diff --git a/Grid-System.-.md b/Grid-System.-.md index b2073d6..19f9903 100644 --- a/Grid-System.-.md +++ b/Grid-System.-.md @@ -5,16 +5,17 @@ The Grid System is McRogueFace's core spatial container for roguelike game maps. ## Quick Reference **Related Issues:** -- [#124](../../issues/124) - Grid Point Animation (Tier 1 - Active) -- [#123](../../issues/123) - Grid Subgrid System (Tier 1 - Active) -- [#114](../../issues/114) - CellView API (Tier 1 - Active) -- [#113](../../issues/113) - Batch Operations for Grid (Tier 1 - Active) -- [#64](../../issues/64) - Grid-Entity-GridPointState TCOD Updates -- [#50](../../issues/50) - Grid Background Color (Closed - Implemented) +- [#113](../../issues/113) - Batch Operations for Grid (Open - Tier 1) +- [#124](../../issues/124) - Grid Point Animation (Open - Tier 1) +- [#150](../../issues/150) - User-driven Layer Rendering (Closed - Implemented) +- [#148](../../issues/148) - Dirty Flag RenderTexture Caching (Closed - Implemented) +- [#147](../../issues/147) - Dynamic Layer System (Closed - Implemented) +- [#123](../../issues/123) - Chunk-based Grid Rendering (Closed - Implemented) **Key Files:** - `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation -- `src/UIGridPoint.h` - Individual grid cell (visual layer) +- `src/GridLayers.h` / `src/GridLayers.cpp` - ColorLayer and TileLayer +- `src/UIGridPoint.h` - Individual grid cell (walkability, transparency) - `src/UIGridPointState.h` - Per-entity perspective/knowledge - `src/UIEntity.h` / `src/UIEntity.cpp` - Entity system (lives on grid) @@ -28,10 +29,11 @@ The Grid System is McRogueFace's core spatial container for roguelike game maps. The Grid System uses a three-layer architecture for sophisticated roguelike features: -1. **Visual Layer** (`UIGridPoint`) - - What's displayed: tile sprite, colors, animations - - Shared by all viewers - - File: `src/UIGridPoint.h` +1. **Visual Layer** (Rendering Layers) + - What's displayed: tile sprites, colors, overlays + - Implemented via `ColorLayer` and `TileLayer` objects + - Multiple layers per grid with z_index ordering + - Files: `src/GridLayers.h`, `src/GridLayers.cpp` 2. **World State Layer** (`TCODMap`) - Physical properties: walkable, transparent, cost @@ -42,9 +44,41 @@ The Grid System uses a three-layer architecture for sophisticated roguelike feat - Per-entity knowledge: what each entity has seen/explored - Enables fog of war, asymmetric information - File: `src/UIGridPointState.h` + - **Note:** Python access currently limited - see Known Issues This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS. +### Dynamic Layer System + +Grids support multiple rendering layers that can be added/removed at runtime: + +| Layer Type | Purpose | Methods | +|------------|---------|---------| +| `ColorLayer` | Solid colors per cell (fog, highlights) | `set(x, y, color)`, `at(x, y)`, `fill(color)` | +| `TileLayer` | Texture sprites per cell (terrain, items) | `set(x, y, sprite_index)`, `at(x, y)`, `fill(index)` | + +**z_index semantics:** +- Negative z_index: Renders **below** entities +- Zero or positive z_index: Renders **above** entities +- Lower z_index renders first (behind higher z_index) + +```python +# Create grid with no default layers +grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={}) + +# Add layers explicitly +background = grid.add_layer("color", z_index=-2) # Furthest back +tiles = grid.add_layer("tile", z_index=-1) # Above background, below entities +fog_overlay = grid.add_layer("color", z_index=1) # Above entities (fog of war) + +# Access existing layers +for layer in grid.layers: + print(f"{type(layer).