Added proper Python docstrings for all UI component classes: UIFrame: - Container element that can hold child drawables - Documents position, size, colors, outline, and clip_children - Includes constructor signature with all parameters UICaption: - Text display element with font and styling - Documents text content, position, font, colors, outline - Notes that w/h are computed from text content UISprite: - Texture/sprite display element - Documents position, texture, sprite_index, scale - Notes that w/h are computed from texture and scale UIGrid: - Tile-based grid for game worlds - Documents grid dimensions, tile size, texture atlas - Includes entities collection and background_color All docstrings follow consistent format: - Constructor signature with defaults - Brief description - Args section with types and defaults - Attributes section with all properties This completes Phase 7 task #85 for documentation improvements. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> |
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assets | ||
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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 | ||
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automation_example.py | ||
automation_exec_examples.py | ||
base_position_uicaption_test.png | ||
base_position_uiframe_test.png | ||
base_position_uisprite_test.png | ||
build.sh | ||
caption_invisible.png | ||
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clean.sh | ||
compile_commands.json | ||
css_colors.txt | ||
example_automation.py | ||
example_config.py | ||
example_monitoring.py | ||
exec_flag_implementation.cpp | ||
frame_clipping_animated.png | ||
frame_clipping_nested.png | ||
frame_clipping_resized.png | ||
frame_clipping_test.png | ||
generate_color_table.py | ||
gitea_issues.py | ||
viewport_center_mode.png | ||
viewport_fit_mode.png | ||
viewport_fit_tall.png | ||
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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.