462 lines
14 KiB
Python
462 lines
14 KiB
Python
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# integration_demo.py - Milestone 8 Integration Demo
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# Showcases all 3D features: terrain, entities, pathfinding, FOV, billboards, UI, input
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import mcrfpy
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import math
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import random
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DEMO_NAME = "3D Integration Demo"
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DEMO_DESCRIPTION = """Complete 3D demo with terrain, player, NPC, FOV, and UI overlay.
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Controls:
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Arrow keys: Move player
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Click: Move to clicked position
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ESC: Quit
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"""
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# Create the main scene
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scene = mcrfpy.Scene("integration_demo")
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# =============================================================================
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# Constants
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# =============================================================================
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GRID_WIDTH = 32
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GRID_DEPTH = 32
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CELL_SIZE = 1.0
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TERRAIN_Y_SCALE = 3.0
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FOV_RADIUS = 10
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# =============================================================================
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# 3D Viewport
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# =============================================================================
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viewport = mcrfpy.Viewport3D(
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pos=(10, 10),
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size=(700, 550),
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render_resolution=(350, 275),
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fov=60.0,
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camera_pos=(16.0, 15.0, 25.0),
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camera_target=(16.0, 0.0, 16.0),
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bg_color=mcrfpy.Color(40, 60, 100)
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)
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viewport.enable_fog = True
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viewport.fog_near = 10.0
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viewport.fog_far = 40.0
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viewport.fog_color = mcrfpy.Color(40, 60, 100)
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scene.children.append(viewport)
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# Set up navigation grid
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viewport.set_grid_size(GRID_WIDTH, GRID_DEPTH)
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# =============================================================================
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# Terrain Generation
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# =============================================================================
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print("Generating terrain...")
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# Create heightmap with hills
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hm = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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hm.mid_point_displacement(roughness=0.5)
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hm.normalize(0.0, 1.0)
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# Build terrain mesh
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viewport.build_terrain(
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layer_name="terrain",
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heightmap=hm,
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y_scale=TERRAIN_Y_SCALE,
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cell_size=CELL_SIZE
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)
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# Apply heightmap to navigation grid
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viewport.apply_heightmap(hm, TERRAIN_Y_SCALE)
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# Mark steep slopes and water as unwalkable
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viewport.apply_threshold(hm, 0.0, 0.12, False) # Low areas = water (unwalkable)
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viewport.set_slope_cost(0.4, 2.0)
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# Create base terrain colors (green/brown based on height)
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r_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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g_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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b_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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# Storage for base colors (for FOV dimming)
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base_colors = []
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for z in range(GRID_DEPTH):
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row = []
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for x in range(GRID_WIDTH):
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h = hm[x, z]
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if h < 0.12: # Water
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r, g, b = 0.1, 0.2, 0.4
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elif h < 0.25: # Sand/beach
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r, g, b = 0.6, 0.5, 0.3
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elif h < 0.6: # Grass
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r, g, b = 0.2 + random.random() * 0.1, 0.4 + random.random() * 0.15, 0.15
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else: # Rock/mountain
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r, g, b = 0.4, 0.35, 0.3
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r_map[x, z] = r
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g_map[x, z] = g
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b_map[x, z] = b
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row.append((r, g, b))
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base_colors.append(row)
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viewport.apply_terrain_colors("terrain", r_map, g_map, b_map)
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# =============================================================================
