2024-04-20 10:32:04 -04:00
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#include "UIEntity.h"
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#include "UIGrid.h"
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Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
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#include "UIGridView.h" // #252: Entity.grid accepts GridView
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2026-04-02 01:34:19 -04:00
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#include "UIGridPathfinding.h"
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2024-04-20 10:32:04 -04:00
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#include "McRFPy_API.h"
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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#include <algorithm>
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#include <cstring>
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#include <libtcod.h>
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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
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#include "PyVector.h"
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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#include "PythonObjectCache.h"
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2025-12-01 15:55:18 -05:00
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#include "PyFOV.h"
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2026-01-04 15:32:14 -05:00
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#include "Animation.h"
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#include "PyAnimation.h"
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#include "PyEasing.h"
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2026-01-05 10:16:16 -05:00
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#include "PyPositionHelper.h"
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2026-01-25 21:04:01 -05:00
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#include "PyShader.h" // #106: Shader support
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#include "PyUniformCollection.h" // #106: Uniform collection support
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// UIDrawable methods now in UIBase.h
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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
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{
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Initialize sprite with safe defaults (sprite has its own safe constructor now)
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// gridstate vector starts empty - will be lazily initialized when needed
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}
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
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UIEntity::~UIEntity() {
|
Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
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releasePyIdentity();
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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if (serial_number != 0) {
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PythonObjectCache::getInstance().remove(serial_number);
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}
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}
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Removed UIEntity(UIGrid&) constructor - using lazy initialization instead
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Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
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void UIEntity::ensureGridstate()
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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{
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if (!grid) return;
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Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
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size_t expected = static_cast<size_t>(grid->grid_w) * grid->grid_h;
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if (gridstate.size() != expected) {
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gridstate.resize(expected);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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for (auto& state : gridstate) {
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state.visible = false;
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state.discovered = false;
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}
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}
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Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
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}
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void UIEntity::updateVisibility()
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{
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if (!grid) return;
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ensureGridstate();
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2025-12-01 15:55:18 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// First, mark all cells as not visible
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for (auto& state : gridstate) {
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state.visible = false;
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}
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2025-12-01 15:55:18 -05:00
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// Compute FOV from entity's cell position (#114, #295)
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int x = cell_position.x;
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int y = cell_position.y;
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2025-12-01 15:55:18 -05:00
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// Use grid's configured FOV algorithm and radius
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grid->computeFOV(x, y, grid->fov_radius, true, grid->fov_algorithm);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Update visible cells based on FOV computation
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for (int gy = 0; gy < grid->grid_h; gy++) {
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for (int gx = 0; gx < grid->grid_w; gx++) {
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int idx = gy * grid->grid_w + gx;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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if (grid->isInFOV(gx, gy)) {
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gridstate[idx].visible = true;
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gridstate[idx].discovered = true; // Once seen, always discovered
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}
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}
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}
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2025-12-01 15:55:18 -05:00
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// #113 - Update any ColorLayers bound to this entity via perspective
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// Get shared_ptr to self for comparison
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std::shared_ptr<UIEntity> self_ptr = nullptr;
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if (grid->entities) {
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for (auto& entity : *grid->entities) {
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if (entity.get() == this) {
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self_ptr = entity;
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break;
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}
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}
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}
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if (self_ptr) {
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for (auto& layer : grid->layers) {
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if (layer->type == GridLayerType::Color) {
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auto color_layer = std::static_pointer_cast<ColorLayer>(layer);
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if (color_layer->has_perspective) {
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auto bound_entity = color_layer->perspective_entity.lock();
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if (bound_entity && bound_entity.get() == this) {
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color_layer->updatePerspective();
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}
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}
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}
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}
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}
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2024-04-20 10:32:04 -04:00
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}
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2026-01-05 10:16:16 -05:00
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PyObject* UIEntity::at(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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2024-04-20 10:32:04 -04:00
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int x, y;
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2026-01-05 10:16:16 -05:00
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if (!PyPosition_ParseInt(args, kwds, &x, &y)) {
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return NULL; // Error already set by PyPosition_ParseInt
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2024-04-20 10:32:04 -04:00
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}
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2024-04-20 10:32:04 -04:00
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if (self->data->grid == NULL) {
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PyErr_SetString(PyExc_ValueError, "Entity cannot access surroundings because it is not associated with a grid");
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return NULL;
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}
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2026-01-05 10:16:16 -05:00
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Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
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self->data->ensureGridstate();
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2026-01-05 10:16:16 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Bounds check
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2026-01-06 10:21:50 -05:00
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if (x < 0 || x >= self->data->grid->grid_w || y < 0 || y >= self->data->grid->grid_h) {
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyErr_Format(PyExc_IndexError, "Grid coordinates (%d, %d) out of bounds", x, y);
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return NULL;
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}
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// Use type directly since GridPointState is internal-only (not exported to module)
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auto type = &mcrfpydef::PyUIGridPointStateType;
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2024-04-20 10:32:04 -04:00
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auto obj = (PyUIGridPointStateObject*)type->tp_alloc(type, 0);
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obj->grid = self->data->grid;
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obj->entity = self->data;
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obj->x = x; // #16 - Store position for .point property
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obj->y = y;
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return (PyObject*)obj;
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}
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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
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PyObject* UIEntity::index(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored)) {
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// Check if entity has an associated grid
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if (!self->data || !self->data->grid) {
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PyErr_SetString(PyExc_RuntimeError, "Entity is not associated with a grid");
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return NULL;
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}
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// Get the grid's entity collection
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auto entities = self->data->grid->entities;
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if (!entities) {
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PyErr_SetString(PyExc_RuntimeError, "Grid has no entity collection");
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return NULL;
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}
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// Find this entity in the collection
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int index = 0;
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for (auto it = entities->begin(); it != entities->end(); ++it, ++index) {
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if (it->get() == self->data.get()) {
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return PyLong_FromLong(index);
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}
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}
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// Entity not found in its grid's collection
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PyErr_SetString(PyExc_ValueError, "Entity not found in its grid's entity collection");
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return NULL;
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}
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2024-04-20 10:32:04 -04:00
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int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Define all parameters with defaults
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PyObject* grid_pos_obj = nullptr;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyObject* texture = nullptr;
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
int sprite_index = 0;
|
Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyObject* grid_obj = nullptr;
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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int visible = 1;
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float opacity = 1.0f;
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const char* name = nullptr;
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float x = 0.0f, y = 0.0f;
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2026-03-03 23:17:02 -05:00
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PyObject* sprite_offset_obj = nullptr;
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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PyObject* labels_obj = nullptr;
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2026-03-03 23:17:02 -05:00
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
// Keywords list matches the new spec: positional args first, then all keyword args
|
|
|
|
|
static const char* kwlist[] = {
|
|
|
|
|
"grid_pos", "texture", "sprite_index", // Positional args (as per spec)
|
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// Keyword-only args
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
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|
"grid", "visible", "opacity", "name", "x", "y", "sprite_offset", "labels",
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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nullptr
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};
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2026-03-03 23:17:02 -05:00
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
// Parse arguments with | for optional positional args
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
|
|
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzffOO", const_cast<char**>(kwlist),
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
&grid_pos_obj, &texture, &sprite_index, // Positional
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
|
|
&grid_obj, &visible, &opacity, &name, &x, &y, &sprite_offset_obj, &labels_obj)) {
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
return -1;
|
2024-04-20 10:32:04 -04:00
|
|
|
}
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Handle grid position argument (can be tuple or use x/y keywords)
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if (grid_pos_obj) {
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if (PyTuple_Check(grid_pos_obj) && PyTuple_Size(grid_pos_obj) == 2) {
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PyObject* x_val = PyTuple_GetItem(grid_pos_obj, 0);
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PyObject* y_val = PyTuple_GetItem(grid_pos_obj, 1);
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if ((PyFloat_Check(x_val) || PyLong_Check(x_val)) &&
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(PyFloat_Check(y_val) || PyLong_Check(y_val))) {
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x = PyFloat_Check(x_val) ? PyFloat_AsDouble(x_val) : PyLong_AsLong(x_val);
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y = PyFloat_Check(y_val) ? PyFloat_AsDouble(y_val) : PyLong_AsLong(y_val);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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} else {
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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PyErr_SetString(PyExc_TypeError, "grid_pos tuple must contain numbers");
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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} else {
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PyErr_SetString(PyExc_TypeError, "grid_pos must be a tuple (x, y)");
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return -1;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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}
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2025-03-05 20:21:24 -05:00
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}
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Handle texture argument
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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
|
|
|
std::shared_ptr<PyTexture> texture_ptr = nullptr;
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
|
|
|
if (texture && texture != Py_None) {
|
2026-03-07 23:18:42 -05:00
|
|
|
if (!PyObject_IsInstance(texture, (PyObject*)&mcrfpydef::PyTextureType)) {
|
Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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PyErr_SetString(PyExc_TypeError, "texture must be a mcrfpy.Texture instance or None");
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return -1;
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}
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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
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auto pytexture = (PyTextureObject*)texture;
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texture_ptr = pytexture->data;
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} else {
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// Use default texture when None or not provided
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texture_ptr = McRFPy_API::default_texture;
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}
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Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
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// Handle grid argument - accept both internal _GridData and GridView (unified Grid)
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if (grid_obj && !PyObject_IsInstance(grid_obj, (PyObject*)&mcrfpydef::PyUIGridType) &&
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!PyObject_IsInstance(grid_obj, (PyObject*)&mcrfpydef::PyUIGridViewType)) {
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2024-04-20 10:32:04 -04:00
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PyErr_SetString(PyExc_TypeError, "grid must be a mcrfpy.Grid instance");
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return -1;
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}
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Create the entity
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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self->data = std::make_shared<UIEntity>();
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Initialize weak reference list
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self->weakreflist = NULL;
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2024-04-20 10:32:04 -04:00
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Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
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// Register in Python object cache
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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if (self->data->serial_number == 0) {
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self->data->serial_number = PythonObjectCache::getInstance().assignSerial();
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PyObject* weakref = PyWeakref_NewRef((PyObject*)self, NULL);
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if (weakref) {
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PythonObjectCache::getInstance().registerObject(self->data->serial_number, weakref);
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Py_DECREF(weakref); // Cache owns the reference now
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}
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}
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Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
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// Hold a strong reference to preserve Python subclass identity.
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// Without this, the Python wrapper can be GC'd while the C++ entity
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// lives on in a grid, and later access returns a base Entity wrapper
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// that lacks subclass methods. Cleared in die() and set_grid(None).
