- UIFrame: Fix coordinate transformation (subtract parent pos, not add) - UIFrame: Check children in reverse order (highest z-index first) - UIFrame: Skip invisible elements entirely - PyScene: Sort elements by z-index before checking clicks - PyScene: Stop at first element that handles the click - UIGrid: Implement entity click detection with grid coordinate transform - UIGrid: Check entities in reverse order, return sprite as target Click events now correctly respect z-order (top elements get priority), handle coordinate transforms for nested frames, and support clicking on grid entities. Elements without click handlers are transparent to clicks, allowing elements below to receive them. Note: Click testing requires non-headless mode due to PyScene limitation. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> |
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assets | ||
deps/platform | ||
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src | ||
tests | ||
.gitignore | ||
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CMakeLists.txt | ||
GNUmakefile | ||
LICENSE.md | ||
PHASE_1_2_3_COMPLETION_SUMMARY.md | ||
README.md | ||
ROADMAP.md | ||
STRATEGIC_VISION.md | ||
_test.py | ||
automation_example.py | ||
automation_exec_examples.py | ||
build.sh | ||
clean.sh | ||
compile_commands.json | ||
css_colors.txt | ||
debug_immediate.png | ||
debug_multi_0.png | ||
debug_multi_1.png | ||
debug_multi_2.png | ||
example_automation.py | ||
example_config.py | ||
example_monitoring.py | ||
exec_flag_implementation.cpp | ||
generate_color_table.py | ||
gitea_issues.py | ||
grid_none_texture_test_197.png | ||
issue78_fixed_1658.png | ||
screenshot_opaque_fix_20250703_174829.png | ||
timer_success_1086.png | ||
validate_screenshot_basic_20250703_174532.png | ||
validate_screenshot_final_20250703_174532.png | ||
validate_screenshot_with_spaces 20250703_174532.png | ||
wikicrayons_colors.txt | ||
xkcd_colors.txt |
README.md
McRogueFace
Blame my wife for the name
A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML.
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
# Clone and build
git clone <wherever you found this repo>
cd McRogueFace
make
# Run the example game
cd build
./mcrogueface
Example: Creating a Simple Scene
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")
Documentation
For comprehensive documentation, tutorials, and API reference, visit: https://mcrogueface.github.io
Requirements
- C++17 compiler (GCC 7+ or Clang 5+)
- CMake 3.14+
- Python 3.12+
- SFML 2.5+
- Linux or Windows (macOS untested)
Project Structure
McRogueFace/
├── src/ # C++ engine source
├── scripts/ # Python game scripts
├── assets/ # Sprites, fonts, audio
├── build/ # Build output directory
└── tests/ # Automated test suite
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.
The project has a private roadmap and issue list. Reach out via email or social media if you have bugs or feature requests.
License
This project is licensed under the MIT License - see LICENSE file for details.