (list): Initial list of child drawable elements. Default: None</p>
|
||||||
|
|
||||||
|
<p>Attributes:</p>
|
||||||
|
<p>x, y (float): Position in pixels</p>
|
||||||
|
<p>w, h (float): Size in pixels</p>
|
||||||
|
<p>fill_color, outline_color (Color): Visual appearance</p>
|
||||||
|
<p>outline (float): Border thickness</p>
|
||||||
|
<p>click (callable): Click event handler</p>
|
||||||
|
<p>children (list): Collection of child drawable elements</p>
|
||||||
|
<p>visible (bool): Visibility state</p>
|
||||||
|
<p>z_index (int): Rendering order</p>
|
||||||
|
<p>clip_children (bool): Whether to clip children to frame bounds</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Grid`</h3>
|
||||||
|
<em>Inherits from: Drawable</em>
|
||||||
|
|
||||||
|
<pre><code class="language-python">
|
||||||
|
Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
|
<p>A grid-based tilemap UI element for rendering tile-based levels and game worlds.</p>
|
||||||
|
|
||||||
|
<p>Args:</p>
|
||||||
|
<p>x (float): X position in pixels. Default: 0</p>
|
||||||
|
<p>y (float): Y position in pixels. Default: 0</p>
|
||||||
|
<p>grid_size (tuple): Grid dimensions as (width, height) in tiles. Default: (20, 20)</p>
|
||||||
|
<p>texture (Texture): Texture atlas containing tile sprites. Default: None</p>
|
||||||
|
<p>tile_width (int): Width of each tile in pixels. Default: 16</p>
|
||||||
|
<p>tile_height (int): Height of each tile in pixels. Default: 16</p>
|
||||||
|
<p>scale (float): Grid scaling factor. Default: 1.0</p>
|
||||||
|
<p>click (callable): Click event handler. Default: None</p>
|
||||||
|
|
||||||
|
<p>Attributes:</p>
|
||||||
|
<p>x, y (float): Position in pixels</p>
|
||||||
|
<p>grid_size (tuple): Grid dimensions (width, height) in tiles</p>
|
||||||
|
<p>tile_width, tile_height (int): Tile dimensions in pixels</p>
|
||||||
|
<p>texture (Texture): Tile texture atlas</p>
|
||||||
|
<p>scale (float): Scale multiplier</p>
|
||||||
|
<p>points (list): 2D array of GridPoint objects for tile data</p>
|
||||||
|
<p>entities (list): Collection of Entity objects in the grid</p>
|
||||||
|
<p>background_color (Color): Grid background color</p>
|
||||||
|
<p>click (callable): Click event handler</p>
|
||||||
|
<p>visible (bool): Visibility state</p>
|
||||||
|
<p>z_index (int): Rendering order</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`at(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Sprite`</h3>
|
||||||
|
<em>Inherits from: Drawable</em>
|
||||||
|
|
||||||
|
<pre><code class="language-python">
|
||||||
|
Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
|
<p>A sprite UI element that displays a texture or portion of a texture atlas.</p>
|
||||||
|
|
||||||
|
<p>Args:</p>
|
||||||
|
<p>x (float): X position in pixels. Default: 0</p>
|
||||||
|
<p>y (float): Y position in pixels. Default: 0</p>
|
||||||
|
<p>texture (Texture): Texture object to display. Default: None</p>
|
||||||
|
<p>sprite_index (int): Index into texture atlas (if applicable). Default: 0</p>
|
||||||
|
<p>scale (float): Sprite scaling factor. Default: 1.0</p>
|
||||||
|
<p>click (callable): Click event handler. Default: None</p>
|
||||||
|
|
||||||
|
<p>Attributes:</p>
|
||||||
|
<p>x, y (float): Position in pixels</p>
|
||||||
|
<p>texture (Texture): The texture being displayed</p>
|
||||||
|
<p>sprite_index (int): Current sprite index in texture atlas</p>
|
||||||
|
<p>scale (float): Scale multiplier</p>
|
||||||
|
<p>click (callable): Click event handler</p>
|
||||||
|
<p>visible (bool): Visibility state</p>
|
||||||
|
<p>z_index (int): Rendering order</p>
|
||||||
|
<p>w, h (float): Read-only computed size based on texture and scale</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>Collections</h3>
|
||||||
|
|
||||||
|
<h3>class `EntityCollection`</h3>
|
||||||
|
|
||||||
|
<p>Iterable, indexable collection of Entities</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`append(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`count(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`extend(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`index(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`remove(...)`</h5>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `UICollection`</h3>
|
||||||
|
|
||||||
|
<p>Iterable, indexable collection of UI objects</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`append(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`count(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`extend(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`index(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`remove(...)`</h5>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `UICollectionIter`</h3>
|
||||||
|
|
||||||
|
<p>Iterator for a collection of UI objects</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `UIEntityCollectionIter`</h3>
|
||||||
|
|
||||||
|
<p>Iterator for a collection of UI objects</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>System Types</h3>
|
||||||
|
|
||||||
|
<h3>class `Color`</h3>
|
||||||
|
|
||||||
|
<p>SFML Color Object</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`Create Color from hex string (e.g., '#FF0000' or 'FF0000')`</h5>
|
||||||
|
<p>Create Color from hex string (e.g., '#FF0000' or 'FF0000')</p>
|
||||||
|
|
||||||
|
<h5>`lerp(...)`</h5>
|
||||||
|
<p>Linearly interpolate between this color and another</p>
|
||||||
|
|
||||||
|
<h5>`to_hex(...)`</h5>
|
||||||
|
<p>Convert Color to hex string</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Font`</h3>
|
||||||
|
|
||||||
|
<p>SFML Font Object</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Texture`</h3>
|
||||||
|
|
||||||
|
<p>SFML Texture Object</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Vector`</h3>
|
||||||
|
|
||||||
|
<p>SFML Vector Object</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`angle(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`copy(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`distance_to(...)`</h5>
|
||||||
|
<p>Return the distance to another vector</p>
|
||||||
|
|
||||||
|
<h5>`dot(...)`</h5>
|
||||||
|
|
||||||
|
<h5>`magnitude(...)`</h5>
|
||||||
|
<p>Return the length of the vector</p>
|
||||||
|
|
||||||
|
<h5>`magnitude_squared(...)`</h5>
|
||||||
|
<p>Return the squared length of the vector</p>
|
||||||
|
|
||||||
|
<h5>`normalize(...)`</h5>
|
||||||
|
<p>Return a unit vector in the same direction</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>Other Classes</h3>
|
||||||
|
|
||||||
|
<h3>class `Animation`</h3>
|
||||||
|
|
||||||
|
<p>Animation object for animating UI properties</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`get_current_value(...)`</h5>
|
||||||
|
<p>Get the current interpolated value</p>
|
||||||
|
|
||||||
|
<h5>`start(...)`</h5>
|
||||||
|
<p>Start the animation on a target UIDrawable</p>
|
||||||
|
|
||||||
|
<h5>`Update the animation by deltaTime (returns True if still running)`</h5>
|
||||||
|
<p>Update the animation by deltaTime (returns True if still running)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Drawable`</h3>
|
||||||
|
|
||||||
|
<p>Base class for all drawable UI elements</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`Get bounding box as (x, y, width, height)`</h5>
|
||||||
|
<p>Get bounding box as (x, y, width, height)</p>
|
||||||
|
|
||||||
|
<h5>`Move by relative offset (dx, dy)`</h5>
|
||||||
|
<p>Move by relative offset (dx, dy)</p>
|
||||||
|
|
||||||
|
<h5>`Resize to new dimensions (width, height)`</h5>
|
||||||
|
<p>Resize to new dimensions (width, height)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `GridPoint`</h3>
|
||||||
|
|
||||||
|
<p>UIGridPoint object</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `GridPointState`</h3>
|
||||||
|
|
||||||
|
<p>UIGridPointState object</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Scene`</h3>
|
||||||
|
|
||||||
|
<p>Base class for object-oriented scenes</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`activate(...)`</h5>
|
||||||
|
<p>Make this the active scene</p>
|
||||||
|
|
||||||
|
<h5>`get_ui(...)`</h5>
|
||||||
|
<p>Get the UI element collection for this scene</p>
|
||||||
|
|
||||||
|
<h5>`Register a keyboard handler function (alternative to overriding on_keypress)`</h5>
|
||||||
|
<p>Register a keyboard handler function (alternative to overriding on_keypress)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Timer`</h3>
|
||||||
|
|
||||||
|
<p>Timer object for scheduled callbacks</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`cancel(...)`</h5>
|
||||||
|
<p>Cancel the timer and remove it from the system</p>
|
||||||
|
|
||||||
|
<h5>`pause(...)`</h5>
|
||||||
|
<p>Pause the timer</p>
|
||||||
|
|
||||||
|
<h5>`restart(...)`</h5>
|
||||||
|
<p>Restart the timer from the current time</p>
|
||||||
|
|
||||||
|
<h5>`resume(...)`</h5>
|
||||||
|
<p>Resume a paused timer</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>class `Window`</h3>
|
||||||
|
|
||||||
|
<p>Window singleton for accessing and modifying the game window properties</p>
|
||||||
|
|
||||||
|
<h4>Methods</h4>
|
||||||
|
|
||||||
|
<h5>`center(...)`</h5>
|
||||||
|
<p>Center the window on the screen</p>
|
||||||
|
|
||||||
|
<h5>`get(...)`</h5>
|
||||||
|
<p>Get the Window singleton instance</p>
|
||||||
|
|
||||||
|
<h5>`screenshot(...)`</h5>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h2>Functions</h2>
|
||||||
|
|
||||||
|
<h3>Scene Management</h3>
|
||||||
|
|
||||||
|
<h3>`createScene(name: str)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Create a new empty scene.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>name: Unique name for the new scene</p>
|
||||||
|
|
||||||
|
<em>*Raises:*</em>
|
||||||
|
<p>ValueError: If a scene with this name already exists</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>The scene is created but not made active. Use setScene() to switch to it.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`currentScene()`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Get the name of the currently active scene.</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>str: Name of the current scene</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`keypressScene(handler: callable)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Set the keyboard event handler for the current scene.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>handler: Callable that receives (key_name: str, is_pressed: bool)</p>
|
||||||
|
|
||||||
|
<em>*Example:*</em>
|
||||||
|
<p>def on_key(key, pressed):</p>
|
||||||
|
<p>if key == 'A' and pressed:</p>
|
||||||
|
<p>print('A key pressed')</p>
|
||||||
|
<p>mcrfpy.keypressScene(on_key)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`sceneUI(scene: str = None)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Get all UI elements for a scene.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>scene: Scene name. If None, uses current scene</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>list: All UI elements (Frame, Caption, Sprite, Grid) in the scene</p>
|
||||||
|
|
||||||
|
<em>*Raises:*</em>
|
||||||
|
<p>KeyError: If the specified scene doesn't exist</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`setScene(scene: str, transition: str = None, duration: float = 0.0)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Switch to a different scene with optional transition effect.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>scene: Name of the scene to switch to</p>
|
||||||
|
<p>transition: Transition type ('fade', 'slide_left', 'slide_right', 'slide_up', 'slide_down')</p>
|
||||||
|
<p>duration: Transition duration in seconds (default: 0.0 for instant)</p>
|
||||||
|
|
||||||
|
<em>*Raises:*</em>
|
||||||
|
<p>KeyError: If the scene doesn't exist</p>
|
||||||
|
<p>ValueError: If the transition type is invalid</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>Audio</h3>
|
||||||
|
|
||||||
|
<h3>`createSoundBuffer(filename: str)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Load a sound effect from a file and return its buffer ID.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>filename: Path to the sound file (WAV, OGG, FLAC)</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>int: Buffer ID for use with playSound()</p>
|
||||||
|
|
||||||
|
<em>*Raises:*</em>
|
||||||
|
<p>RuntimeError: If the file cannot be loaded</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`getMusicVolume()`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Get the current music volume level.</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>int: Current volume (0-100)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`getSoundVolume()`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Get the current sound effects volume level.</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>int: Current volume (0-100)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`loadMusic(filename: str)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Load and immediately play background music from a file.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>filename: Path to the music file (WAV, OGG, FLAC)</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>Only one music track can play at a time. Loading new music stops the current track.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`playSound(buffer_id: int)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Play a sound effect using a previously loaded buffer.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>buffer_id: Sound buffer ID returned by createSoundBuffer()</p>
|
||||||
|
|
||||||
|
<em>*Raises:*</em>
|
||||||
|
<p>RuntimeError: If the buffer ID is invalid</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`setMusicVolume(volume: int)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Set the global music volume.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>volume: Volume level from 0 (silent) to 100 (full volume)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`setSoundVolume(volume: int)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Set the global sound effects volume.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>volume: Volume level from 0 (silent) to 100 (full volume)</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>UI Utilities</h3>
|
||||||
|
|
||||||
|
<h3>`find(name: str, scene: str = None)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Find the first UI element with the specified name.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>name: Exact name to search for</p>
|
||||||
|
<p>scene: Scene to search in (default: current scene)</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>Frame, Caption, Sprite, Grid, or Entity if found; None otherwise</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>Searches scene UI elements and entities within grids.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`findAll(pattern: str, scene: str = None)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Find all UI elements matching a name pattern.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>pattern: Name pattern with optional wildcards (* matches any characters)</p>
|
||||||
|
<p>scene: Scene to search in (default: current scene)</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>list: All matching UI elements and entities</p>
|
||||||
|
|
||||||
|
<em>*Example:*</em>
|
||||||
|
<p>findAll('enemy*') # Find all elements starting with 'enemy'</p>
|
||||||
|
<p>findAll('*_button') # Find all elements ending with '_button'</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>System</h3>
|
||||||
|
|
||||||
|
<h3>`delTimer(name: str)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Stop and remove a timer.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>name: Timer identifier to remove</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>No error is raised if the timer doesn't exist.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`exit()`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Cleanly shut down the game engine and exit the application.</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>This immediately closes the window and terminates the program.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`getMetrics()`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Get current performance metrics.</p>
|
||||||
|
|
||||||
|
<em>*Returns:*</em>
|
||||||
|
<p>dict: Performance data with keys:</p>
|
||||||
|
<ul>
|
||||||
|
<li>frame_time: Last frame duration in seconds</li>
|
||||||
|
<li>avg_frame_time: Average frame time</li>
|
||||||
|
<li>fps: Frames per second</li>
|
||||||
|
<li>draw_calls: Number of draw calls</li>
|
||||||
|
<li>ui_elements: Total UI element count</li>
|
||||||
|
<li>visible_elements: Visible element count</li>
|
||||||
|
<li>current_frame: Frame counter</li>
|
||||||
|
<li>runtime: Total runtime in seconds</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`setScale(multiplier: float)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Scale the game window size.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>multiplier: Scale factor (e.g., 2.0 for double size)</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>The internal resolution remains 1024x768, but the window is scaled.</p>
|
||||||
|
<p>This is deprecated - use Window.resolution instead.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`setTimer(name: str, handler: callable, interval: int)`</h3>
|
||||||
|
|
||||||
|
|
||||||
|
<p>Create or update a recurring timer.</p>
|
||||||
|
|
||||||
|
<em>*Args:*</em>
|
||||||
|
<p>name: Unique identifier for the timer</p>
|
||||||
|
<p>handler: Function called with (runtime: float) parameter</p>
|
||||||
|
<p>interval: Time between calls in milliseconds</p>
|
||||||
|
|
||||||
|
<em>*Note:*</em>
|
||||||
|
<p>If a timer with this name exists, it will be replaced.</p>
|
||||||
|
<p>The handler receives the total runtime in seconds as its argument.</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h2>Automation Module</h2>
|
||||||
|
|
||||||
|
<p>The <code>mcrfpy.automation</code> module provides testing and automation capabilities.</p>
|
||||||
|
|
||||||
|
<h3>`automation.click(x=None, y=None, clicks=1, interval=0.0, button='left') - Click at position`</h3>
|
||||||
|
|
||||||
|
<p>click(x=None, y=None, clicks=1, interval=0.0, button='left') - Click at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.doubleClick(x=None, y=None) - Double click at position`</h3>
|
||||||
|
|
||||||
|
<p>doubleClick(x=None, y=None) - Double click at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.dragRel(xOffset, yOffset, duration=0.0, button='left') - Drag mouse relative to current position`</h3>
|
||||||
|
|
||||||
|
<p>dragRel(xOffset, yOffset, duration=0.0, button='left') - Drag mouse relative to current position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.dragTo(x, y, duration=0.0, button='left') - Drag mouse to position`</h3>
|
||||||
|
|
||||||
|
<p>dragTo(x, y, duration=0.0, button='left') - Drag mouse to position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c'))`</h3>
|
||||||
|
|
||||||
|
<p>hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c'))</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.keyDown(key) - Press and hold a key`</h3>
|
||||||
|
|
||||||
|
<p>keyDown(key) - Press and hold a key</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.keyUp(key) - Release a key`</h3>
|
||||||
|
|
||||||
|
<p>keyUp(key) - Release a key</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.middleClick(x=None, y=None) - Middle click at position`</h3>
|
||||||
|
|
||||||
|
<p>middleClick(x=None, y=None) - Middle click at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.mouseDown(x=None, y=None, button='left') - Press mouse button`</h3>
|
||||||
|
|
||||||
|
<p>mouseDown(x=None, y=None, button='left') - Press mouse button</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.mouseUp(x=None, y=None, button='left') - Release mouse button`</h3>
|
||||||
|
|
||||||
|
<p>mouseUp(x=None, y=None, button='left') - Release mouse button</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.moveRel(xOffset, yOffset, duration=0.0) - Move mouse relative to current position`</h3>
|
||||||
|
|
||||||
|
<p>moveRel(xOffset, yOffset, duration=0.0) - Move mouse relative to current position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.moveTo(x, y, duration=0.0) - Move mouse to absolute position`</h3>
|
||||||
|
|
||||||
|
<p>moveTo(x, y, duration=0.0) - Move mouse to absolute position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.onScreen(x, y) - Check if coordinates are within screen bounds`</h3>
|
||||||
|
|
||||||
|
<p>onScreen(x, y) - Check if coordinates are within screen bounds</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.position() - Get current mouse position as (x, y) tuple`</h3>
|
||||||
|
|
||||||
|
<p>position() - Get current mouse position as (x, y) tuple</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.rightClick(x=None, y=None) - Right click at position`</h3>
|
||||||
|
|
||||||
|
<p>rightClick(x=None, y=None) - Right click at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.screenshot(filename) - Save a screenshot to the specified file`</h3>
|
||||||
|
|
||||||
|
<p>screenshot(filename) - Save a screenshot to the specified file</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.scroll(clicks, x=None, y=None) - Scroll wheel at position`</h3>
|
||||||
|
|
||||||
|
<p>scroll(clicks, x=None, y=None) - Scroll wheel at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.size() - Get screen size as (width, height) tuple`</h3>
|
||||||
|
|
||||||
|
<p>size() - Get screen size as (width, height) tuple</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.tripleClick(x=None, y=None) - Triple click at position`</h3>
|
||||||
|
|
||||||
|
<p>tripleClick(x=None, y=None) - Triple click at position</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
<h3>`automation.typewrite(message, interval=0.0) - Type text with optional interval between keystrokes`</h3>
|
||||||
|
|
||||||
|
<p>typewrite(message, interval=0.0) - Type text with optional interval between keystrokes</p>
|
||||||
|
|
||||||
|
<hr>
|
||||||
|
|
||||||
|
</body></html>
|
||||||
|
|
@ -183,7 +183,7 @@
|
||||||
<div class="container">
|
<div class="container">
|
||||||
|
|
||||||
<h1>McRogueFace API Reference - Complete Documentation</h1>
|
<h1>McRogueFace API Reference - Complete Documentation</h1>
|
||||||
<p><em>Generated on 2025-07-15 21:28:13</em></p>
|
<p><em>Generated on 2025-07-08 11:53:54</em></p>
|
||||||
<div class="toc">
|
<div class="toc">
|
||||||
<h2>Table of Contents</h2>
|
<h2>Table of Contents</h2>
|
||||||
<ul>
|
<ul>
|
||||||
|
|
@ -632,6 +632,13 @@ mcrfpy.setScale(2.0) # Double the window size
|
||||||
</div>
|
</div>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">get_current_value()</code></h5>
|
||||||
|
<p>Get the current interpolated value of the animation.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> float: Current animation value between start and end
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">update(delta_time)</code></h5>
|
<h5><code class="method">update(delta_time)</code></h5>
|
||||||
<p>Update the animation by the given time delta.</p>
|
<p>Update the animation by the given time delta.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -643,19 +650,6 @@ Time elapsed since last update in seconds
|
||||||
<strong>Returns:</strong> bool: True if animation is still running, False if finished
|
<strong>Returns:</strong> bool: True if animation is still running, False if finished
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">complete(...)</span>
|
|
||||||
</div>
|
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">hasValidTarget(...)</span>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_current_value()</code></h5>
|
|
||||||
<p>Get the current interpolated value of the animation.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> float: Current animation value between start and end
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">start(target)</code></h5>
|
<h5><code class="method">start(target)</code></h5>
|
||||||
<p>Start the animation on a target UI element.</p>
|
<p>Start the animation on a target UI element.</p>
|
||||||
|
|
@ -671,61 +665,32 @@ The UI element to animate
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Caption</span></h3>
|
<h3><span class="class-name">Caption</span></h3>
|
||||||
<p>Caption(pos=None, font=None, text='', **kwargs)
|
<p>Caption(text='', 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.
|
A text display UI element with customizable font and styling.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
text (str): The text content to display. Default: ''
|
||||||
font (Font, optional): Font object for text rendering. Default: engine default font
|
x (float): X position in pixels. Default: 0
|
||||||
text (str, optional): The text content to display. Default: ''
|
y (float): Y position in pixels. Default: 0
|
||||||
|
font (Font): Font object for text rendering. Default: engine default font
|
||||||
Keyword Args:
|
|
||||||
fill_color (Color): Text fill color. Default: (255, 255, 255, 255)
|
fill_color (Color): Text fill color. Default: (255, 255, 255, 255)
|
||||||
outline_color (Color): Text outline color. Default: (0, 0, 0, 255)
|
outline_color (Color): Text outline color. Default: (0, 0, 0, 255)
|
||||||
outline (float): Text outline thickness. Default: 0
|
outline (float): Text outline thickness. Default: 0
|
||||||
font_size (float): Font size in points. Default: 16
|
|
||||||
click (callable): Click event handler. Default: None
|
click (callable): Click event handler. Default: None
|
||||||
visible (bool): Visibility state. Default: True
|
|
||||||
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
||||||
z_index (int): Rendering order. Default: 0
|
|
||||||
name (str): Element name for finding. Default: None
|
|
||||||
x (float): X position override. Default: 0
|
|
||||||
y (float): Y position override. Default: 0
|
|
||||||
|
|
||||||
Attributes:
|
Attributes:
|
||||||
text (str): The displayed text content
|
text (str): The displayed text content
|
||||||
x, y (float): Position in pixels
|
x, y (float): Position in pixels
|
||||||
pos (Vector): Position as a Vector object
|
|
||||||
font (Font): Font used for rendering
|
font (Font): Font used for rendering
|
||||||
font_size (float): Font size in points
|
|
||||||
fill_color, outline_color (Color): Text appearance
|
fill_color, outline_color (Color): Text appearance
|
||||||
outline (float): Outline thickness
|
outline (float): Outline thickness
|
||||||
click (callable): Click event handler
|
click (callable): Click event handler
|
||||||
visible (bool): Visibility state
|
visible (bool): Visibility state
|
||||||
opacity (float): Opacity value
|
|
||||||
z_index (int): Rendering order
|
z_index (int): Rendering order
|
||||||
name (str): Element name
|
|
||||||
w, h (float): Read-only computed size based on text and font</p>
|
w, h (float): Read-only computed size based on text and font</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">move(dx, dy)</code></h5>
|
|
||||||
<p>Move the element by a relative offset.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dx</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Horizontal offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dy</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Vertical offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
<h5><code class="method">get_bounds()</code></h5>
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -752,12 +717,52 @@ New height in pixels
|
||||||
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">move(dx, dy)</code></h5>
|
||||||
|
<p>Move the element by a relative offset.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dx</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Horizontal offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dy</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Vertical offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Color</span></h3>
|
<h3><span class="class-name">Color</span></h3>
|
||||||
<p>SFML Color Object</p>
|
<p>SFML Color Object</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">lerp(other, t)</code></h5>
|
||||||
|
<p>Linearly interpolate between this color and another.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">other</span>
|
||||||
|
<span class="arg-type">(Color)</span>:
|
||||||
|
The color to interpolate towards
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">t</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Interpolation factor from 0.0 to 1.0
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> Color: New interpolated Color object
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<strong>Example:</strong>
|
||||||
|
<pre><code>
|
||||||
|
mixed = red.lerp(blue, 0.5) # 50% between red and blue
|
||||||
|
</code></pre>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">to_hex()</code></h5>
|
<h5><code class="method">to_hex()</code></h5>
|
||||||
<p>Convert this Color to a hexadecimal string.</p>
|
<p>Convert this Color to a hexadecimal string.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -788,52 +793,12 @@ red = Color.from_hex("#FF0000")
|
||||||
</code></pre>
|
</code></pre>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">lerp(other, t)</code></h5>
|
|
||||||
<p>Linearly interpolate between this color and another.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">other</span>
|
|
||||||
<span class="arg-type">(Color)</span>:
|
|
||||||
The color to interpolate towards
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">t</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Interpolation factor from 0.0 to 1.0
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> Color: New interpolated Color object
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<strong>Example:</strong>
|
|
||||||
<pre><code>
|
|
||||||
mixed = red.lerp(blue, 0.5) # 50% between red and blue
|
|
||||||
</code></pre>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Drawable</span></h3>
|
<h3><span class="class-name">Drawable</span></h3>
|
||||||
<p>Base class for all drawable UI elements</p>
|
<p>Base class for all drawable UI elements</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">move(dx, dy)</code></h5>
|
|
||||||
<p>Move the element by a relative offset.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dx</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Horizontal offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dy</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Vertical offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
<h5><code class="method">get_bounds()</code></h5>
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -860,41 +825,36 @@ New height in pixels
|
||||||
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">move(dx, dy)</code></h5>
|
||||||
|
<p>Move the element by a relative offset.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dx</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Horizontal offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dy</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Vertical offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Entity</span></h3>
|
<h3><span class="class-name">Entity</span></h3>
|
||||||
<p>Entity(grid_pos=None, texture=None, sprite_index=0, **kwargs)
|
<p>UIEntity objects</p>
|
||||||
|
|
||||||
A game entity that exists on a grid with sprite rendering.
|
|
||||||
|
|
||||||
Args:
|
|
||||||
grid_pos (tuple, optional): Grid position as (x, y) tuple. Default: (0, 0)
|
|
||||||
texture (Texture, optional): Texture object for sprite. Default: default texture
|
|
||||||
sprite_index (int, optional): Index into texture atlas. Default: 0
|
|
||||||
|
|
||||||
Keyword Args:
|
|
||||||
grid (Grid): Grid to attach entity to. Default: None
|
|
||||||
visible (bool): Visibility state. Default: True
|
|
||||||
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
||||||
name (str): Element name for finding. Default: None
|
|
||||||
x (float): X grid position override. Default: 0
|
|
||||||
y (float): Y grid position override. Default: 0
|
|
||||||
|
|
||||||
Attributes:
|
|
||||||
pos (tuple): Grid position as (x, y) tuple
|
|
||||||
x, y (float): Grid position coordinates
|
|
||||||
draw_pos (tuple): Pixel position for rendering
|
|
||||||
gridstate (GridPointState): Visibility state for grid points
|
|
||||||
sprite_index (int): Current sprite index
|
|
||||||
visible (bool): Visibility state
|
|
||||||
opacity (float): Opacity value
|
|
||||||
name (str): Element name</p>
|
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">die()</code></h5>
|
<h5><code class="method">get_bounds()</code></h5>
|
||||||
<p>Remove this entity from its parent grid.</p>
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> tuple: (x, y, width, height) representing the element's bounds
|
||||||
|
</div>
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
<strong>Note:</strong> The entity object remains valid but is no longer rendered or updated.
|
<strong>Note:</strong> The bounds are in screen coordinates and account for current position and size.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
|
@ -931,22 +891,6 @@ Grid y coordinate to check
|
||||||
<strong>Returns:</strong> bool: True if entity is at position (x, y), False otherwise
|
<strong>Returns:</strong> bool: True if entity is at position (x, y), False otherwise
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">path_to(...)</span>
|
|
||||||
</div>
|
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">update_visibility(...)</span>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> tuple: (x, y, width, height) representing the element's bounds
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> The bounds are in screen coordinates and account for current position and size.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">resize(width, height)</code></h5>
|
<h5><code class="method">resize(width, height)</code></h5>
|
||||||
<p>Resize the element to new dimensions.</p>
|
<p>Resize the element to new dimensions.</p>
|
||||||
|
|
@ -971,6 +915,13 @@ New height in pixels
|
||||||
<strong>Returns:</strong> int: Index position, or -1 if not in a grid
|
<strong>Returns:</strong> int: Index position, or -1 if not in a grid
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">die()</code></h5>
|
||||||
|
<p>Remove this entity from its parent grid.</p>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> The entity object remains valid but is no longer rendered or updated.
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">EntityCollection</span></h3>
|
<h3><span class="class-name">EntityCollection</span></h3>
|
||||||
|
|
@ -986,18 +937,6 @@ The entity to remove
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">count(entity)</code></h5>
|
|
||||||
<p>Count the number of occurrences of an entity in the collection.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">entity</span>
|
|
||||||
<span class="arg-type">(Entity)</span>:
|
|
||||||
The entity to count
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> int: Number of times entity appears in collection
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">extend(iterable)</code></h5>
|
<h5><code class="method">extend(iterable)</code></h5>
|
||||||
<p>Add all entities from an iterable to the collection.</p>
|
<p>Add all entities from an iterable to the collection.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1007,6 +946,15 @@ Entities to add
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">append(entity)</code></h5>
|
||||||
|
<p>Add an entity to the end of the collection.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">entity</span>
|
||||||
|
<span class="arg-type">(Entity)</span>:
|
||||||
|
The entity to add
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">index(entity)</code></h5>
|
<h5><code class="method">index(entity)</code></h5>
|
||||||
<p>Find the index of the first occurrence of an entity.</p>
|
<p>Find the index of the first occurrence of an entity.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1019,12 +967,15 @@ The entity to find
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">append(entity)</code></h5>
|
<h5><code class="method">count(entity)</code></h5>
|
||||||
<p>Add an entity to the end of the collection.</p>
|
<p>Count the number of occurrences of an entity in the collection.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
<span class="arg-name">entity</span>
|
<span class="arg-name">entity</span>
|
||||||
<span class="arg-type">(Entity)</span>:
|
<span class="arg-type">(Entity)</span>:
|
||||||
The entity to add
|
The entity to count
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> int: Number of times entity appears in collection
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
@ -1034,62 +985,33 @@ The entity to add
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Frame</span></h3>
|
<h3><span class="class-name">Frame</span></h3>
|
||||||
<p>Frame(pos=None, size=None, **kwargs)
|
<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.
|
A rectangular frame UI element that can contain other drawable elements.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
x (float): X position in pixels. Default: 0
|
||||||
size (tuple, optional): Size as (width, height) tuple. Default: (0, 0)
|
y (float): Y position in pixels. Default: 0
|
||||||
|
w (float): Width in pixels. Default: 0
|
||||||
Keyword Args:
|
h (float): Height in pixels. Default: 0
|
||||||
fill_color (Color): Background fill color. Default: (0, 0, 0, 128)
|
fill_color (Color): Background fill color. Default: (0, 0, 0, 128)
|
||||||
outline_color (Color): Border outline color. Default: (255, 255, 255, 255)
|
outline_color (Color): Border outline color. Default: (255, 255, 255, 255)
|
||||||
outline (float): Border outline thickness. Default: 0
|
outline (float): Border outline thickness. Default: 0
|
||||||
click (callable): Click event handler. Default: None
|
click (callable): Click event handler. Default: None
|
||||||
children (list): Initial list of child drawable elements. Default: None
|
children (list): Initial list of child drawable elements. Default: None
|
||||||
visible (bool): Visibility state. Default: True
|
|
||||||
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
||||||
z_index (int): Rendering order. Default: 0
|
|
||||||
name (str): Element name for finding. Default: None
|
|
||||||
x (float): X position override. Default: 0
|
|
||||||
y (float): Y position override. Default: 0
|
|
||||||
w (float): Width override. Default: 0
|
|
||||||
h (float): Height override. Default: 0
|
|
||||||
clip_children (bool): Whether to clip children to frame bounds. Default: False
|
|
||||||
|
|
||||||
Attributes:
|
Attributes:
|
||||||
x, y (float): Position in pixels
|
x, y (float): Position in pixels
|
||||||
w, h (float): Size in pixels
|
w, h (float): Size in pixels
|
||||||
pos (Vector): Position as a Vector object
|
|
||||||
fill_color, outline_color (Color): Visual appearance
|
fill_color, outline_color (Color): Visual appearance
|
||||||
outline (float): Border thickness
|
outline (float): Border thickness
|
||||||
click (callable): Click event handler
|
click (callable): Click event handler
|
||||||
children (list): Collection of child drawable elements
|
children (list): Collection of child drawable elements
|
||||||
visible (bool): Visibility state
|
visible (bool): Visibility state
|
||||||
opacity (float): Opacity value
|
|
||||||
z_index (int): Rendering order
|
z_index (int): Rendering order
|
||||||
name (str): Element name
|
|
||||||
clip_children (bool): Whether to clip children to frame bounds</p>
|
clip_children (bool): Whether to clip children to frame bounds</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">move(dx, dy)</code></h5>
|
|
||||||
<p>Move the element by a relative offset.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dx</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Horizontal offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dy</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Vertical offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
<h5><code class="method">get_bounds()</code></h5>
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -1116,63 +1038,6 @@ New height in pixels
|
||||||
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
|
||||||
<div class="method-section">
|
|
||||||
<h3><span class="class-name">Grid</span></h3>
|
|
||||||
<p>Grid(pos=None, size=None, grid_size=None, texture=None, **kwargs)
|
|
||||||
|
|
||||||
A grid-based UI element for tile-based rendering and entity management.
|
|
||||||
|
|
||||||
Args:
|
|
||||||
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
|
||||||
size (tuple, optional): Size as (width, height) tuple. Default: auto-calculated from grid_size
|
|
||||||
grid_size (tuple, optional): Grid dimensions as (grid_x, grid_y) tuple. Default: (2, 2)
|
|
||||||
texture (Texture, optional): Texture containing tile sprites. Default: default texture
|
|
||||||
|
|
||||||
Keyword Args:
|
|
||||||
fill_color (Color): Background fill color. Default: None
|
|
||||||
click (callable): Click event handler. Default: None
|
|
||||||
center_x (float): X coordinate of center point. Default: 0
|
|
||||||
center_y (float): Y coordinate of center point. Default: 0
|
|
||||||
zoom (float): Zoom level for rendering. Default: 1.0
|
|
||||||
perspective (int): Entity perspective index (-1 for omniscient). Default: -1
|
|
||||||
visible (bool): Visibility state. Default: True
|
|
||||||
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
||||||
z_index (int): Rendering order. Default: 0
|
|
||||||
name (str): Element name for finding. Default: None
|
|
||||||
x (float): X position override. Default: 0
|
|
||||||
y (float): Y position override. Default: 0
|
|
||||||
w (float): Width override. Default: auto-calculated
|
|
||||||
h (float): Height override. Default: auto-calculated
|
|
||||||
grid_x (int): Grid width override. Default: 2
|
|
||||||
grid_y (int): Grid height override. Default: 2
|
|
||||||
|
|
||||||
Attributes:
|
|
||||||
x, y (float): Position in pixels
|
|
||||||
w, h (float): Size in pixels
|
|
||||||
pos (Vector): Position as a Vector object
|
|
||||||
size (tuple): Size as (width, height) tuple
|
|
||||||
center (tuple): Center point as (x, y) tuple
|
|
||||||
center_x, center_y (float): Center point coordinates
|
|
||||||
zoom (float): Zoom level for rendering
|
|
||||||
grid_size (tuple): Grid dimensions (width, height) in tiles
|
|
||||||
grid_x, grid_y (int): Grid dimensions
|
|
||||||
texture (Texture): Tile texture atlas
|
|
||||||
fill_color (Color): Background color
|
|
||||||
entities (EntityCollection): Collection of entities in the grid
|
|
||||||
perspective (int): Entity perspective index
|
|
||||||
click (callable): Click event handler
|
|
||||||
visible (bool): Visibility state
|
|
||||||
opacity (float): Opacity value
|
|
||||||
z_index (int): Rendering order
|
|
||||||
name (str): Element name</p>
|
|
||||||
<h4>Methods:</h4>
|
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">get_dijkstra_path(...)</span>
|
|
||||||
</div>
|
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">compute_astar_path(...)</span>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">move(dx, dy)</code></h5>
|
<h5><code class="method">move(dx, dy)</code></h5>
|
||||||
<p>Move the element by a relative offset.</p>
|
<p>Move the element by a relative offset.</p>
|
||||||
|
|
@ -1190,8 +1055,45 @@ Vertical offset in pixels
|
||||||
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
</div>
|
||||||
<span class="method">is_in_fov(...)</span>
|
<div class="method-section">
|
||||||
|
<h3><span class="class-name">Grid</span></h3>
|
||||||
|
<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">get_bounds()</code></h5>
|
||||||
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> tuple: (x, y, width, height) representing the element's bounds
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> The bounds are in screen coordinates and account for current position and size.
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">at(x, y)</code></h5>
|
<h5><code class="method">at(x, y)</code></h5>
|
||||||
|
|
@ -1211,16 +1113,6 @@ Grid y coordinate
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> tuple: (x, y, width, height) representing the element's bounds
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> The bounds are in screen coordinates and account for current position and size.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">resize(width, height)</code></h5>
|
<h5><code class="method">resize(width, height)</code></h5>
|
||||||
<p>Resize the element to new dimensions.</p>
|
<p>Resize the element to new dimensions.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1237,17 +1129,22 @@ New height in pixels
|
||||||
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<span class="method">find_path(...)</span>
|
<h5><code class="method">move(dx, dy)</code></h5>
|
||||||
|
<p>Move the element by a relative offset.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dx</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Horizontal offset in pixels
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
<div style="margin-left: 20px;">
|
||||||
<span class="method">compute_fov(...)</span>
|
<span class="arg-name">dy</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Vertical offset in pixels
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
<span class="method">compute_dijkstra(...)</span>
|
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
||||||
</div>
|
</div>
|
||||||
<div class="arg-item">
|
|
||||||
<span class="method">get_dijkstra_distance(...)</span>
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
|
|
@ -1292,13 +1189,6 @@ New height in pixels
|
||||||
<p>Base class for object-oriented scenes</p>
|
<p>Base class for object-oriented scenes</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">get_ui()</code></h5>
|
|
||||||
<p>Get the UI element collection for this scene.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> UICollection: Collection of all UI elements in this scene
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">keypress(handler)</code></h5>
|
<h5><code class="method">keypress(handler)</code></h5>
|
||||||
<p>Register a keyboard handler function for this scene.</p>
|
<p>Register a keyboard handler function for this scene.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1311,6 +1201,13 @@ Function that takes (key_name: str, is_pressed: bool)
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">get_ui()</code></h5>
|
||||||
|
<p>Get the UI element collection for this scene.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> UICollection: Collection of all UI elements in this scene
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">activate()</code></h5>
|
<h5><code class="method">activate()</code></h5>
|
||||||
<p>Make this scene the active scene.</p>
|
<p>Make this scene the active scene.</p>
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
|
@ -1343,59 +1240,29 @@ scene.register_keyboard(handle_keyboard)
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Sprite</span></h3>
|
<h3><span class="class-name">Sprite</span></h3>
|
||||||
<p>Sprite(pos=None, texture=None, sprite_index=0, **kwargs)
|
<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.
|
A sprite UI element that displays a texture or portion of a texture atlas.
|
||||||
|
|
||||||
Args:
|
Args:
|
||||||
pos (tuple, optional): Position as (x, y) tuple. Default: (0, 0)
|
x (float): X position in pixels. Default: 0
|
||||||
texture (Texture, optional): Texture object to display. Default: default texture
|
y (float): Y position in pixels. Default: 0
|
||||||
sprite_index (int, optional): Index into texture atlas. Default: 0
|
texture (Texture): Texture object to display. Default: None
|
||||||
|
sprite_index (int): Index into texture atlas (if applicable). Default: 0
|
||||||
Keyword Args:
|
scale (float): Sprite scaling factor. Default: 1.0
|
||||||
scale (float): Uniform scale factor. Default: 1.0
|
|
||||||
scale_x (float): Horizontal scale factor. Default: 1.0
|
|
||||||
scale_y (float): Vertical scale factor. Default: 1.0
|
|
||||||
click (callable): Click event handler. Default: None
|
click (callable): Click event handler. Default: None
|
||||||
visible (bool): Visibility state. Default: True
|
|
||||||
opacity (float): Opacity (0.0-1.0). Default: 1.0
|
|
||||||
z_index (int): Rendering order. Default: 0
|
|
||||||
name (str): Element name for finding. Default: None
|
|
||||||
x (float): X position override. Default: 0
|
|
||||||
y (float): Y position override. Default: 0
|
|
||||||
|
|
||||||
Attributes:
|
Attributes:
|
||||||
x, y (float): Position in pixels
|
x, y (float): Position in pixels
|
||||||
pos (Vector): Position as a Vector object
|
|
||||||
texture (Texture): The texture being displayed
|
texture (Texture): The texture being displayed
|
||||||
sprite_index (int): Current sprite index in texture atlas
|
sprite_index (int): Current sprite index in texture atlas
|
||||||
scale (float): Uniform scale factor
|
scale (float): Scale multiplier
|
||||||
scale_x, scale_y (float): Individual scale factors
|
|
||||||
click (callable): Click event handler
|
click (callable): Click event handler
|
||||||
visible (bool): Visibility state
|
visible (bool): Visibility state
|
||||||
opacity (float): Opacity value
|
|
||||||
z_index (int): Rendering order
|
z_index (int): Rendering order
|
||||||
name (str): Element name
|
|
||||||
w, h (float): Read-only computed size based on texture and scale</p>
|
w, h (float): Read-only computed size based on texture and scale</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">move(dx, dy)</code></h5>
|
|
||||||
<p>Move the element by a relative offset.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dx</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Horizontal offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">dy</span>
|
|
||||||
<span class="arg-type">(float)</span>:
|
|
||||||
Vertical offset in pixels
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">get_bounds()</code></h5>
|
<h5><code class="method">get_bounds()</code></h5>
|
||||||
<p>Get the bounding rectangle of this drawable element.</p>
|
<p>Get the bounding rectangle of this drawable element.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -1422,6 +1289,23 @@ New height in pixels
|
||||||
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
<strong>Note:</strong> For Caption and Sprite, this may not change actual size if determined by content.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">move(dx, dy)</code></h5>
|
||||||
|
<p>Move the element by a relative offset.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dx</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Horizontal offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">dy</span>
|
||||||
|
<span class="arg-type">(float)</span>:
|
||||||
|
Vertical offset in pixels
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> This modifies the x and y position properties by the given amounts.
