McRogueFace/tests/generate_docs_screenshots.py

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Squashed commit of the following: [interpreter_mode] closes #63 closes #69 closes #59 closes #47 closes #2 closes #3 closes #33 closes #27 closes #73 closes #74 closes #78 I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> commit 9bd1561bfc9b02d8db71b5d9390ef2631fac5b28 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 11:20:07 2025 -0400 Alpha 0.1 release - Move RenderTexture (#6) out of alpha requirements, I don't need it that badly - alpha blockers resolved: * Animation system (#59) * Z-order rendering (#63) * Python Sequence Protocol (#69) * New README (#47) * Removed deprecated methods (#2, #3) 🍾 McRogueFace 0.1.0 commit 43321487eb762e17639ba4113322b6f5df71a8d9 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:36:09 2025 -0400 Issue #63 (z-order rendering) complete - Archive z-order test files commit 90c318104bfb31ab4c741702e6661e6bf7e4d19c Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 10:34:06 2025 -0400 Fix Issue #63: Implement z-order rendering with dirty flag optimization - Add dirty flags to PyScene and UIFrame to track when sorting is needed - Implement lazy sorting - only sort when z_index changes or elements are added/removed - Make Frame children respect z_index (previously rendered in insertion order only) - Update UIDrawable::set_int to notify when z_index changes - Mark collections dirty on append, remove, setitem, and slice operations - Remove per-frame vector copy in PyScene::render for better performance commit e4482e7189095d88eec1e2ec55e01e271ed4f55f Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 01:58:03 2025 -0400 Implement complete Python Sequence Protocol for collections (closes #69) Major implementation of the full sequence protocol for both UICollection and UIEntityCollection, making them behave like proper Python sequences. Core Features Implemented: - __setitem__ (collection[i] = value) with type validation - __delitem__ (del collection[i]) with proper cleanup - __contains__ (item in collection) by C++ pointer comparison - __add__ (collection + other) returns Python list - __iadd__ (collection += other) with full validation before modification - Negative indexing support throughout - Complete slice support (getting, setting, deletion) - Extended slices with step \!= 1 - index() and count() methods - Type safety enforced for all operations UICollection specifics: - Accepts Frame, Caption, Sprite, and Grid objects only - Preserves z_index when replacing items - Auto-assigns z_index on append (existing behavior maintained) UIEntityCollection specifics: - Accepts Entity objects only - Manages grid references on add/remove/replace - Uses std::list iteration with std::advance() Also includes: - Default value support for constructors: - Caption accepts None for font (uses default_font) - Grid accepts None for texture (uses default_texture) - Sprite accepts None for texture (uses default_texture) - Entity accepts None for texture (uses default_texture) This completes Issue #69, removing it as an Alpha Blocker. commit 70cf44f8f044ed49544dd9444245115187d3b318 Author: John McCardle <mccardle.john@gmail.com> Date: Sat Jul 5 00:56:42 2025 -0400 Implement comprehensive animation system (closes #59) - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.) - Add property system to all UI classes for animation support: - UIFrame: position, size, colors (including individual r/g/b/a components) - UICaption: position, size, text, colors - UISprite: position, scale, sprite_number (with sequence support) - UIGrid: position, size, camera center, zoom - UIEntity: position, sprite properties - Create AnimationManager singleton for frame-based updates - Add Python bindings through PyAnimation wrapper - Support for delta animations (relative values) - Fix segfault when running scripts directly (mcrf_module initialization) - Fix headless/windowed mode