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# Find walkable starting positions
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# =============================================================================
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def find_walkable_pos():
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"""Find a random walkable position"""
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for _ in range(100):
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x = random.randint(2, GRID_WIDTH - 3)
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z = random.randint(2, GRID_DEPTH - 3)
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cell = viewport.at(x, z)
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if cell.walkable:
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return (x, z)
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return (GRID_WIDTH // 2, GRID_DEPTH // 2)
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# =============================================================================
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# Player Entity
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# =============================================================================
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player_start = find_walkable_pos()
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player = mcrfpy.Entity3D(pos=player_start, scale=0.8, color=mcrfpy.Color(50, 150, 255))
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viewport.entities.append(player)
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print(f"Player at {player_start}")
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# Track discovered cells
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discovered = set()
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discovered.add(player_start)
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# =============================================================================
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# NPC Entity with Patrol AI
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# =============================================================================
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npc_start = find_walkable_pos()
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while abs(npc_start[0] - player_start[0]) < 5 and abs(npc_start[1] - player_start[1]) < 5:
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npc_start = find_walkable_pos()
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npc = mcrfpy.Entity3D(pos=npc_start, scale=0.7, color=mcrfpy.Color(255, 100, 100))
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viewport.entities.append(npc)
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print(f"NPC at {npc_start}")
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# NPC patrol system
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class NPCController:
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def __init__(self, entity, waypoints):
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self.entity = entity
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self.waypoints = waypoints
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self.current_wp = 0
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self.path = []
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self.path_index = 0
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def update(self):
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if self.entity.is_moving:
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return
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# If we have a path, follow it
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if self.path_index < len(self.path):
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next_pos = self.path[self.path_index]
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self.entity.pos = next_pos
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self.path_index += 1
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return
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# Reached waypoint, go to next
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self.current_wp = (self.current_wp + 1) % len(self.waypoints)
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target = self.waypoints[self.current_wp]
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# Compute path to next waypoint
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self.path = self.entity.path_to(target[0], target[1])
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self.path_index = 0
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# Create patrol waypoints
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npc_waypoints = []
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for _ in range(4):
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wp = find_walkable_pos()
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npc_waypoints.append(wp)
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npc_controller = NPCController(npc, npc_waypoints)
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# =============================================================================
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# FOV Visualization
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# =============================================================================
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def update_fov_colors():
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"""Update terrain colors based on FOV"""
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# Compute FOV from player position
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visible_cells = viewport.compute_fov((player.pos[0], player.pos[1]), FOV_RADIUS)
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visible_set = set((c[0], c[1]) for c in visible_cells)
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# Update discovered
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discovered.update(visible_set)
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# Update terrain colors
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r_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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g_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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b_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_DEPTH))
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for z in range(GRID_DEPTH):
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for x in range(GRID_WIDTH):
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base_r, base_g, base_b = base_colors[z][x]
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if (x, z) in visible_set:
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# Fully visible
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r_map[x, z] = base_r
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g_map[x, z] = base_g
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b_map[x, z] = base_b
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elif (x, z) in discovered:
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# Discovered but not visible - dim
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r_map[x, z] = base_r * 0.4