__name__} at z={layer.z_index}") + +# Remove a layer +grid.remove_layer(fog_overlay) +``` + ### Grid → Entity Relationship **Entity Lifecycle:** @@ -59,10 +93,9 @@ This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS. ## Sub-Pages -- [[Grid-Rendering-Pipeline]] - How grid renders each frame +- [[Grid-Rendering-Pipeline]] - How grid renders each frame (chunks, dirty flags, caching) - [[Grid-TCOD-Integration]] - FOV, pathfinding, walkability - [[Grid-Entity-Lifecycle]] - Entity creation, movement, removal -- [[Grid-Performance-Optimization]] - Dirty flags, culling, batch ops ## Common Tasks @@ -71,91 +104,142 @@ This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS. ```python import mcrfpy -# Create 50x50 grid with 16x16 tile size -grid = mcrfpy.Grid(50, 50, 16, 16) -grid.texture = mcrfpy.createTexture("tileset.png") -grid.pos = (100, 100) # Screen position +# Create grid with default tile layer +grid = mcrfpy.Grid( + grid_size=(50, 50), # 50x50 cells + pos=(100, 100), # Screen position + size=(400, 400), # Viewport size in pixels + texture=my_texture # Texture for default TileLayer +) + +# Or create with specific layer configuration +grid = mcrfpy.Grid( + grid_size=(50, 50), + pos=(100, 100), + size=(400, 400), + layers={"terrain": "tile", "highlights": "color"} +) + +# Or start empty and add layers manually +grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={}) +terrain = grid.add_layer("tile", z_index=-1, texture=my_texture) # Add to scene mcrfpy.sceneUI("game").append(grid) ``` -**Details:** See `src/UIGrid.cpp::PyInit()` for constructor implementation - ### Setting Tile Properties ```python -# Access individual cell -cell = grid.at((x, y)) +# Access layers for visual properties +tile_layer = grid.layers[0] # First layer (usually tiles) +tile_layer.set(x, y, 42) # Set sprite index at cell -# Visual properties -cell.tilesprite = 42 # Sprite index in texture -cell.color = mcrfpy.Color(255, 255, 255) +color_layer = grid.add_layer("color", z_index=-2) +color_layer.set(x, y, mcrfpy.Color(64, 64, 128)) # Blue tint -# World properties (TCOD integration) -grid.walkable((x, y), True) # Can entities walk here? -grid.transparent((x, y), True) # Can see through? +# Access grid point for world properties +point = grid.at(x, y) +point.walkable = True # Can entities walk here? +point.transparent = True # Can see through for FOV? ``` -**Implementation:** `src/UIGrid.cpp::walkable()`, `src/UIGrid.cpp::transparent()` - ### FOV and Pathfinding ```python -# Compute field of view from entity position -grid.compute_fov(entity.x, entity.y, radius=10) +# Compute field of view from position +grid.compute_fov(entity.grid_x, entity.grid_y, radius=10) + +# Check if cell is visible +if grid.is_in_fov(target_x, target_y): + print("Target is visible!") # A* pathfinding -path = entity.path_to(target_x, target_y) +path = grid.find_path(start_x, start_y, end_x, end_y) + +# Dijkstra maps for AI +grid.compute_dijkstra([(goal_x, goal_y)]) +distance = grid.get_dijkstra_distance(entity.grid_x, entity.grid_y) +path_to_goal = grid.get_dijkstra_path(entity.grid_x, entity.grid_y) ``` -**Implementation:** -- FOV: `src/UIGrid.cpp::compute_fov()` (TCOD integration) -- Pathfinding: `src/UIEntity.cpp::path_to()` (uses TCOD A*) +### Mouse Events + +Grids support mouse interaction at both the grid level and cell level: + +```python +# Grid-level events (screen coordinates) +def on_grid_click(x, y, button): + print(f"Grid clicked at pixel ({x}, {y}), button {button}") + +grid.on_click = on_grid_click +grid.on_enter = lambda: print("Mouse entered grid") +grid.on_exit = lambda: print("Mouse left grid") +grid.on_move = lambda x, y: print(f"Mouse at ({x}, {y})") + +# Cell-level events (grid coordinates) +def on_cell_click(grid_x, grid_y): + print(f"Cell ({grid_x}, {grid_y}) clicked!") + point = grid.at(grid_x, grid_y) + # Do something with the cell... + +grid.on_cell_click = on_cell_click +grid.on_cell_enter = lambda x, y: print(f"Entered cell ({x}, {y})") +grid.on_cell_exit = lambda x, y: print(f"Left cell ({x}, {y})") + +# Query currently