behavior to respect --headless flag - Animations run purely in C++ without Python callbacks per frame All UI properties are now animatable with smooth interpolation and professional easing curves. commit 05bddae5112f2b5949a9d2b32dd3dc2bf4656837 Author: John McCardle <mccardle.john@gmail.com> Date: Fri Jul 4 06:59:02 2025 -0400 Update comprehensive documentation for Alpha release (Issue #47) - Completely rewrote README.md to reflect current features - Updated GitHub Pages documentation site with: - Modern landing page highlighting Crypt of Sokoban - Comprehensive API reference (2700+ lines) with exhaustive examples - Updated getting-started guide with installation and first game tutorial - 8 detailed tutorials covering all major game systems - Quick reference cheat sheet for common operations - Generated documentation screenshots showing UI elements - Fixed deprecated API references and added new features - Added automation API documentation - Included Python 3.12 requirement and platform-specific instructions Note: Text rendering in headless mode has limitations for screenshots commit af6a5e090b9f52e3328294a988bdc18ff4b6c981 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:58 2025 -0400 Update ROADMAP.md to reflect completion of Issues #2 and #3 - Marked both issues as completed with the removal of deprecated action system - Updated open issue count from ~50 to ~48 - These were both Alpha blockers, bringing us closer to release commit 281800cd2345cc57024c9bcdd18860d2bb8db027 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:43:22 2025 -0400 Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3) This is our largest net-negative commit yet\! Removed the entire deprecated action registration system that provided unnecessary two-step indirection: keyboard → action string → Python callback Removed components: - McRFPy_API::_registerPyAction() and _registerInputAction() methods - McRFPy_API::callbacks map for storing Python callables - McRFPy_API::doAction() method for executing callbacks - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions - Scene::registerActionInjected() and unregisterActionInjected() methods - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality) The game now exclusively uses keypressScene() for keyboard input handling, which is simpler and more direct. Also commented out the unused _camFollow function that referenced non-existent do_camfollow variable. commit cc8a7d20e8ea5c7b32cad2565cc9e85e27bef147 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commit ff83fd8bb159cd2e7d9056379576d147bd99656b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:46 2025 -0400 Update ROADMAP.md to reflect massive progress today - Fixed 12+ critical bugs in a single session - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation) - Updated Phase 1 progress showing 11 of 12 items complete - Added detailed summary of today's achievements with issue numbers - Emphasized test-driven development approach used throughout commit dae400031fe389025955bee423f9b327fd596b1d Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:12:29 2025 -0400 Remove deprecated player_input and turn-based functions for Issue #3 Removed the commented-out player_input(), computerTurn(), and playerTurn() functions that were part of the old turn-based system. These are no longer needed as input is now handled through Scene callbacks. Partial fix for #3 commit cb0130b46eb873d7a38b4647b0f3d2698f234ab9 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:09:06 2025 -0400 Implement sprite index validation for Issue #33 Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33 commit 1e7f5e9e7e9e4d6e9494ba6c19f1ae0c5282b449 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:05:47 2025 -0400 Implement EntityCollection.extend() method for Issue #27 Added extend() method to EntityCollection that accepts any iterable of Entity objects and adds them all to the collection. The method: - Accepts