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g_map[x, z] = base_g * 0.4
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b_map[x, z] = base_b * 0.4
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else:
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# Never seen - very dark
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r_map[x, z] = base_r * 0.1
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g_map[x, z] = base_g * 0.1
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b_map[x, z] = base_b * 0.1
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viewport.apply_terrain_colors("terrain", r_map, g_map, b_map)
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# Initial FOV update
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update_fov_colors()
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# =============================================================================
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# UI Overlay
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# =============================================================================
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ui_frame = mcrfpy.Frame(
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pos=(720, 10),
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size=(260, 200),
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fill_color=mcrfpy.Color(20, 20, 30, 220),
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outline_color=mcrfpy.Color(80, 80, 120),
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outline=2.0
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)
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scene.children.append(ui_frame)
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title_label = mcrfpy.Caption(text="3D Integration Demo", pos=(740, 20))
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title_label.fill_color = mcrfpy.Color(255, 255, 150)
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scene.children.append(title_label)
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status_label = mcrfpy.Caption(text="Status: Idle", pos=(740, 50))
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status_label.fill_color = mcrfpy.Color(150, 255, 150)
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scene.children.append(status_label)
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player_pos_label = mcrfpy.Caption(text="Player: (0, 0)", pos=(740, 75))
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player_pos_label.fill_color = mcrfpy.Color(100, 200, 255)
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scene.children.append(player_pos_label)
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npc_pos_label = mcrfpy.Caption(text="NPC: (0, 0)", pos=(740, 100))
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npc_pos_label.fill_color = mcrfpy.Color(255, 150, 150)
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scene.children.append(npc_pos_label)
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fps_label = mcrfpy.Caption(text="FPS: --", pos=(740, 125))
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fps_label.fill_color = mcrfpy.Color(200, 200, 200)
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scene.children.append(fps_label)
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discovered_label = mcrfpy.Caption(text="Discovered: 0", pos=(740, 150))
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discovered_label.fill_color = mcrfpy.Color(180, 180, 100)
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scene.children.append(discovered_label)
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# Controls info
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controls_frame = mcrfpy.Frame(
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pos=(720, 220),
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size=(260, 120),
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fill_color=mcrfpy.Color(20, 20, 30, 200),
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outline_color=mcrfpy.Color(60, 60, 80),
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outline=1.0
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)
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scene.children.append(controls_frame)
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ctrl_title = mcrfpy.Caption(text="Controls:", pos=(740, 230))
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ctrl_title.fill_color = mcrfpy.Color(200, 200, 100)
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scene.children.append(ctrl_title)
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ctrl_lines = [
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"Arrow keys: Move",
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"Click: Pathfind",
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"F: Toggle follow cam",
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"ESC: Quit"
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]
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for i, line in enumerate(ctrl_lines):
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cap = mcrfpy.Caption(text=line, pos=(740, 255 + i * 20))
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cap.fill_color = mcrfpy.Color(150, 150, 150)
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scene.children.append(cap)
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# =============================================================================
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# Game State
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# =============================================================================
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follow_camera = True
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frame_count = 0
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fps_update_time = 0
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# =============================================================================
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# Update Function
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# =============================================================================
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def game_update(timer, runtime):
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global frame_count, fps_update_time
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try:
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# Calculate FPS
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frame_count += 1
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if runtime - fps_update_time >= 1000: # Update FPS every second
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fps = frame_count
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fps_label.text = f"FPS: {fps}"
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frame_count = 0
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fps_update_time = runtime
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# Update NPC patrol
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npc_controller.update()
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# Update UI labels
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px, pz = player.pos
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player_pos_label.text = f"Player: ({px}, {pz})"