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Texture</span></h3>
|
<h3><span class="class-name">Texture</span></h3>
|
||||||
|
|
@ -1429,46 +1313,13 @@ New height in pixels
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Timer</span></h3>
|
<h3><span class="class-name">Timer</span></h3>
|
||||||
<p>Timer(name, callback, interval, once=False)
|
<p>Timer object for scheduled callbacks</p>
|
||||||
|
|
||||||
Create a timer that calls a function at regular intervals.
|
|
||||||
|
|
||||||
Args:
|
|
||||||
name (str): Unique identifier for the timer
|
|
||||||
callback (callable): Function to call - receives (timer, runtime) args
|
|
||||||
interval (int): Time between calls in milliseconds
|
|
||||||
once (bool): If True, timer stops after first call. Default: False
|
|
||||||
|
|
||||||
Attributes:
|
|
||||||
interval (int): Time between calls in milliseconds
|
|
||||||
remaining (int): Time until next call in milliseconds (read-only)
|
|
||||||
paused (bool): Whether timer is paused (read-only)
|
|
||||||
active (bool): Whether timer is active and not paused (read-only)
|
|
||||||
callback (callable): The callback function
|
|
||||||
once (bool): Whether timer stops after firing once
|
|
||||||
|
|
||||||
Methods:
|
|
||||||
pause(): Pause the timer, preserving time remaining
|
|
||||||
resume(): Resume a paused timer
|
|
||||||
cancel(): Stop and remove the timer
|
|
||||||
restart(): Reset timer to start from beginning
|
|
||||||
|
|
||||||
Example:
|
|
||||||
def on_timer(timer, runtime):
|
|
||||||
print(f'Timer {timer} fired at {runtime}ms')
|
|
||||||
if runtime > 5000:
|
|
||||||
timer.cancel()
|
|
||||||
|
|
||||||
timer = mcrfpy.Timer('my_timer', on_timer, 1000)
|
|
||||||
timer.pause() # Pause timer
|
|
||||||
timer.resume() # Resume timer
|
|
||||||
timer.once = True # Make it one-shot</p>
|
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">cancel()</code></h5>
|
<h5><code class="method">resume()</code></h5>
|
||||||
<p>Cancel the timer and remove it from the system.</p>
|
<p>Resume a paused timer.</p>
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
<strong>Note:</strong> After cancelling, the timer object cannot be reused.
|
<strong>Note:</strong> Has no effect if timer is not paused.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
|
@ -1479,10 +1330,10 @@ Example:
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">resume()</code></h5>
|
<h5><code class="method">cancel()</code></h5>
|
||||||
<p>Resume a paused timer.</p>
|
<p>Cancel the timer and remove it from the system.</p>
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
<strong>Note:</strong> Has no effect if timer is not paused.
|
<strong>Note:</strong> After cancelling, the timer object cannot be reused.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
|
@ -1507,18 +1358,6 @@ The drawable to remove
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">count(drawable)</code></h5>
|
|
||||||
<p>Count the number of occurrences of a drawable in the collection.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">drawable</span>
|
|
||||||
<span class="arg-type">(UIDrawable)</span>:
|
|
||||||
The drawable to count
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> int: Number of times drawable appears in collection
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">extend(iterable)</code></h5>
|
<h5><code class="method">extend(iterable)</code></h5>
|
||||||
<p>Add all drawables from an iterable to the collection.</p>
|
<p>Add all drawables from an iterable to the collection.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1528,6 +1367,15 @@ Drawables to add
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">append(drawable)</code></h5>
|
||||||
|
<p>Add a drawable element to the end of the collection.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">drawable</span>
|
||||||
|
<span class="arg-type">(UIDrawable)</span>:
|
||||||
|
The drawable element to add
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">index(drawable)</code></h5>
|
<h5><code class="method">index(drawable)</code></h5>
|
||||||
<p>Find the index of the first occurrence of a drawable.</p>
|
<p>Find the index of the first occurrence of a drawable.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1540,12 +1388,15 @@ The drawable to find
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">append(drawable)</code></h5>
|
<h5><code class="method">count(drawable)</code></h5>
|
||||||
<p>Add a drawable element to the end of the collection.</p>
|
<p>Count the number of occurrences of a drawable in the collection.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
<span class="arg-name">drawable</span>
|
<span class="arg-name">drawable</span>
|
||||||
<span class="arg-type">(UIDrawable)</span>:
|
<span class="arg-type">(UIDrawable)</span>:
|
||||||
The drawable element to add
|
The drawable to count
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> int: Number of times drawable appears in collection
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
@ -1562,6 +1413,57 @@ The drawable element to add
|
||||||
<p>SFML Vector Object</p>
|
<p>SFML Vector Object</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">magnitude()</code></h5>
|
||||||
|
<p>Calculate the length/magnitude of this vector.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> float: The magnitude of the vector
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<strong>Example:</strong>
|
||||||
|
<pre><code>
|
||||||
|
length = vector.magnitude()
|
||||||
|
</code></pre>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">distance_to(other)</code></h5>
|
||||||
|
<p>Calculate the distance to another vector.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">other</span>
|
||||||
|
<span class="arg-type">(Vector)</span>:
|
||||||
|
The other vector
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> float: Distance between the two vectors
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">angle()</code></h5>
|
||||||
|
<p>Get the angle of this vector in radians.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> float: Angle in radians from positive x-axis
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">dot(other)</code></h5>
|
||||||
|
<p>Calculate the dot product with another vector.</p>
|
||||||
|
<div style="margin-left: 20px;">
|
||||||
|
<span class="arg-name">other</span>
|
||||||
|
<span class="arg-type">(Vector)</span>:
|
||||||
|
The other vector
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> float: Dot product of the two vectors
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">normalize()</code></h5>
|
||||||
|
<p>Return a unit vector in the same direction.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> Vector: New normalized vector with magnitude 1.0
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">magnitude_squared()</code></h5>
|
<h5><code class="method">magnitude_squared()</code></h5>
|
||||||
<p>Calculate the squared magnitude of this vector.</p>
|
<p>Calculate the squared magnitude of this vector.</p>
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
|
@ -1578,73 +1480,12 @@ The drawable element to add
|
||||||
<strong>Returns:</strong> Vector: New Vector object with same x and y values
|
<strong>Returns:</strong> Vector: New Vector object with same x and y values
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">magnitude()</code></h5>
|
|
||||||
<p>Calculate the length/magnitude of this vector.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> float: The magnitude of the vector
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<strong>Example:</strong>
|
|
||||||
<pre><code>
|
|
||||||
length = vector.magnitude()
|
|
||||||
</code></pre>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">angle()</code></h5>
|
|
||||||
<p>Get the angle of this vector in radians.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> float: Angle in radians from positive x-axis
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">distance_to(other)</code></h5>
|
|
||||||
<p>Calculate the distance to another vector.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">other</span>
|
|
||||||
<span class="arg-type">(Vector)</span>:
|
|
||||||
The other vector
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> float: Distance between the two vectors
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">normalize()</code></h5>
|
|
||||||
<p>Return a unit vector in the same direction.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> Vector: New normalized vector with magnitude 1.0
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">dot(other)</code></h5>
|
|
||||||
<p>Calculate the dot product with another vector.</p>
|
|
||||||
<div style="margin-left: 20px;">
|
|
||||||
<span class="arg-name">other</span>
|
|
||||||
<span class="arg-type">(Vector)</span>:
|
|
||||||
The other vector
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> float: Dot product of the two vectors
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
</div>
|
||||||
<div class="method-section">
|
<div class="method-section">
|
||||||
<h3><span class="class-name">Window</span></h3>
|
<h3><span class="class-name">Window</span></h3>
|
||||||
<p>Window singleton for accessing and modifying the game window properties</p>
|
<p>Window singleton for accessing and modifying the game window properties</p>
|
||||||
<h4>Methods:</h4>
|
<h4>Methods:</h4>
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
<h5><code class="method">get()</code></h5>
|
|
||||||
<p>Get the Window singleton instance.</p>
|
|
||||||
<div style="margin-left: 20px; color: #28a745;">
|
|
||||||
<strong>Returns:</strong> Window: The singleton window object
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; color: #856404;">
|
|
||||||
<strong>Note:</strong> This is a static method that returns the same instance every time.
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div style="margin-left: 20px; margin-bottom: 15px;">
|
|
||||||
<h5><code class="method">screenshot(filename)</code></h5>
|
<h5><code class="method">screenshot(filename)</code></h5>
|
||||||
<p>Take a screenshot and save it to a file.</p>
|
<p>Take a screenshot and save it to a file.</p>
|
||||||
<div style="margin-left: 20px;">
|
<div style="margin-left: 20px;">
|
||||||
|
|
@ -1663,6 +1504,16 @@ Path where to save the screenshot
|
||||||
<strong>Note:</strong> Only works if the window is not fullscreen.
|
<strong>Note:</strong> Only works if the window is not fullscreen.
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
<div style="margin-left: 20px; margin-bottom: 15px;">
|
||||||
|
<h5><code class="method">get()</code></h5>
|
||||||
|
<p>Get the Window singleton instance.</p>
|
||||||
|
<div style="margin-left: 20px; color: #28a745;">
|
||||||
|
<strong>Returns:</strong> Window: The singleton window object
|
||||||
|
</div>
|
||||||
|
<div style="margin-left: 20px; color: #856404;">
|
||||||
|
<strong>Note:</strong> This is a static method that returns the same instance every time.
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2 id="automation">Automation Module</h2>
|
<h2 id="automation">Automation Module</h2>
|
||||||
<p>The <code>mcrfpy.automation</code> module provides testing and automation capabilities.</p>
|
<p>The <code>mcrfpy.automation</code> module provides testing and automation capabilities.</p>
|
||||||
|
|
|
||||||
1070
docs/mcrfpy.3
|
|
@ -1,532 +0,0 @@
|
||||||
"""Type stubs for McRogueFace Python API.
|
|
||||||
|
|
||||||
Core game engine interface for creating roguelike games with Python.
|
|
||||||
"""
|
|
||||||
|
|
||||||
from typing import Any, List, Dict, Tuple, Optional, Callable, Union, overload
|
|
||||||
|
|
||||||
# Type aliases
|
|
||||||
UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid']
|
|
||||||
Transition = Union[str, None]
|
|
||||||
|
|
||||||
# Classes
|
|
||||||
|
|
||||||
class Color:
|
|
||||||
"""SFML Color Object for RGBA colors."""
|
|
||||||
|
|
||||||
r: int
|
|
||||||
g: int
|
|
||||||
b: int
|
|
||||||
a: int
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ...
|
|
||||||
|
|
||||||
def from_hex(self, hex_string: str) -> 'Color':
|
|
||||||
"""Create color from hex string (e.g., '#FF0000' or 'FF0000')."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def to_hex(self) -> str:
|
|
||||||
"""Convert color to hex string format."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def lerp(self, other: 'Color', t: float) -> 'Color':
|
|
||||||
"""Linear interpolation between two colors."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class Vector:
|
|
||||||
"""SFML Vector Object for 2D coordinates."""
|
|
||||||
|
|
||||||
x: float
|
|
||||||
y: float
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, x: float, y: float) -> None: ...
|
|
||||||
|
|
||||||
def add(self, other: 'Vector') -> 'Vector': ...
|
|
||||||
def subtract(self, other: 'Vector') -> 'Vector': ...
|
|
||||||
def multiply(self, scalar: float) -> 'Vector': ...
|
|
||||||
def divide(self, scalar: float) -> 'Vector': ...
|
|
||||||
def distance(self, other: 'Vector') -> float: ...
|
|
||||||
def normalize(self) -> 'Vector': ...
|
|
||||||
def dot(self, other: 'Vector') -> float: ...
|
|
||||||
|
|
||||||
class Texture:
|
|
||||||
"""SFML Texture Object for images."""
|
|
||||||
|
|
||||||
def __init__(self, filename: str) -> None: ...
|
|
||||||
|
|
||||||
filename: str
|
|
||||||
width: int
|
|
||||||
height: int
|
|
||||||
sprite_count: int
|
|
||||||
|
|
||||||
class Font:
|
|
||||||
"""SFML Font Object for text rendering."""
|
|
||||||
|
|
||||||
def __init__(self, filename: str) -> None: ...
|
|
||||||
|
|
||||||
filename: str
|
|
||||||
family: str
|
|
||||||
|
|
||||||
class Drawable:
|
|
||||||
"""Base class for all drawable UI elements."""
|
|
||||||
|
|
||||||
x: float
|
|
||||||
y: float
|
|
||||||
visible: bool
|
|
||||||
z_index: int
|
|
||||||
name: str
|
|
||||||
pos: Vector
|
|
||||||
|
|
||||||
def get_bounds(self) -> Tuple[float, float, float, float]:
|
|
||||||
"""Get bounding box as (x, y, width, height)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def move(self, dx: float, dy: float) -> None:
|
|
||||||
"""Move by relative offset (dx, dy)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def resize(self, width: float, height: float) -> None:
|
|
||||||
"""Resize to new dimensions (width, height)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class Frame(Drawable):
|
|
||||||
"""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.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, x: float = 0, y: float = 0, w: float = 0, h: float = 0,
|
|
||||||
fill_color: Optional[Color] = None, outline_color: Optional[Color] = None,
|
|
||||||
outline: float = 0, click: Optional[Callable] = None,
|
|
||||||
children: Optional[List[UIElement]] = None) -> None: ...
|
|
||||||
|
|
||||||
w: float
|
|
||||||
h: float
|
|
||||||
fill_color: Color
|
|
||||||
outline_color: Color
|
|
||||||
outline: float
|
|
||||||
click: Optional[Callable[[float, float, int], None]]
|
|
||||||
children: 'UICollection'
|
|
||||||
clip_children: bool
|
|
||||||
|
|
||||||
class Caption(Drawable):
|
|
||||||
"""Caption(text='', 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.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, text: str = '', x: float = 0, y: float = 0,
|
|
||||||
font: Optional[Font] = None, fill_color: Optional[Color] = None,
|
|
||||||
outline_color: Optional[Color] = None, outline: float = 0,
|
|
||||||
click: Optional[Callable] = None) -> None: ...
|
|
||||||
|
|
||||||
text: str
|
|
||||||
font: Font
|
|
||||||
fill_color: Color
|
|
||||||
outline_color: Color
|
|
||||||
outline: float
|
|
||||||
click: Optional[Callable[[float, float, int], None]]
|
|
||||||
w: float # Read-only, computed from text
|
|
||||||
h: float # Read-only, computed from text
|
|
||||||
|
|
||||||
class Sprite(Drawable):
|
|
||||||
"""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.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, x: float = 0, y: float = 0, texture: Optional[Texture] = None,
|
|
||||||
sprite_index: int = 0, scale: float = 1.0,
|
|
||||||
click: Optional[Callable] = None) -> None: ...
|
|
||||||
|
|
||||||
texture: Texture
|
|
||||||
sprite_index: int
|
|
||||||
scale: float
|
|
||||||
click: Optional[Callable[[float, float, int], None]]
|
|
||||||
w: float # Read-only, computed from texture
|
|
||||||
h: float # Read-only, computed from texture
|
|
||||||
|
|
||||||
class Grid(Drawable):
|
|
||||||
"""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.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, x: float = 0, y: float = 0, grid_size: Tuple[int, int] = (20, 20),
|
|
||||||
texture: Optional[Texture] = None, tile_width: int = 16, tile_height: int = 16,
|
|
||||||
scale: float = 1.0, click: Optional[Callable] = None) -> None: ...
|
|
||||||
|
|
||||||
grid_size: Tuple[int, int]
|
|
||||||
tile_width: int
|
|
||||||
tile_height: int
|
|
||||||
texture: Texture
|
|
||||||
scale: float
|
|
||||||
points: List[List['GridPoint']]
|
|
||||||
entities: 'EntityCollection'
|
|
||||||
background_color: Color
|
|
||||||
click: Optional[Callable[[int, int, int], None]]
|
|
||||||
|
|
||||||
def at(self, x: int, y: int) -> 'GridPoint':
|
|
||||||
"""Get grid point at tile coordinates."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class GridPoint:
|
|
||||||
"""Grid point representing a single tile."""
|
|
||||||
|
|
||||||
texture_index: int
|
|
||||||
solid: bool
|
|
||||||
color: Color
|
|
||||||
|
|
||||||
class GridPointState:
|
|
||||||
"""State information for a grid point."""
|
|
||||||
|
|
||||||
texture_index: int
|
|
||||||
color: Color
|
|
||||||
|
|
||||||
class Entity(Drawable):
|
|
||||||
"""Entity(grid_x=0, grid_y=0, texture=None, sprite_index=0, name='')
|
|
||||||
|
|
||||||
Game entity that lives within a Grid.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@overload
|
|
||||||
def __init__(self) -> None: ...
|
|
||||||
@overload
|
|
||||||
def __init__(self, grid_x: float = 0, grid_y: float = 0, texture: Optional[Texture] = None,
|
|
||||||
sprite_index: int = 0, name: str = '') -> None: ...
|
|
||||||
|
|
||||||
grid_x: float
|
|
||||||
grid_y: float
|
|
||||||
texture: Texture
|
|
||||||
sprite_index: int
|
|
||||||
grid: Optional[Grid]
|
|
||||||
|
|
||||||
def at(self, grid_x: float, grid_y: float) -> None:
|
|
||||||
"""Move entity to grid position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def die(self) -> None:
|
|
||||||
"""Remove entity from its grid."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def index(self) -> int:
|
|
||||||
"""Get index in parent grid's entity collection."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class UICollection:
|
|
||||||
"""Collection of UI drawable elements (Frame, Caption, Sprite, Grid)."""
|
|
||||||
|
|
||||||
def __len__(self) -> int: ...
|
|
||||||
def __getitem__(self, index: int) -> UIElement: ...
|
|
||||||
def __setitem__(self, index: int, value: UIElement) -> None: ...
|
|
||||||
def __delitem__(self, index: int) -> None: ...
|
|
||||||
def __contains__(self, item: UIElement) -> bool: ...
|
|
||||||
def __iter__(self) -> Any: ...
|
|
||||||
def __add__(self, other: 'UICollection') -> 'UICollection': ...
|
|
||||||
def __iadd__(self, other: 'UICollection') -> 'UICollection': ...
|
|
||||||
|
|
||||||
def append(self, item: UIElement) -> None: ...
|
|
||||||
def extend(self, items: List[UIElement]) -> None: ...
|
|
||||||
def remove(self, item: UIElement) -> None: ...
|
|
||||||
def index(self, item: UIElement) -> int: ...
|
|
||||||
def count(self, item: UIElement) -> int: ...
|
|
||||||
|
|
||||||
class EntityCollection:
|
|
||||||
"""Collection of Entity objects."""
|
|
||||||
|
|
||||||
def __len__(self) -> int: ...
|
|
||||||
def __getitem__(self, index: int) -> Entity: ...
|
|
||||||
def __setitem__(self, index: int, value: Entity) -> None: ...
|
|
||||||
def __delitem__(self, index: int) -> None: ...
|
|
||||||
def __contains__(self, item: Entity) -> bool: ...
|
|
||||||
def __iter__(self) -> Any: ...
|
|
||||||
def __add__(self, other: 'EntityCollection') -> 'EntityCollection': ...
|
|
||||||
def __iadd__(self, other: 'EntityCollection') -> 'EntityCollection': ...
|
|
||||||
|
|
||||||
def append(self, item: Entity) -> None: ...
|
|
||||||
def extend(self, items: List[Entity]) -> None: ...
|
|
||||||
def remove(self, item: Entity) -> None: ...
|
|
||||||
def index(self, item: Entity) -> int: ...
|
|
||||||
def count(self, item: Entity) -> int: ...
|
|
||||||
|
|
||||||
class Scene:
|
|
||||||
"""Base class for object-oriented scenes."""
|
|
||||||
|
|
||||||
name: str
|
|
||||||
|
|
||||||
def __init__(self, name: str) -> None: ...
|
|
||||||
|
|
||||||
def activate(self) -> None:
|
|
||||||
"""Called when scene becomes active."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def deactivate(self) -> None:
|
|
||||||
"""Called when scene becomes inactive."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def get_ui(self) -> UICollection:
|
|
||||||
"""Get UI elements collection."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def on_keypress(self, key: str, pressed: bool) -> None:
|
|
||||||
"""Handle keyboard events."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def on_click(self, x: float, y: float, button: int) -> None:
|
|
||||||
"""Handle mouse clicks."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def on_enter(self) -> None:
|
|
||||||
"""Called when entering the scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def on_exit(self) -> None:
|
|
||||||
"""Called when leaving the scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def on_resize(self, width: int, height: int) -> None:
|
|
||||||
"""Handle window resize events."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def update(self, dt: float) -> None:
|
|
||||||
"""Update scene logic."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class Timer:
|
|
||||||
"""Timer object for scheduled callbacks."""
|
|
||||||
|
|
||||||
name: str
|
|
||||||
interval: int
|
|
||||||
active: bool
|
|
||||||
|
|
||||||
def __init__(self, name: str, callback: Callable[[float], None], interval: int) -> None: ...
|
|
||||||
|
|
||||||
def pause(self) -> None:
|
|
||||||
"""Pause the timer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def resume(self) -> None:
|
|
||||||
"""Resume the timer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def cancel(self) -> None:
|
|
||||||
"""Cancel and remove the timer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class Window:
|
|
||||||
"""Window singleton for managing the game window."""
|
|
||||||
|
|
||||||
resolution: Tuple[int, int]
|
|
||||||
fullscreen: bool
|
|
||||||
vsync: bool
|
|
||||||
title: str
|
|
||||||
fps_limit: int
|
|
||||||
game_resolution: Tuple[int, int]
|
|
||||||
scaling_mode: str
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def get() -> 'Window':
|
|
||||||
"""Get the window singleton instance."""
|
|
||||||
...
|
|
||||||
|
|
||||||
class Animation:
|
|
||||||
"""Animation object for animating UI properties."""
|
|
||||||
|
|
||||||
target: Any
|
|
||||||
property: str
|
|
||||||
duration: float
|
|
||||||
easing: str
|
|
||||||
loop: bool
|
|
||||||
on_complete: Optional[Callable]
|
|
||||||
|
|
||||||
def __init__(self, target: Any, property: str, start_value: Any, end_value: Any,
|
|
||||||
duration: float, easing: str = 'linear', loop: bool = False,
|
|
||||||
on_complete: Optional[Callable] = None) -> None: ...
|
|
||||||
|
|
||||||
def start(self) -> None:
|
|
||||||
"""Start the animation."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def update(self, dt: float) -> bool:
|
|
||||||
"""Update animation, returns True if still running."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def get_current_value(self) -> Any:
|
|
||||||
"""Get the current interpolated value."""
|
|
||||||
...
|
|
||||||
|
|
||||||
# Module functions
|
|
||||||
|
|
||||||
def createSoundBuffer(filename: str) -> int:
|
|
||||||
"""Load a sound effect from a file and return its buffer ID."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def loadMusic(filename: str) -> None:
|
|
||||||
"""Load and immediately play background music from a file."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def setMusicVolume(volume: int) -> None:
|
|
||||||
"""Set the global music volume (0-100)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def setSoundVolume(volume: int) -> None:
|
|
||||||
"""Set the global sound effects volume (0-100)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def playSound(buffer_id: int) -> None:
|
|
||||||
"""Play a sound effect using a previously loaded buffer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def getMusicVolume() -> int:
|
|
||||||
"""Get the current music volume level (0-100)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def getSoundVolume() -> int:
|
|
||||||
"""Get the current sound effects volume level (0-100)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def sceneUI(scene: Optional[str] = None) -> UICollection:
|
|
||||||
"""Get all UI elements for a scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def currentScene() -> str:
|
|
||||||
"""Get the name of the currently active scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def setScene(scene: str, transition: Optional[str] = None, duration: float = 0.0) -> None:
|
|
||||||
"""Switch to a different scene with optional transition effect."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def createScene(name: str) -> None:
|
|
||||||
"""Create a new empty scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def keypressScene(handler: Callable[[str, bool], None]) -> None:
|
|
||||||
"""Set the keyboard event handler for the current scene."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def setTimer(name: str, handler: Callable[[float], None], interval: int) -> None:
|
|
||||||
"""Create or update a recurring timer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def delTimer(name: str) -> None:
|
|
||||||
"""Stop and remove a timer."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def exit() -> None:
|
|
||||||
"""Cleanly shut down the game engine and exit the application."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def setScale(multiplier: float) -> None:
|
|
||||||
"""Scale the game window size (deprecated - use Window.resolution)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def find(name: str, scene: Optional[str] = None) -> Optional[UIElement]:
|
|
||||||
"""Find the first UI element with the specified name."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def findAll(pattern: str, scene: Optional[str] = None) -> List[UIElement]:
|
|
||||||
"""Find all UI elements matching a name pattern (supports * wildcards)."""
|
|
||||||
...
|
|
||||||
|
|
||||||
def getMetrics() -> Dict[str, Union[int, float]]:
|
|
||||||
"""Get current performance metrics."""
|
|
||||||
...
|
|
||||||
|
|
||||||
# Submodule
|
|
||||||
class automation:
|
|
||||||
"""Automation API for testing and scripting."""
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def screenshot(filename: str) -> bool:
|
|
||||||
"""Save a screenshot to the specified file."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def position() -> Tuple[int, int]:
|
|
||||||
"""Get current mouse position as (x, y) tuple."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def size() -> Tuple[int, int]:
|
|
||||||
"""Get screen size as (width, height) tuple."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def onScreen(x: int, y: int) -> bool:
|
|
||||||
"""Check if coordinates are within screen bounds."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def moveTo(x: int, y: int, duration: float = 0.0) -> None:
|
|
||||||
"""Move mouse to absolute position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def moveRel(xOffset: int, yOffset: int, duration: float = 0.0) -> None:
|
|
||||||
"""Move mouse relative to current position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def dragTo(x: int, y: int, duration: float = 0.0, button: str = 'left') -> None:
|
|
||||||
"""Drag mouse to position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def dragRel(xOffset: int, yOffset: int, duration: float = 0.0, button: str = 'left') -> None:
|
|
||||||
"""Drag mouse relative to current position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def click(x: Optional[int] = None, y: Optional[int] = None, clicks: int = 1,
|
|
||||||
interval: float = 0.0, button: str = 'left') -> None:
|
|
||||||
"""Click mouse at position."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def mouseDown(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
|
|
||||||
"""Press mouse button down."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def mouseUp(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
|
|
||||||
"""Release mouse button."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def keyDown(key: str) -> None:
|
|
||||||
"""Press key down."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def keyUp(key: str) -> None:
|
|
||||||
"""Release key."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def press(key: str) -> None:
|
|
||||||
"""Press and release a key."""
|
|
||||||
...
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def typewrite(text: str, interval: float = 0.0) -> None:
|
|
||||||
"""Type text with optional interval between characters."""
|
|
||||||
...
|
|
||||||
|
|
@ -1,209 +0,0 @@
|
||||||
"""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
|
|
||||||
|
|
@ -1,24 +0,0 @@
|
||||||
"""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: ...
|
|
||||||
|
|
@ -0,0 +1,342 @@
|
||||||
|
/**
|
||||||
|
* Example implementation demonstrating the proposed visibility tracking system
|
||||||
|
* This shows how UIGridPoint, UIGridPointState, and libtcod maps work together
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <vector>
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
// Forward declarations
|
||||||
|
class UIGrid;
|
||||||
|
class UIEntity;
|
||||||
|
class TCODMap;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* UIGridPoint - The "ground truth" of a grid cell
|
||||||
|
* This represents the actual state of the world
|
||||||
|
*/
|
||||||
|
class UIGridPoint {
|
||||||
|
public:
|
||||||
|
// Core properties
|
||||||
|
bool walkable = true; // Can entities move through this cell?
|
||||||
|
bool transparent = true; // Does this cell block line of sight?
|
||||||
|
int tilesprite = 0; // What tile to render
|
||||||
|
|
||||||
|
// Visual properties
|
||||||
|
sf::Color color;
|
||||||
|
sf::Color color_overlay;
|
||||||
|
|
||||||
|
// Grid position
|
||||||
|
int grid_x, grid_y;
|
||||||
|
UIGrid* parent_grid;
|
||||||
|
|
||||||
|
// When these change, sync with TCOD map
|
||||||
|
void setWalkable(bool value) {
|
||||||
|
walkable = value;
|
||||||
|
if (parent_grid) syncTCODMapCell();
|
||||||
|
}
|
||||||
|
|
||||||
|
void setTransparent(bool value) {
|
||||||
|
transparent = value;
|
||||||
|
if (parent_grid) syncTCODMapCell();
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
void syncTCODMapCell(); // Update TCOD map when properties change
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* UIGridPointState - What an entity knows about a grid cell
|
||||||
|
* Each entity maintains one of these for each cell it has encountered
|
||||||
|
*/
|
||||||
|
class UIGridPointState {
|
||||||
|
public:
|
||||||
|
// Visibility state
|
||||||
|
bool visible = false; // Currently in entity's FOV?
|
||||||
|
bool discovered = false; // Has entity ever seen this cell?
|
||||||
|
|
||||||
|
// When the entity last saw this cell (for fog of war effects)
|
||||||
|
int last_seen_turn = -1;
|
||||||
|
|
||||||
|
// What the entity remembers about this cell
|
||||||
|
// (may be outdated if cell changed after entity saw it)
|
||||||
|
bool remembered_walkable = true;
|
||||||
|
bool remembered_transparent = true;
|
||||||
|
int remembered_tilesprite = 0;
|
||||||
|
|
||||||
|
// Update remembered state from actual grid point
|
||||||
|
void updateFromTruth(const UIGridPoint& truth, int current_turn) {
|
||||||
|
if (visible) {
|
||||||
|
discovered = true;
|
||||||
|
last_seen_turn = current_turn;
|
||||||
|
remembered_walkable = truth.walkable;
|
||||||
|
remembered_transparent = truth.transparent;
|
||||||
|
remembered_tilesprite = truth.tilesprite;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* EntityGridKnowledge - Manages an entity's knowledge across multiple grids
|
||||||
|
* This allows entities to remember explored areas even when changing levels
|
||||||
|
*/
|
||||||
|
class EntityGridKnowledge {
|
||||||
|
private:
|
||||||
|
// Map from grid ID to the entity's knowledge of that grid
|
||||||
|
std::unordered_map<std::string, std::vector<UIGridPointState>> grid_knowledge;
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Get or create knowledge vector for a specific grid
|
||||||
|
std::vector<UIGridPointState>& getGridKnowledge(const std::string& grid_id, int grid_size) {
|
||||||
|
auto& knowledge = grid_knowledge[grid_id];
|
||||||
|
if (knowledge.empty()) {
|
||||||
|
knowledge.resize(grid_size);
|
||||||
|
}
|
||||||
|
return knowledge;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if entity has visited this grid before
|
||||||
|
bool hasGridKnowledge(const std::string& grid_id) const {
|
||||||
|
return grid_knowledge.find(grid_id) != grid_knowledge.end();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear knowledge of a specific grid (e.g., for memory-wiping effects)
|
||||||
|
void forgetGrid(const std::string& grid_id) {
|
||||||
|
grid_knowledge.erase(grid_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get total number of grids this entity knows about
|
||||||
|
size_t getKnownGridCount() const {
|
||||||
|
return grid_knowledge.size();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Enhanced UIEntity with visibility tracking
|
||||||
|
*/
|
||||||
|
class UIEntity {
|
||||||
|
private:
|
||||||
|
// Entity properties
|
||||||
|
float x, y; // Position
|
||||||
|
UIGrid* current_grid; // Current grid entity is on
|
||||||
|
EntityGridKnowledge knowledge; // Multi-grid knowledge storage
|
||||||
|
int sight_radius = 10; // How far entity can see
|
||||||
|
bool omniscient = false; // Does entity know everything?
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Update entity's FOV and visibility knowledge
|
||||||
|
void updateFOV(int radius = -1) {
|
||||||
|
if (!current_grid) return;
|
||||||
|
if (radius < 0) radius = sight_radius;
|
||||||
|
|
||||||
|
// Get entity's knowledge of current grid
|
||||||
|
auto& grid_knowledge = knowledge.getGridKnowledge(
|
||||||
|
current_grid->getGridId(),
|
||||||
|
current_grid->getGridSize()
|
||||||
|
);
|
||||||
|
|
||||||
|
// Reset visibility for all cells
|
||||||
|
for (auto& cell_knowledge : grid_knowledge) {
|
||||||
|
cell_knowledge.visible = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (omniscient) {
|
||||||
|
// Omniscient entities see everything
|
||||||
|
for (int i = 0; i < grid_knowledge.size(); i++) {
|
||||||
|
grid_knowledge[i].visible = true;
|
||||||
|
grid_knowledge[i].discovered = true;
|
||||||
|
grid_knowledge[i].updateFromTruth(
|
||||||
|
current_grid->getPointAt(i),
|
||||||
|
current_grid->getCurrentTurn()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Normal FOV calculation using TCOD
|
||||||
|
current_grid->computeFOVForEntity(this, (int)x, (int)y, radius);
|
||||||
|
|
||||||
|
// Update visibility states based on TCOD FOV results
|
||||||
|
for (int gy = 0; gy < current_grid->getHeight(); gy++) {
|
||||||
|
for (int gx = 0; gx < current_grid->getWidth(); gx++) {
|
||||||
|
int idx = gy * current_grid->getWidth() + gx;
|
||||||
|
|
||||||
|
if (current_grid->isCellInFOV(gx, gy)) {
|
||||||
|
grid_knowledge[idx].visible = true;
|
||||||
|
grid_knowledge[idx].updateFromTruth(
|
||||||
|
current_grid->getPointAt(idx),
|
||||||
|
current_grid->getCurrentTurn()
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if entity can see a specific position
|
||||||
|
bool canSeePosition(int gx, int gy) const {
|
||||||
|
if (!current_grid) return false;
|
||||||
|
|
||||||
|
auto& grid_knowledge = const_cast<EntityGridKnowledge&>(knowledge).getGridKnowledge(
|
||||||
|
current_grid->getGridId(),
|
||||||
|
current_grid->getGridSize()
|
||||||
|
);
|
||||||
|
|
||||||
|
int idx = gy * current_grid->getWidth() + gx;
|
||||||
|
return idx >= 0 && idx < grid_knowledge.size() && grid_knowledge[idx].visible;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if entity has ever discovered a position
|
||||||
|
bool hasDiscoveredPosition(int gx, int gy) const {
|
||||||
|
if (!current_grid) return false;
|
||||||
|
|
||||||
|
auto& grid_knowledge = const_cast<EntityGridKnowledge&>(knowledge).getGridKnowledge(
|
||||||
|
current_grid->getGridId(),
|
||||||
|
current_grid->getGridSize()
|
||||||
|
);
|
||||||
|
|
||||||
|
int idx = gy * current_grid->getWidth() + gx;
|
||||||
|
return idx >= 0 && idx < grid_knowledge.size() && grid_knowledge[idx].discovered;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find path using only discovered/remembered terrain
|
||||||
|
std::vector<std::pair<int, int>> findKnownPath(int dest_x, int dest_y) {
|
||||||
|
if (!current_grid) return {};
|
||||||
|
|
||||||
|
// Create a TCOD map based on entity's knowledge
|
||||||
|
auto knowledge_map = current_grid->createKnowledgeMapForEntity(this);
|
||||||
|
|
||||||
|
// Use A* on the knowledge map
|
||||||
|
auto path = knowledge_map->computePath((int)x, (int)y, dest_x, dest_y);
|
||||||
|
|
||||||
|
delete knowledge_map;
|
||||||
|
return path;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move to a new grid, preserving knowledge of the old one
|
||||||
|
void moveToGrid(UIGrid* new_grid) {
|
||||||
|
if (current_grid) {
|
||||||
|
// Knowledge is automatically preserved in the knowledge map
|
||||||
|
current_grid->removeEntity(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
current_grid = new_grid;
|
||||||
|
if (new_grid) {
|
||||||
|
new_grid->addEntity(this);
|
||||||
|
// If we've been here before, we still remember it
|
||||||
|
updateFOV();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Example use cases
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Use Case 1: Player exploring a dungeon
|
||||||
|
void playerExploration() {
|
||||||
|
auto player = std::make_shared<UIEntity>();
|
||||||
|
auto dungeon_level1 = std::make_shared<UIGrid>("dungeon_level_1", 50, 50);
|
||||||
|
|
||||||
|
// Player starts with no knowledge
|
||||||
|
player->moveToGrid(dungeon_level1.get());
|
||||||
|
player->updateFOV(10); // Can see 10 tiles in each direction
|
||||||
|
|
||||||
|
// Only render what player can see
|
||||||
|
dungeon_level1->renderWithEntityPerspective(player.get());
|
||||||
|
|
||||||
|
// Player tries to path to unexplored area
|
||||||
|
auto path = player->findKnownPath(45, 45);
|
||||||
|
if (path.empty()) {
|
||||||
|
// "You haven't explored that area yet!"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use Case 2: Entity with perfect knowledge
|
||||||
|
void omniscientEntity() {
|
||||||
|
auto guardian = std::make_shared<UIEntity>();
|
||||||
|
guardian->setOmniscient(true); // Knows everything about any grid it enters
|
||||||
|
|
||||||
|
auto temple = std::make_shared<UIGrid>("temple", 30, 30);
|
||||||
|
guardian->moveToGrid(temple.get());
|
||||||
|
|
||||||
|
// Guardian immediately knows entire layout
|
||||||
|
auto path = guardian->findKnownPath(29, 29); // Can path anywhere
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use Case 3: Entity returning to previously explored area
|
||||||
|
void returningToArea() {
|
||||||
|
auto scout = std::make_shared<UIEntity>();
|
||||||
|
auto forest = std::make_shared<UIGrid>("forest", 40, 40);
|
||||||
|
auto cave = std::make_shared<UIGrid>("cave", 20, 20);
|
||||||
|
|
||||||
|
// Scout explores forest
|
||||||
|
scout->moveToGrid(forest.get());
|
||||||
|
scout->updateFOV(15);
|
||||||
|
// ... scout moves around, discovering ~50% of forest ...
|
||||||
|
|
||||||
|
// Scout enters cave
|
||||||
|
scout->moveToGrid(cave.get());
|
||||||
|
scout->updateFOV(8); // Darker in cave, reduced vision
|
||||||
|
|
||||||
|
// Later, scout returns to forest
|
||||||
|
scout->moveToGrid(forest.get());
|
||||||
|
// Scout still remembers the areas previously explored!
|
||||||
|
// Can immediately path through known areas
|
||||||
|
auto path = scout->findKnownPath(10, 10); // Works if area was explored before
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use Case 4: Fog of war - remembered vs current state
|
||||||
|
void fogOfWar() {
|
||||||
|
auto player = std::make_shared<UIEntity>();
|
||||||
|
auto dungeon = std::make_shared<UIGrid>("dungeon", 50, 50);
|
||||||
|
|
||||||
|
player->moveToGrid(dungeon.get());
|
||||||
|
player->setPosition(25, 25);
|
||||||
|
player->updateFOV(10);
|
||||||
|
|
||||||
|
// Player sees a door at (30, 25) - it's open
|
||||||
|
auto& door_point = dungeon->at(30, 25);
|
||||||
|
door_point.walkable = true;
|
||||||
|
door_point.transparent = true;
|
||||||
|
|
||||||
|
// Player moves away
|
||||||
|
player->setPosition(10, 10);
|
||||||
|
player->updateFOV(10);
|
||||||
|
|
||||||
|
// While player is gone, door closes
|
||||||
|
door_point.walkable = false;
|
||||||
|
door_point.transparent = false;
|
||||||
|
|
||||||
|
// Player's memory still thinks door is open
|
||||||
|
auto& player_knowledge = player->getKnowledgeAt(30, 25);
|
||||||
|
// player_knowledge.remembered_walkable is still true!
|
||||||
|
|
||||||
|
// Player tries to path through the door based on memory
|
||||||
|
auto path = player->findKnownPath(35, 25);
|
||||||
|
// Path planning succeeds based on remembered state
|
||||||
|
|
||||||
|
// But when player gets close enough to see it again...
|
||||||
|
player->setPosition(25, 25);
|
||||||
|
player->updateFOV(10);
|
||||||
|
// Knowledge updates - door is actually closed!
