Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup

directories needed:
* build - for cmake output
* deps - stuff needed to compile McRogueface (headers)
	libtcod -> ../modules/libtcod/src/libtcod
	sfml -> ../modules/SFML/include/SFML
	python -> ../modules/cpython/Include
* lib - stuff needed to link McRogueFace (shared objects); also required at runtime
	libtcod -> `../modules/libtcod/buildsys/autotools/.libs/libtcod.so.1.0.24`
	sfml -> `../modules/SFML/build/lib/*`
	python -> `../modules/cpython/libpython3.12.so`; standard lib at ../modules/cpython/build/lib.linux-x86_64-3.12 & ../modules/cpython/Lib

You can get dependencies by:
 - Build from source (i.e. all submodules)
 - Go download them from each project's website
 - install packages from your distro and symlink them to deps/lib directories
This commit is contained in:
John McCardle 2024-02-24 22:47:20 -05:00 committed by John McCardle
commit 07b597d6f2
999 changed files with 6679 additions and 155791 deletions

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#include <SFML/Window/Keyboard.hpp>
class ActionCode
{
public:
enum CodeType { Key = 0, Mousebutton, Mousewheel };
const static int KEY = 4096;
const static int MOUSEBUTTON = 8192;
const static int MOUSEWHEEL = 16384;
const static int WHEEL_NUM = 4;
const static int WHEEL_NEG = 2;
const static int WHEEL_DEL = 1;
static int keycode(sf::Keyboard::Key& k) { return KEY + (int)k; }
static int keycode(sf::Mouse::Button& b) { return MOUSEBUTTON + (int)b; }
//static int keycode(sf::Mouse::Wheel& w, float d) { return MOUSEWHEEL + (((int)w)<<12) + int(d*16) + 512; }
static int keycode(sf::Mouse::Wheel& w, float d) {
int neg = 0;
if (d < 0) { neg = 1; }
return MOUSEWHEEL + (w * WHEEL_NUM) + (neg * WHEEL_NEG) + 1;
}
static int key(int a) { return a & KEY; }
static int mouseButton(int a) { return a & MOUSEBUTTON; }
static bool isMouseWheel(int a) { return a & MOUSEWHEEL; }
//static int wheel(int a) { return a || MOUSEWHEEL >> 12; }
static int wheel(int a) { return (a & WHEEL_NUM) / WHEEL_NUM; }
//static float delta(int a) { return (a || MOUSEWHEEL || 2047) / 16.0f - 512; }
static int delta(int a) {
int factor = 1;
if (a & WHEEL_NEG) factor = -1;
return (a & WHEEL_DEL) * factor;
}
};