hovered cell +if grid.hovered_cell: + hx, hy = grid.hovered_cell + print(f"Hovering over ({hx}, {hy})") +``` + +### Camera Control + +```python +# Center viewport on a position (pixel coordinates within grid space) +grid.center = (player.grid_x * 16 + 8, player.grid_y * 16 + 8) + +# Or set components individually +grid.center_x = player.grid_x * 16 + 8 +grid.center_y = player.grid_y * 16 + 8 + +# Zoom (1.0 = normal, 2.0 = 2x zoom in, 0.5 = zoom out) +grid.zoom = 1.5 +``` ## Performance Characteristics -**Current:** -- Grid rendering: O(visible_cells) - renders only viewport -- Entity rendering: O(entities) - culls out-of-bounds (see `src/UIGrid.cpp::render()`) -- Static grids: Inefficient - redraws unchanged cells every frame +**Implemented Optimizations:** +- **Chunk-based rendering** ([#123](../../issues/123)): Large grids divided into chunks, only visible chunks rendered +- **Dirty flag system** ([#148](../../issues/148)): Layers track changes, skip redraw when unchanged +- **RenderTexture caching**: Each chunk cached to texture, reused until dirty +- **Viewport culling**: Only cells within viewport are processed -**Optimizations In Progress:** -- [#116](../../issues/116): Dirty flag system - only redraw on changes -- [#113](../../issues/113): Batch operations - reduce Python/C++ boundary crossings -- [#115](../../issues/115): SpatialHash - O(1) entity spatial queries -- [#123](../../issues/123): Subgrid system - divide large grids into chunks +**Current Performance:** +- Grids of 1000x1000+ cells render efficiently +- Static scenes near-zero CPU (cached textures reused) +- Entity rendering: O(visible entities) -**Profiling:** Press F3 in-game to see grid render metrics (see [[Performance-and-Profiling]]) - -## Design Proposals - -Active architectural evolution: - -- [[Proposal-Next-Gen-Grid-Architecture]] - Subgrid system, tile animation -- [[Proposal-Next-Gen-Entity-System]] - Flexible entity content, multi-tile entities +**Profiling:** Use the F3 overlay or `mcrfpy.setTimer()` with `mcrfpy.getMetrics()` to measure grid performance. See [[Performance-and-Profiling]]. ## Known Issues & Limitations **Current Limitations:** -- No tile-level animation (planned: [#124](../../issues/124)) -- Large grids (>200x200) can have rendering overhead -- Entity iteration is O(n) for spatial queries +- **FOV Python access limited:** `compute_fov()` works but fog-of-war overlay must be managed manually via color layers. Per-entity perspective (`UIGridPointState`) not yet exposed to Python. See [#113 discussion](../../issues/113). +- No tile-level animation yet (planned: [#124](../../issues/124)) +- Entity spatial queries are O(n) (planned: SpatialHash [#115](../../issues/115)) **Workarounds:** -- Keep grids reasonably sized (< 100x100 for best performance) -- Use entity culling (automatically enabled in `UIGrid::render()`) -- Profile with F3 overlay to identify bottlenecks +- For fog of war: Use a `ColorLayer` with positive z_index, update cell colors based on `is_in_fov()` results +- For entity queries: Use list comprehension filtering on `grid.entities` ## Related Systems - [[UI-Component-Hierarchy]] - Grid inherits from UIDrawable -- [[Animation-System]] - Grid properties are animatable (pos, zoom, etc) -- [[Performance-and-Profiling]] - Grid rendering instrumented with ScopedTimer -- [[Entity-Management]] - Entity use case depends on Grid system +- [[Animation-System]] - Grid properties are animatable (pos, zoom, center, etc.) +- [[Performance-and-Profiling]] - Grid rendering instrumented with metrics +- [[Entity-Management]] - Entities live within Grid containers --- -**See Also:** -- Tutorial: [McRogueFace Does The Entire Roguelike Tutorial](../../roguelike_tutorial/) -- Build Guide: CLAUDE.md in repository root \ No newline at end of file +*Last updated: 2025-11-29* \ No newline at end of file