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self->data->pyobject = (PyObject*)self;
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Py_INCREF(self);
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Set texture and sprite index
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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if (texture_ptr) {
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self->data->sprite = UISprite(texture_ptr, sprite_index, sf::Vector2f(0,0), 1.0);
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} else {
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// Create an empty sprite for testing
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self->data->sprite = UISprite();
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}
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// Set position using grid coordinates
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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self->data->position = sf::Vector2f(x, y);
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #295: Initialize cell_position from grid coordinates
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self->data->cell_position = sf::Vector2i(static_cast<int>(x), static_cast<int>(y));
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2026-03-03 23:17:02 -05:00
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #296 - Parse labels kwarg
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if (labels_obj && labels_obj != Py_None) {
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PyObject* iter = PyObject_GetIter(labels_obj);
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if (!iter) {
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PyErr_SetString(PyExc_TypeError, "labels must be iterable");
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return -1;
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}
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PyObject* item;
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while ((item = PyIter_Next(iter)) != NULL) {
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if (!PyUnicode_Check(item)) {
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Py_DECREF(item);
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Py_DECREF(iter);
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PyErr_SetString(PyExc_TypeError, "labels must contain only strings");
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return -1;
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}
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self->data->labels.insert(PyUnicode_AsUTF8(item));
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Py_DECREF(item);
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}
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Py_DECREF(iter);
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if (PyErr_Occurred()) return -1;
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}
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Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e29835a69f4c50f3c99fd3123012635a9a
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7418745dc24066532454167d447df89
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa968feaba620dcf2eda44fb9514512151
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c459109be883cb8070b8ef83c60bfc1a970
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33d46639023221f4d7d52000b947dbdf
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129738cca2d79c80304834523561ba7fb
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51efaf70e52fba8c939298dcdff50450a
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aab3da519db7569106c34f3510b6e963
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd0176a4d7cfad09deb7509d8aa5562868
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc42833bf5a3559e5d7c4ceb4abb7e9c0
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978ec792ee6096f40fd4e19841b8ec6a3
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
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// Handle grid attachment
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if (grid_obj) {
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Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
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std::shared_ptr<UIGrid> grid_ptr;
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if (PyObject_IsInstance(grid_obj, (PyObject*)&mcrfpydef::PyUIGridViewType)) {
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// #252: GridView (unified Grid) - extract internal UIGrid
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PyUIGridViewObject* pyview = (PyUIGridViewObject*)grid_obj;
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if (pyview->data->grid_data) {
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grid_ptr = std::shared_ptr<UIGrid>(
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pyview->data->grid_data, static_cast<UIGrid*>(pyview->data->grid_data.get()));
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}
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} else {
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// Internal _GridData type
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PyUIGridObject* pygrid = (PyUIGridObject*)grid_obj;
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grid_ptr = pygrid->data;
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}
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if (grid_ptr) {
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self->data->grid = grid_ptr;
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grid_ptr->entities->push_back(self->data);
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grid_ptr->spatial_hash.insert(self->data);
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}
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2024-04-20 10:32:04 -04:00
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}
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return 0;
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}
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PyObject* UIEntity::get_spritenumber(PyUIEntityObject* self, void* closure) {
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return PyLong_FromDouble(self->data->sprite.getSpriteIndex());
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}
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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
|
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PyObject* sfVector2f_to_PyObject(sf::Vector2f vec) {
|
2026-03-07 23:18:42 -05:00
|
|
|
auto type = &mcrfpydef::PyVectorType;
|
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
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auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
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if (obj) {
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obj->data = vec;
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}
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return (PyObject*)obj;
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2024-04-20 10:32:04 -04:00
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}
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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
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PyObject* sfVector2i_to_PyObject(sf::Vector2i vec) {
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2026-03-07 23:18:42 -05:00
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auto type = &mcrfpydef::PyVectorType;
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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
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auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
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if (obj) {
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obj->data = sf::Vector2f(static_cast<float>(vec.x), static_cast<float>(vec.y));
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}
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return (PyObject*)obj;
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}
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2024-04-20 10:32:04 -04:00
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sf::Vector2f PyObject_to_sfVector2f(PyObject* obj) {
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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
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PyVectorObject* vec = PyVector::from_arg(obj);
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if (!vec) {
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// PyVector::from_arg already set the error
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return sf::Vector2f(0, 0);
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2024-04-20 10:32:04 -04:00
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}
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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
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return vec->data;
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2024-04-20 10:32:04 -04:00
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}
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2025-03-05 20:21:24 -05:00
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sf::Vector2i PyObject_to_sfVector2i(PyObject* obj) {
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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
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PyVectorObject* vec = PyVector::from_arg(obj);
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if (!vec) {
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// PyVector::from_arg already set the error
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return sf::Vector2i(0, 0);
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}
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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
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return sf::Vector2i(static_cast<int>(vec->data.x), static_cast<int>(vec->data.y));
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2025-03-05 20:21:24 -05:00
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}
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2024-04-20 10:32:04 -04:00
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PyObject* UIGridPointState_to_PyObject(const UIGridPointState& state) {
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2026-03-07 23:30:32 -05:00
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// Return a simple namespace with visible/discovered attributes
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// (detached snapshot — not backed by a live entity's gridstate)
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PyObject* types_mod = PyImport_ImportModule("types");
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if (!types_mod) return NULL;
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PyObject* ns_type = PyObject_GetAttrString(types_mod, "SimpleNamespace");
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Py_DECREF(types_mod);
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if (!ns_type) return NULL;
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PyObject* kwargs = Py_BuildValue("{s:O,s:O}",
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"visible", state.visible ? Py_True : Py_False,
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"discovered", state.discovered ? Py_True : Py_False);
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if (!kwargs) { Py_DECREF(ns_type); return NULL; }
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PyObject* obj = PyObject_Call(ns_type, PyTuple_New(0), kwargs);
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Py_DECREF(ns_type);
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Py_DECREF(kwargs);
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2025-12-01 21:04:03 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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}
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PyObject* UIGridPointStateVector_to_PyList(const std::vector<UIGridPointState>& vec) {
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PyObject* list = PyList_New(vec.size());
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if (!list) return PyErr_NoMemory();
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for (size_t i = 0; i < vec.size(); ++i) {
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PyObject* obj = UIGridPointState_to_PyObject(vec[i]);
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if (!obj) { // Cleanup on failure
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Py_DECREF(list);
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return NULL;
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PyList_SET_ITEM(list, i, obj); // This steals a reference to obj
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return list;
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PyObject* UIEntity::get_position(PyUIEntityObject* self, void* closure) {
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if (reinterpret_cast<intptr_t>(closure) == 0) {
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return sfVector2f_to_PyObject(self->data->position);
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} else {
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Return integer-cast position for grid coordinates
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sf::Vector2i int_pos(static_cast<int>(self->data->position.x),
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static_cast<int>(self->data->position.y));
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return sfVector2i_to_PyObject(int_pos);
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}
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int UIEntity::set_position(PyUIEntityObject* self, PyObject* value, void* closure) {
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// Save old position for spatial hash update (#115)
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float old_x = self->data->position.x;
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if (reinterpret_cast<intptr_t>(closure) == 0) {
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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
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if (PyErr_Occurred()) {
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return -1; // Error already set by PyObject_to_sfVector2f
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// For integer position, convert to float and set position
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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
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sf::Vector2i vec = PyObject_to_sfVector2i(value);
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if (PyErr_Occurred()) {
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return -1; // Error already set by PyObject_to_sfVector2i
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}
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2025-12-28 00:44:07 -05:00
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self->data->position = sf::Vector2f(static_cast<float>(vec.x),
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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static_cast<float>(vec.y));
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2025-03-05 20:21:24 -05:00
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}
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2025-12-28 00:44:07 -05:00
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// Update spatial hash if grid exists (#115)
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if (self->data->grid) {
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self->data->grid->spatial_hash.update(self->data, old_x, old_y);
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}
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2024-04-20 10:32:04 -04:00
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return 0;
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}
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PyObject* UIEntity::get_gridstate(PyUIEntityObject* self, void* closure) {
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// Assuming a function to convert std::vector<UIGridPointState> to PyObject* list
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return UIGridPointStateVector_to_PyList(self->data->gridstate);
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}
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int UIEntity::set_spritenumber(PyUIEntityObject* self, PyObject* value, void* closure) {
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int val;
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if (PyLong_Check(value))
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val = PyLong_AsLong(value);
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else
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{
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyErr_SetString(PyExc_TypeError, "sprite_index must be an integer");
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2024-04-20 10:32:04 -04:00
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return -1;
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}
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//self->data->sprite.sprite_index = val;
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self->data->sprite.setSpriteIndex(val); // todone - I don't like ".sprite.sprite" in this stack of UIEntity.UISprite.sf::Sprite
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return 0;
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}
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyObject* UIEntity::get_float_member(PyUIEntityObject* self, void* closure)
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2026-01-08 10:41:24 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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if (PyFloat_Check(value))
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{
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val = PyFloat_AsDouble(value);
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}
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else if (PyLong_Check(value))
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{
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val = PyLong_AsLong(value);
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}
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else
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{
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PyErr_SetString(PyExc_TypeError, "Position must be a number (int or float)");
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return -1;
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}
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// Save old position for spatial hash update (#115)
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float old_x = self->data->position.x;
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float old_y = self->data->position.y;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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self->data->grid->spatial_hash.update(self->data, old_x, old_y);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2026-01-06 10:21:50 -05:00
|
|
|
// #176 - Helper to get cell dimensions from grid
|
|
|
|
|
static void get_cell_dimensions(UIEntity* entity, float& cell_width, float& cell_height) {
|
|
|
|
|
// Default cell dimensions when no texture
|
|
|
|
|
constexpr float DEFAULT_CELL_WIDTH = 16.0f;
|
|
|
|
|
constexpr float DEFAULT_CELL_HEIGHT = 16.0f;
|
|
|
|
|
|
|
|
|
|
if (entity->grid) {
|
|
|
|
|
auto ptex = entity->grid->getTexture();
|
|
|
|
|
cell_width = ptex ? static_cast<float>(ptex->sprite_width) : DEFAULT_CELL_WIDTH;
|
|
|
|
|
cell_height = ptex ? static_cast<float>(ptex->sprite_height) : DEFAULT_CELL_HEIGHT;
|
|
|
|
|
} else {
|
|
|
|
|
cell_width = DEFAULT_CELL_WIDTH;
|
|
|
|
|
cell_height = DEFAULT_CELL_HEIGHT;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// #176 - Pixel position: pos = draw_pos * tile_size
|
|
|
|
|
PyObject* UIEntity::get_pixel_pos(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
if (!self->data->grid) {
|
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, "entity is not attached to a Grid");
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float cell_width, cell_height;
|
|
|
|
|
get_cell_dimensions(self->data.get(), cell_width, cell_height);
|
|
|
|
|
|
|
|
|
|
sf::Vector2f pixel_pos(
|
|
|
|
|
self->data->position.x * cell_width,
|
|
|
|
|
self->data->position.y * cell_height
|
|
|
|
|
);
|
|
|
|
|
return sfVector2f_to_PyObject(pixel_pos);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_pixel_pos(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
if (!self->data->grid) {
|
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, "entity is not attached to a Grid");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
sf::Vector2f pixel_vec = PyObject_to_sfVector2f(value);
|
|
|
|
|
if (PyErr_Occurred()) {
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float cell_width, cell_height;
|
|
|
|
|
get_cell_dimensions(self->data.get(), cell_width, cell_height);
|
|
|
|
|
|
|
|
|
|
// Save old position for spatial hash update
|
|
|
|
|
float old_x = self->data->position.x;
|
|
|
|
|
float old_y = self->data->position.y;
|
|
|
|
|
|
|
|
|
|
// Convert pixels to tile coordinates
|
|
|
|
|
self->data->position.x = pixel_vec.x / cell_width;
|
|
|
|
|
self->data->position.y = pixel_vec.y / cell_height;
|
|
|
|
|
|
|
|
|
|
// Update spatial hash
|
|
|
|
|
self->data->grid->spatial_hash.update(self->data, old_x, old_y);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// #176 - Individual pixel coordinates (x, y)
|
|
|
|
|
PyObject* UIEntity::get_pixel_member(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
if (!self->data->grid) {
|
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, "entity is not attached to a Grid");
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float cell_width, cell_height;
|
|
|
|
|
get_cell_dimensions(self->data.get(), cell_width, cell_height);
|
|
|
|
|
|
2026-01-08 10:41:24 -05:00
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
2026-01-06 10:21:50 -05:00
|
|
|
if (member_ptr == 0) // x
|
|
|
|
|
return PyFloat_FromDouble(self->data->position.x * cell_width);
|
|
|
|
|
else // y
|
|
|
|
|
return PyFloat_FromDouble(self->data->position.y * cell_height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_pixel_member(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
if (!self->data->grid) {
|
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, "entity is not attached to a Grid");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float val;
|
|
|
|
|
if (PyFloat_Check(value)) {
|
|
|
|
|
val = PyFloat_AsDouble(value);
|
|
|
|
|
} else if (PyLong_Check(value)) {
|
|
|
|
|
val = PyLong_AsLong(value);
|
|
|
|
|
} else {
|
|
|
|
|
PyErr_SetString(PyExc_TypeError, "Position must be a number (int or float)");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float cell_width, cell_height;
|
|
|
|
|
get_cell_dimensions(self->data.get(), cell_width, cell_height);
|
|
|
|
|
|
|
|
|
|
// Save old position for spatial hash update
|
|
|
|
|
float old_x = self->data->position.x;
|
|
|
|
|
float old_y = self->data->position.y;
|
|
|
|
|
|
2026-01-08 10:41:24 -05:00
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
2026-01-06 10:21:50 -05:00
|
|
|
if (member_ptr == 0) // x
|
|
|
|
|
self->data->position.x = val / cell_width;
|
|
|
|
|
else // y
|
|
|
|
|
self->data->position.y = val / cell_height;
|
|
|
|
|
|
|
|
|
|
// Update spatial hash
|
|
|
|
|
self->data->grid->spatial_hash.update(self->data, old_x, old_y);
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// #176 - Integer grid position (grid_x, grid_y)
|
|
|
|
|
PyObject* UIEntity::get_grid_int_member(PyUIEntityObject* self, void* closure) {
|
2026-01-08 10:41:24 -05:00
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
2026-01-06 10:21:50 -05:00
|
|
|
if (member_ptr == 0) // grid_x
|
|
|
|
|
return PyLong_FromLong(static_cast<int>(self->data->position.x));
|
|
|
|
|
else // grid_y
|
|
|
|
|
return PyLong_FromLong(static_cast<int>(self->data->position.y));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_grid_int_member(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
int val;
|
|
|
|
|
if (PyLong_Check(value)) {
|
|
|
|
|
val = PyLong_AsLong(value);
|
|
|
|
|
} else if (PyFloat_Check(value)) {
|
|
|
|
|
val = static_cast<int>(PyFloat_AsDouble(value));
|
|
|
|
|
} else {
|
|
|
|
|
PyErr_SetString(PyExc_TypeError, "Grid position must be an integer");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Save old position for spatial hash update
|
|
|
|
|
float old_x = self->data->position.x;
|
|
|
|
|
float old_y = self->data->position.y;
|
|
|
|
|
|
2026-01-08 10:41:24 -05:00
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
2026-01-06 10:21:50 -05:00
|
|
|
if (member_ptr == 0) // grid_x
|
|
|
|
|
self->data->position.x = static_cast<float>(val);
|
|
|
|
|
else // grid_y
|
|
|
|
|
self->data->position.y = static_cast<float>(val);
|
|
|
|
|
|
|
|
|
|
// Update spatial hash if grid exists
|
|
|
|
|
if (self->data->grid) {
|
|
|
|
|
self->data->grid->spatial_hash.update(self->data, old_x, old_y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2025-11-27 21:08:31 -05:00
|
|
|
PyObject* UIEntity::get_grid(PyUIEntityObject* self, void* closure)
|
|
|
|
|
{
|
|
|
|
|
if (!self->data || !self->data->grid) {
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
2026-03-15 21:48:24 -04:00
|
|
|
auto& grid = self->data->grid;
|
|
|
|
|
|
Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
|
|
|
// #252: If the grid has an owning GridView, return that instead.
|
|
|
|
|
// This preserves the unified Grid API where entity.grid returns the same
|
|
|
|
|
// object the user created via mcrfpy.Grid(...).
