Implements a comprehensive viewport system that allows fixed game resolution with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8. Key Features: - Fixed game resolution independent of window size (window.game_resolution property) - Three scaling modes accessible via window.scaling_mode: - "center": 1:1 pixels, viewport centered in window - "stretch": viewport fills window, ignores aspect ratio - "fit": maintains aspect ratio with black bars - Automatic window-to-game coordinate transformation for mouse input - Full Python API integration with PyWindow properties Technical Implementation: - GameEngine::ViewportMode enum with Center, Stretch, Fit modes - SFML View system for efficient GPU-based viewport scaling - updateViewport() recalculates on window resize or mode change - windowToGameCoords() transforms mouse coordinates correctly - PyScene mouse input automatically uses transformed coordinates Tests: - test_viewport_simple.py: Basic API functionality - test_viewport_visual.py: Visual verification with screenshots - test_viewport_scaling.py: Interactive mode switching and resizing This completes the viewport-based rendering task and provides the foundation for resolution-independent game development as requested for Crypt of Sokoban. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> |
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assets | ||
deps/platform | ||
modules | ||
src | ||
tests | ||
.gitignore | ||
.gitmodules | ||
ALPHA_STREAMLINE_WORKLOG.md | ||
CMakeLists.txt | ||
GNUmakefile | ||
LICENSE.md | ||
PHASE_1_2_3_COMPLETION_SUMMARY.md | ||
README.md | ||
RENDERTEXTURE_DESIGN.md | ||
ROADMAP.md | ||
SFML_3_MIGRATION_RESEARCH.md | ||
SFML_EXPOSURE_RESEARCH.md | ||
STRATEGIC_VISION.md | ||
_test.py | ||
automation_example.py | ||
automation_exec_examples.py | ||
build.sh | ||
clean.sh | ||
compile_commands.json | ||
css_colors.txt | ||
example_automation.py | ||
example_config.py | ||
example_monitoring.py | ||
exec_flag_implementation.cpp | ||
generate_color_table.py | ||
gitea_issues.py | ||
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.