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#include "Animation.h"
Animation::Animation(float _d, std::function<void()> _cb, bool _l)
:duration(_d), callback(_cb), loop(_l), elapsed(0.0f) {}
// linear interpolation constructor
template<typename T>
LerpAnimation<T>::LerpAnimation(float _d, T _ev, T _sv, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l),elapsed(0.0f),
startvalue(_sv), endvalue(_ev), write(_w) {}
// discrete values constructor
template<typename T>
DiscreteAnimation<T>::DiscreteAnimation(float _d, std::vector<T> _v, std::function<void()> _cb, std::function<void(T)> _w, bool _l)
:Animation(_d, _cb, _l), //duration(_d), target(_t), callback(_cb), loop(_l), elapsed(0.0f),
index(0), nonelapsed(0.0f), values(_v), write(_w) {
timestep = _d / _v.size();
}
/* // don't call virtual functions (like cancel()) from base class destructor
* // child classes destructors' are called first anyway
Animation::~Animation() {
// deconstructor sets target to desired end state (no partial values)
cancel();
}
*/
template<>
void LerpAnimation<std::string>::lerp() {
//*(std::string*)target = ;
write(endvalue.substr(0, endvalue.length() * (elapsed / duration)));
}
template<>
void LerpAnimation<int>::lerp() {
int delta = endvalue - startvalue;
//*(int*)target = ;
write(startvalue + (elapsed / duration * delta));
}
template<>
void LerpAnimation<float>::lerp() {
int delta = endvalue - startvalue;
//*(float*)target = ;
write(startvalue + (elapsed / duration * delta));
}
template<>
void LerpAnimation<sf::Vector2f>::lerp() {
//std::cout << "sf::Vector2f implementation of lerp." << std::endl;
int delta_x = endvalue.x - startvalue.x;
int delta_y = endvalue.y - startvalue.y;
//std::cout << "Start: " << startvalue.x << ", " << startvalue.y << "; End: " << endvalue.x << ", " << endvalue.y << std::endl;
//std::cout << "Delta: " << delta_x << ", " << delta_y << std::endl;
//((sf::Vector2f*)target)->x = startvalue.x + (elapsed / duration * delta_x);
//((sf::Vector2f*)target)->y = startvalue.y + (elapsed / duration * delta_y);
write(sf::Vector2f(startvalue.x + (elapsed / duration * delta_x),
startvalue.y + (elapsed / duration * delta_y)));
}
template<>
void LerpAnimation<sf::Vector2i>::lerp() {
int delta_x = endvalue.x - startvalue.y;
int delta_y = endvalue.y - startvalue.y;
//((sf::Vector2i*)target)->x = startvalue.x + (elapsed / duration * delta_x);
//((sf::Vector2i*)target)->y = startvalue.y + (elapsed / duration * delta_y);
write(sf::Vector2i(startvalue.x + (elapsed / duration * delta_x),
startvalue.y + (elapsed / duration * delta_y)));
}
template<typename T>
void LerpAnimation<T>::step(float delta) {
if (complete) return;
elapsed += delta;
//std::cout << "LerpAnimation step function. Elapsed: " << elapsed <<std::endl;
lerp();
if (isDone()) { callback(); complete = true; cancel(); }; //use the exact value, not my math
}
template<typename T>
void DiscreteAnimation<T>::step(float delta)
{
if (complete) return;
nonelapsed += delta;
//std::cout << "Nonelapsed: " << nonelapsed << " elapsed (pre-add): " << elapsed << " timestep: " << timestep << " duration: " << duration << " index: " << index << std::endl;
if (nonelapsed < timestep) return;
//std::cout << "values size: " << values.size() << " isDone(): " << isDone() << std::endl;
if (elapsed > duration && !complete) {callback(); complete = true; return; }
elapsed += nonelapsed; // or should it be += timestep?
if (index == values.size() - 1) return;
nonelapsed = 0; // or should it -= timestep?
index++;
//*(T*)target = values[index];
write(values[index]);
}
template<typename T>
void LerpAnimation<T>::cancel() {
//*(T*)target = endvalue;
write(endvalue);
}
template<typename T>
void DiscreteAnimation<T>::cancel() {
//*(T*)target = values[values.size() - 1];
write(values[values.size() - 1]);
}
bool Animation::isDone() {
return elapsed + Animation::EPSILON >= duration;
}
namespace animation_template_implementations {
// instantiate to compile concrete templates
//LerpAnimation<sf::Vector2f> implement_vector2f;
auto implement_v2f_const = LerpAnimation<sf::Vector2<float>>(4.0, sf::Vector2<float>(), sf::Vector2f(1,1), [](){}, [](sf::Vector2f v){}, false);
auto implement_disc_i = DiscreteAnimation<int>(3.0, std::vector<int>{0},[](){},[](int){},false);
//LerpAnimation<sf::Vector2i> implement_vector2i;
//LerpAnimation<int> implment_int;
//LerpAnimation<std::string> implment_string;
//LerpAnimation<float> implement_float;
//DiscreteAnimation<int> implement_int_discrete;
}

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#pragma once
#include "Common.h"
#include <functional>
class Animation
{
protected:
static constexpr float EPSILON = 0.05;
float duration, elapsed;
std::function<void()> callback;
bool loop;
bool complete=false;
public:
//Animation(float, T, T*, std::function<void()>, bool); // lerp
//Animation(float, std::vector<T>, T*, std::function<void()>, bool); // discrete
Animation(float, std::function<void()>, bool);
//Animation() {};
virtual void step(float) = 0;
virtual void cancel() = 0;
bool isDone();
};
template<typename T>
class LerpAnimation: public Animation
{
T startvalue, endvalue;
std::function<void(T)> write;
void lerp();
public:
~LerpAnimation() { cancel(); }
LerpAnimation(float, T, T, std::function<void()>, std::function<void(T)>, bool);
//LerpAnimation() {};
void step(float) override final;
void cancel() override final;
};
template<typename T>
class DiscreteAnimation: public Animation
{
std::vector<T> values;
std::function<void(T)> write;
float nonelapsed, timestep;
int index;
public:
DiscreteAnimation(float, std::vector<T>, std::function<void()>, std::function<void(T)>, bool);
DiscreteAnimation() {};
~DiscreteAnimation() { cancel(); }
void step(float) override final;
void cancel() override final;
};

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#include "Button.h"
void Button::render(sf::RenderWindow & window)
{
window.draw(rect);
window.draw(caption);
}
Button::Button(int x, int y, int w, int h,
sf::Color _background, sf::Color _textcolor,
const char * _caption, sf::Font & font,
const char * _action)
{
rect.setPosition(sf::Vector2f(x, y));
rect.setSize(sf::Vector2f(w, h));
rect.setFillColor(_background);
caption.setFillColor(_textcolor);
caption.setPosition(sf::Vector2f(x, y));
caption.setString(_caption);
caption.setFont(font);
action = _action;
}

