McRogueFace/src/scripts/game.py

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import mcrfpy
import code
#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16) # 12, 11)
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t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16) # 12, 11)
btn_tex = mcrfpy.Texture("assets/48px_ui_icons-KenneyNL.png", 48, 48)
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
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frame_color = (64, 64, 128)
import random
import cos_entities as ce
import cos_level as cl
from cos_itemdata import itemdata
#import cos_tiles as ct
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class Resources:
def __init__(self):
self.music_enabled = True
self.music_volume = 40
self.sfx_enabled = True
self.sfx_volume = 100
self.master_volume = 100
# load the music/sfx files here
self.splats = []
for i in range(1, 10):
mcrfpy.createSoundBuffer(f"assets/sfx/splat{i}.ogg")
def play_sfx(self, sfx_id):
if self.sfx_enabled and self.sfx_volume and self.master_volume:
mcrfpy.setSoundVolume(self.master_volume/100 * self.sfx_volume)
mcrfpy.playSound(sfx_id)
def play_music(self, track_id):
if self.music_enabled and self.music_volume and self.master_volume:
mcrfpy.setMusicVolume(self.master_volume/100 * self.music_volume)
mcrfpy.playMusic(...)
resources = Resources()
class Crypt:
def __init__(self):
mcrfpy.createScene("play")
self.ui = mcrfpy.sceneUI("play")
entity_frame = mcrfpy.Frame(pos=(815, 10), size=(194, 595), fill_color=frame_color)
inventory_frame = mcrfpy.Frame(pos=(10, 610), size=(800, 143), fill_color=frame_color)
stats_frame = mcrfpy.Frame(pos=(815, 610), size=(194, 143), fill_color=frame_color)
#self.level = cl.Level(30, 23)
self.entities = []
self.depth=1
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self.stuck_btn = SweetButton(self.ui, (810, 700), "Stuck", icon=19, box_width=150, box_height = 60, click=self.stuck)
self.level_plan = {
1: [("spawn", "button", "boulder"), ("exit")],
2: [("spawn", "button", "treasure", "treasure", "treasure", "rat", "rat", "boulder"), ("exit")],
#2: [("spawn", "button", "boulder"), ("rat"), ("exit")],
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3: [("spawn", "button", "boulder"), ("rat"), ("exit")],
4: [("spawn", "button", "rat"), ("boulder", "rat", "treasure"), ("exit")],
5: [("spawn", "button", "rat"), ("boulder", "rat"), ("exit")],
6: {(("spawn", "button"), ("boulder", "treasure", "exit")),
(("spawn", "boulder"), ("button", "treasure", "exit"))},
7: {(("spawn", "button"), ("boulder", "treasure", "exit")),
(("spawn", "boulder"), ("button", "treasure", "exit"))},
8: {(("spawn", "treasure", "button"), ("boulder", "treasure", "exit")),
(("spawn", "treasure", "boulder"), ("button", "treasure", "exit"))}
#9: self.lv_planner
}
# empty void for the player to initialize into
self.headsup = mcrfpy.Frame(pos=(10, 684), size=(320, 64), fill_color=(0, 0, 0, 0))
self.sidebar = mcrfpy.Frame(pos=(860, 4), size=(160, 600), fill_color=(96, 96, 160))
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# Heads Up (health bar, armor bar) config
self.health_bar = [mcrfpy.Sprite(x=32*i, y=2, texture=t, sprite_index=659, scale=2) for i in range(10)]
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[self.headsup.children.append(i) for i in self.health_bar]
self.armor_bar = [mcrfpy.Sprite(x=32*i, y=42, texture=t, sprite_index=659, scale=2) for i in range(10)]
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[self.headsup.children.append(i) for i in self.armor_bar]
# (40, 3), caption, font, fill_color=font_color
self.stat_captions = mcrfpy.Caption(text="HP:10\nDef:0(+0)", pos=(325,0), font=font, fill_color=(255, 255, 255))
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self.stat_captions.outline = 3
self.stat_captions.outline_color = (0, 0, 0)
self.headsup.children.append(self.stat_captions)
# Side Bar (inventory, level info) config
self.level_caption = mcrfpy.Caption(text="Level: 1", pos=(5,5), font=font, fill_color=(255, 255, 255))
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
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self.level_caption.font_size = 26
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self.level_caption.outline = 3
self.level_caption.outline_color = (0, 0, 0)