|
|
|
|
|
auto owning_view = grid->owning_view.lock();
|
|
|
|
|
if (owning_view) {
|
|
|
|
|
// Check cache for the GridView
|
|
|
|
|
if (owning_view->serial_number != 0) {
|
|
|
|
|
PyObject* cached = PythonObjectCache::getInstance().lookup(owning_view->serial_number);
|
|
|
|
|
if (cached) return cached;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto view_type = &mcrfpydef::PyUIGridViewType;
|
|
|
|
|
auto pyView = (PyUIGridViewObject*)view_type->tp_alloc(view_type, 0);
|
|
|
|
|
if (pyView) {
|
|
|
|
|
pyView->data = owning_view;
|
|
|
|
|
pyView->weakreflist = NULL;
|
|
|
|
|
|
|
|
|
|
if (owning_view->serial_number == 0) {
|
|
|
|
|
owning_view->serial_number = PythonObjectCache::getInstance().assignSerial();
|
|
|
|
|
}
|
|
|
|
|
PyObject* weakref = PyWeakref_NewRef((PyObject*)pyView, NULL);
|
|
|
|
|
if (weakref) {
|
|
|
|
|
PythonObjectCache::getInstance().registerObject(owning_view->serial_number, weakref);
|
|
|
|
|
Py_DECREF(weakref);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return (PyObject*)pyView;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fallback: return internal _GridData wrapper (no owning view)
|
2026-03-15 21:48:24 -04:00
|
|
|
if (grid->serial_number != 0) {
|
|
|
|
|
PyObject* cached = PythonObjectCache::getInstance().lookup(grid->serial_number);
|
|
|
|
|
if (cached) {
|
Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
|
|
|
return cached;
|
2026-03-15 21:48:24 -04:00
|
|
|
}
|
|
|
|
|
}
|
2025-11-27 21:08:31 -05:00
|
|
|
|
2026-03-15 21:48:24 -04:00
|
|
|
auto grid_type = &mcrfpydef::PyUIGridType;
|
2025-11-27 21:08:31 -05:00
|
|
|
auto pyGrid = (PyUIGridObject*)grid_type->tp_alloc(grid_type, 0);
|
|
|
|
|
|
|
|
|
|
if (pyGrid) {
|
2026-03-15 21:48:24 -04:00
|
|
|
pyGrid->data = grid;
|
2025-11-27 21:08:31 -05:00
|
|
|
pyGrid->weakreflist = NULL;
|
2026-03-15 21:48:24 -04:00
|
|
|
|
|
|
|
|
if (grid->serial_number == 0) {
|
|
|
|
|
grid->serial_number = PythonObjectCache::getInstance().assignSerial();
|
|
|
|
|
}
|
|
|
|
|
PyObject* weakref = PyWeakref_NewRef((PyObject*)pyGrid, NULL);
|
|
|
|
|
if (weakref) {
|
|
|
|
|
PythonObjectCache::getInstance().registerObject(grid->serial_number, weakref);
|
|
|
|
|
Py_DECREF(weakref);
|
|
|
|
|
}
|
2025-11-27 21:08:31 -05:00
|
|
|
}
|
|
|
|
|
return (PyObject*)pyGrid;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_grid(PyUIEntityObject* self, PyObject* value, void* closure)
|
|
|
|
|
{
|
|
|
|
|
if (!self->data) {
|
|
|
|
|
PyErr_SetString(PyExc_RuntimeError, "Invalid Entity object");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Handle None - remove from current grid
|
|
|
|
|
if (value == Py_None) {
|
|
|
|
|
if (self->data->grid) {
|
Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
|
|
|
// Remove from spatial hash before removing from entity list
|
|
|
|
|
self->data->grid->spatial_hash.remove(self->data);
|
2025-11-27 21:08:31 -05:00
|
|
|
// Remove from current grid's entity list
|
|
|
|
|
auto& entities = self->data->grid->entities;
|
|
|
|
|
auto it = std::find_if(entities->begin(), entities->end(),
|
|
|
|
|
[self](const std::shared_ptr<UIEntity>& e) {
|
|
|
|
|
return e.get() == self->data.get();
|
|
|
|
|
});
|
|
|
|
|
if (it != entities->end()) {
|
|
|
|
|
entities->erase(it);
|
|
|
|
|
}
|
|
|
|
|
self->data->grid.reset();
|
Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
|
|
|
|
|
|
|
|
// Release identity strong ref — entity left grid
|
|
|
|
|
self->data->releasePyIdentity();
|
2025-11-27 21:08:31 -05:00
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
|
|
|
// #252: Accept both internal _GridData and GridView (unified Grid)
|
|
|
|
|
std::shared_ptr<UIGrid> new_grid;
|
|
|
|
|
if (PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyUIGridViewType)) {
|
|
|
|
|
PyUIGridViewObject* pyview = (PyUIGridViewObject*)value;
|
|
|
|
|
if (pyview->data->grid_data) {
|
|
|
|
|
new_grid = std::shared_ptr<UIGrid>(
|
|
|
|
|
pyview->data->grid_data, static_cast<UIGrid*>(pyview->data->grid_data.get()));
|
|
|
|
|
} else {
|
|
|
|
|
PyErr_SetString(PyExc_ValueError, "Grid has no data");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
} else if (PyObject_IsInstance(value, (PyObject*)&mcrfpydef::PyUIGridType)) {
|
|
|
|
|
new_grid = ((PyUIGridObject*)value)->data;
|
|
|
|
|
} else {
|
2025-11-27 21:08:31 -05:00
|
|
|
PyErr_SetString(PyExc_TypeError, "grid must be a Grid or None");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Remove from old grid first (if any)
|
|
|
|
|
if (self->data->grid && self->data->grid != new_grid) {
|
Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
|
|
|
self->data->grid->spatial_hash.remove(self->data);
|
2025-11-27 21:08:31 -05:00
|
|
|
auto& old_entities = self->data->grid->entities;
|
|
|
|
|
auto it = std::find_if(old_entities->begin(), old_entities->end(),
|
|
|
|
|
[self](const std::shared_ptr<UIEntity>& e) {
|
|
|
|
|
return e.get() == self->data.get();
|
|
|
|
|
});
|
|
|
|
|
if (it != old_entities->end()) {
|
|
|
|
|
old_entities->erase(it);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Add to new grid
|
|
|
|
|
if (self->data->grid != new_grid) {
|
|
|
|
|
new_grid->entities->push_back(self->data);
|
|
|
|
|
self->data->grid = new_grid;
|
|
|
|
|
|
Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
|
|
|
// Resize gridstate to match new grid dimensions
|
|
|
|
|
self->data->ensureGridstate();
|
2025-11-27 21:08:31 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
2026-03-03 23:17:02 -05:00
|
|
|
// sprite_offset property - Vector (tuple)
|
|
|
|
|
PyObject* UIEntity::get_sprite_offset(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
return sfVector2f_to_PyObject(self->data->sprite_offset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_sprite_offset(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
sf::Vector2f vec = PyObject_to_sfVector2f(value);
|
|
|
|
|
if (PyErr_Occurred()) return -1;
|
|
|
|
|
self->data->sprite_offset = vec;
|
|
|
|
|
if (self->data->grid) self->data->grid->markDirty();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// sprite_offset_x / sprite_offset_y individual components
|
|
|
|
|
PyObject* UIEntity::get_sprite_offset_member(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
|
|
|
|
if (member_ptr == 0)
|
|
|
|
|
return PyFloat_FromDouble(self->data->sprite_offset.x);
|
|
|
|
|
else
|
|
|
|
|
return PyFloat_FromDouble(self->data->sprite_offset.y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_sprite_offset_member(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
float val;
|
|
|
|
|
if (PyFloat_Check(value))
|
|
|
|
|
val = PyFloat_AsDouble(value);
|
|
|
|
|
else if (PyLong_Check(value))
|
|
|
|
|
val = PyLong_AsLong(value);
|
|
|
|
|
else {
|
|
|
|
|
PyErr_SetString(PyExc_TypeError, "sprite_offset component must be a number");
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
auto member_ptr = reinterpret_cast<intptr_t>(closure);
|
|
|
|
|
if (member_ptr == 0)
|
|
|
|
|
self->data->sprite_offset.x = val;
|
|
|
|
|
else
|
|
|
|
|
self->data->sprite_offset.y = val;
|
|
|
|
|
if (self->data->grid) self->data->grid->markDirty();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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PyObject* UIEntity::die(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored))
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{
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// Check if entity has a grid
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if (!self->data || !self->data->grid) {
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Py_RETURN_NONE; // Entity not on a grid, nothing to do
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}
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2025-12-28 00:44:07 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2025-12-28 00:44:07 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Find and remove this entity from the list
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auto it = std::find_if(entities->begin(), entities->end(),
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[self](const std::shared_ptr<UIEntity>& e) {
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return e.get() == self->data.get();
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});
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2025-12-28 00:44:07 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2025-12-28 00:44:07 -05:00
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// Remove from spatial hash before erasing (#115)
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grid->spatial_hash.remove(self->data);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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entities->erase(it);
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// Clear the grid reference
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self->data->grid.reset();
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Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
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// Release identity strong ref — entity is no longer in a grid
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self->data->releasePyIdentity();
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2025-12-28 00:44:07 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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Py_RETURN_NONE;
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}
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PyObject* UIEntity::path_to(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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int target_x, target_y;
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// Parse position using flexible position helper
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// Supports: path_to(x, y), path_to((x, y)), path_to(pos=(x, y)), path_to(Vector(x, y))
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if (!PyPosition_ParseInt(args, kwds, &target_x, &target_y)) {
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return NULL; // Error already set by PyPosition_ParseInt
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2026-01-05 10:16:16 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Check if entity has a grid
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if (!self->data || !self->data->grid) {
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PyErr_SetString(PyExc_ValueError, "Entity must be associated with a grid to compute paths");
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return NULL;
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}
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2026-01-10 22:09:45 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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int current_x = static_cast<int>(self->data->position.x);
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2026-01-10 22:09:45 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Validate target position
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auto grid = self->data->grid;
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if (target_x < 0 || target_x >= grid->grid_w || target_y < 0 || target_y >= grid->grid_h) {
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2026-01-10 22:09:45 -05:00
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PyErr_Format(PyExc_ValueError, "Target position (%d, %d) is out of grid bounds (0-%d, 0-%d)",
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target_x, target_y, grid->grid_w - 1, grid->grid_h - 1);
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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return NULL;
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}
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2026-01-10 22:09:45 -05:00
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// Use A* pathfinding via temporary TCODPath
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TCODPath tcod_path(grid->getTCODMap(), 1.41f);
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if (!tcod_path.compute(current_x, current_y, target_x, target_y)) {
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// No path found - return empty list
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return PyList_New(0);
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}
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Convert path to Python list of tuples
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2026-01-10 22:09:45 -05:00
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PyObject* path_list = PyList_New(tcod_path.size());
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2026-01-10 22:09:45 -05:00
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PyTuple_SetItem(coord_tuple, 0, PyLong_FromLong(px));
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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2026-01-10 22:09:45 -05:00
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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return path_list;
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}
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2026-04-02 01:34:19 -04:00
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PyObject* UIEntity::find_path(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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static const char* kwlist[] = {"target", "diagonal_cost", "collide", NULL};
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PyObject* target_obj = NULL;
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float diagonal_cost = 1.41f;
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const char* collide_label = NULL;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|fz", const_cast<char**>(kwlist),
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&target_obj, &diagonal_cost, &collide_label)) {
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return NULL;
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}
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if (!self->data || !self->data->grid) {
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PyErr_SetString(PyExc_ValueError,
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"Entity must be associated with a grid to compute paths");
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return NULL;
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}
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auto grid = self->data->grid;
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// Extract target position
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int target_x, target_y;
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if (!UIGridPathfinding::ExtractPosition(target_obj, &target_x, &target_y,
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grid.get(), "target")) {
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return NULL;
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}
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int start_x = self->data->cell_position.x;
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int start_y = self->data->cell_position.y;
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// Bounds check
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if (start_x < 0 || start_x >= grid->grid_w || start_y < 0 || start_y >= grid->grid_h ||
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target_x < 0 || target_x >= grid->grid_w || target_y < 0 || target_y >= grid->grid_h) {
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PyErr_SetString(PyExc_ValueError, "Position out of grid bounds");
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return NULL;
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}
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// Build args to delegate to Grid.find_path
|
Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
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// Create a temporary PyUIGridObject wrapper for the grid (internal _GridData type)
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auto* grid_type = &mcrfpydef::PyUIGridType;
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2026-04-02 01:34:19 -04:00
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auto pyGrid = (PyUIGridObject*)grid_type->tp_alloc(grid_type, 0);
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if (!pyGrid) return NULL;
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new (&pyGrid->data) std::shared_ptr<UIGrid>(grid);
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// Build keyword args for Grid.find_path
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PyObject* start_tuple = Py_BuildValue("(ii)", start_x, start_y);
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PyObject* target_tuple = Py_BuildValue("(ii)", target_x, target_y);
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PyObject* fwd_args = PyTuple_Pack(2, start_tuple, target_tuple);
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Py_DECREF(start_tuple);
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Py_DECREF(target_tuple);
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PyObject* fwd_kwds = PyDict_New();
|
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PyObject* py_diag = PyFloat_FromDouble(diagonal_cost);
|
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PyDict_SetItemString(fwd_kwds, "diagonal_cost", py_diag);
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Py_DECREF(py_diag);
|
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if (collide_label) {
|
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PyObject* py_collide = PyUnicode_FromString(collide_label);
|
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PyDict_SetItemString(fwd_kwds, "collide", py_collide);
|
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Py_DECREF(py_collide);
|
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|
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}
|
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PyObject* result = UIGridPathfinding::Grid_find_path(pyGrid, fwd_args, fwd_kwds);
|
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Py_DECREF(fwd_args);
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Py_DECREF(fwd_kwds);
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Py_DECREF(pyGrid);
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return result;
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}
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
|
|
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PyObject* UIEntity::update_visibility(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored))
|
|
|
|
|
{
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|
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self->data->updateVisibility();
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Py_RETURN_NONE;
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}
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|
2025-12-01 15:55:18 -05:00
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PyObject* UIEntity::visible_entities(PyUIEntityObject* self, PyObject* args, PyObject* kwds)
|
|
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|
{
|
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static const char* keywords[] = {"fov", "radius", nullptr};
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PyObject* fov_arg = nullptr;
|
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int radius = -1; // -1 means use grid default
|
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|
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|Oi", const_cast<char**>(keywords),
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|
&fov_arg, &radius)) {
|
|
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return NULL;
|
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|
}
|
|
|
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|
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|
// Check if entity has a grid
|
|
|
|
|
if (!self->data || !self->data->grid) {
|
|
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|
PyErr_SetString(PyExc_ValueError, "Entity must be associated with a grid to find visible entities");
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|
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return NULL;
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}
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auto grid = self->data->grid;
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// Parse FOV algorithm - use grid default if not specified
|
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TCOD_fov_algorithm_t algorithm = grid->fov_algorithm;
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bool fov_was_none = false;
|
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if (fov_arg && fov_arg != Py_None) {
|
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if (PyFOV::from_arg(fov_arg, &algorithm, &fov_was_none) < 0) {
|
|
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return NULL; // Error already set
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}
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}
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// Use grid radius if not specified
|
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if (radius < 0) {
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radius = grid->fov_radius;
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}
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|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// Get current cell position (#295)
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int x = self->data->cell_position.x;
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int y = self->data->cell_position.y;
|
2025-12-01 15:55:18 -05:00
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|
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
|
|
// Compute FOV from this entity's cell position
|
2025-12-01 15:55:18 -05:00
|
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|
grid->computeFOV(x, y, radius, true, algorithm);
|
|
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|
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|
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// Create result list
|
|
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|
|
PyObject* result = PyList_New(0);
|
|
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|
if (!result) return PyErr_NoMemory();
|
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|
// Get Entity type for creating Python objects
|
2026-03-07 23:18:42 -05:00
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|
|
auto entity_type = &mcrfpydef::PyUIEntityType;
|
2025-12-01 15:55:18 -05:00
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|
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|
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// Iterate through all entities in the grid
|
|
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|
if (grid->entities) {
|
|
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|