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#pragma once
#include "Common.h"
class Button
{
protected:
public:
// TODO / JankMode: setter & getter for these three fields
// were protected, but directly changing them should be...fine?
sf::RectangleShape rect;
sf::Text caption;
std::string action;
Button() {};
Button(int x, int y, int w, int h,
sf::Color _background, sf::Color _textcolor,
const char * _caption, sf::Font & font,
const char * _action);
void setPosition(sf::Vector2f v) { rect.setPosition(v); caption.setPosition(v); }
void setSize(sf::Vector2f & v) { rect.setSize(v); }
void setBackground(sf::Color c) { rect.setFillColor(c); }
void setCaption(std::string & s) { caption.setString(s); }
void setTextColor(sf::Color c) { caption.setFillColor(c); }
void render(sf::RenderWindow & window);
auto contains(sf::Vector2i p) { return rect.getGlobalBounds().contains(p.x, p.y); }
auto contains(sf::Vector2f rel, sf::Vector2i p) {
return rect.getGlobalBounds().contains(p.x - rel.x, p.y - rel.y);
}
auto getAction() { return action; }
private:
};

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# pragma once
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <vector>
#include <iostream>
#include <memory>
#include <fstream>
#include <sstream>
#include <algorithm>
// wstring<->string conversion
#include <locale>
#include <codecvt>
#include <filesystem>

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#pragma once
#include "Common.h"
#include "IndexSprite.h"
#include "Grid.h"
//#include "Item.h"
#include "Python.h"
#include <list>
class CGrid
{
public:
bool visible;
int x, y;
IndexSprite indexsprite;
Grid* grid;
CGrid(Grid* _g, int _ti, int _si, int _x, int _y, bool _v)
: visible(_v), x(_x), y(_y), grid(_g), indexsprite(_ti, _si, _x, _y, 1.0) {}
};
class CInventory
{
public:
//std::list<std::shared_ptr<Item>>;
int x;
};
class CBehavior
{
public:
PyObject* object;
CBehavior(PyObject* p): object(p) {}
};
/*
class CCombatant
{
public:
int hp;
int maxhp;
}
class CCaster
{
public:
int mp;
int maxmp;
}
class CLevel
{
int constitution; // +HP, resist effects
int strength; // +damage, block/parry
int dexterity; // +speed, dodge
int intelligence; // +MP, spell resist
int wisdom; // +damage, deflect
int luck; // crit, loot
}
*/
/*
class CTransform
{
public:
Vec2 pos = { 0.0, 0.0 };
Vec2 velocity = { 0.0, 0.0 };
float angle = 0;
CTransform(const Vec2 & p, const Vec2 & v, float a)
: pos(p), velocity(v), angle(a) {}
};
*/
/*
class CShape
{
public:
sf::CircleShape circle;
CShape(float radius, int points, const sf::Color & fill, const sf::Color & outline, float thickness)
: circle(radius, points)
{
circle.setFillColor(fill);
circle.setOutlineColor(outline);
circle.setOutlineThickness(thickness);
circle.setOrigin(radius, radius);
}
};
class CCollision
{
public:
float radius = 0;
CCollision(float r)
: radius(r) {}
};
class CScore
{
public:
int score = 0;
CScore(int s)
: score(s) {}
};
class CLifespan
{
public:
int remaining = 0;
int total = 0;
CLifespan(int t)
: remaining(t), total(t) {}
};
class CInput
{
public:
bool up = false;
bool left = false;
bool right = false;
bool down = false;
bool fire = false;
CInput() {}
};
class CSteer
{
public:
sf::Vector2f position;
sf::Vector2f velocity;
float v_max;
float dv_max;
float theta_max;
float dtheta_max;
};
*/

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#include "Entity.h"
Entity::Entity(const size_t i, const std::string & t)
: m_id(i), m_tag(t) {}
bool Entity::isActive() const
{
return m_active;
}
const std::string & Entity::tag() const
{
return m_tag;
}
const size_t Entity::id() const
{
return m_id;
}
void Entity::destroy()
{
m_active = false;
}

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#pragma once
#include "Common.h"
#include "Components.h"
class Entity
{
friend class EntityManager;
bool m_active = true;
size_t m_id = 0;
std::string m_tag = "default";
//constructor and destructor
Entity(const size_t id, const std::string & t);
public:
// component pointers
//std::shared_ptr<CTransform> cTransform;
//std::shared_ptr<CShape> cShape;
//std::shared_ptr<CCollision> cCollision;
//std::shared_ptr<CInput> cInput;
//std::shared_ptr<CScore> cScore;
//std::shared_ptr<CLifespan> cLifespan;
std::shared_ptr<CGrid> cGrid;
std::shared_ptr<CInventory> cInventory;
std::shared_ptr<CBehavior> cBehavior;
//private member access functions
bool isActive() const;
const std::string & tag() const;
const size_t id() const;
void destroy();
};