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Proper use of each component:
|
||||||
|
*
|
||||||
|
* UIGridPoint:
|
||||||
|
* - Stores the actual, current state of the world
|
||||||
|
* - Used by the game logic to determine what really happens
|
||||||
|
* - Syncs with TCOD map for consistent pathfinding/FOV
|
||||||
|
*
|
||||||
|
* UIGridPointState:
|
||||||
|
* - Stores what an entity believes/remembers about a cell
|
||||||
|
* - May be outdated if world changed since last seen
|
||||||
|
* - Used for rendering fog of war and entity decision-making
|
||||||
|
*
|
||||||
|
* TCOD Map:
|
||||||
|
* - Provides efficient FOV and pathfinding algorithms
|
||||||
|
* - Can be created from either ground truth or entity knowledge
|
||||||
|
* - Multiple maps can exist (one for truth, one per entity for knowledge-based pathfinding)
|
||||||
|
*/
|
||||||
|
|
@ -0,0 +1,63 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Example automation script using --exec flag
|
||||||
|
Usage: ./mcrogueface game.py --exec example_automation.py
|
||||||
|
"""
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
|
||||||
|
class GameAutomation:
|
||||||
|
def __init__(self):
|
||||||
|
self.frame_count = 0
|
||||||
|
self.test_phase = 0
|
||||||
|
print("Automation: Initialized")
|
||||||
|
|
||||||
|
def periodic_test(self):
|
||||||
|
"""Called every second to perform automation tasks"""
|
||||||
|
self.frame_count = mcrfpy.getFrame()
|
||||||
|
|
||||||
|
print(f"Automation: Running test at frame {self.frame_count}")
|
||||||
|
|
||||||
|
# Take periodic screenshots
|
||||||
|
if self.test_phase % 5 == 0:
|
||||||
|
filename = f"automation_screenshot_{self.test_phase}.png"
|
||||||
|
automation.screenshot(filename)
|
||||||
|
print(f"Automation: Saved {filename}")
|
||||||
|
|
||||||
|
# Simulate user input based on current scene
|
||||||
|
scene = mcrfpy.currentScene()
|
||||||
|
print(f"Automation: Current scene is '{scene}'")
|
||||||
|
|
||||||
|
if scene == "main_menu" and self.test_phase < 5:
|
||||||
|
# Click start button
|
||||||
|
automation.click(512, 400)
|
||||||
|
print("Automation: Clicked start button")
|
||||||
|
elif scene == "game":
|
||||||
|
# Perform game actions
|
||||||
|
if self.test_phase % 3 == 0:
|
||||||
|
automation.hotkey("i") # Toggle inventory
|
||||||
|
print("Automation: Toggled inventory")
|
||||||
|
else:
|
||||||
|
# Random movement
|
||||||
|
import random
|
||||||
|
key = random.choice(["w", "a", "s", "d"])
|
||||||
|
automation.keyDown(key)
|
||||||
|
automation.keyUp(key)
|
||||||
|
print(f"Automation: Pressed '{key}' key")
|
||||||
|
|
||||||
|
self.test_phase += 1
|
||||||
|
|
||||||
|
# Stop after 20 tests
|
||||||
|
if self.test_phase >= 20:
|
||||||
|
print("Automation: Test suite complete")
|
||||||
|
mcrfpy.delTimer("automation_test")
|
||||||
|
# Could also call mcrfpy.quit() to exit the game
|
||||||
|
|
||||||
|
# Create automation instance
|
||||||
|
automation_instance = GameAutomation()
|
||||||
|
|
||||||
|
# Register periodic timer
|
||||||
|
mcrfpy.setTimer("automation_test", automation_instance.periodic_test, 1000)
|
||||||
|
|
||||||
|
print("Automation: Script loaded - tests will run every second")
|
||||||
|
print("Automation: The game and automation share the same Python environment")
|
||||||
|
|
@ -0,0 +1,53 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Example configuration script that sets up shared state for other scripts
|
||||||
|
Usage: ./mcrogueface --exec example_config.py --exec example_automation.py game.py
|
||||||
|
"""
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
# Create a shared configuration namespace
|
||||||
|
class AutomationConfig:
|
||||||
|
# Test settings
|
||||||
|
test_enabled = True
|
||||||
|
screenshot_interval = 5 # Take screenshot every N tests
|
||||||
|
max_test_count = 50
|
||||||
|
test_delay_ms = 1000
|
||||||
|
|
||||||
|
# Monitoring settings
|
||||||
|
monitor_enabled = True
|
||||||
|
monitor_interval_ms = 500
|
||||||
|
report_delay_seconds = 30
|
||||||
|
|
||||||
|
# Game-specific settings
|
||||||
|
start_button_pos = (512, 400)
|
||||||
|
inventory_key = "i"
|
||||||
|
movement_keys = ["w", "a", "s", "d"]
|
||||||
|
|
||||||
|
# Shared state
|
||||||
|
test_results = []
|
||||||
|
performance_data = []
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def log_result(cls, test_name, success, details=""):
|
||||||
|
"""Log a test result"""
|
||||||
|
cls.test_results.append({
|
||||||
|
"test": test_name,
|
||||||
|
"success": success,
|
||||||
|
"details": details,
|
||||||
|
"frame": mcrfpy.getFrame()
|
||||||
|
})
|
||||||
|
|
||||||
|
@classmethod
|
||||||
|
def get_summary(cls):
|
||||||
|
"""Get test summary"""
|
||||||
|
total = len(cls.test_results)
|
||||||
|
passed = sum(1 for r in cls.test_results if r["success"])
|
||||||
|
return f"Tests: {passed}/{total} passed"
|
||||||
|
|
||||||
|
# Attach config to mcrfpy module so other scripts can access it
|
||||||
|
mcrfpy.automation_config = AutomationConfig
|
||||||
|
|
||||||
|
print("Config: Automation configuration loaded")
|
||||||
|
print(f"Config: Test delay = {AutomationConfig.test_delay_ms}ms")
|
||||||
|
print(f"Config: Max tests = {AutomationConfig.max_test_count}")
|
||||||
|
print("Config: Other scripts can access config via mcrfpy.automation_config")
|
||||||
|
|
@ -0,0 +1,69 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Example monitoring script that works alongside automation
|
||||||
|
Usage: ./mcrogueface game.py --exec example_automation.py --exec example_monitoring.py
|
||||||
|
"""
|
||||||
|
import mcrfpy
|
||||||
|
import time
|
||||||
|
|
||||||
|
class PerformanceMonitor:
|
||||||
|
def __init__(self):
|
||||||
|
self.start_time = time.time()
|
||||||
|
self.frame_samples = []
|
||||||
|
self.scene_changes = []
|
||||||
|
self.last_scene = None
|
||||||
|
print("Monitor: Performance monitoring initialized")
|
||||||
|
|
||||||
|
def collect_metrics(self):
|
||||||
|
"""Collect performance and state metrics"""
|
||||||
|
current_frame = mcrfpy.getFrame()
|
||||||
|
current_time = time.time() - self.start_time
|
||||||
|
current_scene = mcrfpy.currentScene()
|
||||||
|
|
||||||
|
# Track frame rate
|
||||||
|
if len(self.frame_samples) > 0:
|
||||||
|
last_frame, last_time = self.frame_samples[-1]
|
||||||
|
fps = (current_frame - last_frame) / (current_time - last_time)
|
||||||
|
print(f"Monitor: FPS = {fps:.1f}")
|
||||||
|
|
||||||
|
self.frame_samples.append((current_frame, current_time))
|
||||||
|
|
||||||
|
# Track scene changes
|
||||||
|
if current_scene != self.last_scene:
|
||||||
|
print(f"Monitor: Scene changed from '{self.last_scene}' to '{current_scene}'")
|
||||||
|
self.scene_changes.append((current_time, self.last_scene, current_scene))
|
||||||
|
self.last_scene = current_scene
|
||||||
|
|
||||||
|
# Keep only last 100 samples
|
||||||
|
if len(self.frame_samples) > 100:
|
||||||
|
self.frame_samples = self.frame_samples[-100:]
|
||||||
|
|
||||||
|
def generate_report(self):
|
||||||
|
"""Generate a summary report"""
|
||||||
|
if len(self.frame_samples) < 2:
|
||||||
|
return
|
||||||
|
|
||||||
|
total_frames = self.frame_samples[-1][0] - self.frame_samples[0][0]
|
||||||
|
total_time = self.frame_samples[-1][1] - self.frame_samples[0][1]
|
||||||
|
avg_fps = total_frames / total_time
|
||||||
|
|
||||||
|
print("\n=== Performance Report ===")
|
||||||
|
print(f"Monitor: Total time: {total_time:.1f} seconds")
|
||||||
|
print(f"Monitor: Total frames: {total_frames}")
|
||||||
|
print(f"Monitor: Average FPS: {avg_fps:.1f}")
|
||||||
|
print(f"Monitor: Scene changes: {len(self.scene_changes)}")
|
||||||
|
|
||||||
|
# Stop monitoring
|
||||||
|
mcrfpy.delTimer("performance_monitor")
|
||||||
|
|
||||||
|
# Create monitor instance
|
||||||
|
monitor = PerformanceMonitor()
|
||||||
|
|
||||||
|
# Register monitoring timer (runs every 500ms)
|
||||||
|
mcrfpy.setTimer("performance_monitor", monitor.collect_metrics, 500)
|
||||||
|
|
||||||
|
# Register report generation (runs after 30 seconds)
|
||||||
|
mcrfpy.setTimer("performance_report", monitor.generate_report, 30000)
|
||||||
|
|
||||||
|
print("Monitor: Script loaded - collecting metrics every 500ms")
|
||||||
|
print("Monitor: Will generate report after 30 seconds")
|
||||||
|
|
@ -0,0 +1,189 @@
|
||||||
|
// Example implementation of --exec flag for McRogueFace
|
||||||
|
// This shows the minimal changes needed to support multiple script execution
|
||||||
|
|
||||||
|
// === In McRogueFaceConfig.h ===
|
||||||
|
struct McRogueFaceConfig {
|
||||||
|
// ... existing fields ...
|
||||||
|
|
||||||
|
// Scripts to execute after main script (McRogueFace style)
|
||||||
|
std::vector<std::filesystem::path> exec_scripts;
|
||||||
|
};
|
||||||
|
|
||||||
|
// === In CommandLineParser.cpp ===
|
||||||
|
CommandLineParser::ParseResult CommandLineParser::parse(McRogueFaceConfig& config) {
|
||||||
|
// ... existing parsing code ...
|
||||||
|
|
||||||
|
for (int i = 1; i < argc; i++) {
|
||||||
|
std::string arg = argv[i];
|
||||||
|
|
||||||
|
// ... existing flag handling ...
|
||||||
|
|
||||||
|
else if (arg == "--exec") {
|
||||||
|
// Add script to exec list
|
||||||
|
if (i + 1 < argc) {
|
||||||
|
config.exec_scripts.push_back(argv[++i]);
|
||||||
|
} else {
|
||||||
|
std::cerr << "Error: --exec requires a script path\n";
|
||||||
|
return {true, 1};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// === In GameEngine.cpp ===
|
||||||
|
GameEngine::GameEngine(const McRogueFaceConfig& cfg) : config(cfg) {
|
||||||
|
// ... existing initialization ...
|
||||||
|
|
||||||
|
// Only load game.py if no custom script/command/module is specified
|
||||||
|
bool should_load_game = config.script_path.empty() &&
|
||||||
|
config.python_command.empty() &&
|
||||||
|
config.python_module.empty() &&
|
||||||
|
!config.interactive_mode &&
|
||||||
|
!config.python_mode &&
|
||||||
|
config.exec_scripts.empty(); // Add this check
|
||||||
|
|
||||||
|
if (should_load_game) {
|
||||||
|
if (!Py_IsInitialized()) {
|
||||||
|
McRFPy_API::api_init();
|
||||||
|
}
|
||||||
|
McRFPy_API::executePyString("import mcrfpy");
|
||||||
|
McRFPy_API::executeScript("scripts/game.py");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Execute any --exec scripts
|
||||||
|
for (const auto& exec_script : config.exec_scripts) {
|
||||||
|
std::cout << "Executing script: " << exec_script << std::endl;
|
||||||
|
McRFPy_API::executeScript(exec_script.string());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// === Usage Examples ===
|
||||||
|
|
||||||
|
// Example 1: Run game with automation
|
||||||
|
// ./mcrogueface game.py --exec automation.py
|
||||||
|
|
||||||
|
// Example 2: Run game with multiple automation scripts
|
||||||
|
// ./mcrogueface game.py --exec test_suite.py --exec monitor.py --exec logger.py
|
||||||
|
|
||||||
|
// Example 3: Run only automation (no game)
|
||||||
|
// ./mcrogueface --exec standalone_test.py
|
||||||
|
|
||||||
|
// Example 4: Headless automation
|
||||||
|
// ./mcrogueface --headless game.py --exec automation.py
|
||||||
|
|
||||||
|
// === Python Script Example (automation.py) ===
|
||||||
|
/*
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
|
||||||
|
def periodic_test():
|
||||||
|
"""Run automated tests every 5 seconds"""
|
||||||
|
# Take screenshot
|
||||||
|
automation.screenshot(f"test_{mcrfpy.getFrame()}.png")
|
||||||
|
|
||||||
|
# Check game state
|
||||||
|
scene = mcrfpy.currentScene()
|
||||||
|
if scene == "main_menu":
|
||||||
|
# Click start button
|
||||||
|
automation.click(400, 300)
|
||||||
|
elif scene == "game":
|
||||||
|
# Perform game tests
|
||||||
|
automation.hotkey("i") # Open inventory
|
||||||
|
|
||||||
|
print(f"Test completed at frame {mcrfpy.getFrame()}")
|
||||||
|
|
||||||
|
# Register timer for periodic testing
|
||||||
|
mcrfpy.setTimer("automation_test", periodic_test, 5000)
|
||||||
|
|
||||||
|
print("Automation script loaded - tests will run every 5 seconds")
|
||||||
|
|
||||||
|
# Script returns here - giving control back to C++
|
||||||
|
*/
|
||||||
|
|
||||||
|
// === Advanced Example: Event-Driven Automation ===
|
||||||
|
/*
|
||||||
|
# automation_advanced.py
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
from mcrfpy import automation
|
||||||
|
import json
|
||||||
|
|
||||||
|
class AutomationFramework:
|
||||||
|
def __init__(self):
|
||||||
|
self.test_queue = []
|
||||||
|
self.results = []
|
||||||
|
self.load_test_suite()
|
||||||
|
|
||||||
|
def load_test_suite(self):
|
||||||
|
"""Load test definitions from JSON"""
|
||||||
|
with open("test_suite.json") as f:
|
||||||
|
self.test_queue = json.load(f)["tests"]
|
||||||
|
|
||||||
|
def run_next_test(self):
|
||||||
|
"""Execute next test in queue"""
|
||||||
|
if not self.test_queue:
|
||||||
|
self.finish_testing()
|
||||||
|
return
|
||||||
|
|
||||||
|
test = self.test_queue.pop(0)
|
||||||
|
|
||||||
|
try:
|
||||||
|
if test["type"] == "click":
|
||||||
|
automation.click(test["x"], test["y"])
|
||||||
|
elif test["type"] == "key":
|
||||||
|
automation.keyDown(test["key"])
|
||||||
|
automation.keyUp(test["key"])
|
||||||
|
elif test["type"] == "screenshot":
|
||||||
|
automation.screenshot(test["filename"])
|
||||||
|
elif test["type"] == "wait":
|
||||||
|
# Re-queue this test for later
|
||||||
|
self.test_queue.insert(0, test)
|
||||||
|
return
|
||||||
|
|
||||||
|
self.results.append({"test": test, "status": "pass"})
|
||||||
|
except Exception as e:
|
||||||
|
self.results.append({"test": test, "status": "fail", "error": str(e)})
|
||||||
|
|
||||||
|
def finish_testing(self):
|
||||||
|
"""Save test results and cleanup"""
|
||||||
|
with open("test_results.json", "w") as f:
|
||||||
|
json.dump(self.results, f, indent=2)
|
||||||
|
print(f"Testing complete: {len(self.results)} tests executed")
|
||||||
|
mcrfpy.delTimer("automation_framework")
|
||||||
|
|
||||||
|
# Create and start automation
|
||||||
|
framework = AutomationFramework()
|
||||||
|
mcrfpy.setTimer("automation_framework", framework.run_next_test, 100)
|
||||||
|
*/
|
||||||
|
|
||||||
|
// === Thread Safety Considerations ===
|
||||||
|
|
||||||
|
// The --exec approach requires NO thread safety changes because:
|
||||||
|
// 1. All scripts run in the same Python interpreter
|
||||||
|
// 2. Scripts execute sequentially during initialization
|
||||||
|
// 3. After initialization, only callbacks run (timer/input based)
|
||||||
|
// 4. C++ maintains control of the render loop
|
||||||
|
|
||||||
|
// This is the "honor system" - scripts must:
|
||||||
|
// - Set up their callbacks/timers
|
||||||
|
// - Return control to C++
|
||||||
|
// - Not block or run infinite loops
|
||||||
|
// - Use timers for periodic tasks
|
||||||
|
|
||||||
|
// === Future Extensions ===
|
||||||
|
|
||||||
|
// 1. Script communication via shared Python modules
|
||||||
|
// game.py:
|
||||||
|
// import mcrfpy
|
||||||
|
// mcrfpy.game_state = {"level": 1, "score": 0}
|
||||||
|
//
|
||||||
|
// automation.py:
|
||||||
|
// import mcrfpy
|
||||||
|
// if mcrfpy.game_state["level"] == 1:
|
||||||
|
// # Test level 1 specific features
|
||||||
|
|
||||||
|
// 2. Priority-based script execution
|
||||||
|
// ./mcrogueface game.py --exec-priority high:critical.py --exec-priority low:logging.py
|
||||||
|
|
||||||
|
// 3. Conditional execution
|
||||||
|
// ./mcrogueface game.py --exec-if-scene menu:menu_test.py --exec-if-scene game:game_test.py
|
||||||
|
After Width: | Height: | Size: 43 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 48 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
|
@ -0,0 +1,482 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate API reference documentation for McRogueFace.
|
||||||
|
|
||||||
|
This script generates comprehensive API documentation in multiple formats:
|
||||||
|
- Markdown for GitHub/documentation sites
|
||||||
|
- HTML for local browsing
|
||||||
|
- RST for Sphinx integration (future)
|
||||||
|
"""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
import inspect
|
||||||
|
import datetime
|
||||||
|
from typing import Dict, List, Any, Optional
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
# We need to run this with McRogueFace as the interpreter
|
||||||
|
# so mcrfpy is available
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
def escape_markdown(text: str) -> str:
|
||||||
|
"""Escape special markdown characters."""
|
||||||
|
if not text:
|
||||||
|
return ""
|
||||||
|
# Escape backticks in inline code
|
||||||
|
return text.replace("`", "\\`")
|
||||||
|
|
||||||
|
def format_signature(name: str, doc: str) -> str:
|
||||||
|
"""Extract and format function signature from docstring."""
|
||||||
|
if not doc:
|
||||||
|
return f"{name}(...)"
|
||||||
|
|
||||||
|
lines = doc.strip().split('\n')
|
||||||
|
if lines and '(' in lines[0]:
|
||||||
|
# First line contains signature
|
||||||
|
return lines[0].split('->')[0].strip()
|
||||||
|
|
||||||
|
return f"{name}(...)"
|
||||||
|
|
||||||
|
def get_class_info(cls: type) -> Dict[str, Any]:
|
||||||
|
"""Extract comprehensive information about a class."""
|
||||||
|
info = {
|
||||||
|
'name': cls.__name__,
|
||||||
|
'doc': cls.__doc__ or "",
|
||||||
|
'methods': [],
|
||||||
|
'properties': [],
|
||||||
|
'bases': [base.__name__ for base in cls.__bases__ if base.__name__ != 'object'],
|
||||||
|
}
|
||||||
|
|
||||||
|
# Get all attributes
|
||||||
|
for attr_name in sorted(dir(cls)):
|
||||||
|
if attr_name.startswith('_') and not attr_name.startswith('__'):
|
||||||
|
continue
|
||||||
|
|
||||||
|
try:
|
||||||
|
attr = getattr(cls, attr_name)
|
||||||
|
|
||||||
|
if isinstance(attr, property):
|
||||||
|
prop_info = {
|
||||||
|
'name': attr_name,
|
||||||
|
'doc': (attr.fget.__doc__ if attr.fget else "") or "",
|
||||||
|
'readonly': attr.fset is None
|
||||||
|
}
|
||||||
|
info['properties'].append(prop_info)
|
||||||
|
elif callable(attr) and not attr_name.startswith('__'):
|
||||||
|
method_info = {
|
||||||
|
'name': attr_name,
|
||||||
|
'doc': attr.__doc__ or "",
|
||||||
|
'signature': format_signature(attr_name, attr.__doc__)
|
||||||
|
}
|
||||||
|
info['methods'].append(method_info)
|
||||||
|
except:
|
||||||
|
pass
|
||||||
|
|
||||||
|
return info
|
||||||
|
|
||||||
|
def get_function_info(func: Any, name: str) -> Dict[str, Any]:
|
||||||
|
"""Extract information about a function."""
|
||||||
|
return {
|
||||||
|
'name': name,
|
||||||
|
'doc': func.__doc__ or "",
|
||||||
|
'signature': format_signature(name, func.__doc__)
|
||||||
|
}
|
||||||
|
|
||||||
|
def generate_markdown_class(cls_info: Dict[str, Any]) -> List[str]:
|
||||||
|
"""Generate markdown documentation for a class."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
# Class header
|
||||||
|
lines.append(f"### class `{cls_info['name']}`")
|
||||||
|
if cls_info['bases']:
|
||||||
|
lines.append(f"*Inherits from: {', '.join(cls_info['bases'])}*")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Class description
|
||||||
|
if cls_info['doc']:
|
||||||
|
doc_lines = cls_info['doc'].strip().split('\n')
|
||||||
|
# First line is usually the constructor signature
|
||||||
|
if doc_lines and '(' in doc_lines[0]:
|
||||||
|
lines.append(f"```python")
|
||||||
|
lines.append(doc_lines[0])
|
||||||
|
lines.append("```")
|
||||||
|
lines.append("")
|
||||||
|
# Rest is description
|
||||||
|
if len(doc_lines) > 2:
|
||||||
|
lines.extend(doc_lines[2:])
|
||||||
|
lines.append("")
|
||||||
|
else:
|
||||||
|
lines.extend(doc_lines)
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Properties
|
||||||
|
if cls_info['properties']:
|
||||||
|
lines.append("#### Properties")
|
||||||
|
lines.append("")
|
||||||
|
for prop in cls_info['properties']:
|
||||||
|
readonly = " *(readonly)*" if prop['readonly'] else ""
|
||||||
|
lines.append(f"- **`{prop['name']}`**{readonly}")
|
||||||
|
if prop['doc']:
|
||||||
|
lines.append(f" - {prop['doc'].strip()}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Methods
|
||||||
|
if cls_info['methods']:
|
||||||
|
lines.append("#### Methods")
|
||||||
|
lines.append("")
|
||||||
|
for method in cls_info['methods']:
|
||||||
|
lines.append(f"##### `{method['signature']}`")
|
||||||
|
if method['doc']:
|
||||||
|
# Parse docstring for better formatting
|
||||||
|
doc_lines = method['doc'].strip().split('\n')
|
||||||
|
# Skip the signature line if it's repeated
|
||||||
|
start = 1 if doc_lines and method['name'] in doc_lines[0] else 0
|
||||||
|
for line in doc_lines[start:]:
|
||||||
|
lines.append(line)
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
return lines
|
||||||
|
|
||||||
|
def generate_markdown_function(func_info: Dict[str, Any]) -> List[str]:
|
||||||
|
"""Generate markdown documentation for a function."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
lines.append(f"### `{func_info['signature']}`")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
if func_info['doc']:
|
||||||
|
doc_lines = func_info['doc'].strip().split('\n')
|
||||||
|
# Skip signature line if present
|
||||||
|
start = 1 if doc_lines and func_info['name'] in doc_lines[0] else 0
|
||||||
|
|
||||||
|
# Process documentation sections
|
||||||
|
in_section = None
|
||||||
|
for line in doc_lines[start:]:
|
||||||
|
if line.strip() in ['Args:', 'Returns:', 'Raises:', 'Note:', 'Example:']:
|
||||||
|
in_section = line.strip()
|
||||||
|
lines.append(f"**{in_section}**")
|
||||||
|
elif in_section and line.strip():
|
||||||
|
# Indent content under sections
|
||||||
|
lines.append(f"{line}")
|
||||||
|
else:
|
||||||
|
lines.append(line)
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
return lines
|
||||||
|
|
||||||
|
def generate_markdown_docs() -> str:
|
||||||
|
"""Generate complete markdown API documentation."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
# Header
|
||||||
|
lines.append("# McRogueFace API Reference")
|
||||||
|
lines.append("")
|
||||||
|
lines.append(f"*Generated on {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}*")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Module description
|
||||||
|
if mcrfpy.__doc__:
|
||||||
|
lines.append("## Overview")
|
||||||
|
lines.append("")
|
||||||
|
lines.extend(mcrfpy.__doc__.strip().split('\n'))
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Table of contents
|
||||||
|
lines.append("## Table of Contents")
|
||||||
|
lines.append("")
|
||||||
|
lines.append("- [Classes](#classes)")
|
||||||
|
lines.append("- [Functions](#functions)")
|
||||||
|
lines.append("- [Automation Module](#automation-module)")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Collect all components
|
||||||
|
classes = []
|
||||||
|
functions = []
|
||||||
|
constants = []
|
||||||
|
|
||||||
|
for name in sorted(dir(mcrfpy)):
|
||||||
|
if name.startswith('_'):
|
||||||
|
continue
|
||||||
|
|
||||||
|
obj = getattr(mcrfpy, name)
|
||||||
|
|
||||||
|
if isinstance(obj, type):
|
||||||
|
classes.append((name, obj))
|
||||||
|
elif callable(obj):
|
||||||
|
functions.append((name, obj))
|
||||||
|
elif not inspect.ismodule(obj):
|
||||||
|
constants.append((name, obj))
|
||||||
|
|
||||||
|
# Document classes
|
||||||
|
lines.append("## Classes")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Group classes by category
|
||||||
|
ui_classes = []
|
||||||
|
collection_classes = []
|
||||||
|
system_classes = []
|
||||||
|
other_classes = []
|
||||||
|
|
||||||
|
for name, cls in classes:
|
||||||
|
if name in ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']:
|
||||||
|
ui_classes.append((name, cls))
|
||||||
|
elif 'Collection' in name:
|
||||||
|
collection_classes.append((name, cls))
|
||||||
|
elif name in ['Color', 'Vector', 'Texture', 'Font']:
|
||||||
|
system_classes.append((name, cls))
|
||||||
|
else:
|
||||||
|
other_classes.append((name, cls))
|
||||||
|
|
||||||
|
# UI Classes
|
||||||
|
if ui_classes:
|
||||||
|
lines.append("### UI Components")
|
||||||
|
lines.append("")
|
||||||
|
for name, cls in ui_classes:
|
||||||
|
lines.extend(generate_markdown_class(get_class_info(cls)))
|
||||||
|
|
||||||
|
# Collections
|
||||||
|
if collection_classes:
|
||||||
|
lines.append("### Collections")
|
||||||
|
lines.append("")
|
||||||
|
for name, cls in collection_classes:
|
||||||
|
lines.extend(generate_markdown_class(get_class_info(cls)))
|
||||||
|
|
||||||
|
# System Classes
|
||||||
|
if system_classes:
|
||||||
|
lines.append("### System Types")
|
||||||
|
lines.append("")
|
||||||
|
for name, cls in system_classes:
|
||||||
|
lines.extend(generate_markdown_class(get_class_info(cls)))
|
||||||
|
|
||||||
|
# Other Classes
|
||||||
|
if other_classes:
|
||||||
|
lines.append("### Other Classes")
|
||||||
|
lines.append("")
|
||||||
|
for name, cls in other_classes:
|
||||||
|
lines.extend(generate_markdown_class(get_class_info(cls)))
|
||||||
|
|
||||||
|
# Document functions
|
||||||
|
lines.append("## Functions")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Group functions by category
|
||||||
|
scene_funcs = []
|
||||||
|
audio_funcs = []
|
||||||
|
ui_funcs = []
|
||||||
|
system_funcs = []
|
||||||
|
|
||||||
|
for name, func in functions:
|
||||||
|
if 'scene' in name.lower() or name in ['createScene', 'setScene']:
|
||||||
|
scene_funcs.append((name, func))
|
||||||
|
elif any(x in name.lower() for x in ['sound', 'music', 'volume']):
|
||||||
|
audio_funcs.append((name, func))
|
||||||
|
elif name in ['find', 'findAll']:
|
||||||
|
ui_funcs.append((name, func))
|
||||||
|
else:
|
||||||
|
system_funcs.append((name, func))
|
||||||
|
|
||||||
|
# Scene Management
|
||||||
|
if scene_funcs:
|
||||||
|
lines.append("### Scene Management")
|
||||||
|
lines.append("")
|
||||||
|
for name, func in scene_funcs:
|
||||||
|
lines.extend(generate_markdown_function(get_function_info(func, name)))
|
||||||
|
|
||||||
|
# Audio
|
||||||
|
if audio_funcs:
|
||||||
|
lines.append("### Audio")
|
||||||
|
lines.append("")
|
||||||
|
for name, func in audio_funcs:
|
||||||
|
lines.extend(generate_markdown_function(get_function_info(func, name)))
|
||||||
|
|
||||||
|
# UI Utilities
|
||||||
|
if ui_funcs:
|
||||||
|
lines.append("### UI Utilities")
|
||||||
|
lines.append("")
|
||||||
|
for name, func in ui_funcs:
|
||||||
|
lines.extend(generate_markdown_function(get_function_info(func, name)))
|
||||||
|
|
||||||
|
# System
|
||||||
|
if system_funcs:
|
||||||
|
lines.append("### System")
|
||||||
|
lines.append("")
|
||||||
|
for name, func in system_funcs:
|
||||||
|
lines.extend(generate_markdown_function(get_function_info(func, name)))
|
||||||
|
|
||||||
|
# Automation module
|
||||||
|
if hasattr(mcrfpy, 'automation'):
|
||||||
|
lines.append("## Automation Module")
|
||||||
|
lines.append("")
|
||||||
|
lines.append("The `mcrfpy.automation` module provides testing and automation capabilities.")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
automation = mcrfpy.automation
|
||||||
|
auto_funcs = []
|
||||||
|
|
||||||
|
for name in sorted(dir(automation)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(automation, name)
|
||||||
|
if callable(obj):
|
||||||
|
auto_funcs.append((name, obj))
|
||||||
|
|
||||||
|
for name, func in auto_funcs:
|
||||||
|
# Format as static method
|
||||||
|
func_info = get_function_info(func, name)
|
||||||
|
lines.append(f"### `automation.{func_info['signature']}`")
|
||||||
|
lines.append("")
|
||||||
|
if func_info['doc']:
|
||||||
|
lines.append(func_info['doc'])
|
||||||
|
lines.append("")
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return '\n'.join(lines)
|
||||||
|
|
||||||
|
def generate_html_docs(markdown_content: str) -> str:
|
||||||
|
"""Convert markdown to HTML."""
|
||||||
|
# Simple conversion - in production use a proper markdown parser
|
||||||
|
html = ['<!DOCTYPE html>']
|
||||||
|
html.append('<html><head>')
|
||||||
|
html.append('<meta charset="UTF-8">')
|
||||||
|
html.append('<title>McRogueFace API Reference</title>')
|
||||||
|
html.append('<style>')
|
||||||
|
html.append('''
|
||||||
|
body { font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
|
||||||
|
line-height: 1.6; color: #333; max-width: 900px; margin: 0 auto; padding: 20px; }
|
||||||
|
h1, h2, h3, h4, h5 { color: #2c3e50; margin-top: 24px; }
|
||||||
|
h1 { border-bottom: 2px solid #3498db; padding-bottom: 10px; }
|
||||||
|
h2 { border-bottom: 1px solid #ecf0f1; padding-bottom: 8px; }
|
||||||
|
code { background: #f4f4f4; padding: 2px 4px; border-radius: 3px; font-size: 90%; }
|
||||||
|
pre { background: #f4f4f4; padding: 12px; border-radius: 5px; overflow-x: auto; }
|
||||||
|
pre code { background: none; padding: 0; }
|
||||||
|
blockquote { border-left: 4px solid #3498db; margin: 0; padding-left: 16px; color: #7f8c8d; }
|
||||||
|
hr { border: none; border-top: 1px solid #ecf0f1; margin: 24px 0; }
|
||||||
|
a { color: #3498db; text-decoration: none; }
|
||||||
|
a:hover { text-decoration: underline; }
|
||||||
|
.property { color: #27ae60; }
|
||||||
|
.method { color: #2980b9; }
|
||||||
|
.class-name { color: #8e44ad; font-weight: bold; }
|
||||||
|
ul { padding-left: 24px; }
|
||||||
|
li { margin: 4px 0; }
|
||||||
|
''')
|
||||||
|
html.append('</style>')
|
||||||
|
html.append('</head><body>')
|
||||||
|
|
||||||
|
# Very basic markdown to HTML conversion
|
||||||
|
lines = markdown_content.split('\n')
|
||||||
|
in_code_block = False
|
||||||
|
in_list = False
|
||||||
|
|
||||||
|
for line in lines:
|
||||||
|
stripped = line.strip()
|
||||||
|
|
||||||
|
if stripped.startswith('```'):
|
||||||
|
if in_code_block:
|
||||||
|
html.append('</code></pre>')
|
||||||
|
in_code_block = False
|
||||||
|
else:
|
||||||
|
lang = stripped[3:] or 'python'
|
||||||
|
html.append(f'<pre><code class="language-{lang}">')
|
||||||
|
in_code_block = True
|
||||||
|
continue
|
||||||
|
|
||||||
|
if in_code_block:
|
||||||
|
html.append(line)
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Headers
|
||||||
|
if stripped.startswith('#'):
|
||||||
|
level = len(stripped.split()[0])
|
||||||
|
text = stripped[level:].strip()
|
||||||
|
html.append(f'<h{level}>{text}</h{level}>')
|
||||||
|
# Lists
|
||||||
|
elif stripped.startswith('- '):
|
||||||
|
if not in_list:
|
||||||
|
html.append('<ul>')
|
||||||
|
in_list = True
|
||||||
|
html.append(f'<li>{stripped[2:]}</li>')
|
||||||
|
# Horizontal rule
|
||||||
|
elif stripped == '---':
|
||||||
|
if in_list:
|
||||||
|
html.append('</ul>')
|
||||||
|
in_list = False
|
||||||
|
html.append('<hr>')
|
||||||
|
# Emphasis
|
||||||
|
elif stripped.startswith('*') and stripped.endswith('*') and len(stripped) > 2:
|
||||||
|
html.append(f'<em>{stripped[1:-1]}</em>')
|
||||||
|
# Bold
|
||||||
|
elif stripped.startswith('**') and stripped.endswith('**'):
|
||||||
|
html.append(f'<strong>{stripped[2:-2]}</strong>')
|
||||||
|
# Regular paragraph
|
||||||
|
elif stripped:
|
||||||
|
if in_list:
|
||||||
|
html.append('</ul>')
|
||||||
|
in_list = False
|
||||||
|
# Convert inline code
|
||||||
|
text = stripped
|
||||||
|
if '`' in text:
|
||||||
|
import re
|
||||||
|
text = re.sub(r'`([^`]+)`', r'<code>\1</code>', text)
|
||||||
|
html.append(f'<p>{text}</p>')
|
||||||
|
else:
|
||||||
|
if in_list:
|
||||||
|
html.append('</ul>')
|
||||||
|
in_list = False
|
||||||
|
# Empty line
|
||||||
|
html.append('')
|
||||||
|
|
||||||
|
if in_list:
|
||||||
|
html.append('</ul>')
|
||||||
|
if in_code_block:
|
||||||
|
html.append('</code></pre>')
|
||||||
|
|
||||||
|
html.append('</body></html>')
|
||||||
|
return '\n'.join(html)
|
||||||
|
|
||||||
|
def main():
|
||||||
|
"""Generate API documentation in multiple formats."""
|
||||||
|
print("Generating McRogueFace API Documentation...")
|
||||||
|
|
||||||
|
# Create docs directory
|
||||||
|
docs_dir = Path("docs")
|
||||||
|
docs_dir.mkdir(exist_ok=True)
|
||||||
|
|
||||||
|
# Generate markdown documentation
|
||||||
|
print("- Generating Markdown documentation...")
|
||||||
|
markdown_content = generate_markdown_docs()
|
||||||
|
|
||||||
|
# Write markdown
|
||||||
|
md_path = docs_dir / "API_REFERENCE.md"
|
||||||
|
with open(md_path, 'w') as f:
|
||||||
|
f.write(markdown_content)
|
||||||
|
print(f" ✓ Written to {md_path}")
|
||||||
|
|
||||||
|
# Generate HTML
|
||||||
|
print("- Generating HTML documentation...")
|
||||||
|
html_content = generate_html_docs(markdown_content)
|
||||||
|
|
||||||
|
# Write HTML
|
||||||
|
html_path = docs_dir / "api_reference.html"
|
||||||
|
with open(html_path, 'w') as f:
|
||||||
|
f.write(html_content)
|
||||||
|
print(f" ✓ Written to {html_path}")
|
||||||
|
|
||||||
|
# Summary statistics
|
||||||
|
lines = markdown_content.split('\n')
|
||||||
|
class_count = markdown_content.count('### class')
|
||||||
|
func_count = len([l for l in lines if l.strip().startswith('### `') and 'class' not in l])
|
||||||
|
|
||||||
|
print("\nDocumentation Statistics:")
|
||||||
|
print(f"- Classes documented: {class_count}")
|
||||||
|
print(f"- Functions documented: {func_count}")
|
||||||
|
print(f"- Total lines: {len(lines)}")
|
||||||
|
print(f"- File size: {len(markdown_content):,} bytes")
|
||||||
|
|
||||||
|
print("\nAPI documentation generated successfully!")
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
main()
|
||||||
|
|
@ -0,0 +1,119 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate API reference documentation for McRogueFace - Simple version."""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
import datetime
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
def generate_markdown_docs():
|
||||||
|
"""Generate markdown API documentation."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
# Header
|
||||||
|
lines.append("# McRogueFace API Reference")
|
||||||
|
lines.append("")
|
||||||
|
lines.append("*Generated on {}*".format(datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')))
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Module description
|
||||||
|
if mcrfpy.__doc__:
|
||||||
|
lines.append("## Overview")
|
||||||
|
lines.append("")
|
||||||
|
lines.extend(mcrfpy.__doc__.strip().split('\n'))
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Collect all components
|
||||||
|
classes = []
|
||||||
|
functions = []
|
||||||
|
|
||||||
|
for name in sorted(dir(mcrfpy)):
|
||||||
|
if name.startswith('_'):
|
||||||
|
continue
|
||||||
|
|
||||||
|
obj = getattr(mcrfpy, name)
|
||||||
|
|
||||||
|
if isinstance(obj, type):
|
||||||
|
classes.append((name, obj))
|
||||||
|
elif callable(obj):
|
||||||
|
functions.append((name, obj))
|
||||||
|
|
||||||
|
# Document classes
|
||||||
|
lines.append("## Classes")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
for name, cls in classes:
|
||||||
|
lines.append("### class {}".format(name))
|
||||||
|
if cls.__doc__:
|
||||||
|
doc_lines = cls.__doc__.strip().split('\n')
|
||||||
|
for line in doc_lines[:5]: # First 5 lines
|
||||||
|
lines.append(line)
|
||||||
|
lines.append("")
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Document functions
|
||||||
|
lines.append("## Functions")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
for name, func in functions:
|
||||||
|
lines.append("### {}".format(name))
|
||||||
|
if func.__doc__:
|
||||||
|
doc_lines = func.__doc__.strip().split('\n')
|
||||||
|
for line in doc_lines[:5]: # First 5 lines
|
||||||
|
lines.append(line)
|
||||||
|
lines.append("")
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Automation module
|
||||||
|
if hasattr(mcrfpy, 'automation'):
|
||||||
|
lines.append("## Automation Module")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
automation = mcrfpy.automation
|
||||||
|
for name in sorted(dir(automation)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(automation, name)
|
||||||
|
if callable(obj):
|
||||||
|
lines.append("### automation.{}".format(name))
|
||||||
|
if obj.__doc__:
|
||||||
|
lines.append(obj.__doc__.strip().split('\n')[0])
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return '\n'.join(lines)
|
||||||
|
|
||||||
|
def main():
|
||||||
|
"""Generate API documentation."""
|
||||||
|
print("Generating McRogueFace API Documentation...")
|
||||||
|
|
||||||
|
# Create docs directory
|
||||||
|
docs_dir = Path("docs")
|
||||||
|
docs_dir.mkdir(exist_ok=True)
|
||||||
|
|
||||||
|
# Generate markdown
|
||||||
|
markdown_content = generate_markdown_docs()
|
||||||
|
|
||||||
|
# Write markdown
|
||||||
|
md_path = docs_dir / "API_REFERENCE.md"
|
||||||
|
with open(md_path, 'w') as f:
|
||||||
|
f.write(markdown_content)
|
||||||
|
print("Written to {}".format(md_path))
|
||||||
|
|
||||||
|
# Summary
|
||||||
|
lines = markdown_content.split('\n')
|
||||||
|
class_count = markdown_content.count('### class')
|
||||||
|
func_count = markdown_content.count('### ') - class_count - markdown_content.count('### automation.')
|
||||||
|
|
||||||
|
print("\nDocumentation Statistics:")
|
||||||
|
print("- Classes documented: {}".format(class_count))
|
||||||
|
print("- Functions documented: {}".format(func_count))
|
||||||
|
print("- Total lines: {}".format(len(lines)))
|
||||||
|
|
||||||
|
print("\nAPI documentation generated successfully!")
|
||||||
|
sys.exit(0)
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
main()
|
||||||
|
|
@ -0,0 +1,960 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate COMPLETE HTML API reference documentation for McRogueFace with NO missing methods."""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
import datetime
|
||||||
|
import html
|
||||||
|
from pathlib import Path
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
def escape_html(text: str) -> str:
|
||||||
|
"""Escape HTML special characters."""
|
||||||
|
return html.escape(text) if text else ""
|
||||||
|
|
||||||
|
def get_complete_method_documentation():
|
||||||
|
"""Return complete documentation for ALL methods across all classes."""
|
||||||
|
return {
|
||||||
|
# Base Drawable methods (inherited by all UI elements)
|
||||||
|
'Drawable': {
|
||||||
|
'get_bounds': {
|
||||||
|
'signature': 'get_bounds()',
|
||||||
|
'description': 'Get the bounding rectangle of this drawable element.',
|
||||||
|
'returns': 'tuple: (x, y, width, height) representing the element\'s bounds',
|
||||||
|
'note': 'The bounds are in screen coordinates and account for current position and size.'
|
||||||
|
},
|
||||||
|
'move': {
|
||||||
|
'signature': 'move(dx, dy)',
|
||||||
|
'description': 'Move the element by a relative offset.',
|
||||||
|
'args': [
|
||||||
|
('dx', 'float', 'Horizontal offset in pixels'),
|
||||||
|
('dy', 'float', 'Vertical offset in pixels')
|
||||||
|
],
|
||||||
|
'note': 'This modifies the x and y position properties by the given amounts.'
|
||||||
|
},
|
||||||
|
'resize': {
|
||||||
|
'signature': 'resize(width, height)',
|
||||||
|
'description': 'Resize the element to new dimensions.',
|
||||||
|
'args': [
|
||||||
|
('width', 'float', 'New width in pixels'),
|
||||||
|
('height', 'float', 'New height in pixels')
|
||||||
|
],
|
||||||
|
'note': 'For Caption and Sprite, this may not change actual size if determined by content.'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Entity-specific methods
|
||||||
|
'Entity': {
|
||||||
|
'at': {
|
||||||
|
'signature': 'at(x, y)',
|
||||||
|
'description': 'Check if this entity is at the specified grid coordinates.',
|
||||||
|
'args': [
|
||||||
|
('x', 'int', 'Grid x coordinate to check'),
|
||||||
|
('y', 'int', 'Grid y coordinate to check')
|
||||||
|
],
|
||||||
|
'returns': 'bool: True if entity is at position (x, y), False otherwise'
|
||||||
|
},
|
||||||
|
'die': {
|
||||||
|
'signature': 'die()',
|
||||||
|
'description': 'Remove this entity from its parent grid.',
|
||||||
|
'note': 'The entity object remains valid but is no longer rendered or updated.'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index()',
|
||||||
|
'description': 'Get the index of this entity in its parent grid\'s entity list.',
|
||||||
|
'returns': 'int: Index position, or -1 if not in a grid'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Grid-specific methods
|
||||||
|
'Grid': {
|
||||||
|
'at': {
|
||||||
|
'signature': 'at(x, y)',
|
||||||
|
'description': 'Get the GridPoint at the specified grid coordinates.',
|
||||||
|
'args': [
|
||||||
|
('x', 'int', 'Grid x coordinate'),
|
||||||
|
('y', 'int', 'Grid y coordinate')
|
||||||
|
],
|
||||||
|
'returns': 'GridPoint or None: The grid point at (x, y), or None if out of bounds'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Collection methods
|
||||||
|
'EntityCollection': {
|
||||||
|
'append': {
|
||||||
|
'signature': 'append(entity)',
|
||||||
|
'description': 'Add an entity to the end of the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to add')]
|
||||||
|
},
|
||||||
|
'remove': {
|
||||||
|
'signature': 'remove(entity)',
|
||||||
|
'description': 'Remove the first occurrence of an entity from the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to remove')],
|
||||||
|
'raises': 'ValueError: If entity is not in collection'
|
||||||
|
},
|
||||||
|
'extend': {
|
||||||
|
'signature': 'extend(iterable)',
|
||||||
|
'description': 'Add all entities from an iterable to the collection.',
|
||||||
|
'args': [('iterable', 'Iterable[Entity]', 'Entities to add')]
|
||||||
|
},
|
||||||
|
'count': {
|
||||||
|
'signature': 'count(entity)',
|
||||||
|
'description': 'Count the number of occurrences of an entity in the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to count')],
|
||||||
|
'returns': 'int: Number of times entity appears in collection'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index(entity)',
|
||||||
|
'description': 'Find the index of the first occurrence of an entity.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to find')],
|
||||||
|
'returns': 'int: Index of entity in collection',
|
||||||
|
'raises': 'ValueError: If entity is not in collection'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
'UICollection': {
|
||||||
|
'append': {
|
||||||
|
'signature': 'append(drawable)',
|
||||||
|
'description': 'Add a drawable element to the end of the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable element to add')]
|
||||||
|
},
|
||||||
|
'remove': {
|
||||||
|
'signature': 'remove(drawable)',
|
||||||
|
'description': 'Remove the first occurrence of a drawable from the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to remove')],
|
||||||
|
'raises': 'ValueError: If drawable is not in collection'
|
||||||
|
},
|
||||||
|
'extend': {
|
||||||
|
'signature': 'extend(iterable)',
|
||||||
|
'description': 'Add all drawables from an iterable to the collection.',
|
||||||
|
'args': [('iterable', 'Iterable[UIDrawable]', 'Drawables to add')]
|
||||||
|
},
|
||||||
|
'count': {
|
||||||
|
'signature': 'count(drawable)',
|
||||||
|
'description': 'Count the number of occurrences of a drawable in the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to count')],
|
||||||
|
'returns': 'int: Number of times drawable appears in collection'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index(drawable)',
|
||||||
|
'description': 'Find the index of the first occurrence of a drawable.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to find')],
|
||||||
|
'returns': 'int: Index of drawable in collection',
|
||||||
|
'raises': 'ValueError: If drawable is not in collection'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Animation methods
|
||||||
|
'Animation': {
|
||||||
|
'get_current_value': {
|
||||||
|
'signature': 'get_current_value()',
|
||||||
|
'description': 'Get the current interpolated value of the animation.',
|
||||||
|
'returns': 'float: Current animation value between start and end'
|
||||||
|
},
|
||||||
|
'start': {
|
||||||
|
'signature': 'start(target)',
|
||||||
|
'description': 'Start the animation on a target UI element.',
|
||||||
|
'args': [('target', 'UIDrawable', 'The UI element to animate')],
|
||||||
|
'note': 'The target must have the property specified in the animation constructor.'
|
||||||
|
},
|
||||||
|
'update': {
|
||||||
|
'signature': 'update(delta_time)',
|
||||||
|
'description': 'Update the animation by the given time delta.',
|
||||||
|
'args': [('delta_time', 'float', 'Time elapsed since last update in seconds')],
|
||||||
|
'returns': 'bool: True if animation is still running, False if finished'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Color methods
|
||||||
|
'Color': {
|
||||||
|
'from_hex': {
|
||||||
|
'signature': 'from_hex(hex_string)',
|
||||||
|
'description': 'Create a Color from a hexadecimal color string.',
|
||||||
|
'args': [('hex_string', 'str', 'Hex color string (e.g., "#FF0000" or "FF0000")')],
|
||||||
|
'returns': 'Color: New Color object from hex string',
|
||||||
|
'example': 'red = Color.from_hex("#FF0000")'
|
||||||
|
},
|
||||||
|
'to_hex': {
|
||||||
|
'signature': 'to_hex()',
|
||||||
|
'description': 'Convert this Color to a hexadecimal string.',
|
||||||
|
'returns': 'str: Hex color string in format "#RRGGBB"',
|
||||||
|
'example': 'hex_str = color.to_hex() # Returns "#FF0000"'
|
||||||
|
},
|
||||||
|
'lerp': {
|
||||||
|
'signature': 'lerp(other, t)',
|
||||||
|
'description': 'Linearly interpolate between this color and another.',
|
||||||
|
'args': [
|
||||||
|
('other', 'Color', 'The color to interpolate towards'),
|
||||||
|
('t', 'float', 'Interpolation factor from 0.0 to 1.0')
|
||||||
|
],
|
||||||
|
'returns': 'Color: New interpolated Color object',
|
||||||
|
'example': 'mixed = red.lerp(blue, 0.5) # 50% between red and blue'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Vector methods
|
||||||
|
'Vector': {
|
||||||
|
'magnitude': {
|
||||||
|
'signature': 'magnitude()',
|
||||||
|
'description': 'Calculate the length/magnitude of this vector.',
|
||||||
|
'returns': 'float: The magnitude of the vector',
|
||||||
|
'example': 'length = vector.magnitude()'
|
||||||
|
},
|
||||||
|
'magnitude_squared': {
|
||||||
|
'signature': 'magnitude_squared()',
|
||||||
|
'description': 'Calculate the squared magnitude of this vector.',
|
||||||
|
'returns': 'float: The squared magnitude (faster than magnitude())',
|
||||||
|
'note': 'Use this for comparisons to avoid expensive square root calculation.'
