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