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#include "EntityManager.h"
EntityManager::EntityManager()
:m_totalEntities(0) {}
void EntityManager::update()
{
//TODO: add entities from m_entitiesToAdd to all vector / tag map
removeDeadEntities(m_entities);
// C++17 way of iterating!
for (auto& [tag, entityVec] : m_entityMap)
{
removeDeadEntities(entityVec);
}
for (auto& e : m_entitiesToAdd)
{
m_entities.push_back(e);
m_entityMap[e->tag()].push_back(e);
}
//if (m_entitiesToAdd.size())
// m_entitiesToAdd.erase(m_entitiesToAdd.begin(), m_entitiesToAdd.end());
m_entitiesToAdd = EntityVec();
}
void EntityManager::removeDeadEntities(EntityVec & vec)
{
EntityVec survivors; // New vector
for (auto& e : m_entities){
if (e->isActive()) survivors.push_back(e); // populate new vector
else if (e->cGrid) { // erase vector from grid
for( auto it = e->cGrid->grid->entities.begin(); it != e->cGrid->grid->entities.end(); it++){
if( *it == e ){
e->cGrid->grid->entities.erase( it );
break;
}
}
}
}
//std::cout << "All entities: " << m_entities.size() << " Survivors: " << survivors.size() << std::endl;
m_entities = survivors; // point to new vector
for (auto& [tag, entityVec] : m_entityMap)
{
EntityVec tag_survivors; // New vector
for (auto& e : m_entityMap[tag])
{
if (e->isActive()) tag_survivors.push_back(e); // populate new vector
}
m_entityMap[tag] = tag_survivors; // point to new vector
//std::cout << tag << " entities: " << m_entityMap[tag].size() << " Survivors: " << tag_survivors.size() << std::endl;
}
}
std::shared_ptr<Entity> EntityManager::addEntity(const std::string & tag)
{
// create the entity shared pointer
auto entity = std::shared_ptr<Entity>(new Entity(m_totalEntities++, tag));
m_entitiesToAdd.push_back(entity);
return entity;
}
const EntityVec & EntityManager::getEntities()
{
return m_entities;
}
const EntityVec & EntityManager::getEntities(const std::string & tag)
{
return m_entityMap[tag];
}

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#pragma once
#include "Common.h"
#include "Entity.h"
typedef std::vector<std::shared_ptr<Entity>> EntityVec;
typedef std::map<std::string, EntityVec> EntityMap;
class EntityManager
{
EntityVec m_entities;
EntityVec m_entitiesToAdd;
EntityMap m_entityMap;
size_t m_totalEntities;
void removeDeadEntities(EntityVec & vec);
public:
EntityManager();
void update();
std::shared_ptr<Entity> addEntity(const std::string & tag);
const EntityVec & getEntities();
const EntityVec & getEntities(const std::string & tag);
};