lists, tuples, generators, or any iterable - Validates all items are Entity objects - Sets the grid association for each added entity - Properly handles errors and empty iterables closes #27 commit 923350137d148c56e617eae966467c77617c131b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:02:14 2025 -0400 Implement Entity.index() method for Issue #73 Added index() method to Entity class that returns the entity's position in its parent grid's entity collection. This enables proper entity removal patterns using entity.index(). commit 6134869371cf4e7ae79515690960a563fd0db40e Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:41:03 2025 -0400 Add validation to keypressScene() for non-callable arguments Added PyCallable_Check validation to ensure keypressScene() only accepts callable objects. Now properly raises TypeError with a clear error message when passed non-callable arguments like strings, numbers, None, or dicts. commit 4715356b5e760b9fd8f2087565adaab2fb94573b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:31:36 2025 -0400 Fix Sprite texture setter 'error return without exception set' Implemented the missing UISprite::set_texture method to properly: - Validate the input is a Texture instance - Update the sprite's texture using setTexture() - Return appropriate error messages for invalid inputs The setter now works correctly and no longer returns -1 without setting an exception. commit 6dd1cec600efd3b9f44f67968a23c88e05e19ec8 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 20:27:32 2025 -0400 Fix Entity property setters and PyVector implementation Fixed the 'new style getargs format' error in Entity property setters by: - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg - Adding proper error checking in Entity::set_position - Implementing PyVector get_member/set_member for x/y properties - Fixing PyVector::from_arg to handle non-tuple arguments correctly Now Entity.pos and Entity.sprite_number setters work correctly with proper type validation. commit f82b861bcdffa9d3df69bd29c7c88be2a30c9ba5 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:48:33 2025 -0400 Fix Issue #74: Add missing Grid.grid_y property Added individual grid_x and grid_y getter properties to the Grid class to complement the existing grid_size property. This allows direct access to grid dimensions and fixes error messages that referenced these properties before they existed. closes #74 commit 59e6f8d53dda6938914ce854249925b3ce7f41f4 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:42:32 2025 -0400 Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event The bug was caused by accessing event.key.code on a mouse event without checking the event type first. Since SFML uses a union for events, this read garbage data. The middle mouse button value (2) coincidentally matched the keyboard 'C' value (2), causing the spurious keyboard event. Fixed by adding event type check before accessing key-specific fields. Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks. Test added to verify middle clicks no longer generate keyboard events. Closes #78 commit 1c71d8d4f743900bf2bef097b3d1addf64dbe04a Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:36:15 2025 -0400 Fix Grid to support None/null texture and fix error message bug - Allow Grid to be created with None as texture parameter - Use default cell dimensions (16x16) when no texture provided - Skip sprite rendering when texture is null, but still render colors - Fix issue #77: Corrected copy/paste error in Grid.at() error messages - Grid now functional for color-only rendering and entity positioning Test created to verify Grid works without texture, showing colored cells. Closes #77 commit 18cfe93a44a9f4dcde171f442dc3d56711a0906b Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 19:25:49 2025 -0400 Fix --exec interactive prompt bug and create comprehensive test suite Major fixes: - Fixed --exec entering Python REPL instead of