self.sidebar.children.append(self.level_caption)
self.inv_sprites = [mcrfpy.Sprite(x=15, y=70 + 95*i, texture=t, sprite_index=659, scale=6.0) for i in range(5)]
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for i in self.inv_sprites:
self.sidebar.children.append(i)
self.key_captions = [
mcrfpy.Sprite(x=75, y=130 + (95*2) + 95 * i, texture=t, sprite_index=384 + i, scale=3.0) for i in range(3)
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]
for i in self.key_captions:
self.sidebar.children.append(i)
self.inv_captions = [
mcrfpy.Caption(text="x", pos=(25, 130 + 95 * i), font=font, fill_color=(255, 255, 255)) for i in range(5)
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]
for i in self.inv_captions:
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
i.font_size = 16
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self.sidebar.children.append(i)
liminal_void = mcrfpy.Grid(grid_size=(1, 1), texture=t, pos=(0, 0), size=(16, 16))
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self.grid = liminal_void
self.player = ce.PlayerEntity(game=self)
self.spawn_point = (0, 0)
# level creation moves player to the game level at the generated spawn point
self.create_level(self.depth)
#self.grid = mcrfpy.Grid(20, 15, t, (10, 10), (1014, 758))
self.swap_level(self.level, self.spawn_point)
# Test Entities
#ce.BoulderEntity(9, 7, game=self)
#ce.BoulderEntity(9, 8, game=self)
#ce.ExitEntity(12, 6, 14, 4, game=self)
# scene setup
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## might be done by self.swap_level
#[self.ui.append(e) for e in (self.grid, self.stuck_btn.base_frame)] # entity_frame, inventory_frame, stats_frame)]
self.possibilities = None # track WFC possibilities between rounds
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self.enemies = []
#mcrfpy.setTimer("enemy_test", self.enemy_movement, 750)
#mcrfpy.Frame(x, y, box_width+shadow_offset, box_height, fill_color = (0, 0, 0, 255))
#Sprite(0, 3, btn_tex, icon, icon_scale)
#def enemy_movement(self, *args):
# for e in self.enemies: e.act()
#def spawn_test_rat(self):
# success = False
# while not success:
# x, y = [random.randint(0, i-1) for i in self.grid.grid_size]
# success = self.grid.at((x,y)).walkable
# self.enemies.append(ce.EnemyEntity(x, y, game=self))
def gui_update(self):
self.stat_captions.text = f"HP:{self.player.hp}\nDef:{self.player.calc_defense()}(+{self.player.calc_defense() - self.player.base_defense})"
for i, hs in enumerate(self.health_bar):
full_hearts = self.player.hp - (i*2)
empty_hearts = self.player.max_hp - (i*2)
hs.sprite_number = 659
if empty_hearts >= 2:
hs.sprite_number = 208
if full_hearts >= 2:
hs.sprite_number = 210
elif full_hearts == 1:
hs.sprite_number = 209
for i, arm_s in enumerate(self.armor_bar):
full_hearts = self.player.calc_defense() - (i*2)
arm_s.sprite_number = 659
if full_hearts >= 2:
arm_s.sprite_number = 211
elif full_hearts == 1:
arm_s.sprite_number = 212
#items = self.player.equipped[:] + self.player.inventory[:]
for i in range(5):
if i == 0:
item = self.player.equipped[0] if len(self.player.equipped) > 0 else None
elif i == 1:
item = self.player.equipped[1] if len(self.player.equipped) > 1 else None
elif i == 2:
item = self.player.inventory[0] if len(self.player.inventory) > 0 else None
elif i == 3:
item = self.player.inventory[1] if len(self.player.inventory) > 1 else None
elif i == 4:
item = self.player.inventory[2] if len(self.player.inventory) > 2 else None
if item is None:
self.inv_sprites[i].sprite_number = 659
if i > 1: self.key_captions[i - 2].sprite_number = 659
self.inv_captions[i].text = ""
continue
self.inv_sprites[i].sprite_number = item.sprite
if i > 1:
self.key_captions[i - 2].sprite_number = 384 + (i - 2)
if item.zap_cooldown_remaining:
self.inv_captions[i].text = f"[{item.zap_cooldown_remaining}] {item.text})"
else:
self.inv_captions[i].text = item.text
self.inv_captions[i].fill_color = item.text_color
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def lv_planner(self, target_level):
"""Plan room sequence in levels > 9"""
monsters = (target_level - 6) // 2
target_rooms = min(int(target_level // 2), 6)
target_treasure = min(int(target_level // 3), 4)
rooms = []
for i in range(target_rooms):
rooms.append([])
for o in ("spawn", "boulder", "button", "exit"):
r = random.randint(0, target_rooms-1)