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#include "GameEngine.h"
#include "MenuScene.h"
//#include "UITestScene.h"
#include "ActionCode.h"
#include "McRFPy_API.h"
#include "PythonScene.h"
#include "UITestScene.h"
#include "Resources.h"
GameEngine::GameEngine()
{
Resources::font.loadFromFile("./assets/JetbrainsMono.ttf");
Resources::game = this;
window_title = "McRogueFace - r/RoguelikeDev Tutorial Run";
window.create(sf::VideoMode(1024, 768), window_title);
visible = window.getDefaultView();
window.setFramerateLimit(30);
scene = "uitest";
//std::cout << "Constructing MenuScene" << std::endl;
scenes["menu"] = new MenuScene(this);
scenes["uitest"] = new UITestScene(this);
//std::cout << "Constructed MenuScene" <<std::endl;
//scenes["play"] = new UITestScene(this);
//api = new McRFPy_API(this);
McRFPy_API::game = this;
McRFPy_API::api_init();
McRFPy_API::executePyString("import mcrfpy");
//McRFPy_API::executePyString("from UIMenu import *");
//McRFPy_API::executePyString("from Grid import *");
//scenes["py"] = new PythonScene(this, "TestScene");
IndexSprite::game = this;
clock.restart();
}
Scene* GameEngine::currentScene() { return scenes[scene]; }
void GameEngine::changeScene(std::string s) { std::cout << "Current scene is now '" << s << "'\n"; scene = s; }
void GameEngine::quit() { running = false; }
void GameEngine::setPause(bool p) { paused = p; }
sf::Font & GameEngine::getFont() { /*return font; */ return Resources::font; }
sf::RenderWindow & GameEngine::getWindow() { return window; }
void GameEngine::run()
{
float fps = 0.0;
clock.restart();
while (running)
{
currentScene()->update();
sUserInput();
if (!paused)
{
}
currentScene()->sRender();
currentFrame++;
frameTime = clock.restart().asSeconds();
fps = 1 / frameTime;
window.setTitle(window_title + " " + std::to_string(fps) + " FPS");
}
}
void GameEngine::sUserInput()
{
sf::Event event;
while (window.pollEvent(event))
{
std::string actionType;
int actionCode = 0;
if (event.type == sf::Event::Closed) { running = false; continue; }
else if (event.type == sf::Event::Resized) {
sf::FloatRect area(0.f, 0.f, event.size.width, event.size.height);
visible = sf::View(area);
window.setView(visible);
//std::cout << "Visible area set to (0, 0, " << event.size.width << ", " << event.size.height <<")"<<std::endl;
actionType = "resize";
}
else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseWheelScrolled) actionType = "start";
else if (event.type == sf::Event::KeyReleased || event.type == sf::Event::MouseButtonReleased) actionType = "end";
if (event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::MouseButtonReleased)
actionCode = ActionCode::keycode(event.mouseButton.button);
else if (event.type == sf::Event::KeyPressed || event.type == sf::Event::KeyReleased)
actionCode = ActionCode::keycode(event.key.code);
else if (event.type == sf::Event::MouseWheelScrolled)
{
// //sf::Mouse::Wheel w = event.MouseWheelScrollEvent.wheel;
if (event.mouseWheelScroll.wheel == sf::Mouse::VerticalWheel)
{
int delta = 1;
if (event.mouseWheelScroll.delta < 0) delta = -1;
actionCode = ActionCode::keycode(event.mouseWheelScroll.wheel, delta );
/*
std::cout << "[GameEngine] Generated MouseWheel code w(" << (int)event.mouseWheelScroll.wheel << ") d(" << event.mouseWheelScroll.delta << ") D(" << delta << ") = " << actionCode << std::endl;
std::cout << " test decode: isMouseWheel=" << ActionCode::isMouseWheel(actionCode) << ", wheel=" << ActionCode::wheel(actionCode) << ", delta=" << ActionCode::delta(actionCode) << std::endl;
std::cout << " math test: actionCode && WHEEL_NEG -> " << (actionCode && ActionCode::WHEEL_NEG) << "; actionCode && WHEEL_DEL -> " << (actionCode && ActionCode::WHEEL_DEL) << ";" << std::endl;
*/
}
// float d = event.MouseWheelScrollEvent.delta;
// actionCode = ActionCode::keycode(0, d);
}
else
continue;
//std::cout << "Event produced action code " << actionCode << ": " << actionType << std::endl;
if (currentScene()->hasAction(actionCode))
{
std::string name = currentScene()->action(actionCode);
currentScene()->doAction(name, actionType);
}
else
{
//std::cout << "[GameEngine] Action not registered for input: " << actionCode << ": " << actionType << std::endl;
}
}
}
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> GameEngine::scene_ui(std::string target)
{
/*
// facts about maps
// You just can't do this during scenes["new_menu"] being assigned.
std::cout << "Current scene is: " << scene << ". Searching for: " << target << ".\n";
std::cout << "scenes.size(): " << scenes.size() << std::endl;
std::cout << "scenes.count(target): " << scenes.count(target) << std::endl;
std::cout << "scenes.find(target): " << std::distance(scenes.begin(), scenes.find(target)) << std::endl;
std::cout << "iterators: " << std::distance(scenes.begin(), scenes.begin()) << " " <<
std::distance(scenes.begin(), scenes.end()) << std::endl;
std::cout << "scenes.contains(target): " << scenes.contains(target) << std::endl;
std::cout << "scenes[target]: " << (long)(scenes[target]) << std::endl;
*/
if (scenes.count(target) == 0) return NULL;
return scenes[target]->ui_elements;
}

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#pragma once
#include "Common.h"
#include "Entity.h"
#include "EntityManager.h"
#include "Scene.h"
#include "McRFPy_API.h"
#include "IndexTexture.h"
class GameEngine
{
sf::RenderWindow window;
sf::Font font;
std::string scene;
std::map<std::string, Scene*> scenes;
bool running = true;
bool paused = false;
int currentFrame = 0;
sf::View visible;
sf::Clock clock;
float frameTime;
std::string window_title;
public:
GameEngine();
Scene* currentScene();
void changeScene(std::string);
void quit();
void setPause(bool);
sf::Font & getFont();
sf::RenderWindow & getWindow();
void run();
void sUserInput();
int getFrame() { return currentFrame; }
float getFrameTime() { return frameTime; }
sf::View getView() { return visible; }
// global textures for scripts to access
std::vector<IndexTexture> textures;
// global audio storage
std::vector<sf::SoundBuffer> sfxbuffers;
sf::Music music;
sf::Sound sfx;
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> scene_ui(std::string scene);
};