game loop - Resolved screenshot transparency issue (requires timer callbacks) - Added debug output to trace Python initialization Test suite created: - 13 comprehensive tests covering all Python-exposed methods - Tests use timer callback pattern for proper game loop interaction - Discovered multiple critical bugs and missing features Critical bugs found: - Grid class segfaults on instantiation (blocks all Grid functionality) - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event - Entity property setters have argument parsing errors - Sprite texture setter returns improper error - keypressScene() segfaults on non-callable arguments Documentation updates: - Updated CLAUDE.md with testing guidelines and TDD practices - Created test reports documenting all findings - Updated ROADMAP.md with test results and new priorities The Grid segfault is now the highest priority as it blocks all Grid-based functionality. commit 9ad0b6850d5f77d93c22eb52cbeb4d8442e77918 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 15:55:24 2025 -0400 Update ROADMAP.md to reflect Python interpreter and automation API progress - Mark #32 (Python interpreter behavior) as 90% complete - All major Python flags implemented: -h, -V, -c, -m, -i - Script execution with proper sys.argv handling works - Only stdin (-) support missing - Note that new automation API enables: - Automated UI testing capabilities - Demo recording and playback - Accessibility testing support - Flag issues #53 and #45 as potentially aided by automation API commit 7ec4698653383cb28f0115d1abf1db0a500257ec Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:57:59 2025 -0400 Update ROADMAP.md to remove closed issues - Remove #72 (iterator improvements - closed) - Remove #51 (UIEntity derive from UIDrawable - closed) - Update issue counts: 64 open issues from original 78 - Update dependencies and references to reflect closed issues - Clarify that core iterators are complete, only grid points remain commit 68c1a016b0e1d1b438c926f5576e5650b9617fe1 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 14:27:01 2025 -0400 Implement --exec flag and PyAutoGUI-compatible automation API - Add --exec flag to execute multiple scripts before main program - Scripts are executed in order and share Python interpreter state - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation - Add screenshot, mouse control, keyboard input capabilities - Fix Python initialization issues when multiple scripts are loaded - Update CommandLineParser to handle --exec with proper sys.argv management - Add comprehensive examples and documentation This enables automation testing by allowing test scripts to run alongside games using the same Python environment. The automation API provides event injection into the SFML render loop for UI testing. Closes #32 partially (Python interpreter emulation) References automation testing requirements commit 763fa201f041a0d32bc45695c1bbbac5590adba0 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commit a44b8c93e938ca0c58cff7e5157293d97d182a39 Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
2025-07-05 12:04:20 -04:00
#!/usr/bin/env python3
"""Generate documentation screenshots for McRogueFace UI elements"""
import mcrfpy
from mcrfpy import automation
import sys
import os
# Crypt of Sokoban color scheme
FRAME_COLOR = mcrfpy.Color(64, 64, 128)
SHADOW_COLOR = mcrfpy.Color(64, 64, 86)
BOX_COLOR = mcrfpy.Color(96, 96, 160)
WHITE = mcrfpy.Color(255, 255, 255)
BLACK = mcrfpy.Color(0, 0, 0)
GREEN = mcrfpy.Color(0, 255, 0)
RED = mcrfpy.Color(255, 0, 0)
# Create texture for sprites
sprite_texture = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
# Output directory - create it during setup
output_dir = "mcrogueface.github.io/images"
if not os.path.exists(output_dir):
os.makedirs(output_dir)
def create_caption(x, y, text, font_size=16, text_color=WHITE, outline_color=BLACK):
"""Helper function to create captions with common settings"""