for (auto& entity : *grid->entities) {
|
|
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|
|
// Skip self
|
|
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|
|
if (entity.get() == self->data.get()) {
|
|
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|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
|
|
// Check if entity is in FOV (#295: use cell_position)
|
|
|
|
|
int ex = entity->cell_position.x;
|
|
|
|
|
int ey = entity->cell_position.y;
|
2025-12-01 15:55:18 -05:00
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|
if (grid->isInFOV(ex, ey)) {
|
|
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|
|
// Create Python Entity object for this entity
|
|
|
|
|
auto pyEntity = (PyUIEntityObject*)entity_type->tp_alloc(entity_type, 0);
|
|
|
|
|
if (!pyEntity) {
|
|
|
|
|
Py_DECREF(result);
|
|
|
|
|
return PyErr_NoMemory();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pyEntity->data = entity;
|
|
|
|
|
pyEntity->weakreflist = NULL;
|
|
|
|
|
|
|
|
|
|
if (PyList_Append(result, (PyObject*)pyEntity) < 0) {
|
|
|
|
|
Py_DECREF(pyEntity);
|
|
|
|
|
Py_DECREF(result);
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
Py_DECREF(pyEntity); // List now owns the reference
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
2024-04-20 10:32:04 -04:00
|
|
|
PyMethodDef UIEntity::methods[] = {
|
2026-01-05 10:16:16 -05:00
|
|
|
{"at", (PyCFunction)UIEntity::at, METH_VARARGS | METH_KEYWORDS,
|
|
|
|
|
"at(x, y) or at(pos) -> GridPointState\n\n"
|
|
|
|
|
"Get the grid point state at the specified position.\n\n"
|
|
|
|
|
"Args:\n"
|
|
|
|
|
" x, y: Grid coordinates as two integers, OR\n"
|
|
|
|
|
" pos: Grid coordinates as tuple, list, or Vector\n\n"
|
|
|
|
|
"Returns:\n"
|
|
|
|
|
" GridPointState for the entity's view of that grid cell.\n\n"
|
|
|
|
|
"Example:\n"
|
|
|
|
|
" state = entity.at(5, 3)\n"
|
|
|
|
|
" state = entity.at((5, 3))\n"
|
|
|
|
|
" state = entity.at(pos=(5, 3))"},
|
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
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{"index", (PyCFunction)UIEntity::index, METH_NOARGS, "Return the index of this entity in its grid's entity collection"},
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2026-03-07 23:33:05 -05:00
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{"die", (PyCFunction)UIEntity::die, METH_NOARGS,
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"Remove this entity from its grid.\n\n"
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"Warning: Do not call during iteration over grid.entities.\n"
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"Modifying the collection during iteration raises RuntimeError."},
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2025-12-01 15:55:18 -05:00
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{"path_to", (PyCFunction)UIEntity::path_to, METH_VARARGS | METH_KEYWORDS,
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2026-01-05 10:16:16 -05:00
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"path_to(x, y) or path_to(target) -> list\n\n"
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"Find a path to the target position using Dijkstra pathfinding.\n\n"
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2025-07-10 16:34:38 -04:00
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"Args:\n"
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2026-01-05 10:16:16 -05:00
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" x, y: Target coordinates as two integers, OR\n"
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" target: Target coordinates as tuple, list, or Vector\n\n"
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"Returns:\n"
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" List of (x, y) tuples representing the path.\n\n"
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"Example:\n"
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" path = entity.path_to(10, 5)\n"
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" path = entity.path_to((10, 5))\n"
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" path = entity.path_to(pos=(10, 5))"},
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2026-04-02 01:34:19 -04:00
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{"find_path", (PyCFunction)UIEntity::find_path, METH_VARARGS | METH_KEYWORDS,
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"find_path(target, diagonal_cost=1.41, collide=None) -> AStarPath | None\n\n"
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"Find a path from this entity to the target position.\n\n"
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"Args:\n"
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" target: Target as Vector, Entity, or (x, y) tuple.\n"
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" diagonal_cost: Cost of diagonal movement (default 1.41).\n"
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" collide: Label string. Entities with this label block pathfinding.\n\n"
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"Returns:\n"
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" AStarPath object, or None if no path exists.\n\n"
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"Example:\n"
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" path = entity.find_path((10, 5))\n"
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" path = entity.find_path(player, collide='enemy')"},
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2025-12-01 15:55:18 -05:00
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{"update_visibility", (PyCFunction)UIEntity::update_visibility, METH_NOARGS,
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"update_visibility() -> None\n\n"
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"Update entity's visibility state based on current FOV.\n\n"
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"Recomputes which cells are visible from the entity's position and updates\n"
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"the entity's gridstate to track explored areas. This is called automatically\n"
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"when the entity moves if it has a grid with perspective set."},
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{"visible_entities", (PyCFunction)UIEntity::visible_entities, METH_VARARGS | METH_KEYWORDS,
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"visible_entities(fov=None, radius=None) -> list[Entity]\n\n"
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"Get list of other entities visible from this entity's position.\n\n"
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"Args:\n"
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" fov (FOV, optional): FOV algorithm to use. Default: grid.fov\n"
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" radius (int, optional): FOV radius. Default: grid.fov_radius\n\n"
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"Returns:\n"
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" List of Entity objects that are within field of view.\n\n"
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"Computes FOV from this entity's position and returns all other entities\n"
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"whose positions fall within the visible area."},
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{NULL, NULL, 0, NULL}
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};
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Define the PyObjectType alias for the macros
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typedef PyUIEntityObject PyObjectType;
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// Combine base methods with entity-specific methods
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2026-01-04 15:32:14 -05:00
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// Note: Use UIDRAWABLE_METHODS_BASE (not UIDRAWABLE_METHODS) because UIEntity is NOT a UIDrawable
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// and the template-based animate helper won't work. Entity has its own animate() method.
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #296 - Label system implementations
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PyObject* UIEntity::get_labels(PyUIEntityObject* self, void* closure) {
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PyObject* frozen = PyFrozenSet_New(NULL);
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if (!frozen) return NULL;
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for (const auto& label : self->data->labels) {
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PyObject* str = PyUnicode_FromString(label.c_str());
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if (!str) { Py_DECREF(frozen); return NULL; }
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if (PySet_Add(frozen, str) < 0) {
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Py_DECREF(str); Py_DECREF(frozen); return NULL;
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}
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Py_DECREF(str);
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}
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return frozen;
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}
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int UIEntity::set_labels(PyUIEntityObject* self, PyObject* value, void* closure) {
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PyObject* iter = PyObject_GetIter(value);
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if (!iter) {
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PyErr_SetString(PyExc_TypeError, "labels must be iterable");
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return -1;
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}
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std::unordered_set<std::string> new_labels;
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PyObject* item;
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while ((item = PyIter_Next(iter)) != NULL) {
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if (!PyUnicode_Check(item)) {
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Py_DECREF(item);
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Py_DECREF(iter);
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PyErr_SetString(PyExc_TypeError, "labels must contain only strings");
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return -1;
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}
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new_labels.insert(PyUnicode_AsUTF8(item));
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Py_DECREF(item);
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}
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Py_DECREF(iter);
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if (PyErr_Occurred()) return -1;
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self->data->labels = std::move(new_labels);
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return 0;
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}
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PyObject* UIEntity::py_add_label(PyUIEntityObject* self, PyObject* arg) {
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if (!PyUnicode_Check(arg)) {
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PyErr_SetString(PyExc_TypeError, "label must be a string");
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return NULL;
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}
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self->data->labels.insert(PyUnicode_AsUTF8(arg));
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Py_RETURN_NONE;
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}
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PyObject* UIEntity::py_remove_label(PyUIEntityObject* self, PyObject* arg) {
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if (!PyUnicode_Check(arg)) {
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PyErr_SetString(PyExc_TypeError, "label must be a string");
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return NULL;
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}
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self->data->labels.erase(PyUnicode_AsUTF8(arg));
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Py_RETURN_NONE;
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}
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PyObject* UIEntity::py_has_label(PyUIEntityObject* self, PyObject* arg) {
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if (!PyUnicode_Check(arg)) {
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PyErr_SetString(PyExc_TypeError, "label must be a string");
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return NULL;
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}
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if (self->data->labels.count(PyUnicode_AsUTF8(arg))) {
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Py_RETURN_TRUE;
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}
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Py_RETURN_FALSE;
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}
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// #299 - Step callback and default_behavior implementations
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PyObject* UIEntity::get_step(PyUIEntityObject* self, void* closure) {
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if (self->data->step_callback) {
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Py_INCREF(self->data->step_callback);
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return self->data->step_callback;
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}
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Py_RETURN_NONE;
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}
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int UIEntity::set_step(PyUIEntityObject* self, PyObject* value, void* closure) {
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if (value == Py_None) {
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Py_XDECREF(self->data->step_callback);
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self->data->step_callback = nullptr;
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return 0;
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}
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if (!PyCallable_Check(value)) {
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PyErr_SetString(PyExc_TypeError, "step must be callable or None");
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return -1;
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}
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Py_XDECREF(self->data->step_callback);
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Py_INCREF(value);
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self->data->step_callback = value;
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return 0;
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}
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PyObject* UIEntity::get_default_behavior(PyUIEntityObject* self, void* closure) {
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return PyLong_FromLong(self->data->default_behavior);
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}
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int UIEntity::set_default_behavior(PyUIEntityObject* self, PyObject* value, void* closure) {
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long val = PyLong_AsLong(value);
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if (val == -1 && PyErr_Occurred()) return -1;
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self->data->default_behavior = static_cast<int>(val);
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return 0;
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}
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Phase 3: Behavior system with grid.step() turn manager
- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM,
NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE.
Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without
modifying entity position directly (closes #300)
- Add grid.step(n=1, turn_order=None) turn manager: groups entities
by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED),
updates cell_position and spatial hash. Snapshot-based iteration for
callback safety (closes #301)
- Entity properties: behavior_type (read-only), turn_order, move_speed,
target_label, sight_radius. Method: set_behavior(type, waypoints,
turns, path)
- Update ColorLayer::updatePerspective to use cell_position
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:14:02 -04:00
|
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// #300 - Behavior system property implementations
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PyObject* UIEntity::get_behavior_type(PyUIEntityObject* self, void* closure) {
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return PyLong_FromLong(static_cast<int>(self->data->behavior.type));
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}
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PyObject* UIEntity::get_turn_order(PyUIEntityObject* self, void* closure) {
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return PyLong_FromLong(self->data->turn_order);
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}
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int UIEntity::set_turn_order(PyUIEntityObject* self, PyObject* value, void* closure) {
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long val = PyLong_AsLong(value);
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if (val == -1 && PyErr_Occurred()) return -1;
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self->data->turn_order = static_cast<int>(val);
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return 0;
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}
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PyObject* UIEntity::get_move_speed(PyUIEntityObject* self, void* closure) {
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return PyFloat_FromDouble(self->data->move_speed);
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}
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int UIEntity::set_move_speed(PyUIEntityObject* self, PyObject* value, void* closure) {
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double val = PyFloat_AsDouble(value);
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if (val == -1.0 && PyErr_Occurred()) return -1;
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self->data->move_speed = static_cast<float>(val);
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return 0;
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}
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PyObject* UIEntity::get_target_label(PyUIEntityObject* self, void* closure) {
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if (self->data->target_label.empty()) Py_RETURN_NONE;
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return PyUnicode_FromString(self->data->target_label.c_str());
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}
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int UIEntity::set_target_label(PyUIEntityObject* self, PyObject* value, void* closure) {
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if (value == Py_None) {
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self->data->target_label.clear();
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return 0;
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}
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if (!PyUnicode_Check(value)) {
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PyErr_SetString(PyExc_TypeError, "target_label must be a string or None");
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return -1;
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}
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self->data->target_label = PyUnicode_AsUTF8(value);
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return 0;
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}
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PyObject* UIEntity::get_sight_radius(PyUIEntityObject* self, void* closure) {
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return PyLong_FromLong(self->data->sight_radius);
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}
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int UIEntity::set_sight_radius(PyUIEntityObject* self, PyObject* value, void* closure) {
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long val = PyLong_AsLong(value);
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if (val == -1 && PyErr_Occurred()) return -1;
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self->data->sight_radius = static_cast<int>(val);
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return 0;
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}
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PyObject* UIEntity::py_set_behavior(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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static const char* kwlist[] = {"type", "waypoints", "turns", "path", nullptr};
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int type_val = 0;
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PyObject* waypoints_obj = nullptr;
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int turns = 0;
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PyObject* path_obj = nullptr;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "i|OiO", const_cast<char**>(kwlist),
|
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|
&type_val, &waypoints_obj, &turns, &path_obj)) {
|
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return NULL;
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}
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auto& behavior = self->data->behavior;
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behavior.reset();
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behavior.type = static_cast<BehaviorType>(type_val);
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// Parse waypoints
|
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if (waypoints_obj && waypoints_obj != Py_None) {
|
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PyObject* iter = PyObject_GetIter(waypoints_obj);
|
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if (!iter) {
|
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PyErr_SetString(PyExc_TypeError, "waypoints must be iterable");
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return NULL;
|
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}
|
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PyObject* item;
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while ((item = PyIter_Next(iter)) != NULL) {
|
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if (!PyTuple_Check(item) || PyTuple_Size(item) != 2) {