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#include "Grid.h"
#include <cmath>
#include "Entity.h"
GridPoint::GridPoint():
color(0, 0, 0, 0), walkable(false), tilesprite(-1), transparent(false), visible(false), discovered(false), color_overlay(0,0,0,255), tile_overlay(-1), uisprite(-1)
{};
void Grid::setSprite(int ti)
{
int tx = ti % texture_width, ty = ti / texture_width;
sprite.setTextureRect(sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size));
}
Grid::Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h):
grid_size(gs),
grid_x(gx), grid_y(gy),
zoom(1.0f), center_x((gx/2) * gs), center_y((gy/2) * gs),
texture_width(12), texture_height(11), visible(false)
{
//grid_size = gs;
//zoom = 1.0f;
//grid_x = gx;
//grid_y = gy;
tcodmap = new TCODMap(gx, gy);
points.resize(gx*gy);
box.setSize(sf::Vector2f(_w, _h));
box.setPosition(sf::Vector2f(_x, _y));
box.setFillColor(sf::Color(0,0,0,0));
renderTexture.create(_w, _h);
texture.loadFromFile("./assets/kenney_tinydungeon.png");
texture.setSmooth(false);
sprite.setTexture(texture);
//output.setSize(box.getSize());
output.setTextureRect(
sf::IntRect(0, 0,
box.getSize().x, box.getSize().y));
output.setPosition(box.getPosition());
// textures are upside-down inside renderTexture
output.setTexture(renderTexture.getTexture());
// Show one texture at a time
sprite.setTexture(texture);
}
void Grid::refreshTCODmap() {
//int total = 0, walkable = 0, transparent = 0;
for (int x = 0; x < grid_x; x++) {
for (int y = 0; y < grid_y; y++) {
auto p = at(x, y);
//total++; if (p.walkable) walkable++; if (p.transparent) transparent++;
tcodmap->setProperties(x, y, p.transparent, p.walkable);
}
}
//std::cout << "Map refreshed: " << total << " squares, " << walkable << "walkable, " << transparent << " transparent" << std::endl;
}
void Grid::refreshTCODsight(int x, int y) {
tcodmap->computeFov(x,y, 0, true, FOV_PERMISSIVE_8);
for (int x = 0; x < grid_x; x++) {
for (int y = 0; y < grid_y; y++) {
auto& p = at(x, y);
if (p.visible && !tcodmap->isInFov(x, y)) {
p.discovered = true;
p.visible = false;
} else if (!p.visible && tcodmap->isInFov(x,y)) {
p.discovered = true;
p.visible = true;
}
}
}
}
bool Grid::inBounds(int x, int y) {
return (x >= 0 && y >= 0 && x < grid_x && y < grid_y);
}
void Grid::screenToGrid(int sx, int sy, int& gx, int& gy) {
float center_x_sq = center_x / grid_size;
float center_y_sq = center_y / grid_size;
float width_sq = box.getSize().x / (grid_size * zoom);
float height_sq = box.getSize().y / (grid_size * zoom);
float left_edge = center_x_sq - (width_sq / 2.0);
float right_edge = center_x_sq + (width_sq / 2.0);
float top_edge = center_y_sq - (height_sq / 2.0);
float bottom_edge = center_y_sq + (height_sq / 2.0);
float grid_px = zoom * grid_size;
//std::cout << "##############################" <<
// "\nscreen coord: (" << sx << ", " << sy << ")" << std::endl;
sx -= box.getPosition().x;
sy -= box.getPosition().y;
//std::cout << "box coord: (" << sx << ", " << sy << ")" << std::endl;
float mouse_x_sq = sx / grid_px;
float mouse_y_sq = sy / grid_px;
float ans_x = mouse_x_sq + left_edge;
float ans_y = mouse_y_sq + top_edge;
// compare integer method with this (mostly working) one
//int diff_realpixel_x = box.getSize().x / 2.0 - sx;
//int diff_realpixel_y = box.getSize().y / 2.0 - sy;
int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
std::cout << "Float method got ans (" << ans_x << ", " << ans_y << ")"
<< std::endl << "Int method px (" << left_spritepixels + (sx/zoom) << ", " <<
top_spritepixels + (sy/zoom) << ")" << std::endl <<
"Int grid (" << (left_spritepixels + (sx/zoom) ) / grid_size <<
", " << (top_spritepixels + (sy/zoom)) / grid_size << ")" <<
std::endl;
// casting float turns -0.5 to 0; I want any negative coord to be OOB
if (ans_x < 0) ans_x = -1;
if (ans_y < 0) ans_y = -1;
gx = ans_x;
gy = ans_y;
/*
std::cout <<
"C: (" << center_x << ", " << center_y << ")" << std::endl <<
"W: " << width_sq << " H: " << height_sq << std::endl <<
"L: " << left_edge << " T: " << top_edge << std::endl <<
"R: " << right_edge << " B: " << bottom_edge << std::endl <<
"Grid Px: " << grid_px << "( zoom: " << zoom << ")" << std::endl <<
"answer: G(" << ans_x << ", " << ans_y << ")" << std::endl <<
"##############################" <<
std::endl;
*/
}
void Grid::renderPxToGrid(int sx, int sy, int& gx, int& gy) {
// just like screen px coversion, but no offset by grid's position
float center_x_sq = center_x / grid_size;
float center_y_sq = center_y / grid_size;
float width_sq = box.getSize().x / (grid_size * zoom);
float height_sq = box.getSize().y / (grid_size * zoom);
int width_px = box.getSize().x / 2.0;
int height_px = box.getSize().y / 2.0;
float left_edge = center_x_sq - (width_sq / 2.0);
float top_edge = center_y_sq - (height_sq / 2.0);
float grid_px = zoom * grid_size;
float sx_sq = sx / grid_px;
float sy_sq = sy / grid_px;
float ans_x = sx_sq + left_edge;
float ans_y = sy_sq + top_edge;
if (ans_x < 0) ans_x = -1;
if (ans_y < 0) ans_y = -1;
gx = ans_x;
gy = ans_y;
}
void Grid::integerGrid(float fx, float fy, int& gx, int& gy) {
if (fx < 0) fx -= 0.5;
if (fy < 0) fy -= 0.5;
gx = fx;
gy = fy;
}
void Grid::gridToRenderPx(int gx, int gy, int& sx, int& sy) {
// integer grid square (gx, gy) - what pixel (on rendertexture)
// should it's top left corner be at (the sprite's position)
// eff_gridsize = grid_size * zoom
// if center_x = 161, and grid_size is 16, that's 10 + 1/16 sprites
// center_x - (box.getSize().x / 2 / zoom) = left edge (in px)
// gx * eff_gridsize = pixel position without panning
// pixel_gx - left_edge = grid's render position
sx = (gx * grid_size * zoom) - (center_x - (box.getSize().x / 2.0 / zoom));
sy = (gy * grid_size * zoom) - (center_y - (box.getSize().y / 2.0 / zoom));
}
void Grid::render(sf::RenderWindow & window)
{
renderTexture.clear();
//renderTexture.draw(box);
// sprites that are visible according to zoom, center_x, center_y, and box width
float center_x_sq = center_x / grid_size;
float center_y_sq = center_y / grid_size;
float width_sq = box.getSize().x / (grid_size * zoom);
float height_sq = box.getSize().y / (grid_size * zoom);
float left_edge = center_x_sq - (width_sq / 2.0);
//float right_edge = center_x_sq + (width_sq / 2.0);
float top_edge = center_y_sq - (height_sq / 2.0);
//float bottom_edge = center_y_sq + (height_sq / 2.0);
int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
sprite.setScale(sf::Vector2f(zoom, zoom));
sf::RectangleShape r; // for colors and overlays
r.setSize(sf::Vector2f(grid_size * zoom, grid_size * zoom));
r.setOutlineThickness(0);
int x_limit = left_edge + width_sq + 2;
if (x_limit > grid_x) x_limit = grid_x;
int y_limit = top_edge + height_sq + 2;
if (y_limit > grid_y) y_limit = grid_y;
//for (float x = (left_edge >= 0 ? left_edge : 0);
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
x < x_limit; //x < view_width;
x+=1)
{
//for (float y = (top_edge >= 0 ? top_edge : 0);
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
y < y_limit; //y < view_height;
y+=1)
{
// Converting everything to integer pixels to avoid jitter
//auto pixel_pos = sf::Vector2f(
// (x - left_edge) * (zoom * grid_size),
// (y - top_edge) * (zoom * grid_size));
// This failed horribly:
//int gx, gy; integerGrid(x, y, gx, gy);
//int px_x, px_y; gridToRenderPx(gx, gy, px_x, px_y);
//auto pixel_pos = sf::Vector2f(px_x, px_y);
// this draws coherently, but the coordinates
// don't match up with the mouse cursor function
// jitter not eliminated
auto pixel_pos = sf::Vector2f(
(x*grid_size - left_spritepixels) * zoom,
(y*grid_size - top_spritepixels) * zoom );
auto gridpoint = at(std::floor(x), std::floor(y));
sprite.setPosition(pixel_pos);
r.setPosition(pixel_pos);
r.setFillColor(gridpoint.color);
renderTexture.draw(r);
// tilesprite
// if discovered but not visible, set opacity to 90%
// if not discovered... just don't draw it?
if (gridpoint.tilesprite != -1) {
setSprite(gridpoint.tilesprite);
renderTexture.draw(sprite);
}
}
}
for (auto e : entities) {
auto drawent = e->cGrid->indexsprite.drawable();
drawent.setScale(zoom, zoom);
auto pixel_pos = sf::Vector2f(
(drawent.getPosition().x*grid_size - left_spritepixels) * zoom,
(drawent.getPosition().y*grid_size - top_spritepixels) * zoom );
drawent.setPosition(pixel_pos);
renderTexture.draw(drawent);
}
// loop again and draw on top of entities
for (int x = (left_edge - 1 >= 0 ? left_edge - 1 : 0);
x < x_limit; //x < view_width;
x+=1)
{
//for (float y = (top_edge >= 0 ? top_edge : 0);
for (int y = (top_edge - 1 >= 0 ? top_edge - 1 : 0);
y < y_limit; //y < view_height;
y+=1)
{
auto pixel_pos = sf::Vector2f(
(x*grid_size - left_spritepixels) * zoom,
(y*grid_size - top_spritepixels) * zoom );
auto gridpoint = at(std::floor(x), std::floor(y));
sprite.setPosition(pixel_pos);
r.setPosition(pixel_pos);
// visible & discovered layers for testing purposes
if (!gridpoint.discovered) {
r.setFillColor(sf::Color(16, 16, 20, 192)); // 255 opacity for actual blackout
renderTexture.draw(r);
} else if (!gridpoint.visible) {
r.setFillColor(sf::Color(32, 32, 40, 128));
renderTexture.draw(r);
}
// overlay
// uisprite
}
}
// grid lines for testing & validation
/*
sf::Vertex line[] =
{
sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red),
sf::Vertex(box.getSize(), sf::Color::Red),
};
renderTexture.draw(line, 2, sf::Lines);
sf::Vertex lineb[] =
{
sf::Vertex(sf::Vector2f(0, box.getSize().y), sf::Color::Blue),
sf::Vertex(sf::Vector2f(box.getSize().x, 0), sf::Color::Blue),
};
renderTexture.draw(lineb, 2, sf::Lines);
*/
// render to window
renderTexture.display();
window.draw(output);
}
GridPoint& Grid::at(int x, int y)
{
return points[y * grid_x + x];
}