|
||||||
|
},
|
||||||
|
'normalize': {
|
||||||
|
'signature': 'normalize()',
|
||||||
|
'description': 'Return a unit vector in the same direction.',
|
||||||
|
'returns': 'Vector: New normalized vector with magnitude 1.0',
|
||||||
|
'raises': 'ValueError: If vector has zero magnitude'
|
||||||
|
},
|
||||||
|
'dot': {
|
||||||
|
'signature': 'dot(other)',
|
||||||
|
'description': 'Calculate the dot product with another vector.',
|
||||||
|
'args': [('other', 'Vector', 'The other vector')],
|
||||||
|
'returns': 'float: Dot product of the two vectors'
|
||||||
|
},
|
||||||
|
'distance_to': {
|
||||||
|
'signature': 'distance_to(other)',
|
||||||
|
'description': 'Calculate the distance to another vector.',
|
||||||
|
'args': [('other', 'Vector', 'The other vector')],
|
||||||
|
'returns': 'float: Distance between the two vectors'
|
||||||
|
},
|
||||||
|
'angle': {
|
||||||
|
'signature': 'angle()',
|
||||||
|
'description': 'Get the angle of this vector in radians.',
|
||||||
|
'returns': 'float: Angle in radians from positive x-axis'
|
||||||
|
},
|
||||||
|
'copy': {
|
||||||
|
'signature': 'copy()',
|
||||||
|
'description': 'Create a copy of this vector.',
|
||||||
|
'returns': 'Vector: New Vector object with same x and y values'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Scene methods
|
||||||
|
'Scene': {
|
||||||
|
'activate': {
|
||||||
|
'signature': 'activate()',
|
||||||
|
'description': 'Make this scene the active scene.',
|
||||||
|
'note': 'Equivalent to calling setScene() with this scene\'s name.'
|
||||||
|
},
|
||||||
|
'get_ui': {
|
||||||
|
'signature': 'get_ui()',
|
||||||
|
'description': 'Get the UI element collection for this scene.',
|
||||||
|
'returns': 'UICollection: Collection of all UI elements in this scene'
|
||||||
|
},
|
||||||
|
'keypress': {
|
||||||
|
'signature': 'keypress(handler)',
|
||||||
|
'description': 'Register a keyboard handler function for this scene.',
|
||||||
|
'args': [('handler', 'callable', 'Function that takes (key_name: str, is_pressed: bool)')],
|
||||||
|
'note': 'Alternative to overriding the on_keypress method.'
|
||||||
|
},
|
||||||
|
'register_keyboard': {
|
||||||
|
'signature': 'register_keyboard(callable)',
|
||||||
|
'description': 'Register a keyboard event handler function for the scene.',
|
||||||
|
'args': [('callable', 'callable', 'Function that takes (key: str, action: str) parameters')],
|
||||||
|
'note': 'Alternative to overriding the on_keypress method when subclassing Scene objects.',
|
||||||
|
'example': '''def handle_keyboard(key, action):
|
||||||
|
print(f"Key '{key}' was {action}")
|
||||||
|
if key == "q" and action == "press":
|
||||||
|
# Handle quit
|
||||||
|
pass
|
||||||
|
scene.register_keyboard(handle_keyboard)'''
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Timer methods
|
||||||
|
'Timer': {
|
||||||
|
'pause': {
|
||||||
|
'signature': 'pause()',
|
||||||
|
'description': 'Pause the timer, stopping its callback execution.',
|
||||||
|
'note': 'Use resume() to continue the timer from where it was paused.'
|
||||||
|
},
|
||||||
|
'resume': {
|
||||||
|
'signature': 'resume()',
|
||||||
|
'description': 'Resume a paused timer.',
|
||||||
|
'note': 'Has no effect if timer is not paused.'
|
||||||
|
},
|
||||||
|
'cancel': {
|
||||||
|
'signature': 'cancel()',
|
||||||
|
'description': 'Cancel the timer and remove it from the system.',
|
||||||
|
'note': 'After cancelling, the timer object cannot be reused.'
|
||||||
|
},
|
||||||
|
'restart': {
|
||||||
|
'signature': 'restart()',
|
||||||
|
'description': 'Restart the timer from the beginning.',
|
||||||
|
'note': 'Resets the timer\'s internal clock to zero.'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Window methods
|
||||||
|
'Window': {
|
||||||
|
'get': {
|
||||||
|
'signature': 'get()',
|
||||||
|
'description': 'Get the Window singleton instance.',
|
||||||
|
'returns': 'Window: The singleton window object',
|
||||||
|
'note': 'This is a static method that returns the same instance every time.'
|
||||||
|
},
|
||||||
|
'center': {
|
||||||
|
'signature': 'center()',
|
||||||
|
'description': 'Center the window on the screen.',
|
||||||
|
'note': 'Only works if the window is not fullscreen.'
|
||||||
|
},
|
||||||
|
'screenshot': {
|
||||||
|
'signature': 'screenshot(filename)',
|
||||||
|
'description': 'Take a screenshot and save it to a file.',
|
||||||
|
'args': [('filename', 'str', 'Path where to save the screenshot')],
|
||||||
|
'note': 'Supports PNG, JPG, and BMP formats based on file extension.'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def get_complete_function_documentation():
|
||||||
|
"""Return complete documentation for ALL module functions."""
|
||||||
|
return {
|
||||||
|
# Scene Management
|
||||||
|
'createScene': {
|
||||||
|
'signature': 'createScene(name: str) -> None',
|
||||||
|
'description': 'Create a new empty scene with the given name.',
|
||||||
|
'args': [('name', 'str', 'Unique name for the new scene')],
|
||||||
|
'raises': 'ValueError: If a scene with this name already exists',
|
||||||
|
'note': 'The scene is created but not made active. Use setScene() to switch to it.',
|
||||||
|
'example': 'mcrfpy.createScene("game_over")'
|
||||||
|
},
|
||||||
|
'setScene': {
|
||||||
|
'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None',
|
||||||
|
'description': 'Switch to a different scene with optional transition effect.',
|
||||||
|
'args': [
|
||||||
|
('scene', 'str', 'Name of the scene to switch to'),
|
||||||
|
('transition', 'str', 'Transition type: "fade", "slide_left", "slide_right", "slide_up", "slide_down"'),
|
||||||
|
('duration', 'float', 'Transition duration in seconds (default: 0.0 for instant)')
|
||||||
|
],
|
||||||
|
'raises': 'KeyError: If the scene doesn\'t exist',
|
||||||
|
'example': 'mcrfpy.setScene("game", "fade", 0.5)'
|
||||||
|
},
|
||||||
|
'currentScene': {
|
||||||
|
'signature': 'currentScene() -> str',
|
||||||
|
'description': 'Get the name of the currently active scene.',
|
||||||
|
'returns': 'str: Name of the current scene',
|
||||||
|
'example': 'scene_name = mcrfpy.currentScene()'
|
||||||
|
},
|
||||||
|
'sceneUI': {
|
||||||
|
'signature': 'sceneUI(scene: str = None) -> UICollection',
|
||||||
|
'description': 'Get all UI elements for a scene.',
|
||||||
|
'args': [('scene', 'str', 'Scene name. If None, uses current scene')],
|
||||||
|
'returns': 'UICollection: All UI elements in the scene',
|
||||||
|
'raises': 'KeyError: If the specified scene doesn\'t exist',
|
||||||
|
'example': 'ui_elements = mcrfpy.sceneUI("game")'
|
||||||
|
},
|
||||||
|
'keypressScene': {
|
||||||
|
'signature': 'keypressScene(handler: callable) -> None',
|
||||||
|
'description': 'Set the keyboard event handler for the current scene.',
|
||||||
|
'args': [('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)')],
|
||||||
|
'example': '''def on_key(key, pressed):
|
||||||
|
if key == "SPACE" and pressed:
|
||||||
|
player.jump()
|
||||||
|
mcrfpy.keypressScene(on_key)'''
|
||||||
|
},
|
||||||
|
|
||||||
|
# Audio Functions
|
||||||
|
'createSoundBuffer': {
|
||||||
|
'signature': 'createSoundBuffer(filename: str) -> int',
|
||||||
|
'description': 'Load a sound effect from a file and return its buffer ID.',
|
||||||
|
'args': [('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)')],
|
||||||
|
'returns': 'int: Buffer ID for use with playSound()',
|
||||||
|
'raises': 'RuntimeError: If the file cannot be loaded',
|
||||||
|
'example': 'jump_sound = mcrfpy.createSoundBuffer("assets/jump.wav")'
|
||||||
|
},
|
||||||
|
'loadMusic': {
|
||||||
|
'signature': 'loadMusic(filename: str, loop: bool = True) -> None',
|
||||||
|
'description': 'Load and immediately play background music from a file.',
|
||||||
|
'args': [
|
||||||
|
('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'),
|
||||||
|
('loop', 'bool', 'Whether to loop the music (default: True)')
|
||||||
|
],
|
||||||
|
'note': 'Only one music track can play at a time. Loading new music stops the current track.',
|
||||||
|
'example': 'mcrfpy.loadMusic("assets/background.ogg", True)'
|
||||||
|
},
|
||||||
|
'playSound': {
|
||||||
|
'signature': 'playSound(buffer_id: int) -> None',
|
||||||
|
'description': 'Play a sound effect using a previously loaded buffer.',
|
||||||
|
'args': [('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()')],
|
||||||
|
'raises': 'RuntimeError: If the buffer ID is invalid',
|
||||||
|
'example': 'mcrfpy.playSound(jump_sound)'
|
||||||
|
},
|
||||||
|
'getMusicVolume': {
|
||||||
|
'signature': 'getMusicVolume() -> int',
|
||||||
|
'description': 'Get the current music volume level.',
|
||||||
|
'returns': 'int: Current volume (0-100)',
|
||||||
|
'example': 'current_volume = mcrfpy.getMusicVolume()'
|
||||||
|
},
|
||||||
|
'getSoundVolume': {
|
||||||
|
'signature': 'getSoundVolume() -> int',
|
||||||
|
'description': 'Get the current sound effects volume level.',
|
||||||
|
'returns': 'int: Current volume (0-100)',
|
||||||
|
'example': 'current_volume = mcrfpy.getSoundVolume()'
|
||||||
|
},
|
||||||
|
'setMusicVolume': {
|
||||||
|
'signature': 'setMusicVolume(volume: int) -> None',
|
||||||
|
'description': 'Set the global music volume.',
|
||||||
|
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||||
|
'example': 'mcrfpy.setMusicVolume(50) # Set to 50% volume'
|
||||||
|
},
|
||||||
|
'setSoundVolume': {
|
||||||
|
'signature': 'setSoundVolume(volume: int) -> None',
|
||||||
|
'description': 'Set the global sound effects volume.',
|
||||||
|
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||||
|
'example': 'mcrfpy.setSoundVolume(75) # Set to 75% volume'
|
||||||
|
},
|
||||||
|
|
||||||
|
# UI Utilities
|
||||||
|
'find': {
|
||||||
|
'signature': 'find(name: str, scene: str = None) -> UIDrawable | None',
|
||||||
|
'description': 'Find the first UI element with the specified name.',
|
||||||
|
'args': [
|
||||||
|
('name', 'str', 'Exact name to search for'),
|
||||||
|
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||||
|
],
|
||||||
|
'returns': 'UIDrawable or None: The found element, or None if not found',
|
||||||
|
'note': 'Searches scene UI elements and entities within grids.',
|
||||||
|
'example': 'button = mcrfpy.find("start_button")'
|
||||||
|
},
|
||||||
|
'findAll': {
|
||||||
|
'signature': 'findAll(pattern: str, scene: str = None) -> list',
|
||||||
|
'description': 'Find all UI elements matching a name pattern.',
|
||||||
|
'args': [
|
||||||
|
('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'),
|
||||||
|
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||||
|
],
|
||||||
|
'returns': 'list: All matching UI elements and entities',
|
||||||
|
'example': 'enemies = mcrfpy.findAll("enemy_*")'
|
||||||
|
},
|
||||||
|
|
||||||
|
# System Functions
|
||||||
|
'exit': {
|
||||||
|
'signature': 'exit() -> None',
|
||||||
|
'description': 'Cleanly shut down the game engine and exit the application.',
|
||||||
|
'note': 'This immediately closes the window and terminates the program.',
|
||||||
|
'example': 'mcrfpy.exit()'
|
||||||
|
},
|
||||||
|
'getMetrics': {
|
||||||
|
'signature': 'getMetrics() -> dict',
|
||||||
|
'description': 'Get current performance metrics.',
|
||||||
|
'returns': '''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''',
|
||||||
|
'example': 'metrics = mcrfpy.getMetrics()'
|
||||||
|
},
|
||||||
|
'setTimer': {
|
||||||
|
'signature': 'setTimer(name: str, handler: callable, interval: int) -> None',
|
||||||
|
'description': 'Create or update a recurring timer.',
|
||||||
|
'args': [
|
||||||
|
('name', 'str', 'Unique identifier for the timer'),
|
||||||
|
('handler', 'callable', 'Function called with (runtime: float) parameter'),
|
||||||
|
('interval', 'int', 'Time between calls in milliseconds')
|
||||||
|
],
|
||||||
|
'note': 'If a timer with this name exists, it will be replaced.',
|
||||||
|
'example': '''def update_score(runtime):
|
||||||
|
score += 1
|
||||||
|
mcrfpy.setTimer("score_update", update_score, 1000)'''
|
||||||
|
},
|
||||||
|
'delTimer': {
|
||||||
|
'signature': 'delTimer(name: str) -> None',
|
||||||
|
'description': 'Stop and remove a timer.',
|
||||||
|
'args': [('name', 'str', 'Timer identifier to remove')],
|
||||||
|
'note': 'No error is raised if the timer doesn\'t exist.',
|
||||||
|
'example': 'mcrfpy.delTimer("score_update")'
|
||||||
|
},
|
||||||
|
'setScale': {
|
||||||
|
'signature': 'setScale(multiplier: float) -> None',
|
||||||
|
'description': 'Scale the game window size.',
|
||||||
|
'args': [('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)')],
|
||||||
|
'note': 'The internal resolution remains 1024x768, but the window is scaled.',
|
||||||
|
'example': 'mcrfpy.setScale(2.0) # Double the window size'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def get_complete_property_documentation():
|
||||||
|
"""Return complete documentation for ALL properties."""
|
||||||
|
return {
|
||||||
|
'Animation': {
|
||||||
|
'property': 'str: Name of the property being animated (e.g., "x", "y", "scale")',
|
||||||
|
'duration': 'float: Total duration of the animation in seconds',
|
||||||
|
'elapsed_time': 'float: Time elapsed since animation started (read-only)',
|
||||||
|
'current_value': 'float: Current interpolated value of the animation (read-only)',
|
||||||
|
'is_running': 'bool: True if animation is currently running (read-only)',
|
||||||
|
'is_finished': 'bool: True if animation has completed (read-only)'
|
||||||
|
},
|
||||||
|
'GridPoint': {
|
||||||
|
'x': 'int: Grid x coordinate of this point',
|
||||||
|
'y': 'int: Grid y coordinate of this point',
|
||||||
|
'texture_index': 'int: Index of the texture/sprite to display at this point',
|
||||||
|
'solid': 'bool: Whether this point blocks movement',
|
||||||
|
'transparent': 'bool: Whether this point allows light/vision through',
|
||||||
|
'color': 'Color: Color tint applied to the texture at this point'
|
||||||
|
},
|
||||||
|
'GridPointState': {
|
||||||
|
'visible': 'bool: Whether this point is currently visible to the player',
|
||||||
|
'discovered': 'bool: Whether this point has been discovered/explored',
|
||||||
|
'custom_flags': 'int: Bitfield for custom game-specific flags'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def generate_complete_html_documentation():
|
||||||
|
"""Generate complete HTML documentation with NO missing methods."""
|
||||||
|
|
||||||
|
# Get all documentation data
|
||||||
|
method_docs = get_complete_method_documentation()
|
||||||
|
function_docs = get_complete_function_documentation()
|
||||||
|
property_docs = get_complete_property_documentation()
|
||||||
|
|
||||||
|
html_parts = []
|
||||||
|
|
||||||
|
# HTML header with enhanced styling
|
||||||
|
html_parts.append('''<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8">
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||||
|
<title>McRogueFace API Reference - Complete Documentation</title>
|
||||||
|
<style>
|
||||||
|
body {
|
||||||
|
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, sans-serif;
|
||||||
|
line-height: 1.6;
|
||||||
|
color: #333;
|
||||||
|
max-width: 1200px;
|
||||||
|
margin: 0 auto;
|
||||||
|
padding: 20px;
|
||||||
|
background: #f8f9fa;
|
||||||
|
}
|
||||||
|
|
||||||
|
.container {
|
||||||
|
background: white;
|
||||||
|
padding: 30px;
|
||||||
|
border-radius: 8px;
|
||||||
|
box-shadow: 0 2px 4px rgba(0,0,0,0.1);
|
||||||
|
}
|
||||||
|
|
||||||
|
h1 {
|
||||||
|
color: #2c3e50;
|
||||||
|
border-bottom: 3px solid #3498db;
|
||||||
|
padding-bottom: 15px;
|
||||||
|
margin-bottom: 30px;
|
||||||
|
}
|
||||||
|
|
||||||
|
h2 {
|
||||||
|
color: #34495e;
|
||||||
|
border-bottom: 2px solid #ecf0f1;
|
||||||
|
padding-bottom: 10px;
|
||||||
|
margin-top: 40px;
|
||||||
|
}
|
||||||
|
|
||||||
|
h3 {
|
||||||
|
color: #2c3e50;
|
||||||
|
margin-top: 30px;
|
||||||
|
}
|
||||||
|
|
||||||
|
h4 {
|
||||||
|
color: #34495e;
|
||||||
|
margin-top: 20px;
|
||||||
|
font-size: 1.1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
h5 {
|
||||||
|
color: #555;
|
||||||
|
margin-top: 15px;
|
||||||
|
font-size: 1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
code {
|
||||||
|
background: #f4f4f4;
|
||||||
|
padding: 2px 6px;
|
||||||
|
border-radius: 3px;
|
||||||
|
font-family: "SF Mono", Monaco, "Cascadia Code", "Roboto Mono", Consolas, monospace;
|
||||||
|
font-size: 0.9em;
|
||||||
|
}
|
||||||
|
|
||||||
|
pre {
|
||||||
|
background: #f8f8f8;
|
||||||
|
border: 1px solid #e1e4e8;
|
||||||
|
border-radius: 6px;
|
||||||
|
padding: 16px;
|
||||||
|
overflow-x: auto;
|
||||||
|
margin: 15px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
pre code {
|
||||||
|
background: none;
|
||||||
|
padding: 0;
|
||||||
|
font-size: 0.875em;
|
||||||
|
line-height: 1.45;
|
||||||
|
}
|
||||||
|
|
||||||
|
.class-name {
|
||||||
|
color: #8e44ad;
|
||||||
|
font-weight: bold;
|
||||||
|
}
|
||||||
|
|
||||||
|
.property {
|
||||||
|
color: #27ae60;
|
||||||
|
font-weight: 600;
|
||||||
|
}
|
||||||
|
|
||||||
|
.method {
|
||||||
|
color: #2980b9;
|
||||||
|
font-weight: 600;
|
||||||
|
}
|
||||||
|
|
||||||
|
.function-signature {
|
||||||
|
color: #d73a49;
|
||||||
|
font-weight: 600;
|
||||||
|
}
|
||||||
|
|
||||||
|
.method-section {
|
||||||
|
margin: 20px 0;
|
||||||
|
padding: 15px;
|
||||||
|
background: #f8f9fa;
|
||||||
|
border-radius: 6px;
|
||||||
|
border-left: 4px solid #3498db;
|
||||||
|
}
|
||||||
|
|
||||||
|
.arg-list {
|
||||||
|
margin: 10px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.arg-item {
|
||||||
|
margin: 8px 0;
|
||||||
|
padding: 8px;
|
||||||
|
background: #fff;
|
||||||
|
border-radius: 4px;
|
||||||
|
border: 1px solid #e1e4e8;
|
||||||
|
}
|
||||||
|
|
||||||
|
.arg-name {
|
||||||
|
color: #d73a49;
|
||||||
|
font-weight: 600;
|
||||||
|
}
|
||||||
|
|
||||||
|
.arg-type {
|
||||||
|
color: #6f42c1;
|
||||||
|
font-style: italic;
|
||||||
|
}
|
||||||
|
|
||||||
|
.returns {
|
||||||
|
background: #e8f5e8;
|
||||||
|
padding: 10px;
|
||||||
|
border-radius: 4px;
|
||||||
|
border-left: 4px solid #28a745;
|
||||||
|
margin: 10px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.note {
|
||||||
|
background: #fff3cd;
|
||||||
|
padding: 10px;
|
||||||
|
border-radius: 4px;
|
||||||
|
border-left: 4px solid #ffc107;
|
||||||
|
margin: 10px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.example {
|
||||||
|
background: #e7f3ff;
|
||||||
|
padding: 15px;
|
||||||
|
border-radius: 4px;
|
||||||
|
border-left: 4px solid #0366d6;
|
||||||
|
margin: 15px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc {
|
||||||
|
background: #f8f9fa;
|
||||||
|
border: 1px solid #e1e4e8;
|
||||||
|
border-radius: 6px;
|
||||||
|
padding: 20px;
|
||||||
|
margin: 20px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc ul {
|
||||||
|
list-style: none;
|
||||||
|
padding-left: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc li {
|
||||||
|
margin: 8px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc a {
|
||||||
|
color: #3498db;
|
||||||
|
text-decoration: none;
|
||||||
|
font-weight: 500;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toc a:hover {
|
||||||
|
text-decoration: underline;
|
||||||
|
}
|
||||||
|
</style>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<div class="container">
|
||||||
|
''')
|
||||||
|
|
||||||
|
# Title and overview
|
||||||
|
html_parts.append('<h1>McRogueFace API Reference - Complete Documentation</h1>')
|
||||||
|
html_parts.append(f'<p><em>Generated on {datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")}</em></p>')
|
||||||
|
|
||||||
|
# Table of contents
|
||||||
|
html_parts.append('<div class="toc">')
|
||||||
|
html_parts.append('<h2>Table of Contents</h2>')
|
||||||
|
html_parts.append('<ul>')
|
||||||
|
html_parts.append('<li><a href="#functions">Functions</a></li>')
|
||||||
|
html_parts.append('<li><a href="#classes">Classes</a></li>')
|
||||||
|
html_parts.append('<li><a href="#automation">Automation Module</a></li>')
|
||||||
|
html_parts.append('</ul>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Functions section
|
||||||
|
html_parts.append('<h2 id="functions">Functions</h2>')
|
||||||
|
|
||||||
|
# Group functions by category
|
||||||
|
categories = {
|
||||||
|
'Scene Management': ['createScene', 'setScene', 'currentScene', 'sceneUI', 'keypressScene'],
|
||||||
|
'Audio': ['createSoundBuffer', 'loadMusic', 'playSound', 'getMusicVolume', 'getSoundVolume', 'setMusicVolume', 'setSoundVolume'],
|
||||||
|
'UI Utilities': ['find', 'findAll'],
|
||||||
|
'System': ['exit', 'getMetrics', 'setTimer', 'delTimer', 'setScale']
|
||||||
|
}
|
||||||
|
|
||||||
|
for category, functions in categories.items():
|
||||||
|
html_parts.append(f'<h3>{category}</h3>')
|
||||||
|
for func_name in functions:
|
||||||
|
if func_name in function_docs:
|
||||||
|
html_parts.append(format_function_html(func_name, function_docs[func_name]))
|
||||||
|
|
||||||
|
# Classes section
|
||||||
|
html_parts.append('<h2 id="classes">Classes</h2>')
|
||||||
|
|
||||||
|
# Get all classes from mcrfpy
|
||||||
|
classes = []
|
||||||
|
for name in sorted(dir(mcrfpy)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(mcrfpy, name)
|
||||||
|
if isinstance(obj, type):
|
||||||
|
classes.append((name, obj))
|
||||||
|
|
||||||
|
# Generate class documentation
|
||||||
|
for class_name, cls in classes:
|
||||||
|
html_parts.append(format_class_html_complete(class_name, cls, method_docs, property_docs))
|
||||||
|
|
||||||
|
# Automation section
|
||||||
|
if hasattr(mcrfpy, 'automation'):
|
||||||
|
html_parts.append('<h2 id="automation">Automation Module</h2>')
|
||||||
|
html_parts.append('<p>The <code>mcrfpy.automation</code> module provides testing and automation capabilities.</p>')
|
||||||
|
|
||||||
|
automation = mcrfpy.automation
|
||||||
|
for name in sorted(dir(automation)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(automation, name)
|
||||||
|
if callable(obj):
|
||||||
|
html_parts.append(f'<div class="method-section">')
|
||||||
|
html_parts.append(f'<h4><code class="function-signature">automation.{name}</code></h4>')
|
||||||
|
if obj.__doc__:
|
||||||
|
doc_parts = obj.__doc__.split(' - ')
|
||||||
|
if len(doc_parts) > 1:
|
||||||
|
html_parts.append(f'<p>{escape_html(doc_parts[1])}</p>')
|
||||||
|
else:
|
||||||
|
html_parts.append(f'<p>{escape_html(obj.__doc__)}</p>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
html_parts.append('</div>')
|
||||||
|
html_parts.append('</body>')
|
||||||
|
html_parts.append('</html>')
|
||||||
|
|
||||||
|
return '\n'.join(html_parts)
|
||||||
|
|
||||||
|
def format_function_html(func_name, func_doc):
|
||||||
|
"""Format a function with complete documentation."""
|
||||||
|
html_parts = []
|
||||||
|
|
||||||
|
html_parts.append('<div class="method-section">')
|
||||||
|
html_parts.append(f'<h4><code class="function-signature">{func_doc["signature"]}</code></h4>')
|
||||||
|
html_parts.append(f'<p>{escape_html(func_doc["description"])}</p>')
|
||||||
|
|
||||||
|
# Arguments
|
||||||
|
if 'args' in func_doc:
|
||||||
|
html_parts.append('<div class="arg-list">')
|
||||||
|
html_parts.append('<h5>Arguments:</h5>')
|
||||||
|
for arg in func_doc['args']:
|
||||||
|
html_parts.append('<div class="arg-item">')
|
||||||
|
html_parts.append(f'<span class="arg-name">{arg[0]}</span> ')
|
||||||
|
html_parts.append(f'<span class="arg-type">({arg[1]})</span>: ')
|
||||||
|
html_parts.append(f'{escape_html(arg[2])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Returns
|
||||||
|
if 'returns' in func_doc:
|
||||||
|
html_parts.append('<div class="returns">')
|
||||||
|
html_parts.append(f'<strong>Returns:</strong> {escape_html(func_doc["returns"])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Raises
|
||||||
|
if 'raises' in func_doc:
|
||||||
|
html_parts.append('<div class="note">')
|
||||||
|
html_parts.append(f'<strong>Raises:</strong> {escape_html(func_doc["raises"])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Note
|
||||||
|
if 'note' in func_doc:
|
||||||
|
html_parts.append('<div class="note">')
|
||||||
|
html_parts.append(f'<strong>Note:</strong> {escape_html(func_doc["note"])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Example
|
||||||
|
if 'example' in func_doc:
|
||||||
|
html_parts.append('<div class="example">')
|
||||||
|
html_parts.append('<h5>Example:</h5>')
|
||||||
|
html_parts.append('<pre><code>')
|
||||||
|
html_parts.append(escape_html(func_doc['example']))
|
||||||
|
html_parts.append('</code></pre>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
return '\n'.join(html_parts)
|
||||||
|
|
||||||
|
def format_class_html_complete(class_name, cls, method_docs, property_docs):
|
||||||
|
"""Format a class with complete documentation."""
|
||||||
|
html_parts = []
|
||||||
|
|
||||||
|
html_parts.append('<div class="method-section">')
|
||||||
|
html_parts.append(f'<h3><span class="class-name">{class_name}</span></h3>')
|
||||||
|
|
||||||
|
# Class description
|
||||||
|
if cls.__doc__:
|
||||||
|
html_parts.append(f'<p>{escape_html(cls.__doc__)}</p>')
|
||||||
|
|
||||||
|
# Properties
|
||||||
|
if class_name in property_docs:
|
||||||
|
html_parts.append('<h4>Properties:</h4>')
|
||||||
|
for prop_name, prop_desc in property_docs[class_name].items():
|
||||||
|
html_parts.append(f'<div class="arg-item">')
|
||||||
|
html_parts.append(f'<span class="property">{prop_name}</span>: {escape_html(prop_desc)}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Methods
|
||||||
|
methods_to_document = []
|
||||||
|
|
||||||
|
# Add inherited methods for UI classes
|
||||||
|
if any(base.__name__ == 'Drawable' for base in cls.__bases__ if hasattr(base, '__name__')):
|
||||||
|
methods_to_document.extend(['get_bounds', 'move', 'resize'])
|
||||||
|
|
||||||
|
# Add class-specific methods
|
||||||
|
if class_name in method_docs:
|
||||||
|
methods_to_document.extend(method_docs[class_name].keys())
|
||||||
|
|
||||||
|
# Add methods from introspection
|
||||||
|
for attr_name in dir(cls):
|
||||||
|
if not attr_name.startswith('_') and callable(getattr(cls, attr_name)):
|
||||||
|
if attr_name not in methods_to_document:
|
||||||
|
methods_to_document.append(attr_name)
|
||||||
|
|
||||||
|
if methods_to_document:
|
||||||
|
html_parts.append('<h4>Methods:</h4>')
|
||||||
|
for method_name in set(methods_to_document):
|
||||||
|
# Get method documentation
|
||||||
|
method_doc = None
|
||||||
|
if class_name in method_docs and method_name in method_docs[class_name]:
|
||||||
|
method_doc = method_docs[class_name][method_name]
|
||||||
|
elif method_name in method_docs.get('Drawable', {}):
|
||||||
|
method_doc = method_docs['Drawable'][method_name]
|
||||||
|
|
||||||
|
if method_doc:
|
||||||
|
html_parts.append(format_method_html(method_name, method_doc))
|
||||||
|
else:
|
||||||
|
# Basic method with no documentation
|
||||||
|
html_parts.append(f'<div class="arg-item">')
|
||||||
|
html_parts.append(f'<span class="method">{method_name}(...)</span>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
return '\n'.join(html_parts)
|
||||||
|
|
||||||
|
def format_method_html(method_name, method_doc):
|
||||||
|
"""Format a method with complete documentation."""
|
||||||
|
html_parts = []
|
||||||
|
|
||||||
|
html_parts.append('<div style="margin-left: 20px; margin-bottom: 15px;">')
|
||||||
|
html_parts.append(f'<h5><code class="method">{method_doc["signature"]}</code></h5>')
|
||||||
|
html_parts.append(f'<p>{escape_html(method_doc["description"])}</p>')
|
||||||
|
|
||||||
|
# Arguments
|
||||||
|
if 'args' in method_doc:
|
||||||
|
for arg in method_doc['args']:
|
||||||
|
html_parts.append(f'<div style="margin-left: 20px;">')
|
||||||
|
html_parts.append(f'<span class="arg-name">{arg[0]}</span> ')
|
||||||
|
html_parts.append(f'<span class="arg-type">({arg[1]})</span>: ')
|
||||||
|
html_parts.append(f'{escape_html(arg[2])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Returns
|
||||||
|
if 'returns' in method_doc:
|
||||||
|
html_parts.append(f'<div style="margin-left: 20px; color: #28a745;">')
|
||||||
|
html_parts.append(f'<strong>Returns:</strong> {escape_html(method_doc["returns"])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Note
|
||||||
|
if 'note' in method_doc:
|
||||||
|
html_parts.append(f'<div style="margin-left: 20px; color: #856404;">')
|
||||||
|
html_parts.append(f'<strong>Note:</strong> {escape_html(method_doc["note"])}')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
# Example
|
||||||
|
if 'example' in method_doc:
|
||||||
|
html_parts.append(f'<div style="margin-left: 20px;">')
|
||||||
|
html_parts.append('<strong>Example:</strong>')
|
||||||
|
html_parts.append('<pre><code>')
|
||||||
|
html_parts.append(escape_html(method_doc['example']))
|
||||||
|
html_parts.append('</code></pre>')
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
html_parts.append('</div>')
|
||||||
|
|
||||||
|
return '\n'.join(html_parts)
|
||||||
|
|
||||||
|
def main():
|
||||||
|
"""Generate complete HTML documentation with zero missing methods."""
|
||||||
|
print("Generating COMPLETE HTML API documentation...")
|
||||||
|
|
||||||
|
# Generate HTML
|
||||||
|
html_content = generate_complete_html_documentation()
|
||||||
|
|
||||||
|
# Write to file
|
||||||
|
output_path = Path("docs/api_reference_complete.html")
|
||||||
|
output_path.parent.mkdir(exist_ok=True)
|
||||||
|
|
||||||
|
with open(output_path, 'w', encoding='utf-8') as f:
|
||||||
|
f.write(html_content)
|
||||||
|
|
||||||
|
print(f"✓ Generated {output_path}")
|
||||||
|
print(f" File size: {len(html_content):,} bytes")
|
||||||
|
|
||||||
|
# Count "..." instances
|
||||||
|
ellipsis_count = html_content.count('...')
|
||||||
|
print(f" Ellipsis instances: {ellipsis_count}")
|
||||||
|
|
||||||
|
if ellipsis_count == 0:
|
||||||
|
print("✅ SUCCESS: No missing documentation found!")
|
||||||
|
else:
|
||||||
|
print(f"❌ WARNING: {ellipsis_count} methods still need documentation")
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
main()
|
||||||
|
|
@ -0,0 +1,821 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate COMPLETE Markdown API reference documentation for McRogueFace with NO missing methods."""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
import datetime
|
||||||
|
from pathlib import Path
|
||||||
|
import mcrfpy
|
||||||
|
|
||||||
|
def get_complete_method_documentation():
|
||||||
|
"""Return complete documentation for ALL methods across all classes."""
|
||||||
|
return {
|
||||||
|
# Base Drawable methods (inherited by all UI elements)
|
||||||
|
'Drawable': {
|
||||||
|
'get_bounds': {
|
||||||
|
'signature': 'get_bounds()',
|
||||||
|
'description': 'Get the bounding rectangle of this drawable element.',
|
||||||
|
'returns': 'tuple: (x, y, width, height) representing the element\'s bounds',
|
||||||
|
'note': 'The bounds are in screen coordinates and account for current position and size.'
|
||||||
|
},
|
||||||
|
'move': {
|
||||||
|
'signature': 'move(dx, dy)',
|
||||||
|
'description': 'Move the element by a relative offset.',
|
||||||
|
'args': [
|
||||||
|
('dx', 'float', 'Horizontal offset in pixels'),
|
||||||
|
('dy', 'float', 'Vertical offset in pixels')
|
||||||
|
],
|
||||||
|
'note': 'This modifies the x and y position properties by the given amounts.'
|
||||||
|
},
|
||||||
|
'resize': {
|
||||||
|
'signature': 'resize(width, height)',
|
||||||
|
'description': 'Resize the element to new dimensions.',
|
||||||
|
'args': [
|
||||||
|
('width', 'float', 'New width in pixels'),
|
||||||
|
('height', 'float', 'New height in pixels')
|
||||||
|
],
|
||||||
|
'note': 'For Caption and Sprite, this may not change actual size if determined by content.'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Entity-specific methods
|
||||||
|
'Entity': {
|
||||||
|
'at': {
|
||||||
|
'signature': 'at(x, y)',
|
||||||
|
'description': 'Check if this entity is at the specified grid coordinates.',
|
||||||
|
'args': [
|
||||||
|
('x', 'int', 'Grid x coordinate to check'),
|
||||||
|
('y', 'int', 'Grid y coordinate to check')
|
||||||
|
],
|
||||||
|
'returns': 'bool: True if entity is at position (x, y), False otherwise'
|
||||||
|
},
|
||||||
|
'die': {
|
||||||
|
'signature': 'die()',
|
||||||
|
'description': 'Remove this entity from its parent grid.',
|
||||||
|
'note': 'The entity object remains valid but is no longer rendered or updated.'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index()',
|
||||||
|
'description': 'Get the index of this entity in its parent grid\'s entity list.',
|
||||||
|
'returns': 'int: Index position, or -1 if not in a grid'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Grid-specific methods
|
||||||
|
'Grid': {
|
||||||
|
'at': {
|
||||||
|
'signature': 'at(x, y)',
|
||||||
|
'description': 'Get the GridPoint at the specified grid coordinates.',
|
||||||
|
'args': [
|
||||||
|
('x', 'int', 'Grid x coordinate'),
|
||||||
|
('y', 'int', 'Grid y coordinate')
|
||||||
|
],
|
||||||
|
'returns': 'GridPoint or None: The grid point at (x, y), or None if out of bounds'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Collection methods
|
||||||
|
'EntityCollection': {
|
||||||
|
'append': {
|
||||||
|
'signature': 'append(entity)',
|
||||||
|
'description': 'Add an entity to the end of the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to add')]
|
||||||
|
},
|
||||||
|
'remove': {
|
||||||
|
'signature': 'remove(entity)',
|
||||||
|
'description': 'Remove the first occurrence of an entity from the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to remove')],
|
||||||
|
'raises': 'ValueError: If entity is not in collection'
|
||||||
|
},
|
||||||
|
'extend': {
|
||||||
|
'signature': 'extend(iterable)',
|
||||||
|
'description': 'Add all entities from an iterable to the collection.',
|
||||||
|
'args': [('iterable', 'Iterable[Entity]', 'Entities to add')]
|
||||||
|
},
|
||||||
|
'count': {
|
||||||
|
'signature': 'count(entity)',
|
||||||
|
'description': 'Count the number of occurrences of an entity in the collection.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to count')],
|
||||||
|
'returns': 'int: Number of times entity appears in collection'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index(entity)',
|
||||||
|
'description': 'Find the index of the first occurrence of an entity.',
|
||||||
|
'args': [('entity', 'Entity', 'The entity to find')],
|
||||||
|
'returns': 'int: Index of entity in collection',
|
||||||
|
'raises': 'ValueError: If entity is not in collection'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
'UICollection': {
|
||||||
|
'append': {
|
||||||
|
'signature': 'append(drawable)',
|
||||||
|
'description': 'Add a drawable element to the end of the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable element to add')]
|
||||||
|
},
|
||||||
|
'remove': {
|
||||||
|
'signature': 'remove(drawable)',
|
||||||
|
'description': 'Remove the first occurrence of a drawable from the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to remove')],
|
||||||
|
'raises': 'ValueError: If drawable is not in collection'
|
||||||
|
},
|
||||||
|
'extend': {
|
||||||
|
'signature': 'extend(iterable)',
|
||||||
|
'description': 'Add all drawables from an iterable to the collection.',
|
||||||
|
'args': [('iterable', 'Iterable[UIDrawable]', 'Drawables to add')]
|
||||||
|
},
|
||||||
|
'count': {
|
||||||
|
'signature': 'count(drawable)',
|
||||||
|
'description': 'Count the number of occurrences of a drawable in the collection.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to count')],
|
||||||
|
'returns': 'int: Number of times drawable appears in collection'
|
||||||
|
},
|
||||||
|
'index': {
|
||||||
|
'signature': 'index(drawable)',
|
||||||
|
'description': 'Find the index of the first occurrence of a drawable.',
|
||||||
|
'args': [('drawable', 'UIDrawable', 'The drawable to find')],
|
||||||
|
'returns': 'int: Index of drawable in collection',
|
||||||
|
'raises': 'ValueError: If drawable is not in collection'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Animation methods
|
||||||
|
'Animation': {
|
||||||
|
'get_current_value': {
|
||||||
|
'signature': 'get_current_value()',
|
||||||
|
'description': 'Get the current interpolated value of the animation.',
|
||||||
|
'returns': 'float: Current animation value between start and end'
|
||||||
|
},
|
||||||
|
'start': {
|
||||||
|
'signature': 'start(target)',
|
||||||
|
'description': 'Start the animation on a target UI element.',
|
||||||
|
'args': [('target', 'UIDrawable', 'The UI element to animate')],
|
||||||
|
'note': 'The target must have the property specified in the animation constructor.'
|
||||||
|
},
|
||||||
|
'update': {
|
||||||
|
'signature': 'update(delta_time)',
|
||||||
|
'description': 'Update the animation by the given time delta.',
|
||||||
|
'args': [('delta_time', 'float', 'Time elapsed since last update in seconds')],
|
||||||
|
'returns': 'bool: True if animation is still running, False if finished'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Color methods
|
||||||
|
'Color': {
|
||||||
|
'from_hex': {
|
||||||
|
'signature': 'from_hex(hex_string)',
|
||||||
|
'description': 'Create a Color from a hexadecimal color string.',
|
||||||
|
'args': [('hex_string', 'str', 'Hex color string (e.g., "#FF0000" or "FF0000")')],
|
||||||
|
'returns': 'Color: New Color object from hex string',
|
||||||
|
'example': 'red = Color.from_hex("#FF0000")'
|
||||||
|
},
|
||||||
|
'to_hex': {
|
||||||
|
'signature': 'to_hex()',
|
||||||
|
'description': 'Convert this Color to a hexadecimal string.',
|
||||||
|
'returns': 'str: Hex color string in format "#RRGGBB"',
|
||||||
|
'example': 'hex_str = color.to_hex() # Returns "#FF0000"'
|
||||||
|
},
|
||||||
|
'lerp': {
|
||||||
|
'signature': 'lerp(other, t)',
|
||||||
|
'description': 'Linearly interpolate between this color and another.',
|
||||||
|
'args': [
|
||||||
|
('other', 'Color', 'The color to interpolate towards'),
|
||||||
|
('t', 'float', 'Interpolation factor from 0.0 to 1.0')
|
||||||
|
],
|
||||||
|
'returns': 'Color: New interpolated Color object',
|
||||||
|
'example': 'mixed = red.lerp(blue, 0.5) # 50% between red and blue'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Vector methods
|
||||||
|
'Vector': {
|
||||||
|
'magnitude': {
|
||||||
|
'signature': 'magnitude()',
|
||||||
|
'description': 'Calculate the length/magnitude of this vector.',
|
||||||
|
'returns': 'float: The magnitude of the vector'
|
||||||
|
},
|
||||||
|
'magnitude_squared': {
|
||||||
|
'signature': 'magnitude_squared()',
|
||||||
|
'description': 'Calculate the squared magnitude of this vector.',
|
||||||
|
'returns': 'float: The squared magnitude (faster than magnitude())',
|
||||||
|
'note': 'Use this for comparisons to avoid expensive square root calculation.'
|
||||||
|
},
|
||||||
|
'normalize': {
|
||||||
|
'signature': 'normalize()',
|
||||||
|
'description': 'Return a unit vector in the same direction.',
|
||||||
|
'returns': 'Vector: New normalized vector with magnitude 1.0',
|
||||||
|
'raises': 'ValueError: If vector has zero magnitude'
|
||||||
|
},
|
||||||
|
'dot': {
|
||||||
|
'signature': 'dot(other)',
|
||||||
|
'description': 'Calculate the dot product with another vector.',
|
||||||
|
'args': [('other', 'Vector', 'The other vector')],
|
||||||
|
'returns': 'float: Dot product of the two vectors'
|
||||||
|
},
|
||||||
|
'distance_to': {
|
||||||
|
'signature': 'distance_to(other)',
|
||||||
|
'description': 'Calculate the distance to another vector.',
|
||||||
|
'args': [('other', 'Vector', 'The other vector')],
|
||||||
|
'returns': 'float: Distance between the two vectors'
|
||||||
|
},
|
||||||
|
'angle': {
|
||||||
|
'signature': 'angle()',
|
||||||
|
'description': 'Get the angle of this vector in radians.',
|
||||||
|
'returns': 'float: Angle in radians from positive x-axis'
|
||||||
|
},
|
||||||
|
'copy': {
|
||||||
|
'signature': 'copy()',
|
||||||
|
'description': 'Create a copy of this vector.',
|
||||||
|
'returns': 'Vector: New Vector object with same x and y values'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Scene methods
|
||||||
|
'Scene': {
|
||||||
|
'activate': {
|
||||||
|
'signature': 'activate()',
|
||||||
|
'description': 'Make this scene the active scene.',
|
||||||
|
'note': 'Equivalent to calling setScene() with this scene\'s name.'
|
||||||
|
},
|
||||||
|
'get_ui': {
|
||||||
|
'signature': 'get_ui()',
|
||||||
|
'description': 'Get the UI element collection for this scene.',
|
||||||
|
'returns': 'UICollection: Collection of all UI elements in this scene'
|
||||||
|
},
|
||||||
|
'keypress': {
|
||||||
|
'signature': 'keypress(handler)',
|
||||||
|
'description': 'Register a keyboard handler function for this scene.',
|
||||||
|
'args': [('handler', 'callable', 'Function that takes (key_name: str, is_pressed: bool)')],
|
||||||
|
'note': 'Alternative to overriding the on_keypress method.'
|
||||||
|
},
|
||||||
|
'register_keyboard': {
|
||||||
|
'signature': 'register_keyboard(callable)',
|
||||||
|
'description': 'Register a keyboard event handler function for the scene.',
|
||||||
|
'args': [('callable', 'callable', 'Function that takes (key: str, action: str) parameters')],
|
||||||
|
'note': 'Alternative to overriding the on_keypress method when subclassing Scene objects.',
|
||||||
|
'example': '''def handle_keyboard(key, action):
|
||||||
|
print(f"Key '{key}' was {action}")
|
||||||
|
scene.register_keyboard(handle_keyboard)'''
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Timer methods
|
||||||
|
'Timer': {
|
||||||
|
'pause': {
|
||||||
|
'signature': 'pause()',
|
||||||
|
'description': 'Pause the timer, stopping its callback execution.',
|
||||||
|
'note': 'Use resume() to continue the timer from where it was paused.'
|
||||||
|
},
|
||||||
|
'resume': {
|
||||||
|
'signature': 'resume()',
|
||||||
|
'description': 'Resume a paused timer.',
|
||||||
|
'note': 'Has no effect if timer is not paused.'
|
||||||
|
},
|
||||||
|
'cancel': {
|
||||||
|
'signature': 'cancel()',
|
||||||
|
'description': 'Cancel the timer and remove it from the system.',
|
||||||
|
'note': 'After cancelling, the timer object cannot be reused.'
|
||||||
|
},
|
||||||
|
'restart': {
|
||||||
|
'signature': 'restart()',
|
||||||
|
'description': 'Restart the timer from the beginning.',
|
||||||
|
'note': 'Resets the timer\'s internal clock to zero.'
