367 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			367 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
"""
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McRogueFace Tutorial - Part 4: Field of View
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This tutorial builds on Part 3 by adding:
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- Field of view calculation using grid.compute_fov()
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- Entity perspective rendering with grid.perspective
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- Three visibility states: unexplored (black), explored (dark), visible (lit)
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- Memory of previously seen areas
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- Enemy entity to demonstrate perspective switching
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Key code references:
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- tests/unit/test_tcod_fov_entities.py (lines 89-118) - FOV with multiple entities
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- ROADMAP.md (lines 216-229) - FOV system implementation details
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"""
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import mcrfpy
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import random
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# Create and activate a new scene
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mcrfpy.createScene("tutorial")
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mcrfpy.setScene("tutorial")
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# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
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texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
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# Load the hero sprite texture
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hero_texture = mcrfpy.Texture("assets/custom_player.png", 16, 16)
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# Create a grid of tiles
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grid_width, grid_height = 40, 30
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# Calculate the size in pixels
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zoom = 2.0
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grid_size = grid_width * zoom * 16, grid_height * zoom * 16
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# Calculate the position to center the grid on the screen
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grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
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# Create the grid with a TCODMap for pathfinding/FOV
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grid = mcrfpy.Grid(
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    pos=grid_position,
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    grid_size=(grid_width, grid_height),
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    texture=texture,
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    size=grid_size,
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)
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grid.zoom = zoom
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# Define tile types
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FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
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WALL_TILES = [3, 7, 11]
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# Room class for BSP
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class Room:
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    def __init__(self, x, y, w, h):
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        self.x1 = x
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        self.y1 = y
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        self.x2 = x + w
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        self.y2 = y + h
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        self.w = w
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        self.h = h
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    def center(self):
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        center_x = (self.x1 + self.x2) // 2
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        center_y = (self.y1 + self.y2) // 2
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        return (center_x, center_y)
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    def intersects(self, other):
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        return (self.x1 <= other.x2 and self.x2 >= other.x1 and
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                self.y1 <= other.y2 and self.y2 >= other.y1)
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# Dungeon generation functions (from Part 3)
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def carve_room(room):
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    for x in range(room.x1, room.x2):
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        for y in range(room.y1, room.y2):
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            if 0 <= x < grid_width and 0 <= y < grid_height:
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                point = grid.at(x, y)
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                if point:
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                    point.tilesprite = random.choice(FLOOR_TILES)
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                    point.walkable = True
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                    point.transparent = True
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def carve_hallway(x1, y1, x2, y2):
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    #points = mcrfpy.libtcod.line(x1, y1, x2, y2)
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    points = []
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    if random.choice([True, False]):
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        # x1,y1 -> x2,y1 -> x2,y2
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        points.extend(mcrfpy.libtcod.line(x1, y1, x2, y1))
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        points.extend(mcrfpy.libtcod.line(x2, y1, x2, y2))
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    else:
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        # x1,y1 -> x1,y2 -> x2,y2
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        points.extend(mcrfpy.libtcod.line(x1, y1, x1, y2))
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        points.extend(mcrfpy.libtcod.line(x1, y2, x2, y2))
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    for x, y in points:
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        if 0 <= x < grid_width and 0 <= y < grid_height:
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            point = grid.at(x, y)
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            if point:
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                point.tilesprite = random.choice(FLOOR_TILES)
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                point.walkable = True
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                point.transparent = True
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def generate_dungeon(max_rooms=10, room_min_size=4, room_max_size=10):
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    rooms = []
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    # Fill with walls
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    for y in range(grid_height):
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        for x in range(grid_width):
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            point = grid.at(x, y)
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            if point:
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                point.tilesprite = random.choice(WALL_TILES)
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                point.walkable = False
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                point.transparent = False
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    # Generate rooms
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    for _ in range(max_rooms):
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        w = random.randint(room_min_size, room_max_size)
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        h = random.randint(room_min_size, room_max_size)
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        x = random.randint(1, grid_width - w - 1)
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        y = random.randint(1, grid_height - h - 1)