caption = mcrfpy.Caption(mcrfpy.Vector(x, y), text=text)
caption.size = font_size
caption.fill_color = text_color
caption.outline_color = outline_color
return caption
def create_caption_example():
"""Create a scene showing Caption UI element examples"""
mcrfpy.createScene("caption_example")
ui = mcrfpy.sceneUI("caption_example")
# Background frame
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
# Title caption
title = create_caption(200, 50, "Caption Examples", 32)
ui.append(title)
# Different sized captions
caption1 = create_caption(100, 150, "Large Caption (24pt)", 24)
ui.append(caption1)
caption2 = create_caption(100, 200, "Medium Caption (18pt)", 18, GREEN)
ui.append(caption2)
caption3 = create_caption(100, 240, "Small Caption (14pt)", 14, RED)
ui.append(caption3)
# Caption with background
caption_bg = mcrfpy.Frame(100, 300, 300, 50, fill_color=BOX_COLOR)
ui.append(caption_bg)
caption4 = create_caption(110, 315, "Caption with Background", 16)
ui.append(caption4)
def create_sprite_example():
"""Create a scene showing Sprite UI element examples"""
mcrfpy.createScene("sprite_example")
ui = mcrfpy.sceneUI("sprite_example")
# Background frame
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
# Title
title = create_caption(250, 50, "Sprite Examples", 32)
ui.append(title)
# Create a grid background for sprites
sprite_bg = mcrfpy.Frame(100, 150, 600, 300, fill_color=BOX_COLOR)
ui.append(sprite_bg)
# Player sprite (84)
player_label = create_caption(150, 180, "Player", 14)
ui.append(player_label)
player_sprite = mcrfpy.Sprite(150, 200, sprite_texture, 84, 3.0)
ui.append(player_sprite)
# Enemy sprites
enemy_label = create_caption(250, 180, "Enemies", 14)
ui.append(enemy_label)
enemy1 = mcrfpy.Sprite(250, 200, sprite_texture, 123, 3.0) # Basic enemy
ui.append(enemy1)
enemy2 = mcrfpy.Sprite(300, 200, sprite_texture, 107, 3.0) # Different enemy
ui.append(enemy2)
# Boulder sprite (66)
boulder_label = create_caption(400, 180, "Boulder", 14)
ui.append(boulder_label)
boulder_sprite = mcrfpy.Sprite(400, 200, sprite_texture, 66, 3.0)
ui.append(boulder_sprite)
# Exit sprites
exit_label = create_caption(500, 180, "Exit States", 14)
ui.append(exit_label)
exit_locked = mcrfpy.Sprite(500, 200, sprite_texture, 45, 3.0) # Locked
ui.append(exit_locked)
exit_open = mcrfpy.Sprite(550, 200, sprite_texture, 21, 3.0) # Open
ui.append(exit_open)
# Item sprites
item_label = create_caption(150, 300, "Items", 14)
ui.append(item_label)
treasure = mcrfpy.Sprite(150, 320, sprite_texture, 89, 3.0) # Treasure
ui.append(treasure)
sword = mcrfpy.Sprite(200, 320, sprite_texture, 222, 3.0) # Sword
ui.append(sword)
potion = mcrfpy.Sprite(250, 320, sprite_texture, 175, 3.0) # Potion
ui.append(potion)
# Button sprite
button_label = create_caption(350, 300, "Button", 14)
ui.append(button_label)
button = mcrfpy.Sprite(350, 320, sprite_texture, 250, 3.0)
ui.append(button)
def create_frame_example():
"""Create a scene showing Frame UI element examples"""
mcrfpy.createScene("frame_example")
ui = mcrfpy.sceneUI("frame_example")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=SHADOW_COLOR)
ui.append(bg)
# Title
title = create_caption(250, 30, "Frame Examples", 32)
ui.append(title)
# Basic frame
frame1 = mcrfpy.Frame(50, 100, 200, 150, fill_color=FRAME_COLOR)
ui.append(frame1)
label1 = create_caption(60, 110, "Basic Frame", 16)
ui.append(label1)
# Frame with outline
frame2 = mcrfpy.Frame(300, 100, 200, 150, fill_color=BOX_COLOR,
outline_color=WHITE, outline=2.0)
ui.append(frame2)
label2 = create_caption(310, 110, "Frame with Outline", 16)
ui.append(label2)
# Nested frames
frame3 = mcrfpy.Frame(550, 100, 200, 150, fill_color=FRAME_COLOR,
outline_color=WHITE, outline=1)
ui.append(frame3)
inner_frame = mcrfpy.Frame(570, 130, 160, 90, fill_color=BOX_COLOR)
ui.append(inner_frame)
label3 = create_caption(560, 110, "Nested Frames", 16)
ui.append(label3)
# Complex layout with frames
main_frame = mcrfpy.Frame(50, 300, 700, 250, fill_color=FRAME_COLOR,