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Py_DECREF(item);
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Py_DECREF(iter);
|
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PyErr_SetString(PyExc_TypeError, "Each waypoint must be a (x, y) tuple");
|
|
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|
return NULL;
|
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|
}
|
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|
int wx = PyLong_AsLong(PyTuple_GetItem(item, 0));
|
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|
int wy = PyLong_AsLong(PyTuple_GetItem(item, 1));
|
|
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|
Py_DECREF(item);
|
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|
if (PyErr_Occurred()) { Py_DECREF(iter); return NULL; }
|
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|
behavior.waypoints.push_back({wx, wy});
|
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}
|
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Py_DECREF(iter);
|
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if (PyErr_Occurred()) return NULL;
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}
|
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|
|
|
|
// Parse path
|
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|
if (path_obj && path_obj != Py_None) {
|
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|
PyObject* iter = PyObject_GetIter(path_obj);
|
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|
if (!iter) {
|
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|
PyErr_SetString(PyExc_TypeError, "path must be iterable");
|
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|
|
return NULL;
|
|
|
|
|
}
|
|
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|
PyObject* item;
|
|
|
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|
while ((item = PyIter_Next(iter)) != NULL) {
|
|
|
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|
if (!PyTuple_Check(item) || PyTuple_Size(item) != 2) {
|
|
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|
|
Py_DECREF(item);
|
|
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|
Py_DECREF(iter);
|
|
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|
PyErr_SetString(PyExc_TypeError, "Each path step must be a (x, y) tuple");
|
|
|
|
|
return NULL;
|
|
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|
|
}
|
|
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|
|
int px = PyLong_AsLong(PyTuple_GetItem(item, 0));
|
|
|
|
|
int py_val = PyLong_AsLong(PyTuple_GetItem(item, 1));
|
|
|
|
|
Py_DECREF(item);
|
|
|
|
|
if (PyErr_Occurred()) { Py_DECREF(iter); return NULL; }
|
|
|
|
|
behavior.current_path.push_back({px, py_val});
|
|
|
|
|
}
|
|
|
|
|
Py_DECREF(iter);
|
|
|
|
|
if (PyErr_Occurred()) return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Set sleep turns
|
|
|
|
|
if (turns > 0) {
|
|
|
|
|
behavior.sleep_turns_remaining = turns;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Py_RETURN_NONE;
|
|
|
|
|
}
|
|
|
|
|
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
|
|
|
// #295 - cell_pos property implementations
|
|
|
|
|
PyObject* UIEntity::get_cell_pos(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
return sfVector2i_to_PyObject(self->data->cell_position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int UIEntity::set_cell_pos(PyUIEntityObject* self, PyObject* value, void* closure) {
|
|
|
|
|
int old_x = self->data->cell_position.x;
|
|
|
|
|
int old_y = self->data->cell_position.y;
|
|
|
|
|
|
|
|
|
|
sf::Vector2f vec = PyObject_to_sfVector2f(value);
|
|
|
|
|
if (PyErr_Occurred()) return -1;
|
|
|
|
|
|
|
|
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|
self->data->cell_position.x = static_cast<int>(vec.x);
|
|
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|
self->data->cell_position.y = static_cast<int>(vec.y);
|
|
|
|
|
|
|
|
|
|
// Update spatial hash
|
|
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|
if (self->data->grid) {
|
|
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|
self->data->grid->spatial_hash.updateCell(self->data, old_x, old_y);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PyObject* UIEntity::get_cell_member(PyUIEntityObject* self, void* closure) {
|
|
|
|
|
if (reinterpret_cast<intptr_t>(closure) == 0) {
|
|
|
|
|
return PyLong_FromLong(self->data->cell_position.x);
|
|
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|
|
} else {
|
|
|
|
|
return PyLong_FromLong(self->data->cell_position.y);
|
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|
}
|
|
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|
|
}
|
|
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|
|
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|
int UIEntity::set_cell_member(PyUIEntityObject* self, PyObject* value, void* closure) {
|
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|
long val = PyLong_AsLong(value);
|
|
|
|
|
if (val == -1 && PyErr_Occurred()) return -1;
|
|
|
|
|
|
|
|
|
|
int old_x = self->data->cell_position.x;
|
|
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|
int old_y = self->data->cell_position.y;
|
|
|
|
|
|
|
|
|
|
if (reinterpret_cast<intptr_t>(closure) == 0) {
|
|
|
|
|
self->data->cell_position.x = static_cast<int>(val);
|
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|
|
|
} else {
|
|
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|
|
self->data->cell_position.y = static_cast<int>(val);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (self->data->grid) {
|
|
|
|
|
self->data->grid->spatial_hash.updateCell(self->data, old_x, old_y);
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
|
|
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PyMethodDef UIEntity_all_methods[] = {
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UIDRAWABLE_METHODS_BASE,
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{"animate", (PyCFunction)UIEntity::animate, METH_VARARGS | METH_KEYWORDS,
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MCRF_METHOD(Entity, animate,
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MCRF_SIG("(property: str, target: Any, duration: float, easing=None, delta=False, loop=False, callback=None, conflict_mode='replace')", "Animation"),
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MCRF_DESC("Create and start an animation on this entity's property."),
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MCRF_ARGS_START
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MCRF_ARG("property", "Name of the property to animate: 'draw_x', 'draw_y' (tile coords), 'sprite_scale', 'sprite_index'")
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MCRF_ARG("target", "Target value - float, int, or list of int (for sprite frame sequences)")
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MCRF_ARG("duration", "Animation duration in seconds")
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MCRF_ARG("easing", "Easing function: Easing enum value, string name, or None for linear")
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MCRF_ARG("delta", "If True, target is relative to current value; if False, target is absolute")
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MCRF_ARG("loop", "If True, animation repeats from start when it reaches the end (default False)")
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MCRF_ARG("callback", "Optional callable invoked when animation completes (not called for looping animations)")
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MCRF_ARG("conflict_mode", "'replace' (default), 'queue', or 'error' if property already animating")
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MCRF_RETURNS("Animation object for monitoring progress")
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MCRF_RAISES("ValueError", "If property name is not valid for Entity (draw_x, draw_y, sprite_scale, sprite_index)")
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MCRF_NOTE("Use 'draw_x'/'draw_y' to animate tile coordinates for smooth movement between grid cells. "
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"Use list target with loop=True for repeating sprite frame animations.")
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)},
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{"at", (PyCFunction)UIEntity::at, METH_VARARGS | METH_KEYWORDS,
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"at(x, y) or at(pos) -> GridPointState\n\n"
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"Get the grid point state at the specified position.\n\n"
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"Args:\n"
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" x, y: Grid coordinates as two integers, OR\n"
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" pos: Grid coordinates as tuple, list, or Vector\n\n"
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"Returns:\n"
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" GridPointState for the entity's view of that grid cell.\n\n"
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"Example:\n"
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" state = entity.at(5, 3)\n"
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" state = entity.at((5, 3))\n"
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" state = entity.at(pos=(5, 3))"},
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
|
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{"index", (PyCFunction)UIEntity::index, METH_NOARGS, "Return the index of this entity in its grid's entity collection"},
|
2026-03-07 23:33:05 -05:00
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{"die", (PyCFunction)UIEntity::die, METH_NOARGS,
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"Remove this entity from its grid.\n\n"
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"Warning: Do not call during iteration over grid.entities.\n"
|
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"Modifying the collection during iteration raises RuntimeError."},
|
2025-12-01 15:55:18 -05:00
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{"path_to", (PyCFunction)UIEntity::path_to, METH_VARARGS | METH_KEYWORDS,
|
2026-01-05 10:16:16 -05:00
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"path_to(x, y) or path_to(target) -> list\n\n"
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|
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"Find a path to the target position using Dijkstra pathfinding.\n\n"
|
2025-07-10 16:34:38 -04:00
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"Args:\n"
|
2026-01-05 10:16:16 -05:00
|
|
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" x, y: Target coordinates as two integers, OR\n"
|
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" target: Target coordinates as tuple, list, or Vector\n\n"
|
2025-07-10 16:34:38 -04:00
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"Returns:\n"
|
2026-01-05 10:16:16 -05:00
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" List of (x, y) tuples representing the path.\n\n"
|
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"Example:\n"
|
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" path = entity.path_to(10, 5)\n"
|
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" path = entity.path_to((10, 5))\n"
|
|
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" path = entity.path_to(pos=(10, 5))"},
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2026-04-02 01:34:19 -04:00
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{"find_path", (PyCFunction)UIEntity::find_path, METH_VARARGS | METH_KEYWORDS,
|
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"find_path(target, diagonal_cost=1.41, collide=None) -> AStarPath | None\n\n"
|
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"Find a path from this entity to the target position.\n\n"
|
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"Args:\n"
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" target: Target as Vector, Entity, or (x, y) tuple.\n"
|
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" diagonal_cost: Cost of diagonal movement (default 1.41).\n"
|
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" collide: Label string. Entities with this label block pathfinding.\n\n"
|
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"Returns:\n"
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" AStarPath object, or None if no path exists.\n\n"
|
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"Example:\n"
|
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" path = entity.find_path((10, 5))\n"
|
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" path = entity.find_path(player, collide='enemy')"},
|
2025-12-01 15:55:18 -05:00
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{"update_visibility", (PyCFunction)UIEntity::update_visibility, METH_NOARGS,
|
2025-07-10 16:34:38 -04:00
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"update_visibility() -> None\n\n"
|
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"Update entity's visibility state based on current FOV.\n\n"
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"Recomputes which cells are visible from the entity's position and updates\n"
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"the entity's gridstate to track explored areas. This is called automatically\n"
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"when the entity moves if it has a grid with perspective set."},
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2025-12-01 15:55:18 -05:00
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{"visible_entities", (PyCFunction)UIEntity::visible_entities, METH_VARARGS | METH_KEYWORDS,
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"visible_entities(fov=None, radius=None) -> list[Entity]\n\n"
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"Get list of other entities visible from this entity's position.\n\n"
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"Args:\n"
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" fov (FOV, optional): FOV algorithm to use. Default: grid.fov\n"
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" radius (int, optional): FOV radius. Default: grid.fov_radius\n\n"
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"Returns:\n"
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" List of Entity objects that are within field of view.\n\n"
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"Computes FOV from this entity's position and returns all other entities\n"
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"whose positions fall within the visible area."},
|
Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #296 - Label methods
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{"add_label", (PyCFunction)UIEntity::py_add_label, METH_O,
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"add_label(label: str) -> None\n\n"
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"Add a label to this entity. Idempotent (adding same label twice is safe)."},
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{"remove_label", (PyCFunction)UIEntity::py_remove_label, METH_O,
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"remove_label(label: str) -> None\n\n"
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"Remove a label from this entity. No-op if label not present."},
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{"has_label", (PyCFunction)UIEntity::py_has_label, METH_O,
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"has_label(label: str) -> bool\n\n"
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"Check if this entity has the given label."},
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Phase 3: Behavior system with grid.step() turn manager
- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM,
NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE.
Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without
modifying entity position directly (closes #300)
- Add grid.step(n=1, turn_order=None) turn manager: groups entities
by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED),
updates cell_position and spatial hash. Snapshot-based iteration for
callback safety (closes #301)
- Entity properties: behavior_type (read-only), turn_order, move_speed,
target_label, sight_radius. Method: set_behavior(type, waypoints,
turns, path)
- Update ColorLayer::updatePerspective to use cell_position
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:14:02 -04:00
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// #300 - Behavior system
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{"set_behavior", (PyCFunction)UIEntity::py_set_behavior, METH_VARARGS | METH_KEYWORDS,
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"set_behavior(type, waypoints=None, turns=0, path=None) -> None\n\n"
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"Configure this entity's behavior for grid.step() turn management.\n\n"
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"Args:\n"
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" type (int/Behavior): Behavior type (e.g., Behavior.PATROL)\n"
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" waypoints (list): List of (x, y) tuples for WAYPOINT/PATROL/LOOP\n"
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" turns (int): Number of turns for SLEEP behavior\n"
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" path (list): Pre-computed path as list of (x, y) tuples for PATH behavior"},
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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{NULL} // Sentinel
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};
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2024-04-20 10:32:04 -04:00
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PyGetSetDef UIEntity::getsetters[] = {
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2026-01-06 10:21:50 -05:00
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// #176 - Pixel coordinates (relative to grid, like UIDrawable.pos)
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{"pos", (getter)UIEntity::get_pixel_pos, (setter)UIEntity::set_pixel_pos,
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"Pixel position relative to grid (Vector). Computed as draw_pos * tile_size. "
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"Requires entity to be attached to a grid.", NULL},
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{"x", (getter)UIEntity::get_pixel_member, (setter)UIEntity::set_pixel_member,
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"Pixel X position relative to grid. Requires entity to be attached to a grid.", (void*)0},
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{"y", (getter)UIEntity::get_pixel_member, (setter)UIEntity::set_pixel_member,
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"Pixel Y position relative to grid. Requires entity to be attached to a grid.", (void*)1},
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #295 - Integer cell position (decoupled from float draw_pos)
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{"cell_pos", (getter)UIEntity::get_cell_pos, (setter)UIEntity::set_cell_pos,
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"Integer logical cell position (Vector). Decoupled from draw_pos. "
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"Determines which cell this entity logically occupies for collision, pathfinding, etc.", NULL},
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{"cell_x", (getter)UIEntity::get_cell_member, (setter)UIEntity::set_cell_member,
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"Integer X cell coordinate.", (void*)0},
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{"cell_y", (getter)UIEntity::get_cell_member, (setter)UIEntity::set_cell_member,
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"Integer Y cell coordinate.", (void*)1},
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// grid_pos now aliases cell_pos (#295 BREAKING: no longer derives from float position)
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{"grid_pos", (getter)UIEntity::get_cell_pos, (setter)UIEntity::set_cell_pos,
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"Grid position as integer cell coordinates (Vector). Alias for cell_pos.", NULL},
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{"grid_x", (getter)UIEntity::get_cell_member, (setter)UIEntity::set_cell_member,
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"Grid X position as integer cell coordinate. Alias for cell_x.", (void*)0},
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{"grid_y", (getter)UIEntity::get_cell_member, (setter)UIEntity::set_cell_member,
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"Grid Y position as integer cell coordinate. Alias for cell_y.", (void*)1},
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2026-01-06 10:21:50 -05:00
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// Float tile coordinates (for smooth animation between tiles)
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{"draw_pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position,
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"Fractional tile position for rendering (Vector). Use for smooth animation between grid cells.", (void*)0},
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2024-04-20 10:32:04 -04:00
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{"gridstate", (getter)UIEntity::get_gridstate, NULL, "Grid point states for the entity", NULL},
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2025-11-27 21:08:31 -05:00
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{"grid", (getter)UIEntity::get_grid, (setter)UIEntity::set_grid,
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"Grid this entity belongs to. "
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"Get: Returns the Grid or None. "
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"Set: Assign a Grid to move entity, or None to remove from grid.", NULL},
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Squashed commit of the following: [alpha_streamline_1]
the low-hanging fruit of pre-existing issues and standardizing the
Python interfaces
Special thanks to Claude Code, ~100k output tokens for this merge
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
commit 99f301e3a0e9e81ad28c9e1d410390c32dfd933c
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:25:32 2025 -0400
Add position tuple support and pos property to UI elements
closes #83, closes #84
- Issue #83: Add position tuple support to constructors
- Frame and Sprite now accept both (x, y) and ((x, y)) forms
- Also accept Vector objects as position arguments
- Caption and Entity already supported tuple/Vector forms
- Uses PyVector::from_arg for flexible position parsing
- Issue #84: Add pos property to Frame and Sprite
- Added pos getter that returns a Vector
- Added pos setter that accepts Vector or tuple
- Provides consistency with Caption and Entity which already had pos properties
- All UI elements now have a uniform way to get/set positions as Vectors
Both features improve API consistency and make it easier to work with positions.