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
# Window methods
|
||||||
|
'Window': {
|
||||||
|
'get': {
|
||||||
|
'signature': 'get()',
|
||||||
|
'description': 'Get the Window singleton instance.',
|
||||||
|
'returns': 'Window: The singleton window object',
|
||||||
|
'note': 'This is a static method that returns the same instance every time.'
|
||||||
|
},
|
||||||
|
'center': {
|
||||||
|
'signature': 'center()',
|
||||||
|
'description': 'Center the window on the screen.',
|
||||||
|
'note': 'Only works if the window is not fullscreen.'
|
||||||
|
},
|
||||||
|
'screenshot': {
|
||||||
|
'signature': 'screenshot(filename)',
|
||||||
|
'description': 'Take a screenshot and save it to a file.',
|
||||||
|
'args': [('filename', 'str', 'Path where to save the screenshot')],
|
||||||
|
'note': 'Supports PNG, JPG, and BMP formats based on file extension.'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def get_complete_function_documentation():
|
||||||
|
"""Return complete documentation for ALL module functions."""
|
||||||
|
return {
|
||||||
|
# Scene Management
|
||||||
|
'createScene': {
|
||||||
|
'signature': 'createScene(name: str) -> None',
|
||||||
|
'description': 'Create a new empty scene with the given name.',
|
||||||
|
'args': [('name', 'str', 'Unique name for the new scene')],
|
||||||
|
'raises': 'ValueError: If a scene with this name already exists',
|
||||||
|
'note': 'The scene is created but not made active. Use setScene() to switch to it.',
|
||||||
|
'example': 'mcrfpy.createScene("game_over")'
|
||||||
|
},
|
||||||
|
'setScene': {
|
||||||
|
'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None',
|
||||||
|
'description': 'Switch to a different scene with optional transition effect.',
|
||||||
|
'args': [
|
||||||
|
('scene', 'str', 'Name of the scene to switch to'),
|
||||||
|
('transition', 'str', 'Transition type: "fade", "slide_left", "slide_right", "slide_up", "slide_down"'),
|
||||||
|
('duration', 'float', 'Transition duration in seconds (default: 0.0 for instant)')
|
||||||
|
],
|
||||||
|
'raises': 'KeyError: If the scene doesn\'t exist',
|
||||||
|
'example': 'mcrfpy.setScene("game", "fade", 0.5)'
|
||||||
|
},
|
||||||
|
'currentScene': {
|
||||||
|
'signature': 'currentScene() -> str',
|
||||||
|
'description': 'Get the name of the currently active scene.',
|
||||||
|
'returns': 'str: Name of the current scene',
|
||||||
|
'example': 'scene_name = mcrfpy.currentScene()'
|
||||||
|
},
|
||||||
|
'sceneUI': {
|
||||||
|
'signature': 'sceneUI(scene: str = None) -> UICollection',
|
||||||
|
'description': 'Get all UI elements for a scene.',
|
||||||
|
'args': [('scene', 'str', 'Scene name. If None, uses current scene')],
|
||||||
|
'returns': 'UICollection: All UI elements in the scene',
|
||||||
|
'raises': 'KeyError: If the specified scene doesn\'t exist',
|
||||||
|
'example': 'ui_elements = mcrfpy.sceneUI("game")'
|
||||||
|
},
|
||||||
|
'keypressScene': {
|
||||||
|
'signature': 'keypressScene(handler: callable) -> None',
|
||||||
|
'description': 'Set the keyboard event handler for the current scene.',
|
||||||
|
'args': [('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)')],
|
||||||
|
'example': '''def on_key(key, pressed):
|
||||||
|
if key == "SPACE" and pressed:
|
||||||
|
player.jump()
|
||||||
|
mcrfpy.keypressScene(on_key)'''
|
||||||
|
},
|
||||||
|
|
||||||
|
# Audio Functions
|
||||||
|
'createSoundBuffer': {
|
||||||
|
'signature': 'createSoundBuffer(filename: str) -> int',
|
||||||
|
'description': 'Load a sound effect from a file and return its buffer ID.',
|
||||||
|
'args': [('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)')],
|
||||||
|
'returns': 'int: Buffer ID for use with playSound()',
|
||||||
|
'raises': 'RuntimeError: If the file cannot be loaded',
|
||||||
|
'example': 'jump_sound = mcrfpy.createSoundBuffer("assets/jump.wav")'
|
||||||
|
},
|
||||||
|
'loadMusic': {
|
||||||
|
'signature': 'loadMusic(filename: str, loop: bool = True) -> None',
|
||||||
|
'description': 'Load and immediately play background music from a file.',
|
||||||
|
'args': [
|
||||||
|
('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'),
|
||||||
|
('loop', 'bool', 'Whether to loop the music (default: True)')
|
||||||
|
],
|
||||||
|
'note': 'Only one music track can play at a time. Loading new music stops the current track.',
|
||||||
|
'example': 'mcrfpy.loadMusic("assets/background.ogg", True)'
|
||||||
|
},
|
||||||
|
'playSound': {
|
||||||
|
'signature': 'playSound(buffer_id: int) -> None',
|
||||||
|
'description': 'Play a sound effect using a previously loaded buffer.',
|
||||||
|
'args': [('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()')],
|
||||||
|
'raises': 'RuntimeError: If the buffer ID is invalid',
|
||||||
|
'example': 'mcrfpy.playSound(jump_sound)'
|
||||||
|
},
|
||||||
|
'getMusicVolume': {
|
||||||
|
'signature': 'getMusicVolume() -> int',
|
||||||
|
'description': 'Get the current music volume level.',
|
||||||
|
'returns': 'int: Current volume (0-100)',
|
||||||
|
'example': 'current_volume = mcrfpy.getMusicVolume()'
|
||||||
|
},
|
||||||
|
'getSoundVolume': {
|
||||||
|
'signature': 'getSoundVolume() -> int',
|
||||||
|
'description': 'Get the current sound effects volume level.',
|
||||||
|
'returns': 'int: Current volume (0-100)',
|
||||||
|
'example': 'current_volume = mcrfpy.getSoundVolume()'
|
||||||
|
},
|
||||||
|
'setMusicVolume': {
|
||||||
|
'signature': 'setMusicVolume(volume: int) -> None',
|
||||||
|
'description': 'Set the global music volume.',
|
||||||
|
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||||
|
'example': 'mcrfpy.setMusicVolume(50) # Set to 50% volume'
|
||||||
|
},
|
||||||
|
'setSoundVolume': {
|
||||||
|
'signature': 'setSoundVolume(volume: int) -> None',
|
||||||
|
'description': 'Set the global sound effects volume.',
|
||||||
|
'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')],
|
||||||
|
'example': 'mcrfpy.setSoundVolume(75) # Set to 75% volume'
|
||||||
|
},
|
||||||
|
|
||||||
|
# UI Utilities
|
||||||
|
'find': {
|
||||||
|
'signature': 'find(name: str, scene: str = None) -> UIDrawable | None',
|
||||||
|
'description': 'Find the first UI element with the specified name.',
|
||||||
|
'args': [
|
||||||
|
('name', 'str', 'Exact name to search for'),
|
||||||
|
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||||
|
],
|
||||||
|
'returns': 'UIDrawable or None: The found element, or None if not found',
|
||||||
|
'note': 'Searches scene UI elements and entities within grids.',
|
||||||
|
'example': 'button = mcrfpy.find("start_button")'
|
||||||
|
},
|
||||||
|
'findAll': {
|
||||||
|
'signature': 'findAll(pattern: str, scene: str = None) -> list',
|
||||||
|
'description': 'Find all UI elements matching a name pattern.',
|
||||||
|
'args': [
|
||||||
|
('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'),
|
||||||
|
('scene', 'str', 'Scene to search in (default: current scene)')
|
||||||
|
],
|
||||||
|
'returns': 'list: All matching UI elements and entities',
|
||||||
|
'example': 'enemies = mcrfpy.findAll("enemy_*")'
|
||||||
|
},
|
||||||
|
|
||||||
|
# System Functions
|
||||||
|
'exit': {
|
||||||
|
'signature': 'exit() -> None',
|
||||||
|
'description': 'Cleanly shut down the game engine and exit the application.',
|
||||||
|
'note': 'This immediately closes the window and terminates the program.',
|
||||||
|
'example': 'mcrfpy.exit()'
|
||||||
|
},
|
||||||
|
'getMetrics': {
|
||||||
|
'signature': 'getMetrics() -> dict',
|
||||||
|
'description': 'Get current performance metrics.',
|
||||||
|
'returns': '''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''',
|
||||||
|
'example': 'metrics = mcrfpy.getMetrics()'
|
||||||
|
},
|
||||||
|
'setTimer': {
|
||||||
|
'signature': 'setTimer(name: str, handler: callable, interval: int) -> None',
|
||||||
|
'description': 'Create or update a recurring timer.',
|
||||||
|
'args': [
|
||||||
|
('name', 'str', 'Unique identifier for the timer'),
|
||||||
|
('handler', 'callable', 'Function called with (runtime: float) parameter'),
|
||||||
|
('interval', 'int', 'Time between calls in milliseconds')
|
||||||
|
],
|
||||||
|
'note': 'If a timer with this name exists, it will be replaced.',
|
||||||
|
'example': '''def update_score(runtime):
|
||||||
|
score += 1
|
||||||
|
mcrfpy.setTimer("score_update", update_score, 1000)'''
|
||||||
|
},
|
||||||
|
'delTimer': {
|
||||||
|
'signature': 'delTimer(name: str) -> None',
|
||||||
|
'description': 'Stop and remove a timer.',
|
||||||
|
'args': [('name', 'str', 'Timer identifier to remove')],
|
||||||
|
'note': 'No error is raised if the timer doesn\'t exist.',
|
||||||
|
'example': 'mcrfpy.delTimer("score_update")'
|
||||||
|
},
|
||||||
|
'setScale': {
|
||||||
|
'signature': 'setScale(multiplier: float) -> None',
|
||||||
|
'description': 'Scale the game window size.',
|
||||||
|
'args': [('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)')],
|
||||||
|
'note': 'The internal resolution remains 1024x768, but the window is scaled.',
|
||||||
|
'example': 'mcrfpy.setScale(2.0) # Double the window size'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def get_complete_property_documentation():
|
||||||
|
"""Return complete documentation for ALL properties."""
|
||||||
|
return {
|
||||||
|
'Animation': {
|
||||||
|
'property': 'str: Name of the property being animated (e.g., "x", "y", "scale")',
|
||||||
|
'duration': 'float: Total duration of the animation in seconds',
|
||||||
|
'elapsed_time': 'float: Time elapsed since animation started (read-only)',
|
||||||
|
'current_value': 'float: Current interpolated value of the animation (read-only)',
|
||||||
|
'is_running': 'bool: True if animation is currently running (read-only)',
|
||||||
|
'is_finished': 'bool: True if animation has completed (read-only)'
|
||||||
|
},
|
||||||
|
'GridPoint': {
|
||||||
|
'x': 'int: Grid x coordinate of this point',
|
||||||
|
'y': 'int: Grid y coordinate of this point',
|
||||||
|
'texture_index': 'int: Index of the texture/sprite to display at this point',
|
||||||
|
'solid': 'bool: Whether this point blocks movement',
|
||||||
|
'transparent': 'bool: Whether this point allows light/vision through',
|
||||||
|
'color': 'Color: Color tint applied to the texture at this point'
|
||||||
|
},
|
||||||
|
'GridPointState': {
|
||||||
|
'visible': 'bool: Whether this point is currently visible to the player',
|
||||||
|
'discovered': 'bool: Whether this point has been discovered/explored',
|
||||||
|
'custom_flags': 'int: Bitfield for custom game-specific flags'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
def format_method_markdown(method_name, method_doc):
|
||||||
|
"""Format a method as markdown."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
lines.append(f"#### `{method_doc['signature']}`")
|
||||||
|
lines.append("")
|
||||||
|
lines.append(method_doc['description'])
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Arguments
|
||||||
|
if 'args' in method_doc:
|
||||||
|
lines.append("**Arguments:**")
|
||||||
|
for arg in method_doc['args']:
|
||||||
|
lines.append(f"- `{arg[0]}` (*{arg[1]}*): {arg[2]}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Returns
|
||||||
|
if 'returns' in method_doc:
|
||||||
|
lines.append(f"**Returns:** {method_doc['returns']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Raises
|
||||||
|
if 'raises' in method_doc:
|
||||||
|
lines.append(f"**Raises:** {method_doc['raises']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Note
|
||||||
|
if 'note' in method_doc:
|
||||||
|
lines.append(f"**Note:** {method_doc['note']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Example
|
||||||
|
if 'example' in method_doc:
|
||||||
|
lines.append("**Example:**")
|
||||||
|
lines.append("```python")
|
||||||
|
lines.append(method_doc['example'])
|
||||||
|
lines.append("```")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return lines
|
||||||
|
|
||||||
|
def format_function_markdown(func_name, func_doc):
|
||||||
|
"""Format a function as markdown."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
lines.append(f"### `{func_doc['signature']}`")
|
||||||
|
lines.append("")
|
||||||
|
lines.append(func_doc['description'])
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Arguments
|
||||||
|
if 'args' in func_doc:
|
||||||
|
lines.append("**Arguments:**")
|
||||||
|
for arg in func_doc['args']:
|
||||||
|
lines.append(f"- `{arg[0]}` (*{arg[1]}*): {arg[2]}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Returns
|
||||||
|
if 'returns' in func_doc:
|
||||||
|
lines.append(f"**Returns:** {func_doc['returns']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Raises
|
||||||
|
if 'raises' in func_doc:
|
||||||
|
lines.append(f"**Raises:** {func_doc['raises']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Note
|
||||||
|
if 'note' in func_doc:
|
||||||
|
lines.append(f"**Note:** {func_doc['note']}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Example
|
||||||
|
if 'example' in func_doc:
|
||||||
|
lines.append("**Example:**")
|
||||||
|
lines.append("```python")
|
||||||
|
lines.append(func_doc['example'])
|
||||||
|
lines.append("```")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return lines
|
||||||
|
|
||||||
|
def generate_complete_markdown_documentation():
|
||||||
|
"""Generate complete markdown documentation with NO missing methods."""
|
||||||
|
|
||||||
|
# Get all documentation data
|
||||||
|
method_docs = get_complete_method_documentation()
|
||||||
|
function_docs = get_complete_function_documentation()
|
||||||
|
property_docs = get_complete_property_documentation()
|
||||||
|
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
# Header
|
||||||
|
lines.append("# McRogueFace API Reference")
|
||||||
|
lines.append("")
|
||||||
|
lines.append(f"*Generated on {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}*")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Overview
|
||||||
|
if mcrfpy.__doc__:
|
||||||
|
lines.append("## Overview")
|
||||||
|
lines.append("")
|
||||||
|
# Process the docstring properly
|
||||||
|
doc_text = mcrfpy.__doc__.replace('\\n', '\n')
|
||||||
|
lines.append(doc_text)
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Table of Contents
|
||||||
|
lines.append("## Table of Contents")
|
||||||
|
lines.append("")
|
||||||
|
lines.append("- [Functions](#functions)")
|
||||||
|
lines.append(" - [Scene Management](#scene-management)")
|
||||||
|
lines.append(" - [Audio](#audio)")
|
||||||
|
lines.append(" - [UI Utilities](#ui-utilities)")
|
||||||
|
lines.append(" - [System](#system)")
|
||||||
|
lines.append("- [Classes](#classes)")
|
||||||
|
lines.append(" - [UI Components](#ui-components)")
|
||||||
|
lines.append(" - [Collections](#collections)")
|
||||||
|
lines.append(" - [System Types](#system-types)")
|
||||||
|
lines.append(" - [Other Classes](#other-classes)")
|
||||||
|
lines.append("- [Automation Module](#automation-module)")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Functions section
|
||||||
|
lines.append("## Functions")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Group functions by category
|
||||||
|
categories = {
|
||||||
|
'Scene Management': ['createScene', 'setScene', 'currentScene', 'sceneUI', 'keypressScene'],
|
||||||
|
'Audio': ['createSoundBuffer', 'loadMusic', 'playSound', 'getMusicVolume', 'getSoundVolume', 'setMusicVolume', 'setSoundVolume'],
|
||||||
|
'UI Utilities': ['find', 'findAll'],
|
||||||
|
'System': ['exit', 'getMetrics', 'setTimer', 'delTimer', 'setScale']
|
||||||
|
}
|
||||||
|
|
||||||
|
for category, functions in categories.items():
|
||||||
|
lines.append(f"### {category}")
|
||||||
|
lines.append("")
|
||||||
|
for func_name in functions:
|
||||||
|
if func_name in function_docs:
|
||||||
|
lines.extend(format_function_markdown(func_name, function_docs[func_name]))
|
||||||
|
|
||||||
|
# Classes section
|
||||||
|
lines.append("## Classes")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Get all classes from mcrfpy
|
||||||
|
classes = []
|
||||||
|
for name in sorted(dir(mcrfpy)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(mcrfpy, name)
|
||||||
|
if isinstance(obj, type):
|
||||||
|
classes.append((name, obj))
|
||||||
|
|
||||||
|
# Group classes
|
||||||
|
ui_classes = ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']
|
||||||
|
collection_classes = ['EntityCollection', 'UICollection', 'UICollectionIter', 'UIEntityCollectionIter']
|
||||||
|
system_classes = ['Color', 'Vector', 'Texture', 'Font']
|
||||||
|
other_classes = [name for name, _ in classes if name not in ui_classes + collection_classes + system_classes]
|
||||||
|
|
||||||
|
# UI Components
|
||||||
|
lines.append("### UI Components")
|
||||||
|
lines.append("")
|
||||||
|
for class_name in ui_classes:
|
||||||
|
if any(name == class_name for name, _ in classes):
|
||||||
|
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||||
|
|
||||||
|
# Collections
|
||||||
|
lines.append("### Collections")
|
||||||
|
lines.append("")
|
||||||
|
for class_name in collection_classes:
|
||||||
|
if any(name == class_name for name, _ in classes):
|
||||||
|
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||||
|
|
||||||
|
# System Types
|
||||||
|
lines.append("### System Types")
|
||||||
|
lines.append("")
|
||||||
|
for class_name in system_classes:
|
||||||
|
if any(name == class_name for name, _ in classes):
|
||||||
|
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||||
|
|
||||||
|
# Other Classes
|
||||||
|
lines.append("### Other Classes")
|
||||||
|
lines.append("")
|
||||||
|
for class_name in other_classes:
|
||||||
|
lines.extend(format_class_markdown(class_name, method_docs, property_docs))
|
||||||
|
|
||||||
|
# Automation section
|
||||||
|
if hasattr(mcrfpy, 'automation'):
|
||||||
|
lines.append("## Automation Module")
|
||||||
|
lines.append("")
|
||||||
|
lines.append("The `mcrfpy.automation` module provides testing and automation capabilities.")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
automation = mcrfpy.automation
|
||||||
|
for name in sorted(dir(automation)):
|
||||||
|
if not name.startswith('_'):
|
||||||
|
obj = getattr(automation, name)
|
||||||
|
if callable(obj):
|
||||||
|
lines.append(f"### `automation.{name}`")
|
||||||
|
lines.append("")
|
||||||
|
if obj.__doc__:
|
||||||
|
doc_parts = obj.__doc__.split(' - ')
|
||||||
|
if len(doc_parts) > 1:
|
||||||
|
lines.append(doc_parts[1])
|
||||||
|
else:
|
||||||
|
lines.append(obj.__doc__)
|
||||||
|
lines.append("")
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return '\n'.join(lines)
|
||||||
|
|
||||||
|
def format_class_markdown(class_name, method_docs, property_docs):
|
||||||
|
"""Format a class as markdown."""
|
||||||
|
lines = []
|
||||||
|
|
||||||
|
lines.append(f"### class `{class_name}`")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Class description from known info
|
||||||
|
class_descriptions = {
|
||||||
|
'Frame': 'A rectangular frame UI element that can contain other drawable elements.',
|
||||||
|
'Caption': 'A text display UI element with customizable font and styling.',
|
||||||
|
'Sprite': 'A sprite UI element that displays a texture or portion of a texture atlas.',
|
||||||
|
'Grid': 'A grid-based tilemap UI element for rendering tile-based levels and game worlds.',
|
||||||
|
'Entity': 'Game entity that can be placed in a Grid.',
|
||||||
|
'EntityCollection': 'Container for Entity objects in a Grid. Supports iteration and indexing.',
|
||||||
|
'UICollection': 'Container for UI drawable elements. Supports iteration and indexing.',
|
||||||
|
'UICollectionIter': 'Iterator for UICollection. Automatically created when iterating over a UICollection.',
|
||||||
|
'UIEntityCollectionIter': 'Iterator for EntityCollection. Automatically created when iterating over an EntityCollection.',
|
||||||
|
'Color': 'RGBA color representation.',
|
||||||
|
'Vector': '2D vector for positions and directions.',
|
||||||
|
'Font': 'Font object for text rendering.',
|
||||||
|
'Texture': 'Texture object for image data.',
|
||||||
|
'Animation': 'Animate UI element properties over time.',
|
||||||
|
'GridPoint': 'Represents a single tile in a Grid.',
|
||||||
|
'GridPointState': 'State information for a GridPoint.',
|
||||||
|
'Scene': 'Base class for object-oriented scenes.',
|
||||||
|
'Timer': 'Timer object for scheduled callbacks.',
|
||||||
|
'Window': 'Window singleton for accessing and modifying the game window properties.',
|
||||||
|
'Drawable': 'Base class for all drawable UI elements.'
|
||||||
|
}
|
||||||
|
|
||||||
|
if class_name in class_descriptions:
|
||||||
|
lines.append(class_descriptions[class_name])
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Properties
|
||||||
|
if class_name in property_docs:
|
||||||
|
lines.append("#### Properties")
|
||||||
|
lines.append("")
|
||||||
|
for prop_name, prop_desc in property_docs[class_name].items():
|
||||||
|
lines.append(f"- **`{prop_name}`**: {prop_desc}")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
# Methods
|
||||||
|
methods_to_document = []
|
||||||
|
|
||||||
|
# Add inherited methods for UI classes
|
||||||
|
if class_name in ['Frame', 'Caption', 'Sprite', 'Grid', 'Entity']:
|
||||||
|
methods_to_document.extend(['get_bounds', 'move', 'resize'])
|
||||||
|
|
||||||
|
# Add class-specific methods
|
||||||
|
if class_name in method_docs:
|
||||||
|
methods_to_document.extend(method_docs[class_name].keys())
|
||||||
|
|
||||||
|
if methods_to_document:
|
||||||
|
lines.append("#### Methods")
|
||||||
|
lines.append("")
|
||||||
|
for method_name in set(methods_to_document):
|
||||||
|
# Get method documentation
|
||||||
|
method_doc = None
|
||||||
|
if class_name in method_docs and method_name in method_docs[class_name]:
|
||||||
|
method_doc = method_docs[class_name][method_name]
|
||||||
|
elif method_name in method_docs.get('Drawable', {}):
|
||||||
|
method_doc = method_docs['Drawable'][method_name]
|
||||||
|
|
||||||
|
if method_doc:
|
||||||
|
lines.extend(format_method_markdown(method_name, method_doc))
|
||||||
|
|
||||||
|
lines.append("---")
|
||||||
|
lines.append("")
|
||||||
|
|
||||||
|
return lines
|
||||||
|
|
||||||
|
def main():
|
||||||
|
"""Generate complete markdown documentation with zero missing methods."""
|
||||||
|
print("Generating COMPLETE Markdown API documentation...")
|
||||||
|
|
||||||
|
# Generate markdown
|
||||||
|
markdown_content = generate_complete_markdown_documentation()
|
||||||
|
|
||||||
|
# Write to file
|
||||||
|
output_path = Path("docs/API_REFERENCE_COMPLETE.md")
|
||||||
|
output_path.parent.mkdir(exist_ok=True)
|
||||||
|
|
||||||
|
with open(output_path, 'w', encoding='utf-8') as f:
|
||||||
|
f.write(markdown_content)
|
||||||
|
|
||||||
|
print(f"✓ Generated {output_path}")
|
||||||
|
print(f" File size: {len(markdown_content):,} bytes")
|
||||||
|
|
||||||
|
# Count "..." instances
|
||||||
|
ellipsis_count = markdown_content.count('...')
|
||||||
|
print(f" Ellipsis instances: {ellipsis_count}")
|
||||||
|
|
||||||
|
if ellipsis_count == 0:
|
||||||
|
print("✅ SUCCESS: No missing documentation found!")
|
||||||
|
else:
|
||||||
|
print(f"❌ WARNING: {ellipsis_count} methods still need documentation")
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
main()
|
||||||
|
|
@ -8,7 +8,7 @@ from time import time
|
||||||
print("Fetching issues...", end='')
|
print("Fetching issues...", end='')
|
||||||
start = time()
|
start = time()
|
||||||
from gitea import Gitea, Repository, Issue
|
from gitea import Gitea, Repository, Issue
|
||||||
g = Gitea("https://gamedev.ffwf.net/gitea", token_text="febad52bd50f87fb17691c5e972597d6fff73452")
|
g = Gitea("https://gamedev.ffwf.net/gitea", token_text="3b450f66e21d62c22bb9fa1c8b975049a5d0c38d")
|
||||||
repo = Repository.request(g, "john", "McRogueFace")
|
repo = Repository.request(g, "john", "McRogueFace")
|
||||||
issues = repo.get_issues()
|
issues = repo.get_issues()
|
||||||
dur = time() - start
|
dur = time() - start
|
||||||
|
|
@ -1,393 +0,0 @@
|
||||||
# McRogueFace Tutorial Parts 6-8: Implementation Plan
|
|
||||||
|
|
||||||
**Date**: Monday, July 28, 2025
|
|
||||||
**Target Delivery**: Tuesday, July 29, 2025
|
|
||||||
|
|
||||||
## Executive Summary
|
|
||||||
|
|
||||||
This document outlines the implementation plan for Parts 6-8 of the McRogueFace roguelike tutorial, adapting the libtcod Python tutorial to McRogueFace's architecture. The key discovery is that Python classes can successfully inherit from `mcrfpy.Entity` and store custom attributes, enabling a clean, Pythonic implementation.
|
|
||||||
|
|
||||||
## Key Architectural Insights
|
|
||||||
|
|
||||||
### Entity Inheritance Works!
|
|
||||||
```python
|
|
||||||
class GameEntity(mcrfpy.Entity):
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
# Custom attributes work perfectly!
|
|
||||||
self.hp = 10
|
|
||||||
self.inventory = []
|
|
||||||
self.any_attribute = "works"
|
|
||||||
```
|
|
||||||
|
|
||||||
This completely changes our approach from wrapper patterns to direct inheritance.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Part 6: Doing (and Taking) Some Damage
|
|
||||||
|
|
||||||
### Overview
|
|
||||||
Implement a combat system with HP tracking, damage calculation, and death mechanics using entity inheritance.
|
|
||||||
|
|
||||||
### Core Components
|
|
||||||
|
|
||||||
#### 1. CombatEntity Base Class
|
|
||||||
```python
|
|
||||||
class CombatEntity(mcrfpy.Entity):
|
|
||||||
"""Base class for entities that can fight and take damage"""
|
|
||||||
def __init__(self, x, y, hp=10, defense=0, power=1, **kwargs):
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
# Combat stats as direct attributes
|
|
||||||
self.hp = hp
|
|
||||||
self.max_hp = hp
|
|
||||||
self.defense = defense
|
|
||||||
self.power = power
|
|
||||||
self.is_alive = True
|
|
||||||
self.blocks_movement = True
|
|
||||||
|
|
||||||
def calculate_damage(self, attacker):
|
|
||||||
"""Simple damage formula: power - defense"""
|
|
||||||
return max(0, attacker.power - self.defense)
|
|
||||||
|
|
||||||
def take_damage(self, damage, attacker=None):
|
|
||||||
"""Apply damage and handle death"""
|
|
||||||
self.hp = max(0, self.hp - damage)
|
|
||||||
|
|
||||||
if self.hp == 0 and self.is_alive:
|
|
||||||
self.is_alive = False
|
|
||||||
self.on_death(attacker)
|
|
||||||
|
|
||||||
def on_death(self, killer=None):
|
|
||||||
"""Handle death - override in subclasses"""
|
|
||||||
self.sprite_index = self.sprite_index + 180 # Corpse offset
|
|
||||||
self.blocks_movement = False
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 2. Entity Types
|
|
||||||
```python
|
|
||||||
class PlayerEntity(CombatEntity):
|
|
||||||
"""Player: HP=30, Defense=2, Power=5"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 64 # Hero sprite
|
|
||||||
super().__init__(x=x, y=y, hp=30, defense=2, power=5, **kwargs)
|
|
||||||
self.entity_type = "player"
|
|
||||||
|
|
||||||
class OrcEntity(CombatEntity):
|
|
||||||
"""Orc: HP=10, Defense=0, Power=3"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 65 # Orc sprite
|
|
||||||
super().__init__(x=x, y=y, hp=10, defense=0, power=3, **kwargs)
|
|
||||||
self.entity_type = "orc"
|
|
||||||
|
|
||||||
class TrollEntity(CombatEntity):
|
|
||||||
"""Troll: HP=16, Defense=1, Power=4"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 66 # Troll sprite
|
|
||||||
super().__init__(x=x, y=y, hp=16, defense=1, power=4, **kwargs)
|
|
||||||
self.entity_type = "troll"
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 3. Combat Integration
|
|
||||||
- Extend `on_bump()` from Part 5 to include combat
|
|
||||||
- Add attack animations (quick bump toward target)
|
|
||||||
- Console messages initially, UI messages in Part 7
|
|
||||||
- Death changes sprite and removes blocking
|
|
||||||
|
|
||||||
### Key Differences from Original Tutorial
|
|
||||||
- No Fighter component - stats are direct attributes
|
|
||||||
- No AI component - behavior in entity methods
|
|
||||||
- Integrated animations for visual feedback
|
|
||||||
- Simpler architecture overall
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Part 7: Creating the Interface
|
|
||||||
|
|
||||||
### Overview
|
|
||||||
Add visual UI elements including health bars, message logs, and colored feedback for combat events.
|
|
||||||
|
|
||||||
### Core Components
|
|
||||||
|
|
||||||
#### 1. Health Bar
|
|
||||||
```python
|
|
||||||
class HealthBar:
|
|
||||||
"""Health bar that reads entity HP directly"""
|
|
||||||
def __init__(self, entity, pos=(10, 740), size=(200, 20)):
|
|
||||||
self.entity = entity # Direct reference!
|
|
||||||
|
|
||||||
# Background (dark red)
|
|
||||||
self.bg = mcrfpy.Frame(pos=pos, size=size)
|
|
||||||
self.bg.fill_color = mcrfpy.Color(64, 16, 16)
|
|
||||||
|
|
||||||
# Foreground (green)
|
|
||||||
self.fg = mcrfpy.Frame(pos=pos, size=size)
|
|
||||||
self.fg.fill_color = mcrfpy.Color(0, 96, 0)
|
|
||||||
|
|
||||||
# Text overlay
|
|
||||||
self.text = mcrfpy.Caption(
|
|
||||||
pos=(pos[0] + 5, pos[1] + 2),
|
|
||||||
text=f"HP: {entity.hp}/{entity.max_hp}"
|
|
||||||
)
|
|
||||||
|
|
||||||
def update(self):
|
|
||||||
"""Update based on entity's current HP"""
|
|
||||||
ratio = self.entity.hp / self.entity.max_hp
|
|
||||||
self.fg.w = int(self.bg.w * ratio)
|
|
||||||
self.text.text = f"HP: {self.entity.hp}/{self.entity.max_hp}"
|
|
||||||
|
|
||||||
# Color changes at low health
|
|
||||||
if ratio < 0.25:
|
|
||||||
self.fg.fill_color = mcrfpy.Color(196, 16, 16) # Red
|
|
||||||
elif ratio < 0.5:
|
|
||||||
self.fg.fill_color = mcrfpy.Color(196, 196, 16) # Yellow
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 2. Message Log
|
|
||||||
```python
|
|
||||||
class MessageLog:
|
|
||||||
"""Scrolling message log for combat feedback"""
|
|
||||||
def __init__(self, pos=(10, 600), size=(400, 120), max_messages=6):
|
|
||||||
self.frame = mcrfpy.Frame(pos=pos, size=size)
|
|
||||||
self.messages = [] # List of (text, color) tuples
|
|
||||||
self.captions = [] # Pre-allocated Caption pool
|
|
||||||
|
|
||||||
def add_message(self, text, color=None):
|
|
||||||
"""Add message with optional color"""
|
|
||||||
# Handle duplicate detection (x2, x3, etc.)
|
|
||||||
# Update caption display
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 3. Color System
|
|
||||||
```python
|
|
||||||
class Colors:
|
|
||||||
# Combat colors
|
|
||||||
PLAYER_ATTACK = mcrfpy.Color(224, 224, 224)
|
|
||||||
ENEMY_ATTACK = mcrfpy.Color(255, 192, 192)
|
|
||||||
PLAYER_DEATH = mcrfpy.Color(255, 48, 48)
|
|
||||||
ENEMY_DEATH = mcrfpy.Color(255, 160, 48)
|
|
||||||
HEALTH_RECOVERED = mcrfpy.Color(0, 255, 0)
|
|
||||||
```
|
|
||||||
|
|
||||||
### UI Layout
|
|
||||||
- Health bar at bottom of screen
|
|
||||||
- Message log above health bar
|
|
||||||
- Direct binding to entity attributes
|
|
||||||
- Real-time updates during gameplay
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Part 8: Items and Inventory
|
|
||||||
|
|
||||||
### Overview
|
|
||||||
Implement items as entities, inventory management, and a hotbar-style UI for item usage.
|
|
||||||
|
|
||||||
### Core Components
|
|
||||||
|
|
||||||
#### 1. Item Entities
|
|
||||||
```python
|
|
||||||
class ItemEntity(mcrfpy.Entity):
|
|
||||||
"""Base class for pickupable items"""
|
|
||||||
def __init__(self, x, y, name, sprite, **kwargs):
|
|
||||||
kwargs['sprite_index'] = sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.item_name = name
|
|
||||||
self.blocks_movement = False
|
|
||||||
self.item_type = "generic"
|
|
||||||
|
|
||||||
class HealingPotion(ItemEntity):
|
|
||||||
"""Consumable healing item"""
|
|
||||||
def __init__(self, x, y, healing_amount=4):
|
|
||||||
super().__init__(x, y, "Healing Potion", sprite=33)
|
|
||||||
self.healing_amount = healing_amount
|
|
||||||
self.item_type = "consumable"
|
|
||||||
|
|
||||||
def use(self, user):
|
|
||||||
"""Use the potion - returns (success, message)"""
|
|
||||||
if hasattr(user, 'hp'):
|
|
||||||
healed = min(self.healing_amount, user.max_hp - user.hp)
|
|
||||||
if healed > 0:
|
|
||||||
user.hp += healed
|
|
||||||
return True, f"You heal {healed} HP!"
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 2. Inventory System
|
|
||||||
```python
|
|
||||||
class InventoryMixin:
|
|
||||||
"""Mixin for entities with inventory"""
|
|
||||||
def __init__(self, *args, capacity=10, **kwargs):
|
|
||||||
super().__init__(*args, **kwargs)
|
|
||||||
self.inventory = []
|
|
||||||
self.inventory_capacity = capacity
|
|
||||||
|
|
||||||
def pickup_item(self, item):
|
|
||||||
"""Pick up an item entity"""
|
|
||||||
if len(self.inventory) >= self.inventory_capacity:
|
|
||||||
return False, "Inventory full!"
|
|
||||||
self.inventory.append(item)
|
|
||||||
item.die() # Remove from grid
|
|
||||||
return True, f"Picked up {item.item_name}."
|
|
||||||
```
|
|
||||||
|
|
||||||
#### 3. Inventory UI
|
|
||||||
```python
|
|
||||||
class InventoryDisplay:
|
|
||||||
"""Hotbar-style inventory display"""
|
|
||||||
def __init__(self, entity, pos=(200, 700), slots=10):
|
|
||||||
# Create slot frames and sprites
|
|
||||||
# Number keys 1-9, 0 for slots
|
|
||||||
# Highlight selected slot
|
|
||||||
# Update based on entity.inventory
|
|
||||||
```
|
|
||||||
|
|
||||||
### Key Features
|
|
||||||
- Items exist as entities on the grid
|
|
||||||
- Direct inventory attribute on player
|
|
||||||
- Hotkey-based usage (1-9, 0)
|
|
||||||
- Visual hotbar display
|
|
||||||
- Item effects (healing, future: damage boost, etc.)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Implementation Timeline
|
|
||||||
|
|
||||||
### Tuesday Morning (Priority 1: Core Systems)
|
|
||||||
1. **8:00-9:30**: Implement CombatEntity and entity types
|
|
||||||
2. **9:30-10:30**: Add combat to bump interactions
|
|
||||||
3. **10:30-11:30**: Basic health display (text or simple bar)
|
|
||||||
4. **11:30-12:00**: ItemEntity and pickup system
|
|
||||||
|
|
||||||
### Tuesday Afternoon (Priority 2: Integration)
|
|
||||||
1. **1:00-2:00**: Message log implementation
|
|
||||||
2. **2:00-3:00**: Full health bar with colors
|
|
||||||
3. **3:00-4:00**: Inventory UI (hotbar)
|
|
||||||
4. **4:00-5:00**: Testing and bug fixes
|
|
||||||
|
|
||||||
### Tuesday Evening (Priority 3: Polish)
|
|
||||||
1. **5:00-6:00**: Combat animations and effects
|
|
||||||
2. **6:00-7:00**: Sound integration (use CoS splat sounds)
|
|
||||||
3. **7:00-8:00**: Additional item types
|
|
||||||
4. **8:00-9:00**: Documentation and cleanup
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Testing Strategy
|
|
||||||
|
|
||||||
### Automated Tests
|
|
||||||
```python
|
|
||||||
# tests/test_part6_combat.py
|
|
||||||
- Test damage calculation
|
|
||||||
- Test death mechanics
|
|
||||||
- Test combat messages
|
|
||||||
|
|
||||||
# tests/test_part7_ui.py
|
|
||||||
- Test health bar updates
|
|
||||||
- Test message log scrolling
|
|
||||||
- Test color system
|
|
||||||
|
|
||||||
# tests/test_part8_inventory.py
|
|
||||||
- Test item pickup/drop
|
|
||||||
- Test inventory capacity
|
|
||||||
- Test item usage
|
|
||||||
```
|
|
||||||
|
|
||||||
### Visual Tests
|
|
||||||
- Screenshot combat states
|
|
||||||
- Verify UI element positioning
|
|
||||||
- Check animation smoothness
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## File Structure
|
|
||||||
```
|
|
||||||
roguelike_tutorial/
|
|
||||||
├── part_6.py # Combat implementation
|
|
||||||
├── part_7.py # UI enhancements
|
|
||||||
├── part_8.py # Inventory system
|
|
||||||
├── combat.py # Shared combat utilities
|
|
||||||
├── ui_components.py # Reusable UI classes
|
|
||||||
├── colors.py # Color definitions
|
|
||||||
└── items.py # Item definitions
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Risk Mitigation
|
|
||||||
|
|
||||||
### Potential Issues
|
|
||||||
1. **Performance**: Many UI updates per frame
|
|
||||||
- Solution: Update only on state changes
|
|
||||||
|
|
||||||
2. **Entity Collection Bugs**: Known segfault issues
|
|
||||||
- Solution: Use index-based access when needed
|
|
||||||
|
|
||||||
3. **Animation Timing**: Complex with turn-based combat
|
|
||||||
- Solution: Queue animations, process sequentially
|
|
||||||
|
|
||||||
### Fallback Options
|
|
||||||
1. Start with console messages, add UI later
|
|
||||||
2. Simple health numbers before bars
|
|
||||||
3. Basic inventory list before hotbar
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Success Criteria
|
|
||||||
|
|
||||||
### Part 6
|
|
||||||
- [x] Entities can have HP and take damage
|
|
||||||
- [x] Death changes sprite and walkability
|
|
||||||
- [x] Combat messages appear
|
|
||||||
- [x] Player can kill enemies
|
|
||||||
|
|
||||||
### Part 7
|
|
||||||
- [x] Health bar shows current/max HP
|
|
||||||
- [x] Messages appear in scrolling log
|
|
||||||
- [x] Colors differentiate message types
|
|
||||||
- [x] UI updates in real-time
|
|
||||||
|
|
||||||
### Part 8
|
|
||||||
- [x] Items can be picked up
|
|
||||||
- [x] Inventory has capacity limit
|
|
||||||
- [x] Items can be used/consumed
|
|
||||||
- [x] Hotbar shows inventory items
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Notes for Implementation
|
|
||||||
|
|
||||||
1. **Keep It Simple**: Start with minimum viable features
|
|
||||||
2. **Build Incrementally**: Test each component before integrating
|
|
||||||
3. **Use Part 5**: Leverage existing entity interaction system
|
|
||||||
4. **Document Well**: Clear comments for tutorial purposes
|
|
||||||
5. **Visual Feedback**: McRogueFace excels at animations - use them!