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        new_room = Room(x, y, w, h)
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        failed = False
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        for other_room in rooms:
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            if new_room.intersects(other_room):
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                failed = True
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                break
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        if not failed:
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            carve_room(new_room)
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            if rooms:
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                prev_x, prev_y = rooms[-1].center()
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                new_x, new_y = new_room.center()
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                carve_hallway(prev_x, prev_y, new_x, new_y)
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            rooms.append(new_room)
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    return rooms
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# Generate the dungeon
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rooms = generate_dungeon(max_rooms=8, room_min_size=4, room_max_size=8)
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# Add the grid to the scene
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mcrfpy.sceneUI("tutorial").append(grid)
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# Spawn player in the first room
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if rooms:
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    spawn_x, spawn_y = rooms[0].center()
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else:
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    spawn_x, spawn_y = 4, 4
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# Create a player entity
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player = mcrfpy.Entity(
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    (spawn_x, spawn_y),
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    texture=hero_texture,
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    sprite_index=0
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)
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# Add the player entity to the grid
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grid.entities.append(player)
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# Create an enemy entity in another room (to demonstrate perspective switching)
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enemy = None
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if len(rooms) > 1:
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    enemy_x, enemy_y = rooms[1].center()
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    enemy = mcrfpy.Entity(
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        (enemy_x, enemy_y),
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        texture=hero_texture,
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        sprite_index=0  # Enemy sprite
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    )
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    grid.entities.append(enemy)
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# Set the grid perspective to the player by default
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# Note: The new perspective system uses entity references directly
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grid.perspective = player
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# Initial FOV computation
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def update_fov():
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    """Update field of view from current perspective
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    Referenced from test_tcod_fov_entities.py lines 89-118
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    """
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    if grid.perspective == player:
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        grid.compute_fov(int(player.x), int(player.y), radius=8, algorithm=0)
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        player.update_visibility()
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    elif enemy and grid.perspective == enemy:
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        grid.compute_fov(int(enemy.x), int(enemy.y), radius=6, algorithm=0)
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        enemy.update_visibility()
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# Perform initial FOV calculation
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update_fov()
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# Center grid on current perspective
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def center_on_perspective():
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    if grid.perspective == player:
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        grid.center = (player.x + 0.5) * 16, (player.y + 0.5) * 16
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    elif enemy and grid.perspective == enemy:
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        grid.center = (enemy.x + 0.5) * 16, (enemy.y + 0.5) * 16
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center_on_perspective()
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# Movement state tracking (from Part 3)
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is_moving = False
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move_queue = []
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current_destination = None
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current_move = None
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# Store animation references
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player_anim_x = None
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player_anim_y = None
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grid_anim_x = None
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grid_anim_y = None
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def movement_complete(anim, target):
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    """Called when movement animation completes"""
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    global is_moving, move_queue, current_destination, current_move
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    global player_anim_x, player_anim_y
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    is_moving = False
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    current_move = None
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    current_destination = None
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    player_anim_x = None
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    player_anim_y = None
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    # Update FOV after movement
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    update_fov()
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    center_on_perspective()
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    if move_queue:
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        next_move = move_queue.pop(0)
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        process_move(next_move)
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motion_speed = 0.20
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def can_move_to(x, y):
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    """Check if a position is valid for movement"""
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    if x < 0 or x >= grid_width or y < 0 or y >= grid_height:
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        return False
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    point = grid.at(x, y)
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    if point and point.walkable:
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        return True
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    return False
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def process_move(key):
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    """Process a move based on the key"""
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    global is_moving, current_move, current_destination, move_queue
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    global player_anim_x, player_anim_y, grid_anim_x, grid_anim_y
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    # Only allow player movement when in player perspective
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    if grid.perspective != player:
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        return