commit 2f2b488fb54da12c39c0010dbd83cb9f6c429b01
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:18:10 2025 -0400
Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82
- Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
- Added sprite_index as the primary property name
- Kept sprite_number as a deprecated alias for backward compatibility
- Updated repr() methods to use sprite_index
- Updated animation system to recognize both names
- Issue #82: Added scale_x and scale_y properties to UISprite
- Enables non-uniform scaling of sprites
- scale property still works for uniform scaling
- Both properties work with the animation system
All existing code using sprite_number continues to work due to backward compatibility.
commit 5a003a9aa587eb8ee4b79ac67ca8f342ab62e2d2
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 16:09:52 2025 -0400
Fix multiple low priority issues
closes #12, closes #80, closes #95, closes #96, closes #99
- Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
- Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
- Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
- Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
- Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)
All issues have corresponding tests that verify the fixes work correctly.
commit e5affaf317665395135c936bc4a6b840ae321765
Author: John McCardle <mccardle.john@gmail.com>
Date: Sat Jul 5 15:50:09 2025 -0400
Fix critical issues: script loading, entity types, and color properties
- Issue #37: Fix Windows scripts subdirectory not checked
- Updated executeScript() to use executable_path() from platform.h
- Scripts now load correctly when working directory differs from executable
- Issue #76: Fix UIEntityCollection returns wrong type
- Updated UIEntityCollectionIter::next() to check for stored Python object
- Derived Entity classes now preserve their type when retrieved from collections
- Issue #9: Recreate RenderTexture when resized (already fixed)
- Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
- Uses 1.5x padding and 4096 max size limit
- Issue #79: Fix Color r, g, b, a properties return None
- Implemented get_member() and set_member() in PyColor.cpp
- Color component properties now work correctly with proper validation
- Additional fix: Grid.at() method signature
- Changed from METH_O to METH_VARARGS to accept two arguments
All fixes include comprehensive tests to verify functionality.
closes #37, closes #76, closes #9, closes #79
2025-07-05 17:30:49 -04:00
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{"sprite_index", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite index on the texture on the display", NULL},
|
Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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{"visible", (getter)UIEntity_get_visible, (setter)UIEntity_set_visible, "Visibility flag", NULL},
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{"opacity", (getter)UIEntity_get_opacity, (setter)UIEntity_set_opacity, "Opacity (0.0 = transparent, 1.0 = opaque)", NULL},
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{"name", (getter)UIEntity_get_name, (setter)UIEntity_set_name, "Name for finding elements", NULL},
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2026-01-25 21:04:01 -05:00
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{"shader", (getter)UIEntity_get_shader, (setter)UIEntity_set_shader,
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"Shader for GPU visual effects (Shader or None). "
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"When set, the entity is rendered through the shader program. "
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"Set to None to disable shader effects.", NULL},
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{"uniforms", (getter)UIEntity_get_uniforms, NULL,
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"Collection of shader uniforms (read-only access to collection). "
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"Set uniforms via dict-like syntax: entity.uniforms['name'] = value. "
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"Supports float, vec2/3/4 tuples, PropertyBinding, and CallableBinding.", NULL},
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2026-03-03 23:17:02 -05:00
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{"sprite_offset", (getter)UIEntity::get_sprite_offset, (setter)UIEntity::set_sprite_offset,
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"Pixel offset for oversized sprites (Vector). Applied pre-zoom during grid rendering.", NULL},
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{"sprite_offset_x", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
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"X component of sprite pixel offset.", (void*)0},
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{"sprite_offset_y", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
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"Y component of sprite pixel offset.", (void*)1},
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Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
to use cell_position instead of float position
BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
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// #296 - Label system
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{"labels", (getter)UIEntity::get_labels, (setter)UIEntity::set_labels,
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"Set of string labels for collision/targeting (frozenset). "
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"Assign any iterable of strings to replace all labels.", NULL},
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// #299 - Step callback and default behavior
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{"step", (getter)UIEntity::get_step, (setter)UIEntity::set_step,
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"Step callback for grid.step() turn management. "
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"Called with (trigger, data) when behavior triggers fire. "
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"Set to None to clear.", NULL},
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{"default_behavior", (getter)UIEntity::get_default_behavior, (setter)UIEntity::set_default_behavior,
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"Default behavior type (int, maps to Behavior enum). "
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"Entity reverts to this after DONE trigger. Default: 0 (IDLE).", NULL},
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Phase 3: Behavior system with grid.step() turn manager
- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM,
NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE.
Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without
modifying entity position directly (closes #300)
- Add grid.step(n=1, turn_order=None) turn manager: groups entities
by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED),
updates cell_position and spatial hash. Snapshot-based iteration for
callback safety (closes #301)
- Entity properties: behavior_type (read-only), turn_order, move_speed,
target_label, sight_radius. Method: set_behavior(type, waypoints,
turns, path)
- Update ColorLayer::updatePerspective to use cell_position
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:14:02 -04:00
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// #300 - Behavior system
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{"behavior_type", (getter)UIEntity::get_behavior_type, NULL,
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"Current behavior type (int, read-only). Use set_behavior() to change.", NULL},
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{"turn_order", (getter)UIEntity::get_turn_order, (setter)UIEntity::set_turn_order,
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"Turn order for grid.step() (int). 0 = skip, higher values go later. Default: 1.", NULL},
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{"move_speed", (getter)UIEntity::get_move_speed, (setter)UIEntity::set_move_speed,
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"Animation duration for behavior movement in seconds (float). 0 = instant. Default: 0.15.", NULL},
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{"target_label", (getter)UIEntity::get_target_label, (setter)UIEntity::set_target_label,
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"Label to search for with TARGET trigger (str or None). Default: None.", NULL},
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{"sight_radius", (getter)UIEntity::get_sight_radius, (setter)UIEntity::set_sight_radius,
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"FOV radius for TARGET trigger (int). Default: 10.", NULL},
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2024-04-20 10:32:04 -04:00
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{NULL} /* Sentinel */
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};
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2024-04-20 18:33:18 -04:00
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PyObject* UIEntity::repr(PyUIEntityObject* self) {
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std::ostringstream ss;
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if (!self->data) ss << "<Entity (invalid internal object)>";
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else {
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2026-01-16 19:18:27 -05:00
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// #217 - Show actual float position (draw_pos) to avoid confusion
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// Position is stored in tile coordinates; use draw_pos for float values
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ss << "<Entity (draw_pos=(" << self->data->position.x
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<< ", " << self->data->position.y << ")"
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2026-01-06 10:21:50 -05:00
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<< ", sprite_index=" << self->data->sprite.getSpriteIndex() << ")>";
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2024-04-20 18:33:18 -04:00
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}
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std::string repr_str = ss.str();
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return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
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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
|
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// Property system implementation for animations
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2026-01-06 10:21:50 -05:00
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// #176 - Animation properties use tile coordinates (draw_x, draw_y)
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// "x" and "y" are kept as aliases for backwards compatibility
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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
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bool UIEntity::setProperty(const std::string& name, float value) {
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2026-01-06 10:21:50 -05:00
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if (name == "draw_x" || name == "x") { // #176 - draw_x is preferred, x is alias
|
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
|
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position.x = value;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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2026-03-03 23:17:02 -05:00
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if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
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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
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return true;
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}
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2026-01-06 10:21:50 -05:00
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else if (name == "draw_y" || name == "y") { // #176 - draw_y is preferred, y is alias
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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
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position.y = value;
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Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape
┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date │ Models │ Input │ Output │ Cache Create │ Cache Read │ Total Tokens │ Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4 │ 13,630 │ 159,500 │ 3,854,900 │ 84,185,034 │ 88,213,064 │ $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4 │ 5,814 │ 113,190 │ 4,242,407 │ 150,191,183 │ 154,552,594 │ $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4 │ 7,244 │ 104,599 │ 3,894,453 │ 81,781,179 │ 85,787,475 │ $184.46 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4 │ 50,312 │ 158,599 │ 5,021,189 │ 60,028,561 │ 65,258,661 │ $167.05 │
│ │ - sonnet-4 │ │ │ │ │ │ │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4 │ 6,311 │ 109,653 │ 4,171,140 │ 80,092,875 │ 84,379,979 │ $193.09 │
│ │ - sonnet-4 │ │ │ │ │ │ │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Draft tutorials
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions
- Mark TCOD Integration Sprint as complete
- Document FOV system with perspective rendering implementation
- Update UIEntity pathfinding status to complete with A* and caching
- Add comprehensive achievement entry for July 10 work
- Reflect current engine capabilities accurately
The engine now has all core roguelike mechanics:
- Field of View with per-entity visibility
- Pathfinding (both Dijkstra and A*)
- Text input for in-game consoles
- Performance optimizations throughout
Author: John McCardle <mccardle.john@gmail.com>
feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
- UIGrid.perspective property for entity-based visibility
- Three-layer overlay colors (unexplored, explored, visible)
- Per-entity visibility state tracking
- Perfect knowledge updates only for explored areas
- Advanced Pathfinding Integration
- A* pathfinding implementation in UIGrid
- Entity.path_to() method for direct pathfinding
- Dijkstra maps for multi-target pathfinding
- Path caching for performance optimization
- GUI Text Input Widgets
- TextInputWidget class with cursor, selection, scrolling
- Improved widget with proper text rendering and input handling
- Example showcase of multiple text input fields
- Foundation for in-game console and chat systems
- Performance & Architecture Improvements
- PyTexture copy operations optimized
- GameEngine update cycle refined
- UIEntity property handling enhanced
- UITestScene modernized
Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios
This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.
Author: John McCardle <mccardle.john@gmail.com>
feat(demos): enhance interactive pathfinding demos with entity.path_to()
- dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
- M key to start movement animation
- P to pause/resume
- R to reset positions
- Visual path gradient for better clarity
- pathfinding_showcase.py: Advanced multi-entity behaviors
- Chase mode: enemies pursue player
- Flee mode: enemies avoid player
- Patrol mode: entities follow waypoints
- WASD player movement
- Dijkstra distance field visualization (D key)
- Larger dungeon map with multiple rooms
- Both demos use new entity.path_to() method
- Smooth interpolated movement animations
- Real-time pathfinding recalculation
- Comprehensive test coverage
These demos showcase the power of integrated pathfinding for game AI.
Author: John McCardle <mccardle.john@gmail.com>
feat(entity): implement path_to() method for entity pathfinding
- Add path_to(target_x, target_y) method to UIEntity class
- Uses existing Dijkstra pathfinding implementation from UIGrid
- Returns list of (x, y) coordinate tuples for complete path
- Supports both positional and keyword argument formats
- Proper error handling for out-of-bounds and no-grid scenarios
- Comprehensive test suite covering normal and edge cases
Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap with Dijkstra pathfinding progress
- Mark UIGrid TCOD Integration as completed
- Document critical PyArg bug fix achievement
- Update UIEntity Pathfinding to 50% complete
- Add detailed progress notes for July 9 sprint work
Author: John McCardle <mccardle.john@gmail.com>
feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix
- Add complete Dijkstra pathfinding to UIGrid class
- compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
- Full TCODMap and TCODDijkstra integration
- Proper memory management in constructors/destructors
- Create mcrfpy.libtcod submodule with Python bindings
- dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
- line() function for drawing corridors
- Foundation for future FOV and pathfinding algorithms
- Fix critical PyArg bug in UIGridPoint color setter
- PyObject_to_sfColor() now handles both Color objects and tuples
- Prevents "SystemError: new style getargs format but argument is not a tuple"
- Proper error handling and exception propagation
- Add comprehensive test suite
- test_dijkstra_simple.py validates all pathfinding operations
- dijkstra_test.py for headless testing with screenshots
- dijkstra_interactive.py for full user interaction demos
- Consolidate and clean up test files
- Removed 6 duplicate/broken demo attempts
- Two clean versions: headless test + interactive demo
Part of TCOD integration sprint for RoguelikeDev Tutorial Event.
Author: John McCardle <mccardle.john@gmail.com>
Roguelike Tutorial Planning + Prep
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete markdown API documentation export
- Created comprehensive markdown documentation matching HTML completeness
- Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
- Zero ellipsis instances - complete coverage with no missing documentation
- Added proper markdown formatting with code blocks and navigation
- Included full parameter documentation, return values, and examples
Key features:
- 23KB GitHub-compatible markdown documentation
- 47 argument sections with detailed parameters
- 35 return value specifications
- 23 code examples with syntax highlighting
- 38 explanatory notes and 10 exception specifications
- Full table of contents with anchor links
- Professional markdown formatting
Both export formats now available:
- HTML: docs/api_reference_complete.html (54KB, rich styling)
- Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): complete API documentation with zero missing methods
- Eliminated ALL ellipsis instances (0 remaining)
- Documented 40 functions with complete signatures and examples
- Documented 21 classes with full method and property documentation
- Added 56 method descriptions with detailed parameters and return values
- Included 15 complete property specifications
- Added 24 code examples and 38 explanatory notes
- Comprehensive coverage of all collection methods, system classes, and functions
Key highlights:
- EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
- Animation: Full property and method documentation with examples
- Color: All manipulation methods (from_hex, to_hex, lerp) with examples
- Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
- Scene: All management methods including register_keyboard
- Timer: Complete control methods (pause, resume, cancel, restart)
- Window: All management methods (get, center, screenshot)
- System functions: Complete audio, scene, UI, and system function documentation
Author: John McCardle <mccardle.john@gmail.com>
feat(docs): create professional HTML API documentation
- Fixed all formatting issues from original HTML output
- Added comprehensive constructor documentation for all classes
- Enhanced visual design with modern styling and typography
- Fixed literal newline display and markdown link conversion
- Added proper semantic HTML structure and navigation
- Includes detailed documentation for Entity, collections, and system types
Author: John McCardle <mccardle.john@gmail.com>
feat: complete API reference generator and finish Phase 7 documentation
Implemented comprehensive API documentation generator that:
- Introspects live mcrfpy module for accurate documentation
- Generates organized Markdown reference (docs/API_REFERENCE.md)
- Categorizes classes and functions by type
- Includes full automation module documentation
- Provides summary statistics
Results:
- 20 classes documented
- 19 module functions documented
- 20 automation methods documented
- 100% coverage of public API
- Clean, readable Markdown output
Phase 7 Summary:
- Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
- All documentation tasks successful
- Type stubs, docstrings, and API reference all complete
Author: John McCardle <mccardle.john@gmail.com>
docs: cancel PyPI wheel task and add future vision for Python extension architecture
Task #70 Analysis:
- Discovered fundamental incompatibility with PyPI distribution
- McRogueFace embeds CPython rather than being loaded by it
- Traditional wheels expect to extend existing Python interpreter
- Current architecture is application-with-embedded-Python
Decisions:
- Cancelled PyPI wheel preparation as out of scope for Alpha
- Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
- Identified better distribution methods (installers, package managers)
Added Future Vision:
- Comprehensive plan for pure Python extension architecture
- Would allow true "pip install mcrogueface" experience
- Requires major refactoring to invert control flow
- Python would drive main loop with C++ performance extensions
- Unscheduled but documented as long-term possibility
This clarifies the architectural boundaries and sets realistic
expectations for distribution methods while preserving the vision
of what McRogueFace could become with significant rework.