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nx, nz = npc.pos
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npc_pos_label.text = f"NPC: ({nx}, {nz})"
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discovered_label.text = f"Discovered: {len(discovered)}"
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# Camera follow
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if follow_camera:
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viewport.follow(player, distance=12.0, height=8.0, smoothing=0.1)
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# Update status based on player state
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if player.is_moving:
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status_label.text = "Status: Moving"
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status_label.fill_color = mcrfpy.Color(255, 255, 100)
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else:
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status_label.text = "Status: Idle"
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status_label.fill_color = mcrfpy.Color(150, 255, 150)
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except Exception as e:
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print(f"Update error: {e}")
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# =============================================================================
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# Input Handling
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# =============================================================================
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def try_move_player(dx, dz):
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"""Try to move player in direction"""
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new_x = player.pos[0] + dx
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new_z = player.pos[1] + dz
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if not viewport.is_in_fov(new_x, new_z):
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# Allow moving into discovered cells even if not currently visible
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if (new_x, new_z) not in discovered:
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return False
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if new_x < 0 or new_x >= GRID_WIDTH or new_z < 0 or new_z >= GRID_DEPTH:
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return False
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cell = viewport.at(new_x, new_z)
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if not cell.walkable:
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return False
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player.pos = (new_x, new_z)
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update_fov_colors()
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return True
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def on_key(key, state):
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global follow_camera
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if state != mcrfpy.InputState.PRESSED:
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return
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if player.is_moving:
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return # Don't accept input while moving
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dx, dz = 0, 0
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if key == mcrfpy.Key.UP:
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dz = -1
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elif key == mcrfpy.Key.DOWN:
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dz = 1
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elif key == mcrfpy.Key.LEFT:
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|
|
dx = -1
|
||
|
|
elif key == mcrfpy.Key.RIGHT:
|
||
|
|
dx = 1
|
||
|
|
elif key == mcrfpy.Key.F:
|
||
|
|
follow_camera = not follow_camera
|
||
|
|
status_label.text = f"Camera: {'Follow' if follow_camera else 'Free'}"
|
||
|
|
return
|
||
|
|
elif key == mcrfpy.Key.ESCAPE:
|
||
|
|
mcrfpy.exit()
|
||
|
|
return
|
||
|
|
|
||
|
|
if dx != 0 or dz != 0:
|
||
|
|
try_move_player(dx, dz)
|
||
|
|
|
||
|
|
# Click-to-move handling
|
||
|
|
def on_click(pos, button, state):
|
||
|
|
if button != mcrfpy.MouseButton.LEFT or state != mcrfpy.InputState.PRESSED:
|
||
|
|
return
|
||
|
|
|
||
|
|
if player.is_moving:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Convert click position to viewport-relative coordinates
|
||
|
|
vp_x = pos.x - viewport.x
|
||
|
|
vp_y = pos.y - viewport.y
|
||
|
|
|
||
|
|
# Check if click is within viewport
|
||
|
|
if vp_x < 0 or vp_x >= viewport.w or vp_y < 0 or vp_y >= viewport.h:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Convert to world position
|
||
|
|
world_pos = viewport.screen_to_world(vp_x, vp_y)
|
||
|
|
if world_pos is None:
|
||
|
|
return
|
||
|
|
|
||
|
|
# Convert to grid position
|
||
|
|
grid_x = int(world_pos[0] / CELL_SIZE)
|
||
|
|
grid_z = int(world_pos[2] / CELL_SIZE)
|
||
|
|
|
||
|
|
# Validate grid position
|
||
|
|
if grid_x < 0 or grid_x >= GRID_WIDTH or grid_z < 0 or grid_z >= GRID_DEPTH:
|
||
|
|
return
|
||
|
|
|
||
|
|
cell = viewport.at(grid_x, grid_z)
|
||
|
|
if not cell.walkable:
|
||
|
|
status_label.text = "Status: Can't walk there!"
|
||
|
|
status_label.fill_color = mcrfpy.Color(255, 100, 100)
|
||
|
|
return
|
||
|
|
|
||
|
|
# Find path
|
||
|
|
path = player.path_to(grid_x, grid_z)
|
||
|
|
if not path:
|
||
|
|
status_label.text = "Status: No path!"
|
||
|
|
status_label.fill_color = mcrfpy.Color(255, 100, 100)
|
||
|
|
return
|
||
|
|
|
||
|
|
# Follow path (limited to FOV_RADIUS steps)
|
||
|
|
limited_path = path[:FOV_RADIUS]
|
||
|
|
player.follow_path(limited_path)
|
||
|
|
status_label.text = f"Status: Moving ({len(limited_path)} steps)"
|
||
|
|
status_label.fill_color = mcrfpy.Color(255, 255, 100)
|
||
|
|
|
||
|
|
# Schedule FOV update after movement completes
|
||
|
|
fov_update_timer = None
|
||
|
|
|
||
|
|
def update_fov_after_move(*args):
|
||
|
|
# Accept any number of args since timer may pass (runtime) or (timer, runtime)
|
||
|
|
nonlocal fov_update_timer
|
||
|
|
if not player.is_moving:
|
||
|
|
update_fov_colors()
|
||
|
|
if fov_update_timer:
|
||
|
|
fov_update_timer.stop()
|
||
|
|
|
||
|
|
fov_update_timer = mcrfpy.Timer("fov_update", update_fov_after_move, 100)
|
||
|
|
|
||
|
|
scene.on_key = on_key
|
||
|
|
viewport.on_click = on_click
|
||
|
|
|
||
|
|
# =============================================================================
|
||
|
|
# Start Game
|
||
|
|
# =============================================================================
|
||
|
|
timer = mcrfpy.Timer("game_update", game_update, 16) # ~60 FPS
|
||
|
|
|
||
|
|
mcrfpy.current_scene = scene
|
||
|
|
|
||
|
|
print()
|
||
|
|
print("=" * 60)
|
||
|
|
print("3D Integration Demo Loaded!")
|
||
|
|
print("=" * 60)
|
||
|
|
print(f" Terrain: {GRID_WIDTH}x{GRID_DEPTH} cells")
|
||
|
|
print(f" Player starts at: {player_start}")
|
||
|
|
print(f" NPC patrolling {len(npc_waypoints)} waypoints")
|
||
|
|
print()
|
||
|
|
print("Controls:")
|
||
|
|
print(" Arrow keys: Move player")
|
||
|
|
print(" Click: Pathfind to location")
|
||
|
|
print(" F: Toggle camera follow")
|
||
|
|
print(" ESC: Quit")
|
||
|
|
print("=" * 60)
|