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#pragma once
#include "Common.h"
#include "libtcod.h"
//#include "Entity.h"
class Entity; // forward declare
class GridPoint
{
public:
// Layers: color, walkable, tilesprite, transparent, visible, discovered, overlay, uisprite
sf::Color color;
bool walkable;
int tilesprite;
bool transparent, visible, discovered;
sf::Color color_overlay;
int tile_overlay, uisprite;
GridPoint();
};
class Grid
{
private:
public:
Grid();
sf::RectangleShape box; // view on window
bool visible;
sf::Texture texture;
sf::Sprite sprite, output;
sf::RenderTexture renderTexture;
TCODMap* tcodmap;
void setSprite(int);
const int texture_width, texture_height;
auto contains(sf::Vector2i p) { return box.getGlobalBounds().contains(p.x, p.y); }
Grid(int gx, int gy, int gs, int _x, int _y, int _w, int _h);
int grid_x, grid_y; // rectangle map size (integer - sprites)
int grid_size; // pixel size of 1 sprite
float zoom;
int center_x, center_y; // center in 1.0x Pixels
std::vector<GridPoint> points; // grid visible contents
std::vector<std::shared_ptr<Entity>> entities;
void render(sf::RenderWindow&); // draw to screen
GridPoint& at(int, int);
bool inBounds(int, int);
void screenToGrid(int, int, int&, int&);
void renderPxToGrid(int, int, int&, int&);
void gridToRenderPx(int, int, int&, int&);
void integerGrid(float, float, int&, int&);
void refreshTCODmap();
void refreshTCODsight(int, int);
TCODDijkstra *dijkstra; //= new TCODDijkstra(myMap);
};