Author: John McCardle <mccardle.john@gmail.com>
feat: generate comprehensive .pyi type stubs for IDE support (#108)
Created complete type stub files for the mcrfpy module to enable:
- Full IntelliSense/autocomplete in IDEs
- Static type checking with mypy/pyright
- Better documentation tooltips
- Parameter hints and return types
Implementation details:
- Manually crafted stubs for accuracy (15KB, 533 lines)
- Complete coverage: 19 classes, 112 functions/methods
- Proper type annotations using typing module
- @overload decorators for multiple signatures
- Type aliases for common patterns (UIElement union)
- Preserved all docstrings for IDE help
- Automation module fully typed
- PEP 561 compliant with py.typed marker
Testing:
- Validated Python syntax with ast.parse()
- Verified all expected classes and functions
- Confirmed type annotations are well-formed
- Checked docstring preservation (80 docstrings)
Usage:
- VS Code: Add stubs/ to python.analysis.extraPaths
- PyCharm: Mark stubs/ directory as Sources Root
- Other IDEs will auto-detect .pyi files
This significantly improves the developer experience when using
McRogueFace as a Python game engine.
Author: John McCardle <mccardle.john@gmail.com>
docs: add comprehensive parameter documentation to all API methods (#86)
Enhanced documentation for the mcrfpy module with:
- Detailed docstrings for all API methods
- Type hints in documentation (name: type format)
- Return type specifications
- Exception documentation where applicable
- Usage examples for complex methods
- Module-level documentation with overview and example code
Specific improvements:
- Audio API: Added parameter types and return values
- Scene API: Documented transition types and error conditions
- Timer API: Clarified handler signature and runtime parameter
- UI Search: Added wildcard pattern examples for findAll()
- Metrics API: Documented all dictionary keys returned
Also fixed method signatures:
- Changed METH_VARARGS to METH_NOARGS for parameterless methods
- Ensures proper Python calling conventions
Test coverage included - all documentation is accessible via Python's
__doc__ attributes and shows correctly formatted information.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark issue #85 as completed in Phase 7
Author: John McCardle <mccardle.john@gmail.com>
docs: replace all 'docstring' placeholders with comprehensive documentation (#85)
Added proper Python docstrings for all UI component classes:
UIFrame:
- Container element that can hold child drawables
- Documents position, size, colors, outline, and clip_children
- Includes constructor signature with all parameters
UICaption:
- Text display element with font and styling
- Documents text content, position, font, colors, outline
- Notes that w/h are computed from text content
UISprite:
- Texture/sprite display element
- Documents position, texture, sprite_index, scale
- Notes that w/h are computed from texture and scale
UIGrid:
- Tile-based grid for game worlds
- Documents grid dimensions, tile size, texture atlas
- Includes entities collection and background_color
All docstrings follow consistent format:
- Constructor signature with defaults
- Brief description
- Args section with types and defaults
- Attributes section with all properties
This completes Phase 7 task #85 for documentation improvements.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP with PyArgHelpers infrastructure completion
Author: John McCardle <mccardle.john@gmail.com>
refactor: implement PyArgHelpers for standardized Python argument parsing
This major refactoring standardizes how position, size, and other arguments
are parsed across all UI components. PyArgHelpers provides consistent handling
for various argument patterns:
- Position as (x, y) tuple or separate x, y args
- Size as (w, h) tuple or separate width, height args
- Grid position and size with proper validation
- Color parsing with PyColorObject support
Changes across UI components:
- UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
- UIFrame: Uses standardized position parsing
- UISprite: Consistent position handling
- UIGrid: Grid-specific position/size helpers
- UIEntity: Unified argument parsing
Also includes:
- Improved error messages for type mismatches (int or float accepted)
- Reduced code duplication across constructors
- Better handling of keyword/positional argument conflicts
- Maintains backward compatibility with existing API
This addresses the inconsistent argument handling patterns discovered during
the inheritance hierarchy work and prepares for Phase 7 documentation.
Author: John McCardle <mccardle.john@gmail.com>
feat(Python): establish proper inheritance hierarchy for UI types
All UIDrawable-derived Python types now properly inherit from the Drawable
base class in Python, matching the C++ inheritance structure.
Changes:
- Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
- Set tp_base = &mcrfpydef::PyDrawableType for all UI types
- Add PyDrawable.h include to UI type headers
- Rename _Drawable to Drawable and update error message
This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
and Entity all inherit from Drawable, allowing shared functionality
and isinstance() checks.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position
- Synchronize sprite position with base class position for rendering
- Implement onPositionChanged() for position synchronization
- Update all UISprite methods to use base position consistently
- Add comprehensive test coverage for UISprite position handling
This is part 3 of moving position to the base class. UIGrid is the final
class that needs to be updated.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UICaption)
- Update UICaption to use base class position instead of text position
- Synchronize text position with base class position for rendering
- Add onPositionChanged() virtual method for position synchronization
- Update all UICaption methods to use base position consistently
- Add comprehensive test coverage for UICaption position handling
This is part 2 of moving position to the base class. UISprite and UIGrid
will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: move position property to UIDrawable base class (UIFrame)
- Add position member to UIDrawable base class
- Add common position getters/setters (x, y, pos) to base class
- Update UIFrame to use base class position instead of box position
- Synchronize box position with base class position for rendering
- Update all UIFrame methods to use base position consistently
- Add comprehensive test coverage for UIFrame position handling
This is part 1 of moving position to the base class. Other derived classes
(UICaption, UISprite, UIGrid) will be updated in subsequent commits.
Author: John McCardle <mccardle.john@gmail.com>
refactor: remove UIEntity collision_pos field
- Remove redundant collision_pos field from UIEntity
- Update position getters/setters to use integer-cast position when needed
- Remove all collision_pos synchronization code
- Simplify entity position handling to use single float position field
- Add comprehensive test coverage proving functionality is preserved
This removes technical debt and simplifies the codebase without changing API behavior.
Author: John McCardle <mccardle.john@gmail.com>
feat: add PyArgHelpers infrastructure for standardized argument parsing
- Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
- Support tuple-based vector arguments with conflict detection
- Provide consistent error messages and validation
- Add comprehensive test coverage for infrastructure
This sets the foundation for standardizing all Python API constructors.
Author: John McCardle <mccardle.john@gmail.com>
docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented:
Completed Features:
- Grid background colors (#50) - customizable backgrounds with animation
- RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
- Viewport-based rendering (#8) - three scaling modes with coordinate transform
Strategic Decisions:
- UIGrid already has optimal RenderTexture implementation for its viewport needs
- UICaption/UISprite clipping deemed unnecessary (no children to clip)
- Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery
The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.
Author: John McCardle <mccardle.john@gmail.com>
feat(viewport): complete viewport-based rendering system (#8)
Implements a comprehensive viewport system that allows fixed game resolution
with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.
Key Features:
- Fixed game resolution independent of window size (window.game_resolution property)
- Three scaling modes accessible via window.scaling_mode:
- "center": 1:1 pixels, viewport centered in window
- "stretch": viewport fills window, ignores aspect ratio
- "fit": maintains aspect ratio with black bars
- Automatic window-to-game coordinate transformation for mouse input
- Full Python API integration with PyWindow properties
Technical Implementation:
- GameEngine::ViewportMode enum with Center, Stretch, Fit modes
- SFML View system for efficient GPU-based viewport scaling
- updateViewport() recalculates on window resize or mode change
- windowToGameCoords() transforms mouse coordinates correctly
- PyScene mouse input automatically uses transformed coordinates
Tests:
- test_viewport_simple.py: Basic API functionality
- test_viewport_visual.py: Visual verification with screenshots
- test_viewport_scaling.py: Interactive mode switching and resizing
This completes the viewport-based rendering task and provides the foundation
for resolution-independent game development as requested for Crypt of Sokoban.
Author: John McCardle <mccardle.john@gmail.com>
docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS
- Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
- Marked Grid background colors (#50) as COMPLETED
- Added technical notes from implementation experience
- Identified viewport rendering (#8) as next priority
Author: John McCardle <mccardle.john@gmail.com>
feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)
- Added RenderTexture support to UIDrawable base class
- std::unique_ptr<sf::RenderTexture> for opt-in rendering
- Dirty flag system for optimization
- enableRenderTexture() and markDirty() methods
- Implemented clip_children property for UIFrame
- Python-accessible boolean property
- Automatic RenderTexture creation when enabled
- Proper coordinate transformation for nested frames
- Updated UIFrame::render() for clipping support
- Renders to RenderTexture when clip_children=true
- Handles nested clipping correctly
- Only re-renders when dirty flag is set
- Added comprehensive dirty flag propagation
- All property setters mark frame as dirty
- Size changes recreate RenderTexture
- Animation system integration
- Created tests for clipping functionality
- Basic clipping test with visual verification
- Advanced nested clipping test
- Dynamic resize handling test
This is Phase 1 of the RenderTexture overhaul, providing the foundation
for advanced rendering effects like blur, glow, and viewport rendering.
Author: John McCardle <mccardle.john@gmail.com>
docs: create RenderTexture overhaul design document
- Comprehensive design for Issue #6 implementation
- Opt-in architecture to maintain backward compatibility
- Phased implementation plan with clear milestones
- Performance considerations and risk mitigation
- API design for clipping and future effects
Also includes Grid background color test
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): add customizable background_color property (#50)
- Added sf::Color background_color member with default dark gray
- Python property getter/setter for background_color
- Animation support for individual color components (r/g/b/a)
- Replaces hardcoded clear color in render method
- Test demonstrates color changes and property access
Closes #50
Author: John McCardle <mccardle.john@gmail.com>
docs: update roadmap for Phase 6 preparation
- Mark Phase 5 (Window/Scene Architecture) as complete
- Update issue statuses (#34, #61, #1, #105 completed)
- Add Phase 6 implementation strategy for RenderTexture overhaul
- Archive Phase 5 test files to .archive/
- Identify quick wins and technical approach for rendering work
Author: John McCardle <mccardle.john@gmail.com>
feat(Phase 5): Complete Window/Scene Architecture
- Window singleton with properties (resolution, fullscreen, vsync, title)
- OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
- Window resize events trigger scene.on_resize callbacks
- Scene transitions (fade, slide_left/right/up/down) with smooth animations
- Full integration of Python Scene objects with C++ engine
All Phase 5 tasks (#34, #1, #61, #105) completed successfully.
Author: John McCardle <mccardle.john@gmail.com>
research: SFML 3.0 migration analysis
- Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
- Assessed migration impact on McRogueFace (40+ files affected)
- Evaluated timing relative to mcrfpy.sfml module plans
- Recommended deferring migration until after mcrfpy.sfml implementation
- Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy
Author: John McCardle <mccardle.john@gmail.com>
research: SFML exposure options analysis (#14)
- Analyzed current SFML 2.6.1 usage throughout codebase
- Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
- Recommended direct integration as mcrfpy.sfml module
- Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
- Identified opportunity to provide modern SFML 2.6+ Python bindings
Author: John McCardle <mccardle.john@gmail.com>
feat: add basic profiling/metrics system (#104)
- Add ProfilingMetrics struct to track performance data
- Track frame time (current and 60-frame rolling average)
- Calculate FPS from average frame time
- Count draw calls, UI elements, and visible elements per frame
- Track total runtime and current frame number
- PyScene counts elements during render
- Expose metrics via mcrfpy.getMetrics() returning dict
This provides basic performance monitoring capabilities for
identifying bottlenecks and optimizing rendering performance.
Author: John McCardle <mccardle.john@gmail.com>
fix: improve click handling with proper z-order and coordinate transforms
- UIFrame: Fix coordinate transformation (subtract parent pos, not add)
- UIFrame: Check children in reverse order (highest z-index first)
- UIFrame: Skip invisible elements entirely
- PyScene: Sort elements by z-index before checking clicks
- PyScene: Stop at first element that handles the click
- UIGrid: Implement entity click detection with grid coordinate transform
- UIGrid: Check entities in reverse order, return sprite as target
Click events now correctly respect z-order (top elements get priority),
handle coordinate transforms for nested frames, and support clicking
on grid entities. Elements without click handlers are transparent to
clicks, allowing elements below to receive them.
Note: Click testing requires non-headless mode due to PyScene limitation.
feat: implement name system for finding UI elements (#39/40/41)
- Add 'name' property to UIDrawable base class
- All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
- Entity delegates name to its sprite member
- Add find(name, scene=None) function for exact match search
- Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
- Both functions search recursively through Frame children and Grid entities
- Comprehensive test coverage for all functionality
This provides a simple way to find UI elements by name in Python scripts,
supporting both exact matches and wildcard patterns.
Author: John McCardle <mccardle.john@gmail.com>
fix: prevent segfault when closing window via X button
- Add cleanup() method to GameEngine to clear Python references before destruction
- Clear timers and McRFPy_API references in proper order
- Call cleanup() at end of run loop and in destructor
- Ensure cleanup is only called once per GameEngine instance
Also includes:
- Fix audio ::stop() calls (already in place, OpenAL warning is benign)
- Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
- Refactor UIDrawable_methods.h into UIBase.h for better organization
- Move UIEntity-specific implementations to UIEntityPyMethods.h
Author: John McCardle <mccardle.john@gmail.com>
feat: stabilize test suite and add UIDrawable methods
- Add visible, opacity properties to all UI classes (#87, #88)
- Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
- Create UIDrawable_methods.h with template implementations
- Fix test termination issues - all tests now exit properly
- Fix test_sprite_texture_swap.py click handler signature
- Fix test_drawable_base.py segfault in headless mode
- Convert audio objects to pointers for cleanup (OpenAL warning persists)
- Remove debug print statements from UICaption
- Special handling for UIEntity to delegate drawable methods to sprite
All test files are now "airtight" - they complete successfully,
terminate on their own, and handle edge cases properly.