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Comparison with Original Tutorial
|
|
||||||
|
|
||||||
### What We Keep
|
|
||||||
- Same combat formula (power - defense)
|
|
||||||
- Same entity stats (Player, Orc, Troll)
|
|
||||||
- Same item types (healing potions to start)
|
|
||||||
- Same UI elements (health bar, message log)
|
|
||||||
|
|
||||||
### What's Different
|
|
||||||
- Direct inheritance instead of components
|
|
||||||
- Integrated animations and visual effects
|
|
||||||
- Hotbar inventory instead of menu
|
|
||||||
- Built-in sound support
|
|
||||||
- Cleaner architecture overall
|
|
||||||
|
|
||||||
### What's Better
|
|
||||||
- More Pythonic with real inheritance
|
|
||||||
- Better visual feedback
|
|
||||||
- Smoother animations
|
|
||||||
- Simpler to understand
|
|
||||||
- Leverages McRogueFace's strengths
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Conclusion
|
|
||||||
|
|
||||||
This implementation plan leverages McRogueFace's support for Python entity inheritance to create a clean, intuitive tutorial series. By using direct attributes instead of components, we simplify the architecture while maintaining all the functionality of the original tutorial. The addition of animations, sound effects, and rich UI elements showcases McRogueFace's capabilities while keeping the code beginner-friendly.
|
|
||||||
|
|
||||||
The Tuesday delivery timeline is aggressive but achievable by focusing on core functionality first, then integration, then polish. The modular design allows for easy testing and incremental development.
|
|
||||||
|
|
@ -1,100 +0,0 @@
|
||||||
# Simple TCOD Tutorial Part 1 - Drawing the player sprite and moving it around
|
|
||||||
|
|
||||||
This is Part 1 of the Simple TCOD Tutorial adapted for McRogueFace. It implements the sophisticated, refactored TCOD tutorial approach with professional architecture from day one.
|
|
||||||
|
|
||||||
## Running the Code
|
|
||||||
|
|
||||||
From your tutorial build directory (separate from the engine development build):
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
Note: The `scripts` folder should be a symlink to your `simple_tcod_tutorial` directory.
|
|
||||||
|
|
||||||
## Architecture Overview
|
|
||||||
|
|
||||||
### Package Structure
|
|
||||||
```
|
|
||||||
simple_tcod_tutorial/
|
|
||||||
├── main.py # Entry point - ties everything together
|
|
||||||
├── game/ # Game package with proper separation
|
|
||||||
│ ├── __init__.py
|
|
||||||
│ ├── entity.py # Entity class - all game objects
|
|
||||||
│ ├── engine.py # Engine class - game coordinator
|
|
||||||
│ ├── actions.py # Action classes - command pattern
|
|
||||||
│ └── input_handlers.py # Input handling - extensible system
|
|
||||||
```
|
|
||||||
|
|
||||||
### Key Concepts Demonstrated
|
|
||||||
|
|
||||||
1. **Entity-Centric Design**
|
|
||||||
- Everything in the game is an Entity
|
|
||||||
- Entities have position, appearance, and behavior
|
|
||||||
- Designed to scale to items, NPCs, and effects
|
|
||||||
|
|
||||||
2. **Action-Based Command Pattern**
|
|
||||||
- All player actions are Action objects
|
|
||||||
- Separates input from game logic
|
|
||||||
- Enables undo, replay, and AI using same system
|
|
||||||
|
|
||||||
3. **Professional Input Handling**
|
|
||||||
- BaseEventHandler for different input contexts
|
|
||||||
- Complete movement key support (arrows, numpad, vi, WASD)
|
|
||||||
- Ready for menus, targeting, and other modes
|
|
||||||
|
|
||||||
4. **Engine as Coordinator**
|
|
||||||
- Manages game state without becoming a god object
|
|
||||||
- Delegates to appropriate systems
|
|
||||||
- Clean boundaries between systems
|
|
||||||
|
|
||||||
5. **Type Safety**
|
|
||||||
- Full type annotations throughout
|
|
||||||
- Forward references with TYPE_CHECKING
|
|
||||||
- Modern Python best practices
|
|
||||||
|
|
||||||
## Differences from Vanilla McRogueFace Tutorial
|
|
||||||
|
|
||||||
### Removed
|
|
||||||
- Animation system (instant movement instead)
|
|
||||||
- Complex UI elements (focus on core mechanics)
|
|
||||||
- Real-time features (pure turn-based)
|
|
||||||
- Visual effects (camera following, smooth scrolling)
|
|
||||||
- Entity color property (sprites handle appearance)
|
|
||||||
|
|
||||||
### Added
|
|
||||||
- Complete movement key support
|
|
||||||
- Professional architecture patterns
|
|
||||||
- Proper package structure
|
|
||||||
- Type annotations
|
|
||||||
- Action-based design
|
|
||||||
- Extensible handler system
|
|
||||||
- Proper exit handling (Escape/Q actually quits)
|
|
||||||
|
|
||||||
### Adapted
|
|
||||||
- Grid rendering with proper centering
|
|
||||||
- Simplified entity system (position + sprite ID)
|
|
||||||
- Using simple_tutorial.png sprite sheet (12 sprites)
|
|
||||||
- Floor tiles using ground sprites (indices 1 and 2)
|
|
||||||
- Direct sprite indices instead of character mapping
|
|
||||||
|
|
||||||
## Learning Objectives
|
|
||||||
|
|
||||||
Students completing Part 1 will understand:
|
|
||||||
- How to structure a game project professionally
|
|
||||||
- The value of entity-centric design
|
|
||||||
- Command pattern for game actions
|
|
||||||
- Input handling that scales to complex UIs
|
|
||||||
- Type-driven development in Python
|
|
||||||
- Architecture that grows without refactoring
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 2 will add:
|
|
||||||
- The GameMap class for world representation
|
|
||||||
- Tile-based movement and collision
|
|
||||||
- Multiple entities in the world
|
|
||||||
- Basic terrain (walls and floors)
|
|
||||||
- Rendering order for entities
|
|
||||||
|
|
||||||
The architecture we've built in Part 1 makes these additions natural and painless, demonstrating the value of starting with good patterns.
|
|
||||||
|
|
@ -1,82 +0,0 @@
|
||||||
# Simple TCOD Tutorial Part 2 - The generic Entity, the map, and walls
|
|
||||||
|
|
||||||
This is Part 2 of the Simple TCOD Tutorial adapted for McRogueFace. Building on Part 1's foundation, we now introduce proper world representation and collision detection.
|
|
||||||
|
|
||||||
## Running the Code
|
|
||||||
|
|
||||||
From your tutorial build directory:
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
## New Architecture Components
|
|
||||||
|
|
||||||
### GameMap Class (`game/game_map.py`)
|
|
||||||
The GameMap inherits from `mcrfpy.Grid` and adds:
|
|
||||||
- **Tile Management**: Uses Grid's built-in point system with walkable property
|
|
||||||
- **Entity Container**: Manages entity lifecycle with `add_entity()` and `remove_entity()`
|
|
||||||
- **Spatial Queries**: `get_entities_at()`, `get_blocking_entity_at()`, `is_walkable()`
|
|
||||||
- **Direct Integration**: Leverages Grid's walkable and tilesprite properties
|
|
||||||
|
|
||||||
### Tiles System (`game/tiles.py`)
|
|
||||||
- **Simple Tile Types**: Using NamedTuple for clean tile definitions
|
|
||||||
- **Tile Types**: Floor (walkable) and Wall (blocks movement)
|
|
||||||
- **Grid Integration**: Maps directly to Grid point properties
|
|
||||||
- **Future-Ready**: Includes transparency for FOV system in Part 4
|
|
||||||
|
|
||||||
### Entity Placement System
|
|
||||||
- **Bidirectional References**: Entities know their map, maps track their entities
|
|
||||||
- **`place()` Method**: Handles all bookkeeping when entities move between maps
|
|
||||||
- **Lifecycle Management**: Automatic cleanup when entities leave maps
|
|
||||||
|
|
||||||
## Key Changes from Part 1
|
|
||||||
|
|
||||||
### Engine Updates
|
|
||||||
- Replaced direct grid management with GameMap
|
|
||||||
- Engine creates and configures the GameMap
|
|
||||||
- Player is placed using the new `place()` method
|
|
||||||
|
|
||||||
### Movement System
|
|
||||||
- MovementAction now checks `is_walkable()` before moving
|
|
||||||
- Collision detection for both walls and blocking entities
|
|
||||||
- Clean separation between validation and execution
|
|
||||||
|
|
||||||
### Visual Changes
|
|
||||||
- Walls rendered as trees (sprite index 3)
|
|
||||||
- Border of walls around the map edge
|
|
||||||
- Floor tiles still use alternating pattern
|
|
||||||
|
|
||||||
## Architectural Benefits
|
|
||||||
|
|
||||||
### McRogueFace Integration
|
|
||||||
- **No NumPy Dependency**: Uses Grid's native tile management
|
|
||||||
- **Direct Walkability**: Grid points have built-in walkable property
|
|
||||||
- **Unified System**: Visual and logical tile data in one place
|
|
||||||
|
|
||||||
### Separation of Concerns
|
|
||||||
- **GameMap**: Knows about tiles and spatial relationships
|
|
||||||
- **Engine**: Coordinates high-level game state
|
|
||||||
- **Entity**: Manages its own lifecycle through `place()`
|
|
||||||
- **Actions**: Validate their own preconditions
|
|
||||||
|
|
||||||
### Extensibility
|
|
||||||
- Easy to add new tile types
|
|
||||||
- Simple to implement different map generation
|
|
||||||
- Ready for FOV, pathfinding, and complex queries
|
|
||||||
- Entity system scales to items and NPCs
|
|
||||||
|
|
||||||
### Type Safety
|
|
||||||
- TYPE_CHECKING imports prevent circular dependencies
|
|
||||||
- Proper type hints throughout
|
|
||||||
- Forward references maintain clean architecture
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 3 will add:
|
|
||||||
- Procedural dungeon generation
|
|
||||||
- Room and corridor creation
|
|
||||||
- Multiple entities in the world
|
|
||||||
- Foundation for enemy placement
|
|
||||||
|
|
||||||
The architecture established in Part 2 makes these additions straightforward, demonstrating the value of proper design from the beginning.
|
|
||||||
|
|
@ -1,87 +0,0 @@
|
||||||
# Simple TCOD Tutorial Part 3 - Generating a dungeon
|
|
||||||
|
|
||||||
This is Part 3 of the Simple TCOD Tutorial adapted for McRogueFace. We now add procedural dungeon generation to create interesting, playable levels.
|
|
||||||
|
|
||||||
## Running the Code
|
|
||||||
|
|
||||||
From your tutorial build directory:
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
## New Features
|
|
||||||
|
|
||||||
### Procedural Generation Module (`game/procgen.py`)
|
|
||||||
|
|
||||||
This dedicated module demonstrates separation of concerns - dungeon generation logic is kept separate from the game map implementation.
|
|
||||||
|
|
||||||
#### RectangularRoom Class
|
|
||||||
- **Clean Abstraction**: Represents a room with position and dimensions
|
|
||||||
- **Utility Properties**:
|
|
||||||
- `center` - Returns room center for connections
|
|
||||||
- `inner` - Returns slice objects for efficient carving
|
|
||||||
- **Intersection Detection**: `intersects()` method prevents overlapping rooms
|
|
||||||
|
|
||||||
#### Tunnel Generation
|
|
||||||
- **L-Shaped Corridors**: Simple but effective connection method
|
|
||||||
- **Iterator Pattern**: `tunnel_between()` yields coordinates efficiently
|
|
||||||
- **Random Variation**: 50/50 chance of horizontal-first vs vertical-first
|
|
||||||
|
|
||||||
#### Dungeon Generation Algorithm
|
|
||||||
```python
|
|
||||||
def generate_dungeon(max_rooms, room_min_size, room_max_size,
|
|
||||||
map_width, map_height, engine) -> GameMap:
|
|
||||||
```
|
|
||||||
- **Simple Algorithm**: Try to place random rooms, reject overlaps
|
|
||||||
- **Automatic Connection**: Each room connects to the previous one
|
|
||||||
- **Player Placement**: First room contains the player
|
|
||||||
- **Entity-Centric**: Uses `player.place()` for proper lifecycle
|
|
||||||
|
|
||||||
## Architecture Benefits
|
|
||||||
|
|
||||||
### Modular Design
|
|
||||||
- Generation logic separate from GameMap
|
|
||||||
- Easy to swap algorithms later
|
|
||||||
- Room class reusable for other features
|
|
||||||
|
|
||||||
### Forward Thinking
|
|
||||||
- Engine parameter anticipates entity spawning
|
|
||||||
- Room list available for future features
|
|
||||||
- Iterator-based tunnel generation is memory efficient
|
|
||||||
|
|
||||||
### Clean Integration
|
|
||||||
- Works seamlessly with existing entity placement
|
|
||||||
- Respects GameMap's tile management
|
|
||||||
- No special cases or hacks needed
|
|
||||||
|
|
||||||
## Visual Changes
|
|
||||||
|
|
||||||
- Map size increased to 80x45 for better dungeons
|
|
||||||
- Zoom reduced to 1.0 to see more of the map
|
|
||||||
- Random room layouts each time
|
|
||||||
- Connected rooms and corridors
|
|
||||||
|
|
||||||
## Algorithm Details
|
|
||||||
|
|
||||||
The generation follows these steps:
|
|
||||||
1. Start with a map filled with walls
|
|
||||||
2. Try to place up to `max_rooms` rooms
|
|
||||||
3. For each room attempt:
|
|
||||||
- Generate random size and position
|
|
||||||
- Check for intersections with existing rooms
|
|
||||||
- If valid, carve out the room
|
|
||||||
- Connect to previous room (if any)
|
|
||||||
4. Place player in center of first room
|
|
||||||
|
|
||||||
This simple algorithm creates playable dungeons while being easy to understand and modify.
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 4 will add:
|
|
||||||
- Field of View (FOV) system
|
|
||||||
- Explored vs unexplored areas
|
|
||||||
- Light and dark tile rendering
|
|
||||||
- Torch radius around player
|
|
||||||
|
|
||||||
The modular dungeon generation makes it easy to add these visual features without touching the generation code.
|
|
||||||
|
|
@ -1,131 +0,0 @@
|
||||||
# Part 4: Field of View and Exploration
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
Part 4 introduces the Field of View (FOV) system, transforming our fully-visible dungeon into an atmospheric exploration experience. We leverage McRogueFace's built-in FOV capabilities and perspective system for efficient rendering.
|
|
||||||
|
|
||||||
## What's New in Part 4
|
|
||||||
|
|
||||||
### Field of View System
|
|
||||||
- **FOV Calculation**: Using `Grid.compute_fov()` with configurable radius
|
|
||||||
- **Perspective System**: Grid tracks which entity is the viewer
|
|
||||||
- **Visibility States**: Unexplored (black), explored (dark), visible (lit)
|
|
||||||
- **Automatic Updates**: FOV recalculates on player movement
|
|
||||||
|
|
||||||
### Implementation Details
|
|
||||||
|
|
||||||
#### FOV with McRogueFace's Grid
|
|
||||||
|
|
||||||
Unlike TCOD which uses numpy arrays for visibility tracking, McRogueFace's Grid has built-in FOV support:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# In GameMap.update_fov()
|
|
||||||
self.compute_fov(viewer_x, viewer_y, radius, light_walls=True, algorithm=mcrfpy.FOV_BASIC)
|
|
||||||
```
|
|
||||||
|
|
||||||
The Grid automatically:
|
|
||||||
- Tracks which tiles have been explored
|
|
||||||
- Applies appropriate color overlays (shroud, dark, light)
|
|
||||||
- Updates entity visibility based on FOV
|
|
||||||
|
|
||||||
#### Perspective System
|
|
||||||
|
|
||||||
McRogueFace uses a perspective-based rendering approach:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# Set the viewer
|
|
||||||
self.game_map.perspective = self.player
|
|
||||||
|
|
||||||
# Grid automatically renders from this entity's viewpoint
|
|
||||||
```
|
|
||||||
|
|
||||||
This is more efficient than manually updating tile colors every turn.
|
|
||||||
|
|
||||||
#### Color Overlays
|
|
||||||
|
|
||||||
We define overlay colors but let the Grid handle application:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# In tiles.py
|
|
||||||
SHROUD = mcrfpy.Color(0, 0, 0, 255) # Unexplored
|
|
||||||
DARK = mcrfpy.Color(100, 100, 150, 128) # Explored but not visible
|
|
||||||
LIGHT = mcrfpy.Color(255, 255, 255, 0) # Currently visible
|
|
||||||
```
|
|
||||||
|
|
||||||
### Key Differences from TCOD
|
|
||||||
|
|
||||||
| TCOD Approach | McRogueFace Approach |
|
|
||||||
|---------------|----------------------|
|
|
||||||
| `visible` and `explored` numpy arrays | Grid's built-in FOV state |
|
|
||||||
| Manual tile color switching | Automatic overlay system |
|
|
||||||
| `tcod.map.compute_fov()` | `Grid.compute_fov()` |
|
|
||||||
| Render conditionals for each tile | Perspective-based rendering |
|
|
||||||
|
|
||||||
### Movement and FOV Updates
|
|
||||||
|
|
||||||
The action system now updates FOV after player movement:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# In MovementAction.perform()
|
|
||||||
if self.entity == engine.player:
|
|
||||||
engine.update_fov()
|
|
||||||
```
|
|
||||||
|
|
||||||
## Architecture Notes
|
|
||||||
|
|
||||||
### Why Grid Perspective?
|
|
||||||
|
|
||||||
The perspective system provides several benefits:
|
|
||||||
1. **Efficiency**: No per-tile color updates needed
|
|
||||||
2. **Flexibility**: Easy to switch viewpoints (for debugging or features)
|
|
||||||
3. **Automatic**: Grid handles all rendering details
|
|
||||||
4. **Clean**: Separates game logic from rendering concerns
|
|
||||||
|
|
||||||
### Entity Visibility
|
|
||||||
|
|
||||||
Entities automatically update their visibility state:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# After FOV calculation
|
|
||||||
self.player.update_visibility()
|
|
||||||
```
|
|
||||||
|
|
||||||
This ensures entities are only rendered when visible to the current perspective.
|
|
||||||
|
|
||||||
## Files Modified
|
|
||||||
|
|
||||||
- `game/tiles.py`: Added FOV color overlay constants
|
|
||||||
- `game/game_map.py`: Added `update_fov()` method
|
|
||||||
- `game/engine.py`: Added FOV initialization and update method
|
|
||||||
- `game/actions.py`: Update FOV after player movement
|
|
||||||
- `main.py`: Updated part description
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 5 will add enemies to our dungeon, introducing:
|
|
||||||
- Enemy entities with AI
|
|
||||||
- Combat system
|
|
||||||
- Turn-based gameplay
|
|
||||||
- Health and damage
|
|
||||||
|
|
||||||
The FOV system will make enemies appear and disappear as you explore, adding tension and strategy to the gameplay.
|
|
||||||
|
|
||||||
## Learning Points
|
|
||||||
|
|
||||||
1. **Leverage Framework Features**: Use McRogueFace's built-in systems rather than reimplementing
|
|
||||||
2. **Perspective-Based Design**: Think in terms of viewpoints, not global state
|
|
||||||
3. **Automatic Systems**: Let the framework handle rendering details
|
|
||||||
4. **Clean Integration**: FOV updates fit naturally into the action system
|
|
||||||
|
|
||||||
## Running Part 4
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
You'll now see:
|
|
||||||
- Black unexplored areas
|
|
||||||
- Dark blue tint on previously seen areas
|
|
||||||
- Full brightness only in your field of view
|
|
||||||
- Smooth exploration as you move through the dungeon
|
|
||||||
|
|
@ -1,169 +0,0 @@
|
||||||
# Part 5: Placing Enemies and Fighting Them
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
Part 5 brings our dungeon to life with enemies! We add rats and spiders that populate the rooms, implement a combat system with melee attacks, and handle entity death by turning creatures into gravestones.
|
|
||||||
|
|
||||||
## What's New in Part 5
|
|
||||||
|
|
||||||
### Actor System
|
|
||||||
- **Actor Class**: Extends Entity with combat stats (HP, defense, power)
|
|
||||||
- **Combat Properties**: Health tracking, damage calculation, alive status
|
|
||||||
- **Death Handling**: Entities become gravestones when killed
|
|
||||||
|
|
||||||
### Enemy Types
|
|
||||||
Using our sprite sheet, we have two enemy types:
|
|
||||||
- **Rat** (sprite 5): 10 HP, 0 defense, 3 power - Common enemy
|
|
||||||
- **Spider** (sprite 4): 16 HP, 1 defense, 4 power - Tougher enemy
|
|
||||||
|
|
||||||
### Combat System
|
|
||||||
|
|
||||||
#### Bump-to-Attack
|
|
||||||
When the player tries to move into an enemy:
|
|
||||||
```python
|
|
||||||
# In MovementAction.perform()
|
|
||||||
target = engine.game_map.get_blocking_entity_at(dest_x, dest_y)
|
|
||||||
if target:
|
|
||||||
if self.entity == engine.player:
|
|
||||||
from game.entity import Actor
|
|
||||||
if isinstance(target, Actor) and target != engine.player:
|
|
||||||
return MeleeAction(self.entity, self.dx, self.dy).perform(engine)
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Damage Calculation
|
|
||||||
Simple formula with defense reduction:
|
|
||||||
```python
|
|
||||||
damage = attacker.power - target.defense
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Death System
|
|
||||||
Dead entities become gravestones:
|
|
||||||
```python
|
|
||||||
def die(self) -> None:
|
|
||||||
"""Handle death by becoming a gravestone."""
|
|
||||||
self.sprite_index = 6 # Tombstone sprite
|
|
||||||
self.blocks_movement = False
|
|
||||||
self.name = f"Grave of {self.name}"
|
|
||||||
```
|
|
||||||
|
|
||||||
### Entity Factories
|
|
||||||
|
|
||||||
Factory functions create pre-configured entities:
|
|
||||||
```python
|
|
||||||
def rat(x: int, y: int, texture: mcrfpy.Texture) -> Actor:
|
|
||||||
return Actor(
|
|
||||||
x=x, y=y,
|
|
||||||
sprite_id=5, # Rat sprite
|
|
||||||
texture=texture,
|
|
||||||
name="Rat",
|
|
||||||
hp=10, defense=0, power=3,
|
|
||||||
)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Dungeon Population
|
|
||||||
|
|
||||||
Enemies are placed randomly in rooms:
|
|
||||||
```python
|
|
||||||
def place_entities(room, dungeon, max_monsters, texture):
|
|
||||||
number_of_monsters = random.randint(0, max_monsters)
|
|
||||||
|
|
||||||
for _ in range(number_of_monsters):
|
|
||||||
x = random.randint(room.x1 + 1, room.x2 - 1)
|
|
||||||
y = random.randint(room.y1 + 1, room.y2 - 1)
|
|
||||||
|
|
||||||
if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
|
|
||||||
# 80% rats, 20% spiders
|
|
||||||
if random.random() < 0.8:
|
|
||||||
monster = entity_factories.rat(x, y, texture)
|
|
||||||
else:
|
|
||||||
monster = entity_factories.spider(x, y, texture)
|
|
||||||
monster.place(x, y, dungeon)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Key Implementation Details
|
|
||||||
|
|
||||||
### FOV and Enemy Visibility
|
|
||||||
Enemies are automatically shown/hidden by the FOV system:
|
|
||||||
```python
|
|
||||||
def update_fov(self) -> None:
|
|
||||||
# Update visibility for all entities
|
|
||||||
for entity in self.game_map.entities:
|
|
||||||
entity.update_visibility()
|
|
||||||
```
|
|
||||||
|
|
||||||
### Action System Extension
|
|
||||||
The action system now handles combat:
|
|
||||||
- **MovementAction**: Detects collision, triggers attack
|
|
||||||
- **MeleeAction**: New action for melee combat
|
|
||||||
- Actions remain decoupled from entity logic
|
|
||||||
|
|
||||||
### Gravestone System
|
|
||||||
Instead of removing dead entities:
|
|
||||||
- Sprite changes to tombstone (index 6)
|
|
||||||
- Name changes to "Grave of [Name]"
|
|
||||||
- No longer blocks movement
|
|
||||||
- Remains visible as dungeon decoration
|
|
||||||
|
|
||||||
## Architecture Notes
|
|
||||||
|
|
||||||
### Why Actor Extends Entity?
|
|
||||||
- Maintains entity hierarchy
|
|
||||||
- Combat stats only for creatures
|
|
||||||
- Future items/decorations won't have HP
|
|
||||||
- Clean separation of concerns
|
|
||||||
|
|
||||||
### Why Factory Functions?
|
|
||||||
- Centralized entity configuration
|
|
||||||
- Easy to add new enemy types
|
|
||||||
- Consistent stat management
|
|
||||||
- Type-safe entity creation
|
|
||||||
|
|
||||||
### Combat in Actions
|
|
||||||
Combat logic lives in actions, not entities:
|
|
||||||
- Entities store stats
|
|
||||||
- Actions perform combat
|
|
||||||
- Clean separation of data and behavior
|
|
||||||
- Extensible for future combat types
|
|
||||||
|
|
||||||
## Files Modified
|
|
||||||
|
|
||||||
- `game/entity.py`: Added Actor class with combat stats and death handling
|
|
||||||
- `game/entity_factories.py`: New module with entity creation functions
|
|
||||||
- `game/actions.py`: Added MeleeAction for combat
|
|
||||||
- `game/procgen.py`: Added enemy placement in rooms
|
|
||||||
- `game/engine.py`: Updated to use Actor type and handle all entity visibility
|
|
||||||
- `main.py`: Updated to use entity factories and Part 5 description
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 6 will enhance the combat experience with:
|
|
||||||
- Health display UI
|
|
||||||
- Game over conditions
|
|
||||||
- Combat messages window
|
|
||||||
- More strategic combat mechanics
|
|
||||||
|
|
||||||
## Learning Points
|
|
||||||
|
|
||||||
1. **Entity Specialization**: Use inheritance to add features to specific entity types
|
|
||||||
2. **Factory Pattern**: Centralize object creation for consistency
|
|
||||||
3. **State Transformation**: Dead entities become decorations, not deletions
|
|
||||||
4. **Action Extensions**: Combat fits naturally into the action system
|
|
||||||
5. **Automatic Systems**: FOV handles entity visibility without special code
|
|
||||||
|
|
||||||
## Running Part 5
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
You'll now encounter rats and spiders as you explore! Walk into them to attack. Dead enemies become gravestones that mark your battles.
|
|
||||||
|
|
||||||
## Sprite Adaptations
|
|
||||||
|
|
||||||
Following our sprite sheet (`sprite_sheet.md`), we made these thematic changes:
|
|
||||||
- Orcs → Rats (same stats, different sprite)
|
|
||||||
- Trolls → Spiders (same stats, different sprite)
|
|
||||||
- Corpses → Gravestones (all use same tombstone sprite)
|
|
||||||
|
|
||||||
The gameplay remains identical to the TCOD tutorial, just with different visual theming.
|
|
||||||
|
|
@ -1,187 +0,0 @@
|
||||||
# Part 6: Doing (and Taking) Damage
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
Part 6 transforms our basic combat into a complete gameplay loop with visual feedback, enemy AI, and win/lose conditions. We add a health bar, message log, enemy AI that pursues the player, and proper game over handling.
|
|
||||||
|
|
||||||
## What's New in Part 6
|
|
||||||
|
|
||||||
### User Interface Components
|
|
||||||
|
|
||||||
#### Health Bar
|
|
||||||
A visual representation of the player's current health:
|
|
||||||
```python
|
|
||||||
class HealthBar:
|
|
||||||
def create_ui(self) -> List[mcrfpy.UIDrawable]:
|
|
||||||
# Dark red background
|
|
||||||
self.background = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
|
||||||
self.background.fill_color = mcrfpy.Color(100, 0, 0, 255)
|
|
||||||
|
|
||||||
# Bright colored bar (green/yellow/red based on HP)
|
|
||||||
self.bar = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
|
||||||
|
|
||||||
# Text overlay showing HP numbers
|
|
||||||
self.text = mcrfpy.Caption(pos=(x+5, y+2),
|
|
||||||
text=f"HP: {hp}/{max_hp}")
|
|
||||||
```
|
|
||||||
|
|
||||||
The bar changes color based on health percentage:
|
|
||||||
- Green (>60% health)
|
|
||||||
- Yellow (30-60% health)
|
|
||||||
- Red (<30% health)
|
|
||||||
|
|
||||||
#### Message Log
|
|
||||||
A scrolling combat log that replaces console print statements:
|
|
||||||
```python
|
|
||||||
class MessageLog:
|
|
||||||
def __init__(self, max_messages: int = 5):
|
|
||||||
self.messages: deque[str] = deque(maxlen=max_messages)
|
|
||||||
|
|
||||||
def add_message(self, message: str) -> None:
|
|
||||||
self.messages.append(message)
|
|
||||||
self.update_display()
|
|
||||||
```
|
|
||||||
|
|
||||||
Messages include:
|
|
||||||
- Combat actions ("Rat attacks Player for 3 hit points.")
|
|
||||||
- Death notifications ("Spider is dead!")
|
|
||||||
- Game state changes ("You have died! Press Escape to quit.")
|
|
||||||
|
|
||||||
### Enemy AI System
|
|
||||||
|
|
||||||
#### Basic AI Component
|
|
||||||
Enemies now actively pursue and attack the player:
|
|
||||||
```python
|
|
||||||
class BasicAI:
|
|
||||||
def take_turn(self, engine: Engine) -> None:
|
|
||||||
distance = max(abs(dx), abs(dy)) # Chebyshev distance
|
|
||||||
|
|
||||||
if distance <= 1:
|
|
||||||
# Adjacent: Attack!
|
|
||||||
MeleeAction(self.entity, attack_dx, attack_dy).perform(engine)
|
|
||||||
elif distance <= 6:
|
|
||||||
# Can see player: Move closer
|
|
||||||
MovementAction(self.entity, move_dx, move_dy).perform(engine)
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Turn-Based System
|
|
||||||
After each player action, all enemies take their turn:
|
|
||||||
```python
|
|
||||||
def handle_enemy_turns(self) -> None:
|
|
||||||
for entity in self.game_map.entities:
|
|
||||||
if isinstance(entity, Actor) and entity.ai and entity.is_alive:
|
|
||||||
entity.ai.take_turn(self)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Game Over Condition
|
|
||||||
|
|
||||||
When the player dies:
|
|
||||||
1. Game state flag is set (`engine.game_over = True`)
|
|
||||||
2. Player becomes a gravestone (sprite changes)
|
|
||||||
3. Input is restricted (only Escape works)
|
|
||||||
4. Death message appears in the message log
|
|
||||||
|
|
||||||
```python
|
|
||||||
def handle_player_death(self) -> None:
|
|
||||||
self.game_over = True
|
|
||||||
self.message_log.add_message("You have died! Press Escape to quit.")
|
|
||||||
```
|
|
||||||
|
|
||||||
## Architecture Improvements
|
|
||||||
|
|
||||||
### UI Module (`game/ui.py`)
|
|
||||||
Separates UI concerns from game logic:
|
|
||||||
- `MessageLog`: Manages combat messages
|
|
||||||
- `HealthBar`: Displays player health
|
|
||||||
- Clean interface for updating displays
|
|
||||||
|
|
||||||
### AI Module (`game/ai.py`)
|
|
||||||
Encapsulates enemy behavior:
|
|
||||||
- `BasicAI`: Simple pursue-and-attack behavior
|
|
||||||
- Extensible for different AI types
|
|
||||||
- Uses existing action system
|
|
||||||
|
|
||||||
### Turn Management
|
|
||||||
Player actions trigger enemy turns:
|
|
||||||
- Movement → Enemy turns
|
|
||||||
- Attack → Enemy turns
|
|
||||||
- Wait → Enemy turns
|
|
||||||
- Maintains turn-based feel
|
|
||||||
|
|
||||||
## Key Implementation Details
|
|
||||||
|
|
||||||
### UI Updates
|
|
||||||
Health bar updates occur:
|
|
||||||
- After player takes damage
|
|
||||||
- Automatically via `engine.update_ui()`
|
|
||||||
- Color changes based on HP percentage
|
|
||||||
|
|
||||||
### Message Flow
|
|
||||||
Combat messages follow this pattern:
|
|
||||||
1. Action generates message text
|
|
||||||
2. `engine.message_log.add_message(text)`
|
|
||||||
3. Message appears in UI Caption
|
|
||||||
4. Old messages scroll up
|
|
||||||
|
|
||||||
### AI Decision Making
|
|
||||||
Basic AI uses simple rules:
|
|
||||||
1. Check if player is adjacent → Attack
|
|
||||||
2. Check if player is visible (within 6 tiles) → Move toward
|
|
||||||
3. Otherwise → Do nothing
|
|
||||||
|
|
||||||
### Game State Management
|
|
||||||
The `game_over` flag prevents:
|
|
||||||
- Player movement
|
|
||||||
- Player attacks
|
|
||||||
- Player waiting
|
|
||||||
- But allows Escape to quit
|
|
||||||
|
|
||||||
## Files Modified
|
|
||||||
|
|
||||||
- `game/ui.py`: New module for UI components
|
|
||||||
- `game/ai.py`: New module for enemy AI
|
|
||||||
- `game/engine.py`: Added UI setup, enemy turns, game over handling
|
|
||||||
- `game/entity.py`: Added AI component to Actor
|
|
||||||
- `game/entity_factories.py`: Attached AI to enemies
|
|
||||||
- `game/actions.py`: Integrated message log, added enemy turn triggers
|
|
||||||
- `main.py`: Updated part description
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 7 will expand the user interface further with:
|
|
||||||
- More detailed entity inspection
|
|
||||||
- Possibly inventory display
|
|
||||||
- Additional UI panels
|
|
||||||
- Mouse interaction
|
|
||||||
|
|
||||||
## Learning Points
|
|
||||||
|
|
||||||
1. **UI Separation**: Keep UI logic separate from game logic
|
|
||||||
2. **Component Systems**: AI as a component allows different behaviors
|
|
||||||
3. **Turn-Based Flow**: Player action → Enemy reactions creates tactical gameplay
|
|
||||||
4. **Visual Feedback**: Health bars and message logs improve player understanding
|
|
||||||
5. **State Management**: Game over flag controls available actions
|
|
||||||
|
|
||||||
## Running Part 6
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
You'll now see:
|
|
||||||
- Health bar at the top showing your current HP
|
|
||||||
- Message log at the bottom showing combat events
|
|
||||||
- Enemies that chase you when you're nearby
|
|
||||||
- Enemies that attack when adjacent
|
|
||||||
- Death state when HP reaches 0
|
|
||||||
|
|
||||||
## Combat Strategy
|
|
||||||
|
|
||||||
With enemy AI active, combat becomes more tactical:
|
|
||||||
- Enemies pursue when they see you
|
|
||||||
- Fighting in corridors limits how many can attack
|
|
||||||
- Running away is sometimes the best option
|
|
||||||
- Health management becomes critical
|
|
||||||
|
|
||||||
The game now has a complete combat loop with clear win/lose conditions!
|
|
||||||
|
|
@ -1,204 +0,0 @@
|
||||||
# Part 7: Creating the User Interface
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
Part 7 significantly enhances the user interface, transforming our roguelike from a basic game into a more polished experience. We add mouse interaction, help displays, information panels, and better visual feedback systems.
|
|
||||||
|
|
||||||
## What's New in Part 7
|
|
||||||
|
|
||||||
### Mouse Interaction
|
|
||||||
|
|
||||||
#### Click-to-Inspect System
|
|
||||||
Since McRogueFace doesn't have mouse motion events, we use click events to show entity information:
|
|
||||||
```python
|
|
||||||
def grid_click_handler(pixel_x, pixel_y, button, state):
|
|
||||||
# Convert pixel coordinates to grid coordinates
|
|
||||||
grid_x = int(pixel_x / (self.tile_size * self.zoom))
|
|
||||||
grid_y = int(pixel_y / (self.tile_size * self.zoom))
|
|
||||||
|
|
||||||
# Update hover display for this position
|
|
||||||
self.update_mouse_hover(grid_x, grid_y)
|
|
||||||
```
|
|
||||||
|
|
||||||
Click displays show:
|
|
||||||
- Entity names
|
|
||||||
- Current HP for living creatures
|
|
||||||
- Multiple entities if stacked (e.g., "Grave of Rat")
|
|
||||||
|
|
||||||
#### Mouse Handler Registration
|
|
||||||
The click handler is registered as a local function to avoid issues with bound methods:
|
|
||||||
```python
|
|
||||||
# Use a local function instead of a bound method
|
|
||||||
self.game_map.click = grid_click_handler
|
|
||||||
```
|
|
||||||
|
|
||||||
### Help System
|
|
||||||
|
|
||||||
#### Toggle Help Display
|
|
||||||
Press `?`, `H`, or `F1` to show/hide help:
|
|
||||||
```python
|
|
||||||
class HelpDisplay:
|
|
||||||
def toggle(self) -> None:
|
|
||||||
self.visible = not self.visible
|
|
||||||
self.panel.frame.visible = self.visible
|
|
||||||
```
|
|
||||||
|
|
||||||
The help panel includes:
|
|
||||||
- Movement controls for all input methods
|
|
||||||
- Combat instructions
|
|
||||||
- Mouse usage tips
|
|
||||||
- Gameplay strategies
|
|
||||||
|
|
||||||
### Information Panels
|
|
||||||
|
|
||||||
#### Player Stats Panel
|
|
||||||
Always-visible panel showing:
|
|
||||||
- Player name
|
|
||||||
- Current/Max HP
|
|
||||||
- Power and Defense stats
|
|
||||||
- Current grid position
|
|
||||||
|
|
||||||
```python
|
|
||||||
class InfoPanel:
|
|
||||||
def create_ui(self, title: str) -> List[mcrfpy.Drawable]:
|
|
||||||
# Semi-transparent background frame
|
|
||||||
self.frame = mcrfpy.Frame(pos=(x, y), size=(width, height))
|
|
||||||
self.frame.fill_color = mcrfpy.Color(20, 20, 40, 200)
|
|
||||||
|
|
||||||
# Title and content captions as children
|
|
||||||
self.frame.children.append(self.title_caption)
|
|
||||||
self.frame.children.append(self.content_caption)
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Reusable Panel System
|
|
||||||
The `InfoPanel` class provides:
|
|
||||||
- Titled panels with borders
|
|
||||||
- Semi-transparent backgrounds
|
|
||||||
- Easy content updates
|
|
||||||
- Consistent visual style
|
|
||||||
|
|
||||||
### Enhanced UI Components
|
|
||||||
|
|
||||||
#### MouseHoverDisplay Class
|
|
||||||
Manages tooltip-style hover information:
|
|
||||||
- Follows mouse position
|
|
||||||
- Shows/hides automatically
|
|
||||||
- Offset to avoid cursor overlap
|
|
||||||
- Multiple entity support
|
|
||||||
|
|
||||||
#### UI Module Organization
|
|
||||||
Clean separation of UI components:
|
|
||||||
- `MessageLog`: Combat messages
|
|
||||||
- `HealthBar`: HP visualization
|
|
||||||
- `MouseHoverDisplay`: Entity inspection
|
|
||||||
- `InfoPanel`: Generic information display
|
|
||||||
- `HelpDisplay`: Keyboard controls
|
|
||||||
|
|
||||||
## Architecture Improvements
|
|
||||||
|
|
||||||
### UI Composition
|
|
||||||
Using McRogueFace's parent-child system:
|
|
||||||
```python
|
|
||||||
# Add caption as child of frame
|
|
||||||
self.frame.children.append(self.text_caption)
|
|
||||||
```
|
|
||||||
|
|
||||||
Benefits:
|
|
||||||
- Automatic relative positioning
|
|
||||||
- Group visibility control
|
|
||||||
- Clean hierarchy
|
|
||||||
|
|
||||||
### Event Handler Extensions
|
|
||||||
Input handler now manages:
|
|
||||||
- Keyboard input (existing)
|
|
||||||
- Mouse motion (new)
|
|
||||||
- Mouse clicks (prepared for future)
|
|
||||||
- UI toggles (help display)
|
|
||||||
|
|
||||||
### Dynamic Content Updates
|
|
||||||
All UI elements support real-time updates:
|
|
||||||
```python
|
|
||||||
def update_stats_panel(self) -> None:
|
|
||||||
stats_text = f"""Name: {self.player.name}
|
|
||||||
HP: {self.player.hp}/{self.player.max_hp}
|
|
||||||
Power: {self.player.power}
|
|
||||||
Defense: {self.player.defense}"""
|
|
||||||
self.stats_panel.update_content(stats_text)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Key Implementation Details
|
|
||||||
|
|
||||||
### Mouse Coordinate Conversion
|
|
||||||
Pixel to grid conversion:
|
|
||||||
```python
|
|
||||||
grid_x = int(x / (self.engine.tile_size * self.engine.zoom))
|
|
||||||
grid_y = int(y / (self.engine.tile_size * self.engine.zoom))
|
|
||||||
```
|
|
||||||
|
|
||||||
### Visibility Management
|
|
||||||
UI elements can be toggled:
|
|
||||||
- Help panel starts hidden
|
|
||||||
- Mouse hover hides when not over entities
|
|
||||||
- Panels can be shown/hidden dynamically
|
|
||||||
|
|
||||||
### Color and Transparency
|
|
||||||
UI uses semi-transparent overlays:
|
|
||||||
- Panel backgrounds: `Color(20, 20, 40, 200)`
|
|
||||||
- Hover tooltips: `Color(255, 255, 200, 255)`
|
|
||||||
- Borders and outlines for readability
|
|
||||||
|
|
||||||
## Files Modified
|
|
||||||
|
|
||||||
- `game/ui.py`: Added MouseHoverDisplay, InfoPanel, HelpDisplay classes
|
|
||||||
- `game/engine.py`: Integrated new UI components, mouse hover handling
|
|
||||||
- `game/input_handlers.py`: Added mouse motion handling, help toggle
|
|
||||||
- `main.py`: Registered mouse handlers, updated part description
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 8 will add items and inventory:
|
|
||||||
- Collectible items (potions, equipment)
|
|
||||||
- Inventory management UI
|
|
||||||
- Item usage mechanics
|
|
||||||
- Equipment system
|
|
||||||
|
|
||||||
## Learning Points
|
|
||||||
|
|
||||||
1. **UI Composition**: Use parent-child relationships for complex UI
|
|
||||||
2. **Event Delegation**: Separate input handling from UI updates
|
|
||||||
3. **Information Layers**: Multiple UI systems can coexist (hover, panels, help)
|
|
||||||
4. **Visual Polish**: Small touches like transparency and borders improve UX
|
|
||||||
5. **Reusable Components**: Generic panels can be specialized for different uses
|
|
||||||
|
|
||||||
## Running Part 7
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
New features to try:
|
|
||||||
- Click on entities to see their details
|
|
||||||
- Press ? or H to toggle help display
|
|
||||||
- Watch the stats panel update as you take damage
|
|
||||||
- See entity HP in hover tooltips
|
|
||||||
- Notice the visual polish in UI panels
|
|
||||||
|
|
||||||
## UI Design Principles
|
|
||||||
|
|
||||||
### Consistency
|
|
||||||
- All panels use similar visual style
|
|
||||||
- Consistent color scheme
|
|
||||||
- Uniform text sizing
|
|
||||||
|
|
||||||
### Non-Intrusive
|
|
||||||
- Semi-transparent panels don't block view
|
|
||||||
- Hover info appears near cursor
|
|
||||||
- Help can be toggled off
|
|
||||||
|
|
||||||
### Information Hierarchy
|
|
||||||
- Critical info (health) always visible
|
|
||||||
- Contextual info (hover) on demand
|
|
||||||
- Help info toggleable
|
|
||||||
|
|
||||||
The UI now provides a professional feel while maintaining the roguelike aesthetic!
|
|
||||||
|
|
@ -1,297 +0,0 @@
|
||||||
# Part 8: Items and Inventory
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
Part 8 transforms our roguelike into a proper loot-driven game by adding items that can be collected, managed, and used. We implement a flexible inventory system with capacity limits, create consumable items like healing potions, and build UI for inventory management.
|
|
||||||
|
|
||||||
## What's New in Part 8
|
|
||||||
|
|
||||||
### Parent-Child Entity Architecture
|
|
||||||
|
|
||||||
#### Flexible Entity Ownership
|
|
||||||
Entities now have parent containers, allowing them to exist in different contexts:
|
|
||||||
```python
|
|
||||||
class Entity(mcrfpy.Entity):
|
|
||||||
def __init__(self, parent: Optional[Union[GameMap, Inventory]] = None):
|
|
||||||
self.parent = parent
|
|
||||||
|
|
||||||
@property
|
|
||||||
def gamemap(self) -> Optional[GameMap]:
|
|
||||||
"""Get the GameMap through the parent chain"""
|
|
||||||
if isinstance(self.parent, Inventory):
|
|
||||||
return self.parent.gamemap
|
|
||||||
return self.parent
|
|
||||||
```
|
|
||||||
|
|
||||||
Benefits:
|
|
||||||
- Items can exist in the world or in inventories
|
|
||||||
- Clean ownership transfer when picking up/dropping
|
|
||||||
- Automatic visibility management
|
|
||||||
|
|
||||||
### Inventory System
|
|
||||||
|
|
||||||
#### Container-Based Design
|
|
||||||
The inventory acts like a specialized entity container:
|
|
||||||
```python
|
|
||||||
class Inventory:
|
|
||||||
def __init__(self, capacity: int):
|
|
||||||
self.capacity = capacity
|
|
||||||
self.items: List[Item] = []
|
|
||||||
self.parent: Optional[Actor] = None
|
|
||||||
|
|
||||||
def add_item(self, item: Item) -> None:
|
|
||||||
if len(self.items) >= self.capacity:
|
|
||||||
raise Impossible("Your inventory is full.")
|
|
||||||
|
|
||||||
# Transfer ownership
|
|
||||||
self.items.append(item)
|
|
||||||
item.parent = self
|
|
||||||
item.visible = False # Hide from map
|
|
||||||
```
|
|
||||||
|
|
||||||
Features:
|
|
||||||
- Capacity limits (26 items for letter selection)
|
|
||||||
- Clean item transfer between world and inventory
|
|
||||||
- Automatic visual management
|
|
||||||
|
|
||||||
### Item System
|
|
||||||
|
|
||||||
#### Item Entity Class
|
|
||||||
Items are entities with consumable components:
|
|
||||||
```python
|
|
||||||
class Item(Entity):
|
|
||||||
def __init__(self, consumable: Optional = None):
|
|
||||||
super().__init__(blocks_movement=False)
|
|
||||||
self.consumable = consumable
|
|
||||||
if consumable:
|
|
||||||
consumable.parent = self
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Consumable Components
|
|
||||||
Modular system for item effects:
|
|
||||||
```python
|
|
||||||
class HealingConsumable(Consumable):
|
|
||||||
def activate(self, action: ItemAction) -> None:
|
|
||||||
if consumer.hp >= consumer.max_hp:
|
|
||||||
raise Impossible("You are already at full health.")
