McRogueFace/tests/path_vision_fixed.py

375 lines
11 KiB
Python

#!/usr/bin/env python3
"""
Path & Vision Sizzle Reel (Fixed)
=================================
Fixed version with proper animation chaining to prevent glitches.
"""
import mcrfpy
import sys
class PathAnimator:
"""Handles step-by-step animation with proper completion tracking"""
def __init__(self, entity, name="animator"):
self.entity = entity
self.name = name
self.path = []
self.current_index = 0
self.step_duration = 0.4
self.animating = False
self.on_step = None
self.on_complete = None
def set_path(self, path):
"""Set the path to animate along"""
self.path = path
self.current_index = 0
def start(self):
"""Start animating"""
if not self.path:
return
self.animating = True
self.current_index = 0
self._move_to_next()
def stop(self):
"""Stop animating"""
self.animating = False
mcrfpy.delTimer(f"{self.name}_check")
def _move_to_next(self):
"""Move to next position in path"""
if not self.animating or self.current_index >= len(self.path):
self.animating = False
if self.on_complete:
self.on_complete()
return
# Get next position
x, y = self.path[self.current_index]
# Create animations
anim_x = mcrfpy.Animation("x", float(x), self.step_duration, "easeInOut")
anim_y = mcrfpy.Animation("y", float(y), self.step_duration, "easeInOut")
anim_x.start(self.entity)
anim_y.start(self.entity)
# Update visibility
self.entity.update_visibility()
# Callback for each step
if self.on_step:
self.on_step(self.current_index, x, y)
# Schedule next move
delay = int(self.step_duration * 1000) + 50 # Add small buffer
mcrfpy.setTimer(f"{self.name}_next", self._handle_next, delay)
def _handle_next(self, dt):
"""Timer callback to move to next position"""
self.current_index += 1
mcrfpy.delTimer(f"{self.name}_next")
self._move_to_next()
# Global state
grid = None
player = None
enemy = None
player_animator = None
enemy_animator = None
demo_phase = 0
def create_scene():
"""Create the demo environment"""
global grid, player, enemy
mcrfpy.createScene("fixed_demo")
# Create grid
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Simple dungeon layout
map_layout = [
"##############################",
"#......#########.....#########",
"#......#########.....#########",
"#......#.........#...#########",
"#......#.........#...#########",
"####.###.........#.###########",
"####.............#.###########",
"####.............#.###########",
"####.###.........#.###########",
"#......#.........#...#########",
"#......#.........#...#########",
"#......#########.#...........#",
"#......#########.#...........#",
"#......#########.#...........#",
"#......#########.#############",
"####.###########.............#",
"####.........................#",
"####.###########.............#",
"#......#########.............#",
"##############################",
]
# Build map
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == '#':
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(40, 30, 30)
else:
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(80, 80, 100)
# Create entities
player = mcrfpy.Entity(3, 3, grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity(26, 16, grid=grid)
enemy.sprite_index = 69 # E
# Initial visibility
player.update_visibility()
enemy.update_visibility()
# Set initial perspective
grid.perspective = 0
def setup_ui():
"""Create UI elements"""
ui = mcrfpy.sceneUI("fixed_demo")
ui.append(grid)
grid.position = (50, 80)
grid.size = (700, 500)
title = mcrfpy.Caption("Path & Vision Demo (Fixed)", 300, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
global status_text, perspective_text
status_text = mcrfpy.Caption("Initializing...", 50, 50)
status_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status_text)
perspective_text = mcrfpy.Caption("Perspective: Player", 550, 50)
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(perspective_text)
controls = mcrfpy.Caption("Space: Start/Pause | R: Restart | Q: Quit", 250, 600)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
def update_camera_smooth(target, duration=0.3):
"""Smoothly move camera to entity"""
center_x = target.x * 23 # Approximate pixel size
center_y = target.y * 23
cam_anim = mcrfpy.Animation("center", (center_x, center_y), duration, "easeOut")
cam_anim.start(grid)
def start_demo():
"""Start the demo sequence"""
global demo_phase, player_animator, enemy_animator
demo_phase = 1
status_text.text = "Phase 1: Player movement with camera follow"
# Player path
player_path = [
(3, 3), (3, 6), (4, 6), (7, 6), (7, 8),
(10, 8), (13, 8), (16, 8), (16, 10),
(16, 13), (16, 16), (20, 16), (24, 16)
]
# Setup player animator
player_animator = PathAnimator(player, "player")
player_animator.set_path(player_path)
player_animator.step_duration = 0.5
def on_player_step(index, x, y):
"""Called for each player step"""
status_text.text = f"Player step {index+1}/{len(player_path)}"
if grid.perspective == 0:
update_camera_smooth(player, 0.4)
def on_player_complete():
"""Called when player path is complete"""
start_phase_2()
player_animator.on_step = on_player_step
player_animator.on_complete = on_player_complete
player_animator.start()
def start_phase_2():
"""Start enemy movement phase"""
global demo_phase
demo_phase = 2
status_text.text = "Phase 2: Enemy movement (may enter player's view)"
# Enemy path
enemy_path = [
(26, 16), (22, 16), (18, 16), (16, 16),
(16, 13), (16, 10), (16, 8), (13, 8),
(10, 8), (7, 8), (7, 6), (4, 6)
]
# Setup enemy animator
enemy_animator.set_path(enemy_path)
enemy_animator.step_duration = 0.4
def on_enemy_step(index, x, y):
"""Check if enemy is visible to player"""
if grid.perspective == 0:
# Check if enemy is in player's view
enemy_idx = int(y) * grid.grid_x + int(x)
if enemy_idx < len(player.gridstate) and player.gridstate[enemy_idx].visible:
status_text.text = "Enemy spotted in player's view!"