Author: John McCardle <mccardle.john@gmail.com>
docs: add Phase 1-3 completion summary
- Document all completed tasks across three phases
- Show before/after API improvements
- Highlight technical achievements
- Outline next steps for Phase 4-7
Author: John McCardle <mccardle.john@gmail.com>
feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103
- Created PyTimer.h/cpp with object-oriented timer interface
- Enhanced PyTimerCallable with pause/resume state tracking
- Added timer control methods: pause(), resume(), cancel(), restart()
- Added timer properties: interval, remaining, paused, active, callback
- Fixed timing logic to prevent rapid catch-up after resume
- Timer objects automatically register with game engine
- Added comprehensive test demonstrating all functionality
Author: John McCardle <mccardle.john@gmail.com>
feat(Color): add helper methods from_hex, to_hex, lerp closes #94
- Add Color.from_hex(hex_string) class method for creating colors from hex
- Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
- Add color.to_hex() to convert Color to hex string
- Add color.lerp(other, t) for smooth color interpolation
- Comprehensive test coverage for all methods
Author: John McCardle <mccardle.john@gmail.com>
fix: properly configure UTF-8 encoding for Python stdio
- Use PyConfig to set stdio_encoding="UTF-8" during initialization
- Set stdio_errors="surrogateescape" for robust handling
- Configure in both init_python() and init_python_with_config()
- Cleaner solution than wrapping streams after initialization
- Fixes UnicodeEncodeError when printing unicode characters
Author: John McCardle <mccardle.john@gmail.com>
feat(Vector): implement arithmetic operations closes #93
- Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
- Add rich comparison for equality/inequality checks
- Add boolean check (zero vector is False)
- Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
- Fix UIDrawable::get_click() segfault when click_callable is null
- Comprehensive test coverage for all arithmetic operations
Author: John McCardle <mccardle.john@gmail.com>
feat: Complete position argument standardization for all UI classes
- Frame and Sprite now support pos keyword override
- Entity now accepts x,y arguments (was pos-only before)
- All UI classes now consistently support:
- (x, y) positional
- ((x, y)) tuple
- x=x, y=y keywords
- pos=(x,y) keyword
- pos=Vector keyword
- Improves API consistency and flexibility
Author: John McCardle <mccardle.john@gmail.com>
feat: Standardize position arguments across all UI classes
- Create PyPositionHelper for consistent position parsing
- Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
- Caption now accepts x,y args in addition to pos
- Grid init fully supports keyword arguments
- Maintain backward compatibility for all formats
- Consistent error messages across classes
Author: John McCardle <mccardle.john@gmail.com>
feat: Add Entity.die() method for lifecycle management closes #30
- Remove entity from its grid's entity list
- Clear grid reference after removal
- Safe to call multiple times (no-op if not on grid)
- Works with shared_ptr entity management
Author: John McCardle <mccardle.john@gmail.com>
perf: Skip out-of-bounds entities during Grid rendering closes #52
- Add visibility bounds check in entity render loop
- Skip entities outside view with 1 cell margin
- Improves performance for large grids with many entities
- Bounds check considers zoom and pan settings
Author: John McCardle <mccardle.john@gmail.com>
verify: Sprite texture swapping functionality closes #19
- Texture property getter/setter already implemented
- Position/scale preservation during swap confirmed
- Type validation for texture assignment working
- Tests verify functionality is complete
Author: John McCardle <mccardle.john@gmail.com>
feat: Grid size tuple support closes #90
- Add grid_size keyword parameter to Grid.__init__
- Accept tuple or list of two integers
- Override grid_x/grid_y if grid_size provided
- Maintain backward compatibility
- Add comprehensive test coverage
Author: John McCardle <mccardle.john@gmail.com>
feat: Phase 1 - safe constructors and _Drawable foundation
Closes #7 - Make all UI class constructors safe:
- Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
- Initialize all members to predictable values
- Made Python init functions accept no arguments
- Added x,y properties to UIEntity
Closes #71 - Create _Drawable Python base class:
- Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
- Registered in module initialization
Closes #87 - Add visible property:
- Added bool visible=true to UIDrawable base class
- All render methods check visibility before drawing
Closes #88 - Add opacity property:
- Added float opacity=1.0 to UIDrawable base class
- UICaption and UISprite apply opacity to alpha channel
Closes #89 - Add get_bounds() method:
- Virtual method returns sf::FloatRect(x,y,w,h)
- Implemented in Frame, Caption, Sprite, Grid
Closes #98 - Add move() and resize() methods:
- move(dx,dy) for relative movement
- resize(w,h) for absolute sizing
- Caption resize is no-op (size controlled by font)
Author: John McCardle <mccardle.john@gmail.com>
docs: comprehensive alpha_streamline_2 plan and strategic vision
- Add 7-phase development plan for alpha_streamline_2 branch
- Define architectural dependencies and critical path
- Identify new issues needed (Timer objects, event system, etc.)
- Add strategic vision document with 3 transformative directions
- Timeline: 10-12 weeks to solid Beta foundation
Author: John McCardle <mccardle.john@gmail.com>
feat(Grid): flexible at() method arguments
- Support tuple argument: grid.at((x, y))
- Support keyword arguments: grid.at(x=5, y=3)
- Support pos keyword: grid.at(pos=(2, 8))
- Maintain backward compatibility with grid.at(x, y)
- Add comprehensive error handling for invalid arguments
Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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2026-03-03 23:17:02 -05:00
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if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
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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
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return true;
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}
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else if (name == "sprite_scale") {
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sprite.setScale(sf::Vector2f(value, value));
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2026-03-03 23:17:02 -05:00
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if (grid) grid->markCompositeDirty(); // #144 - Content change
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return true;
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}
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else if (name == "sprite_offset_x") {
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sprite_offset.x = value;
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if (grid) grid->markCompositeDirty();
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return true;
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}
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else if (name == "sprite_offset_y") {
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sprite_offset.y = value;
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if (grid) grid->markCompositeDirty();
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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
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return true;
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}
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2026-01-25 21:04:01 -05:00
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// #106: Shader uniform properties - delegate to sprite
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if (sprite.setShaderProperty(name, value)) {
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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
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}
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bool UIEntity::setProperty(const std::string& name, int value) {
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2026-04-09 22:18:20 -04:00
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if (name == "sprite_index") {
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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
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sprite.setSpriteIndex(value);
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feat: Add dirty flag propagation to all UIDrawables and expand metrics API (#144, #104)
- Add markDirty() calls to setProperty() methods in:
- UISprite: position, scale, sprite_index changes
- UICaption: position, font_size, colors, text changes
- UIGrid: position, size, center, zoom, color changes
- UILine: thickness, position, endpoints, color changes
- UICircle: radius, position, colors changes
- UIArc: radius, angles, position, color changes
- UIEntity: position changes propagate to parent grid
- Expand getMetrics() Python API to include detailed timing breakdown:
- grid_render_time, entity_render_time, fov_overlay_time
- python_time, animation_time
- grid_cells_rendered, entities_rendered, total_entities
- Add comprehensive benchmark suite (tests/benchmarks/benchmark_suite.py):
- 6 scenarios: empty, static UI, animated UI, mixed, deep hierarchy, grid stress
- Automated metrics collection and performance assessment
- Timing breakdown percentages
This enables proper dirty flag propagation for the upcoming texture caching
system (#144) and provides infrastructure for performance benchmarking (#104).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 15:44:09 -05:00
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if (grid) grid->markDirty(); // #144 - Content change
|
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
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return true;
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}
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return false;
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}
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bool UIEntity::getProperty(const std::string& name, float& value) const {
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2026-01-06 10:21:50 -05:00
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if (name == "draw_x" || name == "x") { // #176
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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
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value = position.x;
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return true;
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}
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2026-01-06 10:21:50 -05:00
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else if (name == "draw_y" || name == "y") { // #176
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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
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value = position.y;
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return true;
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}
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else if (name == "sprite_scale") {
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value = sprite.getScale().x; // Assuming uniform scale
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return true;
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}
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else if (name == "sprite_offset_x") {
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value = sprite_offset.x;
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return true;
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}
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else if (name == "sprite_offset_y") {
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value = sprite_offset.y;
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return true;
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}
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// #106: Shader uniform properties - delegate to sprite
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if (sprite.getShaderProperty(name, value)) {
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return true;
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}
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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
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return false;
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}
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bool UIEntity::hasProperty(const std::string& name) const {
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// #176 - Float properties (draw_x/draw_y preferred, x/y are aliases)
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if (name == "draw_x" || name == "draw_y" || name == "x" || name == "y" || name == "sprite_scale"
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|| name == "sprite_offset_x" || name == "sprite_offset_y") {
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return true;
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}
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// Int properties
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if (name == "sprite_index") {
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return true;
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}
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// #106: Shader uniform properties - delegate to sprite
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if (sprite.hasShaderProperty(name)) {
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return true;
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}
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return false;
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}
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// Animation shorthand for Entity - creates and starts an animation
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PyObject* UIEntity::animate(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "loop", "callback", "conflict_mode", nullptr};
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const char* property_name;
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PyObject* target_value;
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float duration;
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PyObject* easing_arg = Py_None;
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int delta = 0;
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int loop_val = 0;
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PyObject* callback = nullptr;
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const char* conflict_mode_str = nullptr;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|OppOs", const_cast<char**>(keywords),
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&property_name, &target_value, &duration,
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&easing_arg, &delta, &loop_val, &callback, &conflict_mode_str)) {
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return NULL;
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}
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// Validate property exists on this entity
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if (!self->data->hasProperty(property_name)) {
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PyErr_Format(PyExc_ValueError,
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"Property '%s' is not valid for animation on Entity. "
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"Valid properties: draw_x, draw_y (tile coords), sprite_scale, sprite_index",
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property_name);
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return NULL;
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}
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// Validate callback is callable if provided
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if (callback && callback != Py_None && !PyCallable_Check(callback)) {
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PyErr_SetString(PyExc_TypeError, "callback must be callable");
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return NULL;
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}
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// Convert None to nullptr for C++
|
|
|
|
|
if (callback == Py_None) {
|
|
|
|
|
callback = nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Convert Python target value to AnimationValue
|
2026-02-27 22:11:29 -05:00
|
|
|
// Entity supports float, int, and list of int (for sprite frame animation)
|
2026-01-04 15:32:14 -05:00
|
|
|
AnimationValue animValue;
|
|
|
|
|
|
|
|
|
|
if (PyFloat_Check(target_value)) {
|
|
|
|
|
animValue = static_cast<float>(PyFloat_AsDouble(target_value));
|
|
|
|
|
}
|
|
|
|
|
else if (PyLong_Check(target_value)) {
|
|
|
|
|
animValue = static_cast<int>(PyLong_AsLong(target_value));
|
|
|
|
|
}
|
2026-02-27 22:11:29 -05:00
|
|
|
else if (PyList_Check(target_value)) {
|
|
|
|
|
// List of integers for sprite animation
|
|
|
|
|
std::vector<int> indices;
|
|
|
|
|
Py_ssize_t size = PyList_Size(target_value);
|
|
|
|
|
for (Py_ssize_t i = 0; i < size; i++) {
|
|
|
|
|
PyObject* item = PyList_GetItem(target_value, i);
|
|
|
|
|
if (PyLong_Check(item)) {
|
|
|
|
|
indices.push_back(PyLong_AsLong(item));
|
|
|
|
|
} else {
|
|
|
|
|
PyErr_SetString(PyExc_TypeError, "Sprite animation list must contain only integers");
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
animValue = indices;
|
|
|
|
|
}
|
2026-01-04 15:32:14 -05:00
|
|
|
else {
|
2026-02-27 22:11:29 -05:00
|
|
|
PyErr_SetString(PyExc_TypeError, "Entity animations support float, int, or list of int target values");
|
2026-01-04 15:32:14 -05:00
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get easing function from argument
|
|
|
|
|
EasingFunction easingFunc;
|
|
|
|
|
if (!PyEasing::from_arg(easing_arg, &easingFunc, nullptr)) {
|
|
|
|
|
return NULL; // Error already set by from_arg
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Parse conflict mode
|
|
|
|
|
AnimationConflictMode conflict_mode = AnimationConflictMode::REPLACE;
|
|
|
|
|
if (conflict_mode_str) {
|
|
|
|
|
if (strcmp(conflict_mode_str, "replace") == 0) {
|
|
|
|
|
conflict_mode = AnimationConflictMode::REPLACE;
|
|
|
|
|
} else if (strcmp(conflict_mode_str, "queue") == 0) {
|
|
|
|
|
conflict_mode = AnimationConflictMode::QUEUE;
|
|
|
|
|
} else if (strcmp(conflict_mode_str, "error") == 0) {
|
2026-01-08 10:41:24 -05:00
|
|
|
conflict_mode = AnimationConflictMode::RAISE_ERROR;
|
2026-01-04 15:32:14 -05:00
|
|
|
} else {
|
|
|
|
|
PyErr_Format(PyExc_ValueError,
|
|
|
|
|
"Invalid conflict_mode '%s'. Must be 'replace', 'queue', or 'error'.", conflict_mode_str);
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create the Animation
|
2026-02-27 22:11:29 -05:00
|
|
|
auto animation = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, loop_val != 0, callback);
|
2026-01-04 15:32:14 -05:00
|
|
|
|
|
|
|
|
// Start on this entity (uses startEntity, not start)
|
|
|
|
|
animation->startEntity(self->data);
|
|
|
|
|
|
|
|
|
|
// Add to AnimationManager
|
|
|
|
|
AnimationManager::getInstance().addAnimation(animation, conflict_mode);
|
|
|
|
|
|
|
|
|
|
// Check if ERROR mode raised an exception
|
|
|
|
|
if (PyErr_Occurred()) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Create and return a PyAnimation wrapper
|
2026-03-07 23:18:42 -05:00
|
|
|
auto animType = &mcrfpydef::PyAnimationType;
|
2026-01-04 15:32:14 -05:00
|
|
|
|
|
|
|
|
PyAnimationObject* pyAnim = (PyAnimationObject*)animType->tp_alloc(animType, 0);
|
|
|
|
|
|
|
|
|
|
if (!pyAnim) {
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pyAnim->data = animation;
|
|
|
|
|
return (PyObject*)pyAnim;
|
|
|
|
|
}
|