|
|
||||||
|
|
||||||
amount_recovered = min(self.amount, consumer.max_hp - consumer.hp)
|
|
||||||
consumer.hp += amount_recovered
|
|
||||||
self.consume() # Remove item after use
|
|
||||||
```
|
|
||||||
|
|
||||||
### Exception-Driven Feedback
|
|
||||||
|
|
||||||
#### Clean Error Handling
|
|
||||||
Using exceptions for user feedback:
|
|
||||||
```python
|
|
||||||
class Impossible(Exception):
|
|
||||||
"""Action cannot be performed"""
|
|
||||||
pass
|
|
||||||
|
|
||||||
class PickupAction(Action):
|
|
||||||
def perform(self, engine: Engine) -> None:
|
|
||||||
if not items_here:
|
|
||||||
raise Impossible("There is nothing here to pick up.")
|
|
||||||
|
|
||||||
try:
|
|
||||||
inventory.add_item(item)
|
|
||||||
engine.message_log.add_message(f"You picked up the {item.name}!")
|
|
||||||
except Impossible as e:
|
|
||||||
engine.message_log.add_message(str(e))
|
|
||||||
```
|
|
||||||
|
|
||||||
Benefits:
|
|
||||||
- Consistent error messaging
|
|
||||||
- Clean control flow
|
|
||||||
- Centralized feedback handling
|
|
||||||
|
|
||||||
### Inventory UI
|
|
||||||
|
|
||||||
#### Modal Inventory Screen
|
|
||||||
Interactive inventory management:
|
|
||||||
```python
|
|
||||||
class InventoryEventHandler(BaseEventHandler):
|
|
||||||
def create_ui(self) -> None:
|
|
||||||
# Semi-transparent background
|
|
||||||
self.background = mcrfpy.Frame(pos=(100, 100), size=(400, 400))
|
|
||||||
self.background.fill_color = mcrfpy.Color(0, 0, 0, 200)
|
|
||||||
|
|
||||||
# List items with letter keys
|
|
||||||
for i, item in enumerate(inventory.items):
|
|
||||||
item_caption = mcrfpy.Caption(
|
|
||||||
pos=(20, 80 + i * 20),
|
|
||||||
text=f"{chr(ord('a') + i)}) {item.name}"
|
|
||||||
)
|
|
||||||
```
|
|
||||||
|
|
||||||
Features:
|
|
||||||
- Letter-based selection (a-z)
|
|
||||||
- Separate handlers for use/drop
|
|
||||||
- ESC to cancel
|
|
||||||
- Visual feedback
|
|
||||||
|
|
||||||
### Enhanced Actions
|
|
||||||
|
|
||||||
#### Item Actions
|
|
||||||
New actions for item management:
|
|
||||||
```python
|
|
||||||
class PickupAction(Action):
|
|
||||||
"""Pick up items at current location"""
|
|
||||||
|
|
||||||
class ItemAction(Action):
|
|
||||||
"""Base for item usage actions"""
|
|
||||||
|
|
||||||
class DropAction(ItemAction):
|
|
||||||
"""Drop item from inventory"""
|
|
||||||
```
|
|
||||||
|
|
||||||
Each action:
|
|
||||||
- Self-validates
|
|
||||||
- Provides feedback
|
|
||||||
- Triggers enemy turns
|
|
||||||
|
|
||||||
## Architecture Improvements
|
|
||||||
|
|
||||||
### Component Relationships
|
|
||||||
Parent-based component system:
|
|
||||||
```python
|
|
||||||
# Components know their parent
|
|
||||||
consumable.parent = item
|
|
||||||
item.parent = inventory
|
|
||||||
inventory.parent = actor
|
|
||||||
actor.parent = gamemap
|
|
||||||
gamemap.engine = engine
|
|
||||||
```
|
|
||||||
|
|
||||||
Benefits:
|
|
||||||
- Access to game context from any component
|
|
||||||
- Clean ownership transfer
|
|
||||||
- Simplified entity lifecycle
|
|
||||||
|
|
||||||
### Input Handler States
|
|
||||||
Modal UI through handler switching:
|
|
||||||
```python
|
|
||||||
# Main game
|
|
||||||
engine.current_handler = MainGameEventHandler(engine)
|
|
||||||
|
|
||||||
# Open inventory
|
|
||||||
engine.current_handler = InventoryActivateHandler(engine)
|
|
||||||
|
|
||||||
# Back to game
|
|
||||||
engine.current_handler = MainGameEventHandler(engine)
|
|
||||||
```
|
|
||||||
|
|
||||||
### Entity Lifecycle Management
|
|
||||||
Proper creation and cleanup:
|
|
||||||
```python
|
|
||||||
# Item spawning
|
|
||||||
item = entity_factories.health_potion(x, y, texture)
|
|
||||||
item.place(x, y, dungeon)
|
|
||||||
|
|
||||||
# Pickup
|
|
||||||
inventory.add_item(item) # Removes from map
|
|
||||||
|
|
||||||
# Drop
|
|
||||||
inventory.drop(item) # Returns to map
|
|
||||||
|
|
||||||
# Death
|
|
||||||
actor.die() # Drops all items
|
|
||||||
```
|
|
||||||
|
|
||||||
## Key Implementation Details
|
|
||||||
|
|
||||||
### Visibility Management
|
|
||||||
Items hide/show based on container:
|
|
||||||
```python
|
|
||||||
def add_item(self, item):
|
|
||||||
item.visible = False # Hide when in inventory
|
|
||||||
|
|
||||||
def drop(self, item):
|
|
||||||
item.visible = True # Show when on map
|
|
||||||
```
|
|
||||||
|
|
||||||
### Inventory Capacity
|
|
||||||
Limited to alphabet keys:
|
|
||||||
```python
|
|
||||||
if len(inventory.items) >= 26:
|
|
||||||
raise Impossible("Your inventory is full.")
|
|
||||||
```
|
|
||||||
|
|
||||||
### Item Generation
|
|
||||||
Procedural item placement:
|
|
||||||
```python
|
|
||||||
def place_entities(room, dungeon, max_monsters, max_items, texture):
|
|
||||||
# Place 0-2 items per room
|
|
||||||
number_of_items = random.randint(0, max_items)
|
|
||||||
|
|
||||||
for _ in range(number_of_items):
|
|
||||||
if space_available:
|
|
||||||
item = entity_factories.health_potion(x, y, texture)
|
|
||||||
item.place(x, y, dungeon)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Files Modified
|
|
||||||
|
|
||||||
- `game/entity.py`: Added parent system, Item class, inventory to Actor
|
|
||||||
- `game/inventory.py`: New inventory container system
|
|
||||||
- `game/consumable.py`: New consumable component system
|
|
||||||
- `game/exceptions.py`: New Impossible exception
|
|
||||||
- `game/actions.py`: Added PickupAction, ItemAction, DropAction
|
|
||||||
- `game/input_handlers.py`: Added InventoryEventHandler classes
|
|
||||||
- `game/engine.py`: Added current_handler, inventory UI methods
|
|
||||||
- `game/procgen.py`: Added item generation
|
|
||||||
- `game/entity_factories.py`: Added health_potion factory
|
|
||||||
- `game/ui.py`: Updated help text with inventory controls
|
|
||||||
- `main.py`: Updated to Part 8, handler management
|
|
||||||
|
|
||||||
## What's Next
|
|
||||||
|
|
||||||
Part 9 will add ranged attacks and targeting:
|
|
||||||
- Targeting UI for selecting enemies
|
|
||||||
- Ranged damage items (lightning staff)
|
|
||||||
- Area-of-effect items (fireball staff)
|
|
||||||
- Confusion effects
|
|
||||||
|
|
||||||
## Learning Points
|
|
||||||
|
|
||||||
1. **Container Architecture**: Entity ownership through parent relationships
|
|
||||||
2. **Component Systems**: Modular, reusable components with parent references
|
|
||||||
3. **Exception Handling**: Clean error propagation and user feedback
|
|
||||||
4. **Modal UI**: State-based input handling for different screens
|
|
||||||
5. **Item Systems**: Flexible consumable architecture for varied effects
|
|
||||||
6. **Lifecycle Management**: Proper entity creation, transfer, and cleanup
|
|
||||||
|
|
||||||
## Running Part 8
|
|
||||||
|
|
||||||
```bash
|
|
||||||
cd simple_tcod_tutorial/build
|
|
||||||
./mcrogueface scripts/main.py
|
|
||||||
```
|
|
||||||
|
|
||||||
New features to try:
|
|
||||||
- Press G to pick up healing potions
|
|
||||||
- Press I to open inventory and use items
|
|
||||||
- Press O to drop items from inventory
|
|
||||||
- Heal yourself when injured in combat
|
|
||||||
- Manage limited inventory space (26 slots)
|
|
||||||
- Items drop from dead enemies
|
|
||||||
|
|
||||||
## Design Principles
|
|
||||||
|
|
||||||
### Flexibility Through Composition
|
|
||||||
- Items gain behavior through consumable components
|
|
||||||
- Easy to add new item types
|
|
||||||
- Reusable effect system
|
|
||||||
|
|
||||||
### Clean Ownership Transfer
|
|
||||||
- Entities always have clear parent
|
|
||||||
- Automatic visibility management
|
|
||||||
- No orphaned entities
|
|
||||||
|
|
||||||
### User-Friendly Feedback
|
|
||||||
- Clear error messages
|
|
||||||
- Consistent UI patterns
|
|
||||||
- Intuitive controls
|
|
||||||
|
|
||||||
The inventory system provides the foundation for equipment, spells, and complex item interactions in future parts!
|
|
||||||
|
|
@ -1,625 +0,0 @@
|
||||||
"""
|
|
||||||
McRogueFace Tutorial - Part 5: Entity Interactions
|
|
||||||
|
|
||||||
This tutorial builds on Part 4 by adding:
|
|
||||||
- Entity class hierarchy (PlayerEntity, EnemyEntity, BoulderEntity, ButtonEntity)
|
|
||||||
- Non-blocking movement animations with destination tracking
|
|
||||||
- Bump interactions (combat, pushing)
|
|
||||||
- Step-on interactions (buttons, doors)
|
|
||||||
- Concurrent enemy AI with smooth animations
|
|
||||||
|
|
||||||
Key concepts:
|
|
||||||
- Entities inherit from mcrfpy.Entity for proper C++/Python integration
|
|
||||||
- Logic operates on destination positions during animations
|
|
||||||
- Player input is processed immediately, not blocked by animations
|
|
||||||
"""
|
|
||||||
import mcrfpy
|
|
||||||
import random
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Entity Classes - Inherit from mcrfpy.Entity
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
class GameEntity(mcrfpy.Entity):
|
|
||||||
"""Base class for all game entities with interaction logic"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
# Extract grid before passing to parent
|
|
||||||
grid = kwargs.pop('grid', None)
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
|
|
||||||
# Current position is tracked by parent Entity.x/y
|
|
||||||
# Add destination tracking for animation system
|
|
||||||
self.dest_x = x
|
|
||||||
self.dest_y = y
|
|
||||||
self.is_moving = False
|
|
||||||
|
|
||||||
# Game properties
|
|
||||||
self.blocks_movement = True
|
|
||||||
self.hp = 10
|
|
||||||
self.max_hp = 10
|
|
||||||
self.entity_type = "generic"
|
|
||||||
|
|
||||||
# Add to grid if provided
|
|
||||||
if grid:
|
|
||||||
grid.entities.append(self)
|
|
||||||
|
|
||||||
def start_move(self, new_x, new_y, duration=0.2, callback=None):
|
|
||||||
"""Start animating movement to new position"""
|
|
||||||
self.dest_x = new_x
|
|
||||||
self.dest_y = new_y
|
|
||||||
self.is_moving = True
|
|
||||||
|
|
||||||
# Create animations for smooth movement
|
|
||||||
if callback:
|
|
||||||
# Only x animation needs callback since they run in parallel
|
|
||||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad", callback=callback)
|
|
||||||
else:
|
|
||||||
anim_x = mcrfpy.Animation("x", float(new_x), duration, "easeInOutQuad")
|
|
||||||
anim_y = mcrfpy.Animation("y", float(new_y), duration, "easeInOutQuad")
|
|
||||||
|
|
||||||
anim_x.start(self)
|
|
||||||
anim_y.start(self)
|
|
||||||
|
|
||||||
def get_position(self):
|
|
||||||
"""Get logical position (destination if moving, otherwise current)"""
|
|
||||||
if self.is_moving:
|
|
||||||
return (self.dest_x, self.dest_y)
|
|
||||||
return (int(self.x), int(self.y))
|
|
||||||
|
|
||||||
def on_bump(self, other):
|
|
||||||
"""Called when another entity tries to move into our space"""
|
|
||||||
return False # Block movement by default
|
|
||||||
|
|
||||||
def on_step(self, other):
|
|
||||||
"""Called when another entity steps on us (non-blocking)"""
|
|
||||||
pass
|
|
||||||
|
|
||||||
def take_damage(self, damage):
|
|
||||||
"""Apply damage and handle death"""
|
|
||||||
self.hp -= damage
|
|
||||||
if self.hp <= 0:
|
|
||||||
self.hp = 0
|
|
||||||
self.die()
|
|
||||||
|
|
||||||
def die(self):
|
|
||||||
"""Remove entity from grid"""
|
|
||||||
# The C++ die() method handles removal from grid
|
|
||||||
super().die()
|
|
||||||
|
|
||||||
class PlayerEntity(GameEntity):
|
|
||||||
"""The player character"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 64 # Hero sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.damage = 3
|
|
||||||
self.entity_type = "player"
|
|
||||||
self.blocks_movement = True
|
|
||||||
|
|
||||||
def on_bump(self, other):
|
|
||||||
"""Player bumps into something"""
|
|
||||||
if other.entity_type == "enemy":
|
|
||||||
# Deal damage
|
|
||||||
other.take_damage(self.damage)
|
|
||||||
return False # Can't move into enemy space
|
|
||||||
elif other.entity_type == "boulder":
|
|
||||||
# Try to push
|
|
||||||
dx = self.dest_x - int(self.x)
|
|
||||||
dy = self.dest_y - int(self.y)
|
|
||||||
return other.try_push(dx, dy)
|
|
||||||
return False
|
|
||||||
|
|
||||||
class EnemyEntity(GameEntity):
|
|
||||||
"""Basic enemy with AI"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 65 # Enemy sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.damage = 1
|
|
||||||
self.entity_type = "enemy"
|
|
||||||
self.ai_state = "wander"
|
|
||||||
self.hp = 5
|
|
||||||
self.max_hp = 5
|
|
||||||
|
|
||||||
def on_bump(self, other):
|
|
||||||
"""Enemy bumps into something"""
|
|
||||||
if other.entity_type == "player":
|
|
||||||
other.take_damage(self.damage)
|
|
||||||
return False
|
|
||||||
return False
|
|
||||||
|
|
||||||
def can_see_player(self, player_pos, grid):
|
|
||||||
"""Check if enemy can see the player position"""
|
|
||||||
# Simple check: within 6 tiles and has line of sight
|
|
||||||
mx, my = self.get_position()
|
|
||||||
px, py = player_pos
|
|
||||||
|
|
||||||
dist = abs(px - mx) + abs(py - my)
|
|
||||||
if dist > 6:
|
|
||||||
return False
|
|
||||||
|
|
||||||
# Use libtcod for line of sight
|
|
||||||
line = list(mcrfpy.libtcod.line(mx, my, px, py))
|
|
||||||
if len(line) > 7: # Too far
|
|
||||||
return False
|
|
||||||
for x, y in line[1:-1]: # Skip start and end points
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if cell and not cell.transparent:
|
|
||||||
return False
|
|
||||||
return True
|
|
||||||
|
|
||||||
def ai_turn(self, grid, player):
|
|
||||||
"""Decide next move"""
|
|
||||||
px, py = player.get_position()
|
|
||||||
mx, my = self.get_position()
|
|
||||||
|
|
||||||
# Simple AI: move toward player if visible
|
|
||||||
if self.can_see_player((px, py), grid):
|
|
||||||
# Calculate direction toward player
|
|
||||||
dx = 0
|
|
||||||
dy = 0
|
|
||||||
if px > mx:
|
|
||||||
dx = 1
|
|
||||||
elif px < mx:
|
|
||||||
dx = -1
|
|
||||||
if py > my:
|
|
||||||
dy = 1
|
|
||||||
elif py < my:
|
|
||||||
dy = -1
|
|
||||||
|
|
||||||
# Prefer cardinal movement
|
|
||||||
if dx != 0 and dy != 0:
|
|
||||||
# Pick horizontal or vertical based on greater distance
|
|
||||||
if abs(px - mx) > abs(py - my):
|
|
||||||
dy = 0
|
|
||||||
else:
|
|
||||||
dx = 0
|
|
||||||
|
|
||||||
return (mx + dx, my + dy)
|
|
||||||
else:
|
|
||||||
# Random movement
|
|
||||||
dx, dy = random.choice([(0,1), (0,-1), (1,0), (-1,0)])
|
|
||||||
return (mx + dx, my + dy)
|
|
||||||
|
|
||||||
class BoulderEntity(GameEntity):
|
|
||||||
"""Pushable boulder"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 7 # Boulder sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.entity_type = "boulder"
|
|
||||||
self.pushable = True
|
|
||||||
|
|
||||||
def try_push(self, dx, dy):
|
|
||||||
"""Attempt to push boulder in direction"""
|
|
||||||
new_x = int(self.x) + dx
|
|
||||||
new_y = int(self.y) + dy
|
|
||||||
|
|
||||||
# Check if destination is free
|
|
||||||
if can_move_to(new_x, new_y):
|
|
||||||
self.start_move(new_x, new_y)
|
|
||||||
return True
|
|
||||||
return False
|
|
||||||
|
|
||||||
class ButtonEntity(GameEntity):
|
|
||||||
"""Pressure plate that triggers when stepped on"""
|
|
||||||
def __init__(self, x, y, target=None, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 8 # Button sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.blocks_movement = False # Can be walked over
|
|
||||||
self.entity_type = "button"
|
|
||||||
self.pressed = False
|
|
||||||
self.pressed_by = set() # Track who's pressing
|
|
||||||
self.target = target # Door or other triggerable
|
|
||||||
|
|
||||||
def on_step(self, other):
|
|
||||||
"""Activate when stepped on"""
|
|
||||||
if other not in self.pressed_by:
|
|
||||||
self.pressed_by.add(other)
|
|
||||||
if not self.pressed:
|
|
||||||
self.pressed = True
|
|
||||||
self.sprite_index = 9 # Pressed sprite
|
|
||||||
if self.target:
|
|
||||||
self.target.activate()
|
|
||||||
|
|
||||||
def on_leave(self, other):
|
|
||||||
"""Deactivate when entity leaves"""
|
|
||||||
if other in self.pressed_by:
|
|
||||||
self.pressed_by.remove(other)
|
|
||||||
if len(self.pressed_by) == 0 and self.pressed:
|
|
||||||
self.pressed = False
|
|
||||||
self.sprite_index = 8 # Unpressed sprite
|
|
||||||
if self.target:
|
|
||||||
self.target.deactivate()
|
|
||||||
|
|
||||||
class DoorEntity(GameEntity):
|
|
||||||
"""Door that can be opened by buttons"""
|
|
||||||
def __init__(self, x, y, **kwargs):
|
|
||||||
kwargs['sprite_index'] = 3 # Closed door sprite
|
|
||||||
super().__init__(x=x, y=y, **kwargs)
|
|
||||||
self.entity_type = "door"
|
|
||||||
self.is_open = False
|
|
||||||
|
|
||||||
def activate(self):
|
|
||||||
"""Open the door"""
|
|
||||||
self.is_open = True
|
|
||||||
self.blocks_movement = False
|
|
||||||
self.sprite_index = 11 # Open door sprite
|
|
||||||
|
|
||||||
def deactivate(self):
|
|
||||||
"""Close the door"""
|
|
||||||
self.is_open = False
|
|
||||||
self.blocks_movement = True
|
|
||||||
self.sprite_index = 3 # Closed door sprite
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Global Game State
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
# Create and activate a new scene
|
|
||||||
mcrfpy.createScene("tutorial")
|
|
||||||
mcrfpy.setScene("tutorial")
|
|
||||||
|
|
||||||
# Load the texture
|
|
||||||
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
|
|
||||||
|
|
||||||
# Create a grid of tiles
|
|
||||||
grid_width, grid_height = 40, 30
|
|
||||||
zoom = 2.0
|
|
||||||
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
|
|
||||||
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
|
|
||||||
|
|
||||||
# Create the grid
|
|
||||||
grid = mcrfpy.Grid(
|
|
||||||
pos=grid_position,
|
|
||||||
grid_size=(grid_width, grid_height),
|
|
||||||
texture=texture,
|
|
||||||
size=grid_size,
|
|
||||||
)
|
|
||||||
grid.zoom = zoom
|
|
||||||
|
|
||||||
# Define tile types
|
|
||||||
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
|
|
||||||
WALL_TILES = [3, 7, 11]
|
|
||||||
|
|
||||||
# Game state
|
|
||||||
player = None
|
|
||||||
enemies = []
|
|
||||||
all_entities = []
|
|
||||||
is_player_turn = True
|
|
||||||
move_duration = 0.2
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Dungeon Generation (from Part 3)
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
class Room:
|
|
||||||
def __init__(self, x, y, width, height):
|
|
||||||
self.x1 = x
|
|
||||||
self.y1 = y
|
|
||||||
self.x2 = x + width
|
|
||||||
self.y2 = y + height
|
|
||||||
|
|
||||||
def center(self):
|
|
||||||
return ((self.x1 + self.x2) // 2, (self.y1 + self.y2) // 2)
|
|
||||||
|
|
||||||
def intersects(self, other):
|
|
||||||
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
|
|
||||||
self.y1 <= other.y2 and self.y2 >= other.y1)
|
|
||||||
|
|
||||||
def create_room(room):
|
|
||||||
"""Carve out a room in the grid"""
|
|
||||||
for x in range(room.x1 + 1, room.x2):
|
|
||||||
for y in range(room.y1 + 1, room.y2):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if cell:
|
|
||||||
cell.walkable = True
|
|
||||||
cell.transparent = True
|
|
||||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
|
||||||
|
|
||||||
def create_l_shaped_hallway(x1, y1, x2, y2):
|
|
||||||
"""Create L-shaped hallway between two points"""
|
|
||||||
corner_x = x2
|
|
||||||
corner_y = y1
|
|
||||||
|
|
||||||
if random.random() < 0.5:
|
|
||||||
corner_x = x1
|
|
||||||
corner_y = y2
|
|
||||||
|
|
||||||
for x, y in mcrfpy.libtcod.line(x1, y1, corner_x, corner_y):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if cell:
|
|
||||||
cell.walkable = True
|
|
||||||
cell.transparent = True
|
|
||||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
|
||||||
|
|
||||||
for x, y in mcrfpy.libtcod.line(corner_x, corner_y, x2, y2):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if cell:
|
|
||||||
cell.walkable = True
|
|
||||||
cell.transparent = True
|
|
||||||
cell.tilesprite = random.choice(FLOOR_TILES)
|
|
||||||
|
|
||||||
def generate_dungeon():
|
|
||||||
"""Generate a simple dungeon with rooms and hallways"""
|
|
||||||
# Initialize all cells as walls
|
|
||||||
for x in range(grid_width):
|
|
||||||
for y in range(grid_height):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if cell:
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.tilesprite = random.choice(WALL_TILES)
|
|
||||||
|
|
||||||
rooms = []
|
|
||||||
num_rooms = 0
|
|
||||||
|
|
||||||
for _ in range(30):
|
|
||||||
w = random.randint(4, 8)
|
|
||||||
h = random.randint(4, 8)
|
|
||||||
x = random.randint(0, grid_width - w - 1)
|
|
||||||
y = random.randint(0, grid_height - h - 1)
|
|
||||||
|
|
||||||
new_room = Room(x, y, w, h)
|
|
||||||
|
|
||||||
# Check if room intersects with existing rooms
|
|
||||||
if any(new_room.intersects(other_room) for other_room in rooms):
|
|
||||||
continue
|
|
||||||
|
|
||||||
create_room(new_room)
|
|
||||||
|
|
||||||
if num_rooms > 0:
|
|
||||||
# Connect to previous room
|
|
||||||
new_x, new_y = new_room.center()
|
|
||||||
prev_x, prev_y = rooms[num_rooms - 1].center()
|
|
||||||
create_l_shaped_hallway(prev_x, prev_y, new_x, new_y)
|
|
||||||
|
|
||||||
rooms.append(new_room)
|
|
||||||
num_rooms += 1
|
|
||||||
|
|
||||||
return rooms
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Entity Management
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
def get_entities_at(x, y):
|
|
||||||
"""Get all entities at a specific position (including moving ones)"""
|
|
||||||
entities = []
|
|
||||||
for entity in all_entities:
|
|
||||||
ex, ey = entity.get_position()
|
|
||||||
if ex == x and ey == y:
|
|
||||||
entities.append(entity)
|
|
||||||
return entities
|
|
||||||
|
|
||||||
def get_blocking_entity_at(x, y):
|
|
||||||
"""Get the first blocking entity at position"""
|
|
||||||
for entity in get_entities_at(x, y):
|
|
||||||
if entity.blocks_movement:
|
|
||||||
return entity
|
|
||||||
return None
|
|
||||||
|
|
||||||
def can_move_to(x, y):
|
|
||||||
"""Check if a position is valid for movement"""
|
|
||||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
|
||||||
return False
|
|
||||||
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if not cell or not cell.walkable:
|
|
||||||
return False
|
|
||||||
|
|
||||||
# Check for blocking entities
|
|
||||||
if get_blocking_entity_at(x, y):
|
|
||||||
return False
|
|
||||||
|
|
||||||
return True
|
|
||||||
|
|
||||||
def can_entity_move_to(entity, x, y):
|
|
||||||
"""Check if specific entity can move to position"""
|
|
||||||
if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
|
|
||||||
return False
|
|
||||||
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
if not cell or not cell.walkable:
|
|
||||||
return False
|
|
||||||
|
|
||||||
# Check for other blocking entities (not self)
|
|
||||||
blocker = get_blocking_entity_at(x, y)
|
|
||||||
if blocker and blocker != entity:
|
|
||||||
return False
|
|
||||||
|
|
||||||
return True
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Turn Management
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
def process_player_move(key):
|
|
||||||
"""Handle player input with immediate response"""
|
|
||||||
global is_player_turn
|
|
||||||
|
|
||||||
if not is_player_turn or player.is_moving:
|
|
||||||
return # Not player's turn or still animating
|
|
||||||
|
|
||||||
px, py = player.get_position()
|
|
||||||
new_x, new_y = px, py
|
|
||||||
|
|
||||||
# Calculate movement direction
|
|
||||||
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
|
|
||||||
else:
|
|
||||||
return # Not a movement key
|
|
||||||
|
|
||||||
if new_x == px and new_y == py:
|
|
||||||
return # No movement
|
|
||||||
|
|
||||||
# Check what's at destination
|
|
||||||
cell = grid.at(new_x, new_y)
|
|
||||||
if not cell or not cell.walkable:
|
|
||||||
return # Can't move into walls
|
|
||||||
|
|
||||||
blocking_entity = get_blocking_entity_at(new_x, new_y)
|
|
||||||
|
|
||||||
if blocking_entity:
|
|
||||||
# Try bump interaction
|
|
||||||
if not player.on_bump(blocking_entity):
|
|
||||||
# Movement blocked, but turn still happens
|
|
||||||
is_player_turn = False
|
|
||||||
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
|
|
||||||
return
|
|
||||||
|
|
||||||
# Movement is valid - start player animation
|
|
||||||
is_player_turn = False
|
|
||||||
player.start_move(new_x, new_y, duration=move_duration, callback=player_move_complete)
|
|
||||||
|
|
||||||
# Update grid center to follow player
|
|
||||||
grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, move_duration, "linear")
|
|
||||||
grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, move_duration, "linear")
|
|
||||||
grid_anim_x.start(grid)
|
|
||||||
grid_anim_y.start(grid)
|
|
||||||
|
|
||||||
# Start enemy turns after a short delay (so player sees their move start first)
|
|
||||||
mcrfpy.setTimer("enemy_turn", process_enemy_turns, 50)
|
|
||||||
|
|
||||||
def process_enemy_turns(timer_name):
|
|
||||||
"""Process all enemy AI decisions and start their animations"""
|
|
||||||
enemies_to_move = []
|
|
||||||
|
|
||||||
for enemy in enemies:
|
|
||||||
if enemy.hp <= 0: # Skip dead enemies
|
|
||||||
continue
|
|
||||||
|
|
||||||
if enemy.is_moving:
|
|
||||||
continue # Skip if still animating
|
|
||||||
|
|
||||||
# AI decides next move based on player's destination
|
|
||||||
target_x, target_y = enemy.ai_turn(grid, player)
|
|
||||||
|
|
||||||
# Check if move is valid
|
|
||||||
cell = grid.at(target_x, target_y)
|
|
||||||
if not cell or not cell.walkable:
|
|
||||||
continue
|
|
||||||
|
|
||||||
# Check what's at the destination
|
|
||||||
blocking_entity = get_blocking_entity_at(target_x, target_y)
|
|
||||||
|
|
||||||
if blocking_entity and blocking_entity != enemy:
|
|
||||||
# Try bump interaction
|
|
||||||
enemy.on_bump(blocking_entity)
|
|
||||||
# Enemy doesn't move but still took its turn
|
|
||||||
else:
|
|
||||||
# Valid move - add to list
|
|
||||||
enemies_to_move.append((enemy, target_x, target_y))
|
|
||||||
|
|
||||||
# Start all enemy animations simultaneously
|
|
||||||
for enemy, tx, ty in enemies_to_move:
|
|
||||||
enemy.start_move(tx, ty, duration=move_duration)
|
|
||||||
|
|
||||||
def player_move_complete(anim, entity):
|
|
||||||
"""Called when player animation finishes"""
|
|
||||||
global is_player_turn
|
|
||||||
|
|
||||||
player.is_moving = False
|
|
||||||
|
|
||||||
# Check for step-on interactions at new position
|
|
||||||
for entity in get_entities_at(int(player.x), int(player.y)):
|
|
||||||
if entity != player and not entity.blocks_movement:
|
|
||||||
entity.on_step(player)
|
|
||||||
|
|
||||||
# Update FOV from new position
|
|
||||||
update_fov()
|
|
||||||
|
|
||||||
# Player's turn is ready again
|
|
||||||
is_player_turn = True
|
|
||||||
|
|
||||||
def update_fov():
|
|
||||||
"""Update field of view from player position"""
|
|
||||||
px, py = int(player.x), int(player.y)
|
|
||||||
grid.compute_fov(px, py, radius=8)
|
|
||||||
player.update_visibility()
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Input Handling
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
def handle_keys(key, state):
|
|
||||||
"""Handle keyboard input"""
|
|
||||||
if state == "start":
|
|
||||||
# Movement keys
|
|
||||||
if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
|
|
||||||
process_player_move(key)
|
|
||||||
|
|
||||||
# Register the key handler
|
|
||||||
mcrfpy.keypressScene(handle_keys)
|
|
||||||
|
|
||||||
# ============================================================================
|
|
||||||
# Initialize Game
|
|
||||||
# ============================================================================
|
|
||||||
|
|
||||||
# Generate dungeon
|
|
||||||
rooms = generate_dungeon()
|
|
||||||
|
|
||||||
# Place player in first room
|
|
||||||
if rooms:
|
|
||||||
start_x, start_y = rooms[0].center()
|
|
||||||
player = PlayerEntity(start_x, start_y, grid=grid)
|
|
||||||
all_entities.append(player)
|
|
||||||
|
|
||||||
# Place enemies in other rooms
|
|
||||||
for i in range(1, min(6, len(rooms))):
|
|
||||||
room = rooms[i]
|
|
||||||
ex, ey = room.center()
|
|
||||||
enemy = EnemyEntity(ex, ey, grid=grid)
|
|
||||||
enemies.append(enemy)
|
|
||||||
all_entities.append(enemy)
|
|
||||||
|
|
||||||
# Place some boulders
|
|
||||||
for i in range(3):
|
|
||||||
room = random.choice(rooms[1:])
|
|
||||||
bx = random.randint(room.x1 + 1, room.x2 - 1)
|
|
||||||
by = random.randint(room.y1 + 1, room.y2 - 1)
|
|
||||||
if can_move_to(bx, by):
|
|
||||||
boulder = BoulderEntity(bx, by, grid=grid)
|
|
||||||
all_entities.append(boulder)
|
|
||||||
|
|
||||||
# Place a button and door in one of the rooms
|
|
||||||
if len(rooms) > 2:
|
|
||||||
button_room = rooms[-2]
|
|
||||||
door_room = rooms[-1]
|
|
||||||
|
|
||||||
# Place door at entrance to last room
|
|
||||||
dx, dy = door_room.center()
|
|
||||||
door = DoorEntity(dx, door_room.y1, grid=grid)
|
|
||||||
all_entities.append(door)
|
|
||||||
|
|
||||||
# Place button in second to last room
|
|
||||||
bx, by = button_room.center()
|
|
||||||
button = ButtonEntity(bx, by, target=door, grid=grid)
|
|
||||||
all_entities.append(button)
|
|
||||||
|
|
||||||
# Set grid perspective to player
|
|
||||||
grid.perspective = player
|
|
||||||
grid.center_x = (start_x + 0.5) * 16
|
|
||||||
grid.center_y = (start_y + 0.5) * 16
|
|
||||||
|
|
||||||
# Initial FOV calculation
|
|
||||||
update_fov()
|
|
||||||
|
|
||||||
# Add grid to scene
|
|
||||||
mcrfpy.sceneUI("tutorial").append(grid)
|
|
||||||
|
|
||||||
# Show instructions
|
|
||||||
title = mcrfpy.Caption((320, 10),
|
|
||||||
text="Part 5: Entity Interactions - WASD to move, bump enemies, push boulders!",
|
|
||||||
)
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
|
|
||||||
mcrfpy.sceneUI("tutorial").append(title)
|
|
||||||
|
|
||||||
print("Part 5: Entity Interactions - Tutorial loaded!")
|
|
||||||
print("- Bump into enemies to attack them")
|
|
||||||
print("- Push boulders by walking into them")
|
|
||||||
print("- Step on buttons to open doors")
|
|
||||||
print("- Enemies will pursue you when they can see you")
|
|
||||||
|
|
@ -1,253 +0,0 @@
|
||||||
# Part 0 - Setting Up McRogueFace
|
|
||||||
|
|
||||||
Welcome to the McRogueFace Roguelike Tutorial! This tutorial will teach you how to create a complete roguelike game using the McRogueFace game engine. Unlike traditional Python libraries, McRogueFace is a complete, portable game engine that includes everything you need to make and distribute games.
|
|
||||||
|
|
||||||
## What is McRogueFace?
|
|
||||||
|
|
||||||
McRogueFace is a high-performance game engine with Python scripting support. Think of it like Unity or Godot, but specifically designed for roguelikes and 2D games. It includes:
|
|
||||||
|
|
||||||
- A complete Python 3.12 runtime (no installation needed!)
|
|
||||||
- High-performance C++ rendering and entity management
|
|
||||||
- Built-in UI components and scene management
|
|
||||||
- Integrated audio system
|
|
||||||
- Professional sprite-based graphics
|
|
||||||
- Easy distribution - your players don't need Python installed!
|
|
||||||
|
|
||||||
## Prerequisites
|
|
||||||
|
|
||||||
Before starting this tutorial, you should:
|
|
||||||
|
|
||||||
- Have basic Python knowledge (variables, functions, classes)
|
|
||||||
- Be comfortable editing text files
|
|
||||||
- Have a text editor (VS Code, Sublime Text, Notepad++, etc.)
|
|
||||||
|
|
||||||
That's it! Unlike other roguelike tutorials, you don't need Python installed - McRogueFace includes everything.
|
|
||||||
|
|
||||||
## Getting McRogueFace
|
|
||||||
|
|
||||||
### Step 1: Download the Engine
|
|
||||||
|
|
||||||
1. Visit the McRogueFace releases page
|
|
||||||
2. Download the version for your operating system:
|
|
||||||
- `McRogueFace-Windows.zip` for Windows
|
|
||||||
- `McRogueFace-MacOS.zip` for macOS
|
|
||||||
- `McRogueFace-Linux.zip` for Linux
|
|
||||||
|
|
||||||
### Step 2: Extract the Archive
|
|
||||||
|
|
||||||
Extract the downloaded archive to a folder where you want to develop your game. You should see this structure:
|
|
||||||
|
|
||||||
```
|
|
||||||
McRogueFace/
|
|
||||||
├── mcrogueface (or mcrogueface.exe on Windows)
|
|
||||||
├── scripts/
|
|
||||||
│ └── game.py
|
|
||||||
├── assets/
|
|
||||||
│ ├── sprites/
|
|
||||||
│ ├── fonts/
|
|
||||||
│ └── audio/
|
|
||||||
└── lib/
|
|
||||||
```
|
|
||||||
|
|
||||||
### Step 3: Run the Engine
|
|
||||||
|
|
||||||
Run the McRogueFace executable:
|
|
||||||
|
|
||||||
- **Windows**: Double-click `mcrogueface.exe`
|
|
||||||
- **Mac/Linux**: Open a terminal in the folder and run `./mcrogueface`
|
|
||||||
|
|
||||||
You should see a window open with the default McRogueFace demo. This shows the engine is working correctly!
|
|
||||||
|
|
||||||
## Your First McRogueFace Script
|
|
||||||
|
|
||||||
Let's modify the engine to display "Hello Roguelike!" instead of the default demo.
|
|
||||||
|
|
||||||
### Step 1: Open game.py
|
|
||||||
|
|
||||||
Open `scripts/game.py` in your text editor. You'll see the default demo code. Replace it entirely with:
|
|
||||||
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
# Create a new scene called "hello"
|
|
||||||
mcrfpy.createScene("hello")
|
|
||||||
|
|
||||||
# Switch to our new scene
|
|
||||||
mcrfpy.setScene("hello")
|
|
||||||
|
|
||||||
# Get the UI container for our scene
|
|
||||||
ui = mcrfpy.sceneUI("hello")
|
|
||||||
|
|
||||||
# Create a text caption
|
|
||||||
caption = mcrfpy.Caption("Hello Roguelike!", 400, 300)
|
|
||||||
caption.font_size = 32
|
|
||||||
caption.fill_color = mcrfpy.Color(255, 255, 255) # White text
|
|
||||||
|
|
||||||
# Add the caption to our scene
|
|
||||||
ui.append(caption)
|
|
||||||
|
|
||||||
# Create a smaller instruction caption
|
|
||||||
instruction = mcrfpy.Caption("Press ESC to exit", 400, 350)
|
|
||||||
instruction.font_size = 16
|
|
||||||
instruction.fill_color = mcrfpy.Color(200, 200, 200) # Light gray
|
|
||||||
ui.append(instruction)
|
|
||||||
|
|
||||||
# Set up a simple key handler
|
|
||||||
def handle_keys(key, state):
|
|
||||||
if state == "start" and key == "Escape":
|
|
||||||
mcrfpy.setScene(None) # This exits the game
|
|
||||||
|
|
||||||
mcrfpy.keypressScene(handle_keys)
|
|
||||||
|
|
||||||
print("Hello Roguelike is running!")
|
|
||||||
```
|
|
||||||
|
|
||||||
### Step 2: Save and Run
|
|
||||||
|
|
||||||
1. Save the file
|
|
||||||
2. If McRogueFace is still running, it will automatically reload!
|
|
||||||
3. If not, run the engine again
|
|
||||||
|
|
||||||
You should now see "Hello Roguelike!" displayed in the window.
|
|
||||||
|
|
||||||
### Step 3: Understanding the Code
|
|
||||||
|
|
||||||
Let's break down what we just wrote:
|
|
||||||
|
|
||||||
1. **Import mcrfpy**: This is McRogueFace's Python API
|
|
||||||
2. **Create a scene**: Scenes are like game states (menu, gameplay, inventory, etc.)
|
|
||||||
3. **UI elements**: We create Caption objects for text display
|
|
||||||
4. **Colors**: McRogueFace uses RGB colors (0-255 for each component)
|
|
||||||
5. **Input handling**: We set up a callback for keyboard input
|
|
||||||
6. **Scene switching**: Setting the scene to None exits the game
|
|
||||||
|
|
||||||
## Key Differences from Pure Python Development
|
|
||||||
|
|
||||||
### The Game Loop
|
|
||||||
|
|
||||||
Unlike typical Python scripts, McRogueFace runs your code inside its game loop:
|
|
||||||
|
|
||||||
1. The engine starts and loads `scripts/game.py`
|
|
||||||
2. Your script sets up scenes, UI elements, and callbacks
|
|
||||||
3. The engine runs at 60 FPS, handling rendering and input
|
|
||||||
4. Your callbacks are triggered by game events
|
|
||||||
|
|
||||||
### Hot Reloading
|
|
||||||
|
|
||||||
McRogueFace can reload your scripts while running! Just save your changes and the engine will reload automatically. This makes development incredibly fast.
|
|
||||||
|
|
||||||
### Asset Pipeline
|
|
||||||
|
|
||||||
McRogueFace includes a complete asset system:
|
|
||||||
|
|
||||||
- **Sprites**: Place images in `assets/sprites/`
|
|
||||||
- **Fonts**: TrueType fonts in `assets/fonts/`
|
|
||||||
- **Audio**: Sound effects and music in `assets/audio/`
|
|
||||||
|
|
||||||
We'll explore these in later lessons.
|
|
||||||
|
|
||||||
## Testing Your Setup
|
|
||||||
|
|
||||||
Let's create a more interactive test to ensure everything is working properly:
|
|
||||||
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
# Create our test scene
|
|
||||||
mcrfpy.createScene("test")
|
|
||||||
mcrfpy.setScene("test")
|
|
||||||
ui = mcrfpy.sceneUI("test")
|
|
||||||
|
|
||||||
# Create a background frame
|
|
||||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
|
||||||
background.fill_color = mcrfpy.Color(20, 20, 30) # Dark blue-gray
|
|
||||||
ui.append(background)
|
|
||||||
|
|
||||||
# Title text
|
|
||||||
title = mcrfpy.Caption("McRogueFace Setup Test", 512, 100)
|
|
||||||
title.font_size = 36
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 100) # Yellow
|
|
||||||
ui.append(title)
|
|
||||||
|
|
||||||
# Status text that will update
|
|
||||||
status_text = mcrfpy.Caption("Press any key to test input...", 512, 300)
|
|
||||||
status_text.font_size = 20
|
|
||||||
status_text.fill_color = mcrfpy.Color(200, 200, 200)
|
|
||||||
ui.append(status_text)
|
|
||||||
|
|
||||||
# Instructions
|
|
||||||
instructions = [
|
|
||||||
"Arrow Keys: Test movement input",
|
|
||||||
"Space: Test action input",
|
|
||||||
"Mouse Click: Test mouse input",
|
|
||||||
"ESC: Exit"
|
|
||||||
]
|
|
||||||
|
|
||||||
y_offset = 400
|
|
||||||
for instruction in instructions:
|
|
||||||
inst_caption = mcrfpy.Caption(instruction, 512, y_offset)
|
|
||||||
inst_caption.font_size = 16
|
|
||||||
inst_caption.fill_color = mcrfpy.Color(150, 150, 150)
|
|
||||||
ui.append(inst_caption)
|
|
||||||
y_offset += 30
|
|
||||||
|
|
||||||
# Input handler
|
|
||||||
def handle_input(key, state):
|
|
||||||
if state != "start":
|
|
||||||
return
|
|
||||||
|
|
||||||
if key == "Escape":
|
|
||||||
mcrfpy.setScene(None)
|
|
||||||
else:
|
|
||||||
status_text.text = f"You pressed: {key}"
|
|
||||||
status_text.fill_color = mcrfpy.Color(100, 255, 100) # Green
|
|
||||||
|
|
||||||
# Set up input handling
|
|
||||||
mcrfpy.keypressScene(handle_input)
|
|
||||||
|
|
||||||
print("Setup test is running! Try pressing different keys.")