def on_enemy_complete():
"""Start perspective transition"""
start_phase_3()
enemy_animator.on_step = on_enemy_step
enemy_animator.on_complete = on_enemy_complete
enemy_animator.start()
def start_phase_3():
"""Dramatic perspective shift"""
global demo_phase
demo_phase = 3
status_text.text = "Phase 3: Perspective shift..."
# Stop any ongoing animations
player_animator.stop()
enemy_animator.stop()
# Zoom out
zoom_out = mcrfpy.Animation("zoom", 0.6, 2.0, "easeInExpo")
zoom_out.start(grid)
# Schedule perspective switch
mcrfpy.setTimer("switch_persp", switch_perspective, 2100)
def switch_perspective(dt):
"""Switch to enemy perspective"""
grid.perspective = 1
perspective_text.text = "Perspective: Enemy"
perspective_text.fill_color = mcrfpy.Color(255, 100, 100)
# Update camera
update_camera_smooth(enemy, 0.5)
# Zoom back in
zoom_in = mcrfpy.Animation("zoom", 1.0, 2.0, "easeOutExpo")
zoom_in.start(grid)
status_text.text = "Now following enemy perspective"
# Clean up timer
mcrfpy.delTimer("switch_persp")
# Continue enemy movement after transition
mcrfpy.setTimer("continue_enemy", continue_enemy_movement, 2500)
def continue_enemy_movement(dt):
"""Continue enemy movement after perspective shift"""
mcrfpy.delTimer("continue_enemy")
# Continue path
enemy_path_2 = [
(4, 6), (3, 6), (3, 3), (3, 2), (3, 1)
]
enemy_animator.set_path(enemy_path_2)
def on_step(index, x, y):
update_camera_smooth(enemy, 0.4)
status_text.text = f"Following enemy: step {index+1}"
def on_complete():
status_text.text = "Demo complete! Press R to restart"
enemy_animator.on_step = on_step
enemy_animator.on_complete = on_complete
enemy_animator.start()
# Control state
running = False
def handle_keys(key, state):
"""Handle keyboard input"""
global running
if state != "start":
return
key = key.lower()
if key == "q":
sys.exit(0)
elif key == "space":
if not running:
running = True
start_demo()
else:
running = False
player_animator.stop()
enemy_animator.stop()
status_text.text = "Paused"
elif key == "r":
# Reset everything
player.x, player.y = 3, 3
enemy.x, enemy.y = 26, 16
grid.perspective = 0
perspective_text.text = "Perspective: Player"
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
grid.zoom = 1.0
update_camera_smooth(player, 0.5)
if running:
player_animator.stop()
enemy_animator.stop()
running = False
status_text.text = "Reset - Press SPACE to start"
# Initialize
create_scene()
setup_ui()
# Setup animators
player_animator = PathAnimator(player, "player")
enemy_animator = PathAnimator(enemy, "enemy")
# Set scene
mcrfpy.setScene("fixed_demo")
mcrfpy.keypressScene(handle_keys)
# Initial camera
grid.zoom = 1.0
update_camera_smooth(player, 0.5)
print("Path & Vision Demo (Fixed)")
print("==========================")
print("This version properly chains animations to prevent glitches.")
print()
print("The demo will:")
print("1. Move player with camera following")
print("2. Move enemy (may enter player's view)")
print("3. Dramatic perspective shift to enemy")
print("4. Continue following enemy")
print()
print("Press SPACE to start, Q to quit")