rooms[r].append(o)
monster_table = {
"rat": int(monsters * 0.8) + 2,
"big rat": max(int(monsters * 0.2) - 2, 0),
"cyclops": max(int(monsters * 0.1) - 3, 0)
}
monster_table = {k: v for k, v in monster_table.items() if v > 0}
monster_names = list(monster_table.keys())
monster_weights = [monster_table[k] for k in monster_names]
for m in range(monsters):
r = random.randint(0, target_rooms - 1)
rooms[r].append(random.choices(monster_names, weights = monster_weights)[0])
for t in range(target_treasure):
r = random.randint(0, target_rooms - 1)
rooms[r].append("treasure")
return rooms
def treasure_planner(self, treasure_level):
"""Plan treasure contents at all levels"""
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# find item name in base_wts key (base weight of the category)
#base_weight = lambda s: base_wts[list([t for t in base_wts.keys() if s in t])[0]]
#weights = {d[0]: base_weight(d[0]) for d in item_minlv.items() if treasure_level > d[1]}
#if self.player.archetype is None:
# prefs = []
#elif self.player.archetype == "viking":
# prefs = ["axe2", "axe3", "green_pot"]
#elif self.player.archetype == "knight":
# prefs = ["sword2", "shield", "grey_pot"]
#elif self.player.archetype == "wizard":
# prefs = ["staff", "staff2", "blue_pot"]
#for i in prefs:
# if i in weights: weights[i] *= 3
weights = {}
for item in itemdata:
data = itemdata[item]
if data.min_lv > treasure_level or treasure_level > data.max_lv: continue
weights[item] = data.base_wt
if self.player.archetype is not None and data.affinity == self.player.archetype:
weights[item] *= 3
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return weights
def start(self):
resources.play_sfx(1)
mcrfpy.setScene("play")
mcrfpy.keypressScene(self.cos_keys)
def add_entity(self, e:ce.COSEntity):
self.entities.append(e)
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
# hack / workaround for grid.entities not interable
while len(self.grid.entities): # while there are entities on the grid,
self.grid.entities.pop(0) # remove the 1st ("0th")
for e in self.entities:
self.grid.entities.append(e._entity)
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def create_level(self, depth, _luck = 0):
#if depth < 3:
# features = None
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self.level = cl.Level(20, 20)
self.grid = self.level.grid
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if depth in self.level_plan:
plan = self.level_plan[depth]
else:
plan = self.lv_planner(depth)
coords = self.level.generate(plan)
self.entities = []
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if self.player:
luck = self.player.luck
else:
luck = 0
buttons = []
for k, v in sorted(coords, key=lambda i: i[0]): # "button" before "exit"; "button", "button", "door", "exit" -> alphabetical is correct sequence
if k == "spawn":
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if self.player:
self.add_entity(self.player)
#self.player.draw_pos = v
self.spawn_point = v
elif k == "boulder":
ce.BoulderEntity(v[0], v[1], game=self)
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elif k == "treasure":
ce.TreasureEntity(v[0], v[1], treasure_table = self.treasure_planner(depth + luck), game=self)
elif k == "button":
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buttons.append(v)
elif k == "exit":
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btn = buttons.pop(0)
ce.ExitEntity(v[0], v[1], btn[0], btn[1], game=self)
elif k == "rat":
ce.EnemyEntity(*v, game=self)
elif k == "big rat":
ce.EnemyEntity(*v, game=self, base_damage=2, hp=4, sprite=130)
elif k == "cyclops":
ce.EnemyEntity(*v, game=self, base_damage=3, hp=8, sprite=109, base_defense=2)
#if self.depth > 2:
#for i in range(10):
# self.spawn_test_rat()
def stuck(self, sweet_btn, args):
if args[3] == "end": return
self.create_level(self.depth)
self.swap_level(self.level, self.spawn_point)
def cos_keys(self, key, state):
d = None
if state == "end": return
elif key == "Grave":
code.InteractiveConsole(locals=globals()).interact()
return
elif key == "Z":
self.player.do_zap()
self.enemy_turn()
return
elif key == "W": d = (0, -1)
elif key == "A": d = (-1, 0)
elif key == "S": d = (0, 1)
elif key == "D": d = (1, 0)
elif key == "Num1":
if len(self.player.inventory) > 0:
self.player.inventory[0].consume(self.player)
