Add 14-part tutorial Python files (extracted, tested)
Tutorial scripts extracted from documentation, with fixes: - Asset filename: kenney_roguelike.png → kenney_tinydungeon.png - Entity keyword: pos= → grid_pos= (tile coordinates) - Frame.size property → Frame.resize() method - Removed sprite_color (deferred to shader support) All 14 parts pass smoke testing (import + 2-frame run). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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363
docs/tutorials/part_04_fov/part_04_fov.py
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363
docs/tutorials/part_04_fov/part_04_fov.py
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"""McRogueFace - Part 4: Field of View
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Documentation: https://mcrogueface.github.io/tutorial/part_04_fov
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Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_04_fov/part_04_fov.py
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This code is extracted from the McRogueFace documentation and can be
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run directly with: ./mcrogueface path/to/this/file.py
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"""
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import mcrfpy
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import random
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# =============================================================================
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# Constants
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# =============================================================================
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# Sprite indices for CP437 tileset
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SPRITE_WALL = 35 # '#' - wall
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SPRITE_FLOOR = 46 # '.' - floor
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SPRITE_PLAYER = 64 # '@' - player
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# Grid dimensions
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GRID_WIDTH = 50
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GRID_HEIGHT = 35
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# Room generation parameters
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ROOM_MIN_SIZE = 6
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ROOM_MAX_SIZE = 12
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MAX_ROOMS = 8
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# FOV settings
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FOV_RADIUS = 8
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# Visibility colors (applied as overlays)
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COLOR_VISIBLE = mcrfpy.Color(0, 0, 0, 0) # Fully transparent - show tile
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COLOR_DISCOVERED = mcrfpy.Color(0, 0, 40, 180) # Dark blue tint - dimmed
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COLOR_UNKNOWN = mcrfpy.Color(0, 0, 0, 255) # Solid black - hidden
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# =============================================================================
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# Room Class (from Part 3)
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# =============================================================================
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class RectangularRoom:
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"""A rectangular room with its position and size."""
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def __init__(self, x: int, y: int, width: int, height: int):
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self.x1 = x
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self.y1 = y
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self.x2 = x + width
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self.y2 = y + height
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@property
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def center(self) -> tuple[int, int]:
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center_x = (self.x1 + self.x2) // 2
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center_y = (self.y1 + self.y2) // 2
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return center_x, center_y
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@property
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def inner(self) -> tuple[slice, slice]:
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return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
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def intersects(self, other: "RectangularRoom") -> bool:
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return (
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self.x1 <= other.x2 and
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self.x2 >= other.x1 and
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self.y1 <= other.y2 and
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self.y2 >= other.y1
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)
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# =============================================================================
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# Exploration Tracking
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# =============================================================================
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# Track which tiles have been discovered (seen at least once)
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explored: list[list[bool]] = []
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def init_explored() -> None:
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"""Initialize the explored array to all False."""
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global explored
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explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
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def mark_explored(x: int, y: int) -> None:
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"""Mark a tile as explored."""
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if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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explored[y][x] = True
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def is_explored(x: int, y: int) -> bool:
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"""Check if a tile has been explored."""
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if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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return explored[y][x]
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return False
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# =============================================================================
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# Dungeon Generation (from Part 3, with transparent property)
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# =============================================================================
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def fill_with_walls(grid: mcrfpy.Grid) -> None:
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"""Fill the entire grid with wall tiles."""
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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cell = grid.at(x, y)
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cell.tilesprite = SPRITE_WALL
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cell.walkable = False
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cell.transparent = False # Walls block line of sight
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def carve_room(grid: mcrfpy.Grid, room: RectangularRoom) -> None:
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"""Carve out a room by setting its inner tiles to floor."""
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inner_x, inner_y = room.inner
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for y in range(inner_y.start, inner_y.stop):
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for x in range(inner_x.start, inner_x.stop):
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if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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cell = grid.at(x, y)
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cell.tilesprite = SPRITE_FLOOR
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cell.walkable = True
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cell.transparent = True # Floors allow line of sight
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def carve_tunnel_horizontal(grid: mcrfpy.Grid, x1: int, x2: int, y: int) -> None:
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"""Carve a horizontal tunnel."""
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for x in range(min(x1, x2), max(x1, x2) + 1):
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if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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cell = grid.at(x, y)
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cell.tilesprite = SPRITE_FLOOR
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cell.walkable = True
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cell.transparent = True
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def carve_tunnel_vertical(grid: mcrfpy.Grid, y1: int, y2: int, x: int) -> None:
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"""Carve a vertical tunnel."""
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for y in range(min(y1, y2), max(y1, y2) + 1):
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if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
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cell = grid.at(x, y)
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cell.tilesprite = SPRITE_FLOOR
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cell.walkable = True
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cell.transparent = True
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def carve_l_tunnel(
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grid: mcrfpy.Grid,
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start: tuple[int, int],
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end: tuple[int, int]
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) -> None:
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"""Carve an L-shaped tunnel between two points."""
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x1, y1 = start
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x2, y2 = end
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if random.random() < 0.5:
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carve_tunnel_horizontal(grid, x1, x2, y1)
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carve_tunnel_vertical(grid, y1, y2, x2)
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else:
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carve_tunnel_vertical(grid, y1, y2, x1)
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carve_tunnel_horizontal(grid, x1, x2, y2)
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def generate_dungeon(grid: mcrfpy.Grid) -> tuple[int, int]:
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"""Generate a dungeon with rooms and tunnels."""