|
|
||||||
```
|
|
||||||
|
|
||||||
## Troubleshooting
|
|
||||||
|
|
||||||
### Engine Won't Start
|
|
||||||
|
|
||||||
- **Windows**: Make sure you extracted all files, not just the .exe
|
|
||||||
- **Mac**: You may need to right-click and select "Open" the first time
|
|
||||||
- **Linux**: Make sure the file is executable: `chmod +x mcrogueface`
|
|
||||||
|
|
||||||
### Scripts Not Loading
|
|
||||||
|
|
||||||
- Ensure your script is named exactly `game.py` in the `scripts/` folder
|
|
||||||
- Check the console output for Python errors
|
|
||||||
- Make sure you're using Python 3 syntax
|
|
||||||
|
|
||||||
### Performance Issues
|
|
||||||
|
|
||||||
- McRogueFace should run smoothly at 60 FPS
|
|
||||||
- If not, check if your graphics drivers are updated
|
|
||||||
- The engine shows FPS in the window title
|
|
||||||
|
|
||||||
## What's Next?
|
|
||||||
|
|
||||||
Congratulations! You now have McRogueFace set up and running. You've learned:
|
|
||||||
|
|
||||||
- How to download and run the McRogueFace engine
|
|
||||||
- The basic structure of a McRogueFace project
|
|
||||||
- How to create scenes and UI elements
|
|
||||||
- How to handle keyboard input
|
|
||||||
- The development workflow with hot reloading
|
|
||||||
|
|
||||||
In Part 1, we'll create our player character and implement movement. We'll explore McRogueFace's entity system and learn how to create a game world.
|
|
||||||
|
|
||||||
## Why McRogueFace?
|
|
||||||
|
|
||||||
Before we continue, let's highlight why McRogueFace is excellent for roguelike development:
|
|
||||||
|
|
||||||
1. **No Installation Hassles**: Your players just download and run - no Python needed!
|
|
||||||
2. **Professional Performance**: C++ engine core means smooth gameplay even with hundreds of entities
|
|
||||||
3. **Built-in Features**: UI, audio, scenes, and animations are already there
|
|
||||||
4. **Easy Distribution**: Just zip your game folder and share it
|
|
||||||
5. **Rapid Development**: Hot reloading and Python scripting for quick iteration
|
|
||||||
|
|
||||||
Ready to make a roguelike? Let's continue to Part 1!
|
|
||||||
|
|
@ -1,457 +0,0 @@
|
||||||
# Part 1 - Drawing the '@' Symbol and Moving It Around
|
|
||||||
|
|
||||||
In Part 0, we set up McRogueFace and created a simple "Hello Roguelike" scene. Now it's time to create the foundation of our game: a player character that can move around the screen.
|
|
||||||
|
|
||||||
In traditional roguelikes, the player is represented by the '@' symbol. We'll honor that tradition while taking advantage of McRogueFace's powerful sprite-based rendering system.
|
|
||||||
|
|
||||||
## Understanding McRogueFace's Architecture
|
|
||||||
|
|
||||||
Before we dive into code, let's understand two key concepts in McRogueFace:
|
|
||||||
|
|
||||||
### Grid - The Game World
|
|
||||||
|
|
||||||
A `Grid` represents your game world. It's a 2D array of tiles where each tile can be:
|
|
||||||
- **Walkable or not** (for collision detection)
|
|
||||||
- **Transparent or not** (for field of view, which we'll cover later)
|
|
||||||
- **Have a visual appearance** (sprite index and color)
|
|
||||||
|
|
||||||
Think of the Grid as the dungeon floor, walls, and other static elements.
|
|
||||||
|
|
||||||
### Entity - Things That Move
|
|
||||||
|
|
||||||
An `Entity` represents anything that can move around on the Grid:
|
|
||||||
- The player character
|
|
||||||
- Monsters
|
|
||||||
- Items (if you want them to be thrown or moved)
|
|
||||||
- Projectiles
|
|
||||||
|
|
||||||
Entities exist "on top of" the Grid and automatically handle smooth movement animation between tiles.
|
|
||||||
|
|
||||||
## Creating Our Game World
|
|
||||||
|
|
||||||
Let's start by creating a simple room for our player to move around in. Create a new `game.py`:
|
|
||||||
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
# Define some constants for our tile types
|
|
||||||
FLOOR_TILE = 0
|
|
||||||
WALL_TILE = 1
|
|
||||||
PLAYER_SPRITE = 2
|
|
||||||
|
|
||||||
# Window configuration
|
|
||||||
mcrfpy.createScene("game")
|
|
||||||
mcrfpy.setScene("game")
|
|
||||||
|
|
||||||
# Configure window properties
|
|
||||||
window = mcrfpy.Window.get()
|
|
||||||
window.title = "McRogueFace Roguelike - Part 1"
|
|
||||||
|
|
||||||
# Get the UI container for our scene
|
|
||||||
ui = mcrfpy.sceneUI("game")
|
|
||||||
|
|
||||||
# Create a dark background
|
|
||||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
|
||||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
|
||||||
ui.append(background)
|
|
||||||
```
|
|
||||||
|
|
||||||
Now we need to set up our tileset. For this tutorial, we'll use ASCII-style sprites. McRogueFace comes with a built-in ASCII tileset:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# Load the ASCII tileset
|
|
||||||
# This tileset has characters mapped to sprite indices
|
|
||||||
# For example: @ = 64, # = 35, . = 46
|
|
||||||
tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
|
||||||
|
|
||||||
# Create the game grid
|
|
||||||
# 50x30 tiles is a good size for a roguelike
|
|
||||||
GRID_WIDTH = 50
|
|
||||||
GRID_HEIGHT = 30
|
|
||||||
|
|
||||||
grid = mcrfpy.Grid(grid_x=GRID_WIDTH, grid_y=GRID_HEIGHT, texture=tileset)
|
|
||||||
grid.position = (100, 100) # Position on screen
|
|
||||||
grid.size = (800, 480) # Size in pixels
|
|
||||||
|
|
||||||
# Add the grid to our UI
|
|
||||||
ui.append(grid)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Initializing the Game World
|
|
||||||
|
|
||||||
Now let's fill our grid with a simple room:
|
|
||||||
|
|
||||||
```python
|
|
||||||
def create_room():
|
|
||||||
"""Create a room with walls around the edges"""
|
|
||||||
# Fill everything with floor tiles first
|
|
||||||
for y in range(GRID_HEIGHT):
|
|
||||||
for x in range(GRID_WIDTH):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
cell.walkable = True
|
|
||||||
cell.transparent = True
|
|
||||||
cell.sprite_index = 46 # '.' character
|
|
||||||
cell.color = mcrfpy.Color(50, 50, 50) # Dark gray floor
|
|
||||||
|
|
||||||
# Create walls around the edges
|
|
||||||
for x in range(GRID_WIDTH):
|
|
||||||
# Top wall
|
|
||||||
cell = grid.at(x, 0)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100) # Gray walls
|
|
||||||
|
|
||||||
# Bottom wall
|
|
||||||
cell = grid.at(x, GRID_HEIGHT - 1)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
for y in range(GRID_HEIGHT):
|
|
||||||
# Left wall
|
|
||||||
cell = grid.at(0, y)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
# Right wall
|
|
||||||
cell = grid.at(GRID_WIDTH - 1, y)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
# Create the room
|
|
||||||
create_room()
|
|
||||||
```
|
|
||||||
|
|
||||||
## Creating the Player
|
|
||||||
|
|
||||||
Now let's add our player character:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# Create the player entity
|
|
||||||
player = mcrfpy.Entity(x=GRID_WIDTH // 2, y=GRID_HEIGHT // 2, grid=grid)
|
|
||||||
player.sprite_index = 64 # '@' character
|
|
||||||
player.color = mcrfpy.Color(255, 255, 255) # White
|
|
||||||
|
|
||||||
# The entity is automatically added to the grid when we pass grid= parameter
|
|
||||||
# This is equivalent to: grid.entities.append(player)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Handling Input
|
|
||||||
|
|
||||||
McRogueFace uses a callback system for input. For a turn-based roguelike, we only care about key presses, not releases:
|
|
||||||
|
|
||||||
```python
|
|
||||||
def handle_input(key, state):
|
|
||||||
"""Handle keyboard input for player movement"""
|
|
||||||
# Only process key presses, not releases
|
|
||||||
if state != "start":
|
|
||||||
return
|
|
||||||
|
|
||||||
# Movement deltas
|
|
||||||
dx, dy = 0, 0
|
|
||||||
|
|
||||||
# Arrow keys
|
|
||||||
if key == "Up":
|
|
||||||
dy = -1
|
|
||||||
elif key == "Down":
|
|
||||||
dy = 1
|
|
||||||
elif key == "Left":
|
|
||||||
dx = -1
|
|
||||||
elif key == "Right":
|
|
||||||
dx = 1
|
|
||||||
|
|
||||||
# Numpad movement (for true roguelike feel!)
|
|
||||||
elif key == "Num7": # Northwest
|
|
||||||
dx, dy = -1, -1
|
|
||||||
elif key == "Num8": # North
|
|
||||||
dy = -1
|
|
||||||
elif key == "Num9": # Northeast
|
|
||||||
dx, dy = 1, -1
|
|
||||||
elif key == "Num4": # West
|
|
||||||
dx = -1
|
|
||||||
elif key == "Num6": # East
|
|
||||||
dx = 1
|
|
||||||
elif key == "Num1": # Southwest
|
|
||||||
dx, dy = -1, 1
|
|
||||||
elif key == "Num2": # South
|
|
||||||
dy = 1
|
|
||||||
elif key == "Num3": # Southeast
|
|
||||||
dx, dy = 1, 1
|
|
||||||
|
|
||||||
# Escape to quit
|
|
||||||
elif key == "Escape":
|
|
||||||
mcrfpy.setScene(None)
|
|
||||||
return
|
|
||||||
|
|
||||||
# If there's movement, try to move the player
|
|
||||||
if dx != 0 or dy != 0:
|
|
||||||
move_player(dx, dy)
|
|
||||||
|
|
||||||
# Register the input handler
|
|
||||||
mcrfpy.keypressScene(handle_input)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Implementing Movement with Collision Detection
|
|
||||||
|
|
||||||
Now let's implement the movement function with proper collision detection:
|
|
||||||
|
|
||||||
```python
|
|
||||||
def move_player(dx, dy):
|
|
||||||
"""Move the player if the destination is walkable"""
|
|
||||||
# Calculate new position
|
|
||||||
new_x = player.x + dx
|
|
||||||
new_y = player.y + dy
|
|
||||||
|
|
||||||
# Check bounds
|
|
||||||
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
|
|
||||||
return
|
|
||||||
|
|
||||||
# Check if the destination is walkable
|
|
||||||
destination = grid.at(new_x, new_y)
|
|
||||||
if destination.walkable:
|
|
||||||
# Move the player
|
|
||||||
player.x = new_x
|
|
||||||
player.y = new_y
|
|
||||||
# The entity will automatically animate to the new position!
|
|
||||||
```
|
|
||||||
|
|
||||||
## Adding Visual Polish
|
|
||||||
|
|
||||||
Let's add some UI elements to make our game look more polished:
|
|
||||||
|
|
||||||
```python
|
|
||||||
# Add a title
|
|
||||||
title = mcrfpy.Caption("McRogueFace Roguelike", 512, 30)
|
|
||||||
title.font_size = 24
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 100) # Yellow
|
|
||||||
ui.append(title)
|
|
||||||
|
|
||||||
# Add instructions
|
|
||||||
instructions = mcrfpy.Caption("Arrow Keys or Numpad to move, ESC to quit", 512, 60)
|
|
||||||
instructions.font_size = 16
|
|
||||||
instructions.fill_color = mcrfpy.Color(200, 200, 200) # Light gray
|
|
||||||
ui.append(instructions)
|
|
||||||
|
|
||||||
# Add a status line at the bottom
|
|
||||||
status = mcrfpy.Caption("@ You", 100, 600)
|
|
||||||
status.font_size = 18
|
|
||||||
status.fill_color = mcrfpy.Color(255, 255, 255)
|
|
||||||
ui.append(status)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Complete Code
|
|
||||||
|
|
||||||
Here's the complete `game.py` for Part 1:
|
|
||||||
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
# Window configuration
|
|
||||||
mcrfpy.createScene("game")
|
|
||||||
mcrfpy.setScene("game")
|
|
||||||
|
|
||||||
window = mcrfpy.Window.get()
|
|
||||||
window.title = "McRogueFace Roguelike - Part 1"
|
|
||||||
|
|
||||||
# Get the UI container for our scene
|
|
||||||
ui = mcrfpy.sceneUI("game")
|
|
||||||
|
|
||||||
# Create a dark background
|
|
||||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
|
||||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
|
||||||
ui.append(background)
|
|
||||||
|
|
||||||
# Load the ASCII tileset
|
|
||||||
tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
|
||||||
|
|
||||||
# Create the game grid
|
|
||||||
GRID_WIDTH = 50
|
|
||||||
GRID_HEIGHT = 30
|
|
||||||
|
|
||||||
grid = mcrfpy.Grid(grid_x=GRID_WIDTH, grid_y=GRID_HEIGHT, texture=tileset)
|
|
||||||
grid.position = (100, 100)
|
|
||||||
grid.size = (800, 480)
|
|
||||||
ui.append(grid)
|
|
||||||
|
|
||||||
def create_room():
|
|
||||||
"""Create a room with walls around the edges"""
|
|
||||||
# Fill everything with floor tiles first
|
|
||||||
for y in range(GRID_HEIGHT):
|
|
||||||
for x in range(GRID_WIDTH):
|
|
||||||
cell = grid.at(x, y)
|
|
||||||
cell.walkable = True
|
|
||||||
cell.transparent = True
|
|
||||||
cell.sprite_index = 46 # '.' character
|
|
||||||
cell.color = mcrfpy.Color(50, 50, 50) # Dark gray floor
|
|
||||||
|
|
||||||
# Create walls around the edges
|
|
||||||
for x in range(GRID_WIDTH):
|
|
||||||
# Top wall
|
|
||||||
cell = grid.at(x, 0)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100) # Gray walls
|
|
||||||
|
|
||||||
# Bottom wall
|
|
||||||
cell = grid.at(x, GRID_HEIGHT - 1)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
for y in range(GRID_HEIGHT):
|
|
||||||
# Left wall
|
|
||||||
cell = grid.at(0, y)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
# Right wall
|
|
||||||
cell = grid.at(GRID_WIDTH - 1, y)
|
|
||||||
cell.walkable = False
|
|
||||||
cell.transparent = False
|
|
||||||
cell.sprite_index = 35 # '#' character
|
|
||||||
cell.color = mcrfpy.Color(100, 100, 100)
|
|
||||||
|
|
||||||
# Create the room
|
|
||||||
create_room()
|
|
||||||
|
|
||||||
# Create the player entity
|
|
||||||
player = mcrfpy.Entity(x=GRID_WIDTH // 2, y=GRID_HEIGHT // 2, grid=grid)
|
|
||||||
player.sprite_index = 64 # '@' character
|
|
||||||
player.color = mcrfpy.Color(255, 255, 255) # White
|
|
||||||
|
|
||||||
def move_player(dx, dy):
|
|
||||||
"""Move the player if the destination is walkable"""
|
|
||||||
# Calculate new position
|
|
||||||
new_x = player.x + dx
|
|
||||||
new_y = player.y + dy
|
|
||||||
|
|
||||||
# Check bounds
|
|
||||||
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
|
|
||||||
return
|
|
||||||
|
|
||||||
# Check if the destination is walkable
|
|
||||||
destination = grid.at(new_x, new_y)
|
|
||||||
if destination.walkable:
|
|
||||||
# Move the player
|
|
||||||
player.x = new_x
|
|
||||||
player.y = new_y
|
|
||||||
|
|
||||||
def handle_input(key, state):
|
|
||||||
"""Handle keyboard input for player movement"""
|
|
||||||
# Only process key presses, not releases
|
|
||||||
if state != "start":
|
|
||||||
return
|
|
||||||
|
|
||||||
# Movement deltas
|
|
||||||
dx, dy = 0, 0
|
|
||||||
|
|
||||||
# Arrow keys
|
|
||||||
if key == "Up":
|
|
||||||
dy = -1
|
|
||||||
elif key == "Down":
|
|
||||||
dy = 1
|
|
||||||
elif key == "Left":
|
|
||||||
dx = -1
|
|
||||||
elif key == "Right":
|
|
||||||
dx = 1
|
|
||||||
|
|
||||||
# Numpad movement (for true roguelike feel!)
|
|
||||||
elif key == "Num7": # Northwest
|
|
||||||
dx, dy = -1, -1
|
|
||||||
elif key == "Num8": # North
|
|
||||||
dy = -1
|
|
||||||
elif key == "Num9": # Northeast
|
|
||||||
dx, dy = 1, -1
|
|
||||||
elif key == "Num4": # West
|
|
||||||
dx = -1
|
|
||||||
elif key == "Num6": # East
|
|
||||||
dx = 1
|
|
||||||
elif key == "Num1": # Southwest
|
|
||||||
dx, dy = -1, 1
|
|
||||||
elif key == "Num2": # South
|
|
||||||
dy = 1
|
|
||||||
elif key == "Num3": # Southeast
|
|
||||||
dx, dy = 1, 1
|
|
||||||
|
|
||||||
# Escape to quit
|
|
||||||
elif key == "Escape":
|
|
||||||
mcrfpy.setScene(None)
|
|
||||||
return
|
|
||||||
|
|
||||||
# If there's movement, try to move the player
|
|
||||||
if dx != 0 or dy != 0:
|
|
||||||
move_player(dx, dy)
|
|
||||||
|
|
||||||
# Register the input handler
|
|
||||||
mcrfpy.keypressScene(handle_input)
|
|
||||||
|
|
||||||
# Add UI elements
|
|
||||||
title = mcrfpy.Caption("McRogueFace Roguelike", 512, 30)
|
|
||||||
title.font_size = 24
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
|
||||||
ui.append(title)
|
|
||||||
|
|
||||||
instructions = mcrfpy.Caption("Arrow Keys or Numpad to move, ESC to quit", 512, 60)
|
|
||||||
instructions.font_size = 16
|
|
||||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
|
||||||
ui.append(instructions)
|
|
||||||
|
|
||||||
status = mcrfpy.Caption("@ You", 100, 600)
|
|
||||||
status.font_size = 18
|
|
||||||
status.fill_color = mcrfpy.Color(255, 255, 255)
|
|
||||||
ui.append(status)
|
|
||||||
|
|
||||||
print("Part 1: The @ symbol moves!")
|
|
||||||
```
|
|
||||||
|
|
||||||
## Understanding What We've Built
|
|
||||||
|
|
||||||
Let's review the key concepts we've implemented:
|
|
||||||
|
|
||||||
1. **Grid-Entity Architecture**: The Grid represents our static world (floors and walls), while the Entity (player) moves on top of it.
|
|
||||||
|
|
||||||
2. **Collision Detection**: By checking the `walkable` property of grid cells, we prevent the player from walking through walls.
|
|
||||||
|
|
||||||
3. **Turn-Based Input**: By only responding to key presses (not releases), we've created true turn-based movement.
|
|
||||||
|
|
||||||
4. **Visual Feedback**: The Entity system automatically animates movement between tiles, giving smooth visual feedback.
|
|
||||||
|
|
||||||
## Exercises
|
|
||||||
|
|
||||||
Try these modifications to deepen your understanding:
|
|
||||||
|
|
||||||
1. **Add More Rooms**: Create multiple rooms connected by corridors
|
|
||||||
2. **Different Tile Types**: Add doors (walkable but different appearance)
|
|
||||||
3. **Sprint Movement**: Hold Shift to move multiple tiles at once
|
|
||||||
4. **Mouse Support**: Click a tile to pathfind to it (we'll cover pathfinding properly later)
|
|
||||||
|
|
||||||
## ASCII Sprite Reference
|
|
||||||
|
|
||||||
Here are some useful ASCII character indices for the default tileset:
|
|
||||||
- @ (player): 64
|
|
||||||
- # (wall): 35
|
|
||||||
- . (floor): 46
|
|
||||||
- + (door): 43
|
|
||||||
- ~ (water): 126
|
|
||||||
- % (item): 37
|
|
||||||
- ! (potion): 33
|
|
||||||
|
|
||||||
## What's Next?
|
|
||||||
|
|
||||||
In Part 2, we'll expand our world with:
|
|
||||||
- A proper Entity system for managing multiple objects
|
|
||||||
- NPCs that can also move around
|
|
||||||
- A more interesting map layout
|
|
||||||
- The beginning of our game architecture
|
|
||||||
|
|
||||||
The foundation is set - you have a player character that can move around a world with collision detection. This is the core of any roguelike game!
|
|
||||||
|
|
@ -1,562 +0,0 @@
|
||||||
# Part 2 - The Generic Entity, the Render Functions, and the Map
|
|
||||||
|
|
||||||
In Part 1, we created a player character that could move around a simple room. Now it's time to build a proper architecture for our roguelike. We'll create a flexible entity system, a proper map structure, and organize our code for future expansion.
|
|
||||||
|
|
||||||
## Understanding Game Architecture
|
|
||||||
|
|
||||||
Before diving into code, let's understand the architecture we're building:
|
|
||||||
|
|
||||||
1. **Entities**: Anything that can exist in the game world (player, monsters, items)
|
|
||||||
2. **Game Map**: The dungeon structure with tiles that can be walls or floors
|
|
||||||
3. **Game Engine**: Coordinates everything - entities, map, input, and rendering
|
|
||||||
|
|
||||||
In McRogueFace, we'll adapt these concepts to work with the engine's scene-based architecture.
|
|
||||||
|
|
||||||
## Creating a Flexible Entity System
|
|
||||||
|
|
||||||
While McRogueFace provides a built-in `Entity` class, we'll create a wrapper to add game-specific functionality:
|
|
||||||
|
|
||||||
```python
|
|
||||||
class GameObject:
|
|
||||||
"""Base class for all game objects (player, monsters, items)"""
|
|
||||||
|
|
||||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.sprite_index = sprite_index
|
|
||||||
self.color = color
|
|
||||||
self.name = name
|
|
||||||
self.blocks = blocks # Does this entity block movement?
|
|
||||||
self._entity = None # The McRogueFace entity
|
|
||||||
self.grid = None # Reference to the grid
|
|
||||||
|
|
||||||
def attach_to_grid(self, grid):
|
|
||||||
"""Attach this game object to a McRogueFace grid"""
|
|
||||||
self.grid = grid
|
|
||||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
|
||||||
self._entity.sprite_index = self.sprite_index
|
|
||||||
self._entity.color = self.color
|
|
||||||
|
|
||||||
def move(self, dx, dy):
|
|
||||||
"""Move by the given amount if possible"""
|
|
||||||
if not self.grid:
|
|
||||||
return
|
|
||||||
|
|
||||||
new_x = self.x + dx
|
|
||||||
new_y = self.y + dy
|
|
||||||
|
|
||||||
# Update our position
|
|
||||||
self.x = new_x
|
|
||||||
self.y = new_y
|
|
||||||
|
|
||||||
# Update the visual entity
|
|
||||||
if self._entity:
|
|
||||||
self._entity.x = new_x
|
|
||||||
self._entity.y = new_y
|
|
||||||
|
|
||||||
def destroy(self):
|
|
||||||
"""Remove this entity from the game"""
|
|
||||||
if self._entity and self.grid:
|
|
||||||
# Find and remove from grid's entity list
|
|
||||||
for i, entity in enumerate(self.grid.entities):
|
|
||||||
if entity == self._entity:
|
|
||||||
del self.grid.entities[i]
|
|
||||||
break
|
|
||||||
self._entity = None
|
|
||||||
```
|
|
||||||
|
|
||||||
## Building the Game Map
|
|
||||||
|
|
||||||
Let's create a proper map class that manages our dungeon:
|
|
||||||
|
|
||||||
```python
|
|
||||||
class GameMap:
|
|
||||||
"""Manages the game world"""
|
|
||||||
|
|
||||||
def __init__(self, width, height):
|
|
||||||
self.width = width
|
|
||||||
self.height = height
|
|
||||||
self.grid = None
|
|
||||||
self.entities = [] # List of GameObjects
|
|
||||||
|
|
||||||
def create_grid(self, tileset):
|
|
||||||
"""Create the McRogueFace grid"""
|
|
||||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
|
||||||
self.grid.position = (100, 100)
|
|
||||||
self.grid.size = (800, 480)
|
|
||||||
|
|
||||||
# Initialize all tiles as walls
|
|
||||||
self.fill_with_walls()
|
|
||||||
|
|
||||||
return self.grid
|
|
||||||
|
|
||||||
def fill_with_walls(self):
|
|
||||||
"""Fill the entire map with wall tiles"""
|
|
||||||
for y in range(self.height):
|
|
||||||
for x in range(self.width):
|
|
||||||
self.set_tile(x, y, walkable=False, transparent=False,
|
|
||||||
sprite_index=35, color=(100, 100, 100))
|
|
||||||
|
|
||||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
|
||||||
"""Set properties for a specific tile"""
|
|
||||||
if 0 <= x < self.width and 0 <= y < self.height:
|
|
||||||
cell = self.grid.at(x, y)
|
|
||||||
cell.walkable = walkable
|
|
||||||
cell.transparent = transparent
|
|
||||||
cell.sprite_index = sprite_index
|
|
||||||
cell.color = mcrfpy.Color(*color)
|
|
||||||
|
|
||||||
def create_room(self, x1, y1, x2, y2):
|
|
||||||
"""Carve out a room in the map"""
|
|
||||||
# Make sure coordinates are in the right order
|
|
||||||
x1, x2 = min(x1, x2), max(x1, x2)
|
|
||||||
y1, y2 = min(y1, y2), max(y1, y2)
|
|
||||||
|
|
||||||
# Carve out floor tiles
|
|
||||||
for y in range(y1, y2 + 1):
|
|
||||||
for x in range(x1, x2 + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def create_tunnel_h(self, x1, x2, y):
|
|
||||||
"""Create a horizontal tunnel"""
|
|
||||||
for x in range(min(x1, x2), max(x1, x2) + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def create_tunnel_v(self, y1, y2, x):
|
|
||||||
"""Create a vertical tunnel"""
|
|
||||||
for y in range(min(y1, y2), max(y1, y2) + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def is_blocked(self, x, y):
|
|
||||||
"""Check if a tile blocks movement"""
|
|
||||||
# Check map boundaries
|
|
||||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
|
||||||
return True
|
|
||||||
|
|
||||||
# Check if tile is walkable
|
|
||||||
if not self.grid.at(x, y).walkable:
|
|
||||||
return True
|
|
||||||
|
|
||||||
# Check if any blocking entity is at this position
|
|
||||||
for entity in self.entities:
|
|
||||||
if entity.blocks and entity.x == x and entity.y == y:
|
|
||||||
return True
|
|
||||||
|
|
||||||
return False
|
|
||||||
|
|
||||||
def add_entity(self, entity):
|
|
||||||
"""Add a GameObject to the map"""
|
|
||||||
self.entities.append(entity)
|
|
||||||
entity.attach_to_grid(self.grid)
|
|
||||||
|
|
||||||
def get_blocking_entity_at(self, x, y):
|
|
||||||
"""Return any blocking entity at the given position"""
|
|
||||||
for entity in self.entities:
|
|
||||||
if entity.blocks and entity.x == x and entity.y == y:
|
|
||||||
return entity
|
|
||||||
return None
|
|
||||||
```
|
|
||||||
|
|
||||||
## Creating the Game Engine
|
|
||||||
|
|
||||||
Now let's build our game engine to tie everything together:
|
|
||||||
|
|
||||||
```python
|
|
||||||
class Engine:
|
|
||||||
"""Main game engine that manages game state"""
|
|
||||||
|
|
||||||
def __init__(self):
|
|
||||||
self.game_map = None
|
|
||||||
self.player = None
|
|
||||||
self.entities = []
|
|
||||||
|
|
||||||
# Create the game scene
|
|
||||||
mcrfpy.createScene("game")
|
|
||||||
mcrfpy.setScene("game")
|
|
||||||
|
|
||||||
# Configure window
|
|
||||||
window = mcrfpy.Window.get()
|
|
||||||
window.title = "McRogueFace Roguelike - Part 2"
|
|
||||||
|
|
||||||
# Get UI container
|
|
||||||
self.ui = mcrfpy.sceneUI("game")
|
|
||||||
|
|
||||||
# Add background
|
|
||||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
|
||||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
|
||||||
self.ui.append(background)
|
|
||||||
|
|
||||||
# Load tileset
|
|
||||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
|
||||||
|
|
||||||
# Create the game world
|
|
||||||
self.setup_game()
|
|
||||||
|
|
||||||
# Setup input handling
|
|
||||||
self.setup_input()
|
|
||||||
|
|
||||||
# Add UI elements
|
|
||||||
self.setup_ui()
|
|
||||||
|
|
||||||
def setup_game(self):
|
|
||||||
"""Initialize the game world"""
|
|
||||||
# Create the map
|
|
||||||
self.game_map = GameMap(50, 30)
|
|
||||||
grid = self.game_map.create_grid(self.tileset)
|
|
||||||
self.ui.append(grid)
|
|
||||||
|
|
||||||
# Create some rooms
|
|
||||||
self.game_map.create_room(10, 10, 20, 20)
|
|
||||||
self.game_map.create_room(30, 15, 40, 25)
|
|
||||||
self.game_map.create_room(15, 22, 25, 28)
|
|
||||||
|
|
||||||
# Connect rooms with tunnels
|
|
||||||
self.game_map.create_tunnel_h(20, 30, 15)
|
|
||||||
self.game_map.create_tunnel_v(20, 22, 20)
|
|
||||||
|
|
||||||
# Create player
|
|
||||||
self.player = GameObject(15, 15, 64, (255, 255, 255), "Player", blocks=True)
|
|
||||||
self.game_map.add_entity(self.player)
|
|
||||||
|
|
||||||
# Create an NPC
|
|
||||||
npc = GameObject(35, 20, 64, (255, 255, 0), "NPC", blocks=True)
|
|
||||||
self.game_map.add_entity(npc)
|
|
||||||
self.entities.append(npc)
|
|
||||||
|
|
||||||
# Create some items (non-blocking)
|
|
||||||
potion = GameObject(12, 12, 33, (255, 0, 255), "Potion", blocks=False)
|
|
||||||
self.game_map.add_entity(potion)
|
|
||||||
self.entities.append(potion)
|
|
||||||
|
|
||||||
def handle_movement(self, dx, dy):
|
|
||||||
"""Handle player movement"""
|
|
||||||
new_x = self.player.x + dx
|
|
||||||
new_y = self.player.y + dy
|
|
||||||
|
|
||||||
# Check if movement is blocked
|
|
||||||
if not self.game_map.is_blocked(new_x, new_y):
|
|
||||||
self.player.move(dx, dy)
|
|
||||||
else:
|
|
||||||
# Check if we bumped into an entity
|
|
||||||
target = self.game_map.get_blocking_entity_at(new_x, new_y)
|
|
||||||
if target:
|
|
||||||
print(f"You bump into the {target.name}!")
|
|
||||||
|
|
||||||
def setup_input(self):
|
|
||||||
"""Setup keyboard input handling"""
|
|
||||||
def handle_keys(key, state):
|
|
||||||
if state != "start":
|
|
||||||
return
|
|
||||||
|
|
||||||
# Movement keys
|
|
||||||
movement = {
|
|
||||||
"Up": (0, -1),
|
|
||||||
"Down": (0, 1),
|
|
||||||
"Left": (-1, 0),
|
|
||||||
"Right": (1, 0),
|
|
||||||
"Num7": (-1, -1),
|
|
||||||
"Num8": (0, -1),
|
|
||||||
"Num9": (1, -1),
|
|
||||||
"Num4": (-1, 0),
|
|
||||||
"Num6": (1, 0),
|
|
||||||
"Num1": (-1, 1),
|
|
||||||
"Num2": (0, 1),
|
|
||||||
"Num3": (1, 1),
|
|
||||||
}
|
|
||||||
|
|
||||||
if key in movement:
|
|
||||||
dx, dy = movement[key]
|
|
||||||
self.handle_movement(dx, dy)
|
|
||||||
elif key == "Escape":
|
|
||||||
mcrfpy.setScene(None)
|
|
||||||
|
|
||||||
mcrfpy.keypressScene(handle_keys)
|
|
||||||
|
|
||||||
def setup_ui(self):
|
|
||||||
"""Setup UI elements"""
|
|
||||||
# Title
|
|
||||||
title = mcrfpy.Caption("McRogueFace Roguelike - Part 2", 512, 30)
|
|
||||||
title.font_size = 24
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
|
||||||
self.ui.append(title)
|
|
||||||
|
|
||||||
# Instructions
|
|
||||||
instructions = mcrfpy.Caption("Explore the dungeon! ESC to quit", 512, 60)
|
|
||||||
instructions.font_size = 16
|
|
||||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
|
||||||
self.ui.append(instructions)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Putting It All Together
|
|
||||||
|
|
||||||
Here's the complete `game.py` file:
|
|
||||||
|
|
||||||
```python
|
|
||||||
import mcrfpy
|
|
||||||
|
|
||||||
class GameObject:
|
|
||||||
"""Base class for all game objects (player, monsters, items)"""
|
|
||||||
|
|
||||||
def __init__(self, x, y, sprite_index, color, name, blocks=False):
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.sprite_index = sprite_index
|
|
||||||
self.color = color
|
|
||||||
self.name = name
|
|
||||||
self.blocks = blocks
|
|
||||||
self._entity = None
|
|
||||||
self.grid = None
|
|
||||||
|
|
||||||
def attach_to_grid(self, grid):
|
|
||||||
"""Attach this game object to a McRogueFace grid"""
|
|
||||||
self.grid = grid
|
|
||||||
self._entity = mcrfpy.Entity(x=self.x, y=self.y, grid=grid)
|
|
||||||
self._entity.sprite_index = self.sprite_index
|
|
||||||
self._entity.color = mcrfpy.Color(*self.color)
|
|
||||||
|
|
||||||
def move(self, dx, dy):
|
|
||||||
"""Move by the given amount if possible"""
|
|
||||||
if not self.grid:
|
|
||||||
return
|
|
||||||
|
|
||||||
new_x = self.x + dx
|
|
||||||
new_y = self.y + dy
|
|
||||||
|
|
||||||
self.x = new_x
|
|
||||||
self.y = new_y
|
|
||||||
|
|
||||||
if self._entity:
|
|
||||||
self._entity.x = new_x
|
|
||||||
self._entity.y = new_y
|
|
||||||
|
|
||||||
class GameMap:
|
|
||||||
"""Manages the game world"""
|
|
||||||
|
|
||||||
def __init__(self, width, height):
|
|
||||||
self.width = width
|
|
||||||
self.height = height
|
|
||||||
self.grid = None
|
|
||||||
self.entities = []
|
|
||||||
|
|
||||||
def create_grid(self, tileset):
|
|
||||||
"""Create the McRogueFace grid"""
|
|
||||||
self.grid = mcrfpy.Grid(grid_x=self.width, grid_y=self.height, texture=tileset)
|
|
||||||
self.grid.position = (100, 100)
|
|
||||||
self.grid.size = (800, 480)
|
|
||||||
self.fill_with_walls()
|
|
||||||
return self.grid
|
|
||||||
|
|
||||||
def fill_with_walls(self):
|
|
||||||
"""Fill the entire map with wall tiles"""
|
|
||||||
for y in range(self.height):
|
|
||||||
for x in range(self.width):
|
|
||||||
self.set_tile(x, y, walkable=False, transparent=False,
|
|
||||||
sprite_index=35, color=(100, 100, 100))
|
|
||||||
|
|
||||||
def set_tile(self, x, y, walkable, transparent, sprite_index, color):
|
|
||||||
"""Set properties for a specific tile"""
|
|
||||||
if 0 <= x < self.width and 0 <= y < self.height:
|
|
||||||
cell = self.grid.at(x, y)
|
|
||||||
cell.walkable = walkable
|
|
||||||
cell.transparent = transparent
|
|
||||||
cell.sprite_index = sprite_index
|
|
||||||
cell.color = mcrfpy.Color(*color)
|
|
||||||
|
|
||||||
def create_room(self, x1, y1, x2, y2):
|
|
||||||
"""Carve out a room in the map"""
|
|
||||||
x1, x2 = min(x1, x2), max(x1, x2)
|
|
||||||
y1, y2 = min(y1, y2), max(y1, y2)
|
|
||||||
|
|
||||||
for y in range(y1, y2 + 1):
|
|
||||||
for x in range(x1, x2 + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def create_tunnel_h(self, x1, x2, y):
|
|
||||||
"""Create a horizontal tunnel"""
|
|
||||||
for x in range(min(x1, x2), max(x1, x2) + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def create_tunnel_v(self, y1, y2, x):
|
|
||||||
"""Create a vertical tunnel"""
|
|
||||||
for y in range(min(y1, y2), max(y1, y2) + 1):
|
|
||||||
self.set_tile(x, y, walkable=True, transparent=True,
|
|
||||||
sprite_index=46, color=(50, 50, 50))
|
|
||||||
|
|
||||||
def is_blocked(self, x, y):
|
|
||||||
"""Check if a tile blocks movement"""
|
|
||||||
if x < 0 or x >= self.width or y < 0 or y >= self.height:
|
|
||||||
return True
|
|
||||||
|
|
||||||
if not self.grid.at(x, y).walkable:
|
|
||||||
return True
|
|
||||||
|
|
||||||
for entity in self.entities:
|
|
||||||
if entity.blocks and entity.x == x and entity.y == y:
|
|
||||||
return True
|
|
||||||
|
|
||||||
return False
|
|
||||||
|
|
||||||
def add_entity(self, entity):
|
|
||||||
"""Add a GameObject to the map"""
|
|
||||||
self.entities.append(entity)
|
|
||||||
entity.attach_to_grid(self.grid)
|
|
||||||
|
|
||||||
def get_blocking_entity_at(self, x, y):
|
|
||||||
"""Return any blocking entity at the given position"""
|
|
||||||
for entity in self.entities:
|
|
||||||
if entity.blocks and entity.x == x and entity.y == y:
|
|
||||||
return entity
|
|
||||||
return None
|
|
||||||
|
|
||||||
class Engine:
|
|
||||||
"""Main game engine that manages game state"""
|
|
||||||
|
|
||||||
def __init__(self):
|
|
||||||
self.game_map = None
|
|
||||||
self.player = None
|
|
||||||
self.entities = []
|
|
||||||
|
|
||||||
mcrfpy.createScene("game")
|
|
||||||
mcrfpy.setScene("game")
|
|
||||||
|
|
||||||
window = mcrfpy.Window.get()
|
|
||||||
window.title = "McRogueFace Roguelike - Part 2"
|
|
||||||
|
|
||||||
self.ui = mcrfpy.sceneUI("game")
|
|
||||||
|
|
||||||
background = mcrfpy.Frame(0, 0, 1024, 768)
|
|
||||||
background.fill_color = mcrfpy.Color(0, 0, 0)
|
|
||||||
self.ui.append(background)
|
|
||||||
|
|
||||||
self.tileset = mcrfpy.Texture("assets/sprites/ascii_tileset.png", 16, 16)
|
|
||||||
|
|
||||||
self.setup_game()
|
|
||||||
self.setup_input()
|
|
||||||
self.setup_ui()
|
|
||||||
|
|
||||||
def setup_game(self):
|
|
||||||
"""Initialize the game world"""
|
|
||||||
self.game_map = GameMap(50, 30)
|
|
||||||
grid = self.game_map.create_grid(self.tileset)
|
|
||||||
self.ui.append(grid)
|
|
||||||
|
|
||||||
self.game_map.create_room(10, 10, 20, 20)
|
|
||||||
self.game_map.create_room(30, 15, 40, 25)
|
|
||||||
self.game_map.create_room(15, 22, 25, 28)
|
|
||||||
|
|
||||||
self.game_map.create_tunnel_h(20, 30, 15)
|
|
||||||
self.game_map.create_tunnel_v(20, 22, 20)
|
|
||||||
|
|
||||||
self.player = GameObject(15, 15, 64, (255, 255, 255), "Player", blocks=True)
|
|
||||||
self.game_map.add_entity(self.player)
|
|
||||||
|
|
||||||
npc = GameObject(35, 20, 64, (255, 255, 0), "NPC", blocks=True)
|
|
||||||
self.game_map.add_entity(npc)
|
|
||||||
self.entities.append(npc)
|
|
||||||
|
|
||||||
potion = GameObject(12, 12, 33, (255, 0, 255), "Potion", blocks=False)
|
|
||||||
self.game_map.add_entity(potion)
|
|
||||||
self.entities.append(potion)
|
|
||||||
|
|
||||||
def handle_movement(self, dx, dy):
|
|
||||||
"""Handle player movement"""
|
|
||||||
new_x = self.player.x + dx
|
|
||||||
new_y = self.player.y + dy
|
|
||||||
|
|
||||||
if not self.game_map.is_blocked(new_x, new_y):
|
|
||||||
self.player.move(dx, dy)
|
|
||||||
else:
|
|
||||||
target = self.game_map.get_blocking_entity_at(new_x, new_y)
|
|
||||||
if target:
|
|
||||||
print(f"You bump into the {target.name}!")
|
|
||||||
|
|
||||||
def setup_input(self):
|
|
||||||
"""Setup keyboard input handling"""
|
|
||||||
def handle_keys(key, state):
|
|
||||||
if state != "start":
|
|
||||||
return
|
|
||||||
|
|
||||||
movement = {
|
|
||||||
"Up": (0, -1), "Down": (0, 1),
|
|
||||||
"Left": (-1, 0), "Right": (1, 0),
|
|
||||||
"Num7": (-1, -1), "Num8": (0, -1), "Num9": (1, -1),
|
|
||||||
"Num4": (-1, 0), "Num6": (1, 0),
|
|
||||||
"Num1": (-1, 1), "Num2": (0, 1), "Num3": (1, 1),
|
|
||||||
}
|
|
||||||
|
|
||||||
if key in movement:
|
|
||||||
dx, dy = movement[key]
|
|
||||||
self.handle_movement(dx, dy)
|
|
||||||
elif key == "Escape":
|
|
||||||
mcrfpy.setScene(None)
|
|
||||||
|
|
||||||
mcrfpy.keypressScene(handle_keys)
|
|
||||||
|
|
||||||
def setup_ui(self):
|
|
||||||
"""Setup UI elements"""
|
|
||||||
title = mcrfpy.Caption("McRogueFace Roguelike - Part 2", 512, 30)
|
|
||||||
title.font_size = 24
|
|
||||||
title.fill_color = mcrfpy.Color(255, 255, 100)
|
|
||||||
self.ui.append(title)
|
|
||||||
|
|
||||||
instructions = mcrfpy.Caption("Explore the dungeon! ESC to quit", 512, 60)
|
|
||||||
instructions.font_size = 16
|
|
||||||
instructions.fill_color = mcrfpy.Color(200, 200, 200)
|
|
||||||
self.ui.append(instructions)
|
|
||||||
|
|
||||||
# Create and run the game
|
|
||||||
engine = Engine()
|
|
||||||
print("Part 2: Entities and Maps!")
|
|
||||||
```
|
|
||||||
|
|
||||||
## Understanding the Architecture
|
|
||||||
|
|
||||||
### GameObject Class
|
|
||||||
Our `GameObject` class wraps McRogueFace's `Entity` and adds:
|
|
||||||
- Game logic properties (name, blocking)
|
|
||||||
- Position tracking independent of the visual entity
|
|
||||||
- Easy attachment/detachment from grids
|
|
||||||
|
|
||||||
### GameMap Class
|
|
||||||
The `GameMap` manages:
|
|
||||||
- The McRogueFace `Grid` for visual representation
|
|
||||||
- A list of all entities in the map
|
|
||||||
- Collision detection including entity blocking
|
|
||||||
- Map generation utilities (rooms, tunnels)
|
|
||||||
|
|
||||||
### Engine Class
|
|
||||||
The `Engine` coordinates everything:
|
|
||||||
- Scene and UI setup
|
|
||||||
- Game state management
|
|
||||||
- Input handling
|
|
||||||
- Entity-map interactions
|
|
||||||
|
|
||||||
## Key Improvements from Part 1
|
|
||||||
|
|
||||||
1. **Proper Entity Management**: Multiple entities can exist and interact
|
|
||||||
2. **Blocking Entities**: Some entities block movement, others don't
|
|
||||||
3. **Map Generation**: Tools for creating rooms and tunnels
|
|
||||||
4. **Collision System**: Checks both tiles and entities
|
|
||||||
5. **Organized Code**: Clear separation of concerns
|
|
||||||
|
|
||||||
## Exercises
|
|
||||||
|
|
||||||
1. **Add More Entity Types**: Create different sprites for monsters, items, and NPCs
|
|
||||||
2. **Entity Interactions**: Make items disappear when walked over
|
|
||||||
3. **Random Map Generation**: Place rooms and tunnels randomly
|
|
||||||
4. **Entity Properties**: Add health, damage, or other attributes to GameObjects
|
|
||||||
|
|
||||||
## What's Next?
|
|
||||||
|
|
||||||
In Part 3, we'll implement proper dungeon generation with:
|
|
||||||
- Procedurally generated rooms
|
|
||||||
- Smart tunnel routing
|
|
||||||
- Entity spawning
|
|
||||||
- The beginning of a real roguelike dungeon!
|
|
||||||
|
|
||||||
We now have a solid foundation with proper entity management and map structure. This architecture will serve us well as we add more complex features to our roguelike!
|
|
||||||