self.player.inventory[0] = None
self.enemy_turn()
else:
print("No item")
elif key == "Num2":
if len(self.player.inventory) > 1:
self.player.inventory[1].consume(self.player)
self.player.inventory[1] = None
else:
print("No item")
elif key == "Num3":
if len(self.player.inventory) > 2:
self.player.inventory[2].consume(self.player)
self.player.inventory[2] = None
else:
print("No item")
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#elif key == "M": self.level.generate()
#elif key == "R":
# self.level.reset()
# self.possibilities = None
#elif key == "T":
# self.level.split()
# self.possibilities = None
#elif key == "Y": self.level.split(single=True)
#elif key == "U": self.level.highlight(+1)
#elif key == "I": self.level.highlight(-1)
#elif key == "O":
# self.level.wall_rooms()
# self.possibilities = None
#elif key == "P": ct.format_tiles(self.grid)
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#elif key == "P":
#self.possibilities = ct.wfc_pass(self.grid, self.possibilities)
elif key == "P":
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self.depth += 1
print(f"Descending: lv {self.depth}")
self.stuck(None, [1,2,3,4])
elif key == "Period":
self.enemy_turn()
elif key == "X":
self.pull_boulder_search()
else:
print(key)
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if d:
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
self.player.try_move(*d)
self.enemy_turn()
def enemy_turn(self):
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
for e in self.entities:
e.act()
# end of enemy turn = player turn
for i in self.player.equipped:
i.tick()
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self.gui_update()
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def pull_boulder_search(self):
for dx, dy in ( (0, -1), (-1, 0), (1, 0), (0, 1) ):
for e in self.entities:
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 e.draw_pos.x != self.player.draw_pos.x + dx or e.draw_pos.y != self.player.draw_pos.y + dy: continue
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if type(e) == ce.BoulderEntity:
self.pull_boulder_move((dx, dy), e)
return self.enemy_turn()
else:
print("No boulder found to pull.")
def pull_boulder_move(self, p, target_boulder):
print(p, target_boulder)
self.entities.sort(key = lambda e: e.draw_order, reverse=False)
if self.player.try_move(-p[0], -p[1], test=True):
old_pos = self.player.draw_pos
self.player.try_move(-p[0], -p[1])
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
target_boulder.do_move(old_pos.x, old_pos.y)
def swap_level(self, new_level, spawn_point):
self.level = new_level
self.grid = self.level.grid
self.grid.zoom = 2.0
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
# TODO, make an entity mover function
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#self.add_entity(self.player)
self.player.grid = self.grid
self.player.draw_pos = spawn_point
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#self.grid.entities.append(self.player._entity)
# reform UI (workaround to ui collection iterators crashing)
while len(self.ui) > 0:
try:
self.ui.pop(0)
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except:
pass
self.ui.append(self.grid)
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self.ui.append(self.stuck_btn.base_frame)
self.ui.append(self.headsup)
self.level_caption.text = f"Level: {self.depth}"
self.ui.append(self.sidebar)
self.gui_update()
class SweetButton:
def __init__(self, ui:mcrfpy.UICollection,
pos:"Tuple[int, int]",
caption:str, font=font, font_size=24, font_color=(255,255,255), font_outline_color=(0, 0, 0), font_outline_width=2,
shadow_offset = 8, box_width=200, box_height = 80, shadow_color=(64, 64, 86), box_color=(96, 96, 160),
icon=4, icon_scale=1.75, shadow=True, click=lambda *args: None):
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self.ui = ui
#self.shadow_box = mcrfpy.Frame
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x, y = pos
# box w/ drop shadow
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self.shadow_offset = shadow_offset
self.base_frame = mcrfpy.Frame(pos=(x, y), size=(box_width+shadow_offset, box_height), fill_color=(0, 0, 0, 255))
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self.base_frame.click = self.do_click
# drop shadow won't need configured, append directly
if shadow:
self.base_frame.children.append(mcrfpy.Frame(pos=(0, 0), size=(box_width, box_height), fill_color=shadow_color))
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# main button is where the content lives
self.main_button = mcrfpy.Frame(pos=(shadow_offset, shadow_offset), size=(box_width, box_height), fill_color=box_color)
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self.click = click
self.base_frame.children.append(self.main_button)
# main button icon
self.icon = mcrfpy.Sprite(x=0, y=3, texture=btn_tex, sprite_index=icon, scale=icon_scale)
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self.main_button.children.append(self.icon)
# main button caption
self.caption = mcrfpy.Caption(text=caption, pos=(40, 3), font=font, fill_color=font_color)
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
self.caption.font_size = font_size
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self.caption.outline_color=font_outline_color
self.caption.outline=font_outline_width
self.main_button.children.append(self.caption)
def unpress(self):
"""Helper func for when graphics changes or glitches make the button stuck down"""
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
def do_click(self, x, y, mousebtn, event):
if event == "start":
self.main_button.x, self.main_button.y = (0, 0)
elif event == "end":
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
result = self.click(self, (x, y, mousebtn, event))
if result: # return True from event function to instantly un-pop
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
@property
def text(self):
return self.caption.text
@text.setter
def text(self, value):
self.caption.text = value
@property
def sprite_number(self):
return self.icon.sprite_number
@sprite_number.setter
def sprite_number(self, value):
self.icon.sprite_number = value
class MainMenu:
def __init__(self):
mcrfpy.createScene("menu")
self.ui = mcrfpy.sceneUI("menu")
mcrfpy.setScene("menu")
self.crypt = None
components = []
# demo grid
self.demo = cl.Level(20, 20)
self.grid = self.demo.grid
self.grid.zoom = 1.75
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
coords = self.demo.generate(
[("boulder", "boulder", "rat", "cyclops", "boulder"), ("spawn"), ("rat", "big rat"), ("button", "boulder", "exit")]
)
self.entities = []
self.add_entity = lambda e: self.entities.append(e)
#self.create_level = lambda *args: None
buttons = []
#self.depth = 20
for k, v in sorted(coords, key=lambda i: i[0]): # "button" before "exit"; "button", "button", "door", "exit" -> alphabetical is correct sequence
if k == "spawn":
self.player = ce.PlayerEntity(game=self)
self.player.draw_pos = v
#if self.player:
# self.add_entity(self.player)
# #self.player.draw_pos = v
# self.spawn_point = v
elif k == "boulder":
ce.BoulderEntity(v[0], v[1], game=self)
elif k == "treasure":
ce.TreasureEntity(v[0], v[1], treasure_table = {}, game=self)
elif k == "button":
buttons.append(v)
elif k == "exit":
btn = buttons.pop(0)
ce.ExitEntity(v[0], v[1], btn[0], btn[1], game=self)
elif k == "rat":
ce.EnemyEntity(*v, game=self)
elif k == "big rat":
ce.EnemyEntity(*v, game=self, base_damage=2, hp=4, sprite=124)
elif k == "cyclops":
ce.EnemyEntity(*v, game=self, base_damage=3, hp=8, sprite=109, base_defense=2, can_push=True, move_cooldown=0)
#self.demo = cl.Level(20, 20)
#self.create_level(self.depth)
for e in self.entities:
self.grid.entities.append(e._entity)
def just_wiggle(*args):
try:
self.player.try_move(*random.choice(((1, 0),(-1, 0),(0, 1),(0, -1))))
for e in self.entities:
e.act()
except:
pass
mcrfpy.setTimer("demo_motion", just_wiggle, 100)
components.append(
self.demo.grid
)
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# title text
drop_shadow = mcrfpy.Caption(text="Crypt Of Sokoban", pos=(150, 10), font=font, fill_color=(96, 96, 96), outline_color=(192, 0, 0))
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drop_shadow.outline = 3
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
drop_shadow.font_size = 64
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components.append(
drop_shadow
)
title_txt = mcrfpy.Caption(text="Crypt Of Sokoban", pos=(158, 18), font=font, fill_color=(255, 255, 255))
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
title_txt.font_size = 64
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components.append(