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fill_with_walls(grid)
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init_explored() # Reset exploration when generating new dungeon
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rooms: list[RectangularRoom] = []
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for _ in range(MAX_ROOMS):
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room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
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room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
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x = random.randint(1, GRID_WIDTH - room_width - 2)
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y = random.randint(1, GRID_HEIGHT - room_height - 2)
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new_room = RectangularRoom(x, y, room_width, room_height)
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overlaps = False
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for other_room in rooms:
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if new_room.intersects(other_room):
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overlaps = True
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break
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if overlaps:
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continue
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carve_room(grid, new_room)
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if rooms:
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carve_l_tunnel(grid, new_room.center, rooms[-1].center)
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rooms.append(new_room)
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if rooms:
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return rooms[0].center
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return GRID_WIDTH // 2, GRID_HEIGHT // 2
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# =============================================================================
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# Field of View
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# =============================================================================
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def update_fov(grid: mcrfpy.Grid, fov_layer, player_x: int, player_y: int) -> None:
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"""Update the field of view visualization.
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Args:
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grid: The game grid
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fov_layer: The ColorLayer for FOV visualization
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player_x: Player's X position
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player_y: Player's Y position
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"""
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# Compute FOV from player position
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grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
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# Update each tile's visibility
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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if grid.is_in_fov(x, y):
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# Currently visible - mark as explored and show clearly
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mark_explored(x, y)
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fov_layer.set(x, y, COLOR_VISIBLE)
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elif is_explored(x, y):
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# Previously seen but not currently visible - show dimmed
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fov_layer.set(x, y, COLOR_DISCOVERED)
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else:
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# Never seen - hide completely
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fov_layer.set(x, y, COLOR_UNKNOWN)
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# =============================================================================
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# Collision Detection
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# =============================================================================
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def can_move_to(grid: mcrfpy.Grid, x: int, y: int) -> bool:
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"""Check if a position is valid for movement."""
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if x < 0 or x >= GRID_WIDTH or y < 0 or y >= GRID_HEIGHT:
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return False
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return grid.at(x, y).walkable
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# =============================================================================
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# Game Setup
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# =============================================================================
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# Create the scene
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scene = mcrfpy.Scene("game")
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# Load texture
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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# Create the grid
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grid = mcrfpy.Grid(
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pos=(50, 80),
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size=(800, 560),
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grid_size=(GRID_WIDTH, GRID_HEIGHT),
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texture=texture
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)
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grid.zoom = 1.0
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# Generate the dungeon
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player_start_x, player_start_y = generate_dungeon(grid)
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# Add a color layer for FOV visualization (below entities)
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fov_layer = grid.add_layer("color", z_index=-1)
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# Initialize the FOV layer to all black (unknown)
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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fov_layer.set(x, y, COLOR_UNKNOWN)
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# Create the player
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player = mcrfpy.Entity(
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grid_pos=(player_start_x, player_start_y),
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texture=texture,
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sprite_index=SPRITE_PLAYER
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)
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grid.entities.append(player)
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# Calculate initial FOV
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update_fov(grid, fov_layer, player_start_x, player_start_y)
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# Add grid to scene
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scene.children.append(grid)
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# =============================================================================
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# UI Elements
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# =============================================================================
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title = mcrfpy.Caption(
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pos=(50, 15),
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text="Part 4: Field of View"
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)
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title.fill_color = mcrfpy.Color(255, 255, 255)
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title.font_size = 24
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scene.children.append(title)
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instructions = mcrfpy.Caption(
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pos=(50, 50),
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text="WASD/Arrows: Move | R: Regenerate | Escape: Quit"
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)
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instructions.fill_color = mcrfpy.Color(180, 180, 180)
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instructions.font_size = 16
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scene.children.append(instructions)
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pos_display = mcrfpy.Caption(
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pos=(50, 660),
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text=f"Position: ({int(player.x)}, {int(player.y)})"
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)
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pos_display.fill_color = mcrfpy.Color(200, 200, 100)
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pos_display.font_size = 16
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scene.children.append(pos_display)
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fov_display = mcrfpy.Caption(
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pos=(400, 660),
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text=f"FOV Radius: {FOV_RADIUS}"
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)
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fov_display.fill_color = mcrfpy.Color(100, 200, 100)
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fov_display.font_size = 16
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scene.children.append(fov_display)
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# =============================================================================
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# Input Handling
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# =============================================================================
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def regenerate_dungeon() -> None:
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"""Generate a new dungeon and reposition the player."""
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new_x, new_y = generate_dungeon(grid)
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player.x = new_x
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player.y = new_y
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# Reset FOV layer to unknown
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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fov_layer.set(x, y, COLOR_UNKNOWN)
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# Calculate new FOV
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update_fov(grid, fov_layer, new_x, new_y)
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pos_display.text = f"Position: ({new_x}, {new_y})"
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def handle_keys(key: str, action: str) -> None:
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"""Handle keyboard input."""
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if action != "start":
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return
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px, py = int(player.x), int(player.y)
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new_x, new_y = px, py
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if key == "W" or key == "Up":
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new_y -= 1
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elif key == "S" or key == "Down":
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new_y += 1
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elif key == "A" or key == "Left":
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new_x -= 1
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elif key == "D" or key == "Right":
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new_x += 1
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elif key == "R":
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regenerate_dungeon()
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return
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elif key == "Escape":
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mcrfpy.exit()
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return
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else:
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return
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if can_move_to(grid, new_x, new_y):
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player.x = new_x
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player.y = new_y
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pos_display.text = f"Position: ({new_x}, {new_y})"
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# Update FOV after movement
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update_fov(grid, fov_layer, new_x, new_y)
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scene.on_key = handle_keys
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# =============================================================================
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# Start the Game
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# =============================================================================
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scene.activate()
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print("Part 4 loaded! Explore the dungeon - watch the fog of war!")
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