outline_color=WHITE, outline=2)
ui.append(main_frame)
# Add some UI elements inside
ui_label = create_caption(60, 310, "Complex UI Layout", 18)
ui.append(ui_label)
# Status panel
status_frame = mcrfpy.Frame(70, 350, 150, 180, fill_color=BOX_COLOR)
ui.append(status_frame)
status_label = create_caption(80, 360, "Status", 14)
ui.append(status_label)
# Inventory panel
inv_frame = mcrfpy.Frame(240, 350, 300, 180, fill_color=BOX_COLOR)
ui.append(inv_frame)
inv_label = create_caption(250, 360, "Inventory", 14)
ui.append(inv_label)
# Actions panel
action_frame = mcrfpy.Frame(560, 350, 170, 180, fill_color=BOX_COLOR)
ui.append(action_frame)
action_label = create_caption(570, 360, "Actions", 14)
ui.append(action_label)
def create_grid_example():
"""Create a scene showing Grid UI element examples"""
mcrfpy.createScene("grid_example")
ui = mcrfpy.sceneUI("grid_example")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
# Title
title = create_caption(250, 30, "Grid Example", 32)
ui.append(title)
# Create a grid showing a small dungeon
grid = mcrfpy.Grid(20, 15, sprite_texture,
mcrfpy.Vector(100, 100), mcrfpy.Vector(320, 240))
# Set up dungeon tiles
# Floor tiles (index 48)
# Wall tiles (index 3)
for x in range(20):
for y in range(15):
if x == 0 or x == 19 or y == 0 or y == 14:
# Walls around edge
grid.at((x, y)).tilesprite = 3
grid.at((x, y)).walkable = False
else:
# Floor
grid.at((x, y)).tilesprite = 48
grid.at((x, y)).walkable = True
# Add some internal walls
for x in range(5, 15):
grid.at((x, 7)).tilesprite = 3
grid.at((x, 7)).walkable = False
for y in range(3, 8):
grid.at((10, y)).tilesprite = 3
grid.at((10, y)).walkable = False
# Add a door
grid.at((10, 7)).tilesprite = 131 # Door tile
grid.at((10, 7)).walkable = True
# Add to UI
ui.append(grid)
# Label
grid_label = create_caption(100, 480, "20x15 Grid with 2x scale - Simple Dungeon Layout", 16)
ui.append(grid_label)
def create_entity_example():
"""Create a scene showing Entity examples in a Grid"""
mcrfpy.createScene("entity_example")
ui = mcrfpy.sceneUI("entity_example")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
# Title
title = create_caption(200, 30, "Entity Collection Example", 32)
ui.append(title)
# Create a grid for the entities
grid = mcrfpy.Grid(15, 10, sprite_texture,
mcrfpy.Vector(150, 100), mcrfpy.Vector(360, 240))
# Set all tiles to floor
for x in range(15):
for y in range(10):
grid.at((x, y)).tilesprite = 48
grid.at((x, y)).walkable = True
# Add walls
for x in range(15):
grid.at((x, 0)).tilesprite = 3
grid.at((x, 0)).walkable = False
grid.at((x, 9)).tilesprite = 3
grid.at((x, 9)).walkable = False
for y in range(10):
grid.at((0, y)).tilesprite = 3
grid.at((0, y)).walkable = False
grid.at((14, y)).tilesprite = 3
grid.at((14, y)).walkable = False
ui.append(grid)
# Add entities to the grid
# Player entity
player = mcrfpy.Entity(mcrfpy.Vector(3, 3), sprite_texture, 84, grid)
grid.entities.append(player)
# Enemy entities
enemy1 = mcrfpy.Entity(mcrfpy.Vector(7, 4), sprite_texture, 123, grid)
grid.entities.append(enemy1)
enemy2 = mcrfpy.Entity(mcrfpy.Vector(10, 6), sprite_texture, 107, grid)
grid.entities.append(enemy2)
# Boulder
boulder = mcrfpy.Entity(mcrfpy.Vector(5, 5), sprite_texture, 66, grid)
grid.entities.append(boulder)
# Treasure
treasure = mcrfpy.Entity(mcrfpy.Vector(12, 2), sprite_texture, 89, grid)
grid.entities.append(treasure)
# Exit (locked)
exit_door = mcrfpy.Entity(mcrfpy.Vector(12, 8), sprite_texture, 45, grid)
grid.entities.append(exit_door)
# Button
button = mcrfpy.Entity(mcrfpy.Vector(3, 7), sprite_texture, 250, grid)
grid.entities.append(button)
# Items
sword = mcrfpy.Entity(mcrfpy.Vector(8, 2), sprite_texture, 222, grid)
grid.entities.append(sword)
potion = mcrfpy.Entity(mcrfpy.Vector(6, 8), sprite_texture, 175, grid)
grid.entities.append(potion)
# Label
entity_label = create_caption(150, 500, "Grid with Entity Collection - Game Objects", 16)