title_txt
)
# toast: text over the demo grid that fades out on a timer
self.toast = mcrfpy.Caption(text="", pos=(150, 400), font=font, fill_color=(0, 0, 0))
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
self.toast.font_size = 28
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self.toast.outline = 2
self.toast.outline_color = (255, 255, 255)
self.toast_event = None
components.append(self.toast)
# button - PLAY
#playbtn = mcrfpy.Frame(284, 548, 456, 120, fill_color =
play_btn = SweetButton(self.ui, (20, 248), "PLAY", box_width=200, box_height=110, icon=1, icon_scale=2.0, click=self.play)
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components.append(play_btn.base_frame)
# button - config menu pane
#self.config = lambda self, sweet_btn, *args: print(f"boop, sweet button {sweet_btn} config {args}")
config_btn = SweetButton(self.ui, (10, 678), "Settings", icon=2, click=self.show_config)
components.append(config_btn.base_frame)
# button - insta-1080p scaling
scale_btn = SweetButton(self.ui, (10+256, 678), "Scale up\nto 1080p", icon=15, click=self.scale)
self.scaled = False
components.append(scale_btn.base_frame)
# button - music toggle
music_btn = SweetButton(self.ui, (10+256*2, 678), "Music\nON", icon=12, click=self.music_toggle)
resources.music_enabled = True
resources.music_volume = 40
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components.append(music_btn.base_frame)
# button - sfx toggle
sfx_btn = SweetButton(self.ui, (10+256*3, 678), "SFX\nON", icon=0, click=self.sfx_toggle)
resources.sfx_enabled = True
resources.sfx_volume = 40
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components.append(sfx_btn.base_frame)
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[self.ui.append(e) for e in components]
def toast_say(self, txt, delay=10):
"kick off a toast event"
if self.toast_event is not None:
mcrfpy.delTimer("toast_timer")
self.toast.text = txt
self.toast_event = 350
self.toast.fill_color = (255, 255, 255, 255)
self.toast.outline = 2
self.toast.outline_color = (0, 0, 0, 255)
mcrfpy.setTimer("toast_timer", self.toast_callback, 100)
def toast_callback(self, *args):
"fade out the toast text"
self.toast_event -= 5
if self.toast_event < 0:
self.toast_event = None
mcrfpy.delTimer("toast_timer")
mcrfpy.text = ""
return
a = min(self.toast_event, 255)
self.toast.fill_color = (255, 255, 255, a)
self.toast.outline_color = (0, 0, 0, a)
def show_config(self, sweet_btn, args):
self.toast_say("Beep, Boop! Configurations will go here.")
def play(self, sweet_btn, args):
#if args[3] == "start": return # DRAMATIC on release action!
if args[3] == "end": return
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
mcrfpy.delTimer("demo_motion") # Clean up the demo timer
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self.crypt = Crypt()
#mcrfpy.setScene("play")
self.crypt.start()
def scale(self, sweet_btn, args, window_scale=None):
if args[3] == "end": return
if not window_scale:
self.scaled = not self.scaled
window_scale = 1.3
else:
self.scaled = True
sweet_btn.unpress()
if self.scaled:
self.toast_say("Windowed mode only, sorry!\nCheck Settings for for fine-tuned controls.")
mcrfpy.setScale(window_scale)
sweet_btn.text = "Scale down\n to 1.0x"
else:
mcrfpy.setScale(1.0)
sweet_btn.text = "Scale up\nto 1080p"
def music_toggle(self, sweet_btn, args):
if args[3] == "end": return
resources.music_enabled = not resources.music_enabled
print(f"music: {resources.music_enabled}")
if resources.music_enabled:
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mcrfpy.setMusicVolume(self.music_volume)
sweet_btn.text = "Music is ON"
sweet_btn.sprite_number = 12
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setMusicVolume(0)
sweet_btn.text = "Music is OFF"
sweet_btn.sprite_number = 17
def sfx_toggle(self, sweet_btn, args):
if args[3] == "end": return
resources.sfx_enabled = not resources.sfx_enabled
#print(f"sfx: {resources.sfx_enabled}")
if resources.sfx_enabled:
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mcrfpy.setSoundVolume(self.sfx_volume)
sweet_btn.text = "SFX are ON"
sweet_btn.sprite_number = 0
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setSoundVolume(0)
sweet_btn.text = "SFX are OFF"
sweet_btn.sprite_number = 17
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mainmenu = MainMenu()