McRogueFace/tests/demo/perspective_patrol_demo.py

205 lines
5.9 KiB
Python

#!/usr/bin/env python3
"""
Perspective Patrol Demo
=======================
Demonstrates the FOV/perspective system with an animated patrolling entity.
Features:
- 20x20 grid with 10x10 opaque obstacle in center
- Entity patrols around the obstacle in a square pattern
- ColorLayer shows fog of war (visible/discovered/unknown)
- Press 'R' to reset vision (shows unknown vs discovered difference)
- Press 'Space' to pause/resume patrol
"""
import mcrfpy
# Patrol waypoints (clockwise around the center obstacle)
WAYPOINTS = [
(3, 3), # Top-left
(16, 3), # Top-right
(16, 16), # Bottom-right
(3, 16), # Bottom-left
]
# State
current_waypoint = 0
patrol_paused = False
move_timer_ms = 150 # Time between moves
# Global references
g_grid = None
g_patrol = None
g_fov_layer = None
def setup_scene():
"""Create the demo scene"""
global g_grid, g_patrol, g_fov_layer
mcrfpy.createScene("patrol_demo")
mcrfpy.setScene("patrol_demo")
ui = mcrfpy.sceneUI("patrol_demo")
# Title
title = mcrfpy.Caption(text="Perspective Patrol Demo", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Instructions
instructions = mcrfpy.Caption(text="[R] Reset vision [Space] Pause/Resume [Q] Quit", pos=(10, 35))
instructions.fill_color = mcrfpy.Color(180, 180, 180)
ui.append(instructions)
# Create grid (20x20, each cell 24px) - centered in 1024x768 window
grid_size_px = 480
grid = mcrfpy.Grid(
pos=((1024 - grid_size_px) // 2, (768 - grid_size_px) // 2),
size=(grid_size_px, grid_size_px),
grid_size=(20, 20),
texture=None
)
grid.center = (10*16, 10*16)
grid.fill_color = mcrfpy.Color(40, 40, 50) # Dark floor background
ui.append(grid)
# Set FOV settings
grid.fov = mcrfpy.FOV.SHADOW
grid.fov_radius = 8
# Initialize all cells as walkable/transparent (floor)
for y in range(20):
for x in range(20):
point = grid.at(x, y)
point.walkable = True
point.transparent = True
# Create 10x10 obstacle box in center (cells 5-14 in both dimensions)
for y in range(5, 15):
for x in range(5, 15):
point = grid.at(x, y)
point.walkable = False
point.transparent = False
# Create a color layer for the walls (so we can see them)
wall_layer = grid.add_layer('color', z_index=-2)
wall_layer.fill((40, 40, 50, 255)) # Match floor color
# Draw walls on the wall layer
for y in range(5, 15):
for x in range(5, 15):
wall_layer.set(x, y, mcrfpy.Color(100, 70, 50, 255)) # Brown walls
# Create FOV layer (above walls, below entities)
fov_layer = grid.add_layer('color', z_index=-1)
fov_layer.fill((0, 0, 0, 255)) # Start completely black (unknown)
# Create patrolling entity
patrol = mcrfpy.Entity(WAYPOINTS[0])
patrol.sprite_index = 64 # '@' character typically
grid.entities.append(patrol)
# Bind FOV layer to entity
fov_layer.apply_perspective(
entity=patrol,
visible=(0, 0, 0, 0), # Fully transparent when visible
discovered=(20, 20, 40, 180), # Dark blue-gray when discovered
unknown=(0, 0, 0, 255) # Black when never seen
)
# Initial visibility update
patrol.update_visibility()
# Store references for timer callbacks
g_grid = grid
g_patrol = patrol
g_fov_layer = fov_layer
# Status caption (below centered grid)
status = mcrfpy.Caption(text="Status: Patrolling", pos=(10, 720))
status.fill_color = mcrfpy.Color(100, 255, 100)
status.name = "status"
ui.append(status)
# Set up keyboard handler
mcrfpy.keypressScene(on_keypress)
# Start patrol timer
mcrfpy.setTimer("patrol", patrol_step, move_timer_ms)
def patrol_step(runtime):
"""Move entity one step toward current waypoint"""
global current_waypoint, patrol_paused
if patrol_paused:
return
# Get current position and target
px, py = int(g_patrol.x), int(g_patrol.y)
tx, ty = WAYPOINTS[current_waypoint]
# Calculate direction
dx = 0 if tx == px else (1 if tx > px else -1)
dy = 0 if ty == py else (1 if ty > py else -1)
# Move one step (prefer horizontal, then vertical)
if dx != 0:
g_patrol.x = px + dx
elif dy != 0:
g_patrol.y = py + dy
# Update visibility after move
g_patrol.update_visibility()
# Check if reached waypoint
if int(g_patrol.x) == tx and int(g_patrol.y) == ty:
current_waypoint = (current_waypoint + 1) % len(WAYPOINTS)
update_status(f"Reached waypoint, heading to {WAYPOINTS[current_waypoint]}")
def on_keypress(key, state):
"""Handle keyboard input"""
global patrol_paused
if state != "start":
return
if key == "R":
reset_vision()
elif key == "Space":
patrol_paused = not patrol_paused
if patrol_paused:
update_status("Status: PAUSED")
else:
update_status("Status: Patrolling")
elif key == "Q":
mcrfpy.setScene(None)
def reset_vision():
"""Reset entity's discovered state to demonstrate unknown vs discovered"""
global g_patrol, g_fov_layer
# Clear entity's gridstate (forget everything)
for state in g_patrol.gridstate:
state.visible = False
state.discovered = False
# Re-fill the layer with unknown color
g_fov_layer.fill((0, 0, 0, 255))
# Update visibility from current position (will mark current FOV as visible)
g_patrol.update_visibility()
update_status("Vision RESET - watch discovered vs unknown!")
def update_status(text):
"""Update status caption"""
ui = mcrfpy.sceneUI("patrol_demo")
for element in ui:
if hasattr(element, 'name') and element.name == "status":
element.text = text
break
# Run the demo
setup_scene()