ui.append(entity_label)
def create_combined_example():
"""Create a scene showing all UI elements combined"""
mcrfpy.createScene("combined_example")
ui = mcrfpy.sceneUI("combined_example")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=SHADOW_COLOR)
ui.append(bg)
# Title
title = create_caption(200, 20, "McRogueFace UI Elements", 28)
ui.append(title)
# Main game area frame
game_frame = mcrfpy.Frame(20, 70, 500, 400, fill_color=FRAME_COLOR,
outline_color=WHITE, outline=2)
ui.append(game_frame)
# Grid inside game frame
grid = mcrfpy.Grid(12, 10, sprite_texture,
mcrfpy.Vector(30, 80), mcrfpy.Vector(480, 400))
for x in range(12):
for y in range(10):
if x == 0 or x == 11 or y == 0 or y == 9:
grid.at((x, y)).tilesprite = 3
grid.at((x, y)).walkable = False
else:
grid.at((x, y)).tilesprite = 48
grid.at((x, y)).walkable = True
# Add some entities
player = mcrfpy.Entity(mcrfpy.Vector(2, 2), sprite_texture, 84, grid)
grid.entities.append(player)
enemy = mcrfpy.Entity(mcrfpy.Vector(8, 6), sprite_texture, 123, grid)
grid.entities.append(enemy)
boulder = mcrfpy.Entity(mcrfpy.Vector(5, 4), sprite_texture, 66, grid)
grid.entities.append(boulder)
ui.append(grid)
# Status panel
status_frame = mcrfpy.Frame(540, 70, 240, 200, fill_color=BOX_COLOR,
outline_color=WHITE, outline=1)
ui.append(status_frame)
status_title = create_caption(550, 80, "Status", 20)
ui.append(status_title)
hp_label = create_caption(550, 120, "HP: 10/10", 16, GREEN)
ui.append(hp_label)
level_label = create_caption(550, 150, "Level: 1", 16)
ui.append(level_label)
# Inventory panel
inv_frame = mcrfpy.Frame(540, 290, 240, 180, fill_color=BOX_COLOR,
outline_color=WHITE, outline=1)
ui.append(inv_frame)
inv_title = create_caption(550, 300, "Inventory", 20)
ui.append(inv_title)
# Add some item sprites
item1 = mcrfpy.Sprite(560, 340, sprite_texture, 222, 2.0)
ui.append(item1)
item2 = mcrfpy.Sprite(610, 340, sprite_texture, 175, 2.0)
ui.append(item2)
# Message log
log_frame = mcrfpy.Frame(20, 490, 760, 90, fill_color=BOX_COLOR,
outline_color=WHITE, outline=1)
ui.append(log_frame)
log_msg = create_caption(30, 500, "Welcome to McRogueFace!", 14)
ui.append(log_msg)
# Set up all the scenes
print("Creating UI example scenes...")
create_caption_example()
create_sprite_example()
create_frame_example()
create_grid_example()
create_entity_example()
create_combined_example()
# Screenshot state
current_screenshot = 0
screenshots = [
("caption_example", "ui_caption_example.png"),
("sprite_example", "ui_sprite_example.png"),
("frame_example", "ui_frame_example.png"),
("grid_example", "ui_grid_example.png"),
("entity_example", "ui_entity_example.png"),
("combined_example", "ui_combined_example.png")
]
def take_screenshots(runtime):
"""Timer callback to take screenshots sequentially"""
global current_screenshot
if current_screenshot >= len(screenshots):
print("\nAll screenshots captured successfully!")
print(f"Screenshots saved to: {output_dir}/")
mcrfpy.exit()
return
scene_name, filename = screenshots[current_screenshot]
# Switch to the scene
mcrfpy.setScene(scene_name)
# Take screenshot after a short delay to ensure rendering
def capture():
global current_screenshot
full_path = f"{output_dir}/{filename}"
result = automation.screenshot(full_path)
print(f"Screenshot {current_screenshot + 1}/{len(screenshots)}: {filename} - {'Success' if result else 'Failed'}")
current_screenshot += 1
# Schedule next screenshot
mcrfpy.setTimer("next_screenshot", take_screenshots, 200)
# Give scene time to render
mcrfpy.setTimer("capture", lambda r: capture(), 100)
# Start with the first scene
mcrfpy.setScene("caption_example")
# Start the screenshot process
print(f"\nStarting screenshot capture of {len(screenshots)} scenes...")
mcrfpy.setTimer("start", take_screenshots, 500)
# Safety timeout
def safety_exit(runtime):
print("\nERROR: Safety timeout reached! Exiting...")
mcrfpy.exit()
mcrfpy.setTimer("safety", safety_exit, 30000)
print("Setup complete. Game loop starting...")