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    if is_moving:
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        move_queue.clear()
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        move_queue.append(key)
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        return
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    px, py = int(player.x), int(player.y)
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    new_x, new_y = px, py
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    if key == "W" or key == "Up":
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        new_y -= 1
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    elif key == "S" or key == "Down":
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        new_y += 1
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    elif key == "A" or key == "Left":
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        new_x -= 1
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    elif key == "D" or key == "Right":
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        new_x += 1
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    if new_x != px or new_y != py:
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        if can_move_to(new_x, new_y):
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            is_moving = True
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            current_move = key
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            current_destination = (new_x, new_y)
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            if new_x != px:
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                player_anim_x = mcrfpy.Animation("x", float(new_x), motion_speed, "easeInOutQuad", callback=movement_complete)
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                player_anim_x.start(player)
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            elif new_y != py:
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                player_anim_y = mcrfpy.Animation("y", float(new_y), motion_speed, "easeInOutQuad", callback=movement_complete)
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                player_anim_y.start(player)
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            grid_anim_x = mcrfpy.Animation("center_x", (new_x + 0.5) * 16, motion_speed, "linear")
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            grid_anim_y = mcrfpy.Animation("center_y", (new_y + 0.5) * 16, motion_speed, "linear")
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            grid_anim_x.start(grid)
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            grid_anim_y.start(grid)
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def handle_keys(key, state):
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    """Handle keyboard input"""
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    if state == "start":
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        # Movement keys
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        if key in ["W", "Up", "S", "Down", "A", "Left", "D", "Right"]:
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            process_move(key)
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        # Perspective switching
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        elif key == "Tab":
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            # Switch perspective between player and enemy
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            if enemy:
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                if grid.perspective == player:
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                    grid.perspective = enemy
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                    print("Switched to enemy perspective")
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                else:
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                    grid.perspective = player
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                    print("Switched to player perspective")
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                # Update FOV and camera for new perspective
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                update_fov()
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                center_on_perspective()
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# Register the keyboard handler
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mcrfpy.keypressScene(handle_keys)
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# Add UI elements
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title = mcrfpy.Caption((320, 10),
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    text="McRogueFace Tutorial - Part 4: Field of View",
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)
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title.fill_color = mcrfpy.Color(255, 255, 255, 255)
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mcrfpy.sceneUI("tutorial").append(title)
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instructions = mcrfpy.Caption((150, 720),
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    text="Use WASD/Arrows to move. Press Tab to switch perspective!",
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)
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instructions.font_size = 18
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instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
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mcrfpy.sceneUI("tutorial").append(instructions)
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# FOV info
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fov_caption = mcrfpy.Caption((150, 745),
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    text="FOV: Player (radius 8) | Enemy visible in other room",
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)
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fov_caption.font_size = 16
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fov_caption.fill_color = mcrfpy.Color(100, 200, 255, 255)
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mcrfpy.sceneUI("tutorial").append(fov_caption)
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# Debug info
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debug_caption = mcrfpy.Caption((10, 40),
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    text=f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: Player",
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)
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debug_caption.font_size = 16
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debug_caption.fill_color = mcrfpy.Color(255, 255, 0, 255)
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mcrfpy.sceneUI("tutorial").append(debug_caption)
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# Update function for perspective display
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def update_perspective_display():
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    current_perspective = "Player" if grid.perspective == player else "Enemy"
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    debug_caption.text = f"Grid: {grid_width}x{grid_height} | Rooms: {len(rooms)} | Perspective: {current_perspective}"
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    if grid.perspective == player:
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        fov_caption.text = "FOV: Player (radius 8) | Tab to switch perspective"
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    else:
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        fov_caption.text = "FOV: Enemy (radius 6) | Tab to switch perspective"
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# Timer to update display
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def update_display(runtime):
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    update_perspective_display()
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mcrfpy.setTimer("display_update", update_display, 100)
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print("Tutorial Part 4 loaded!")
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print("Field of View system active!")
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print("- Unexplored areas are black")
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print("- Previously seen areas are dark") 
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print("- Currently visible areas are lit")
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print("Press Tab to switch between player and enemy perspective!")
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print("Use WASD or Arrow keys to move!")
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