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#include "IndexSprite.h"
#include "GameEngine.h"
//int texture_index, sprite_index, x, y;
GameEngine* IndexSprite::game;
sf::Sprite IndexSprite::drawable()
{
sf::Sprite s;
auto& tex = IndexSprite::game->textures[texture_index];
s.setTexture(tex.texture);
s.setScale(sf::Vector2f(scale, scale));
s.setPosition(sf::Vector2f(x, y));
//std::cout << "Drawable position: " << x << ", " << y << " -> " << s.getPosition().x << ", " << s.getPosition().y << std::endl;
s.setTextureRect(tex.spriteCoordinates(sprite_index));
return s;
}
IndexSprite::IndexSprite(int _ti, int _si, float _x, float _y, float _s):
texture_index(_ti), sprite_index(_si), x(_x), y(_y), scale(_s) {
//std::cout << "IndexSprite constructed with x, y " << _x << ", " << _y << std::endl;
//std::cout << " * Stored x, y " << x << ", " << y << std::endl;
}

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#pragma once
#include "Common.h"
class GameEngine; // forward declare
class IndexSprite {
public:
int texture_index, sprite_index;
float x, y;
float scale;
static GameEngine* game;
sf::Sprite drawable();
IndexSprite(int, int, float, float, float);
};

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#include "IndexTexture.h"
sf::IntRect IndexTexture::spriteCoordinates(int index) {
int tx = index % grid_width, ty = index / grid_width;
return sf::IntRect(tx * grid_size, ty * grid_size, grid_size, grid_size);
}
IndexTexture::IndexTexture (sf::Texture t, int gs, int gw, int gh):
grid_size(gs), grid_width(gw), grid_height(gh) {
texture = t;
}

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#pragma once
#include "Common.h"
class GameEngine; // forward declare
class IndexTexture {
public:
sf::Texture texture;
int grid_size, grid_width, grid_height;
static GameEngine* game;
sf::IntRect spriteCoordinates(int);
IndexTexture(sf::Texture, int, int, int);
};

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#pragma once
#include "Common.h"
#include "Entity.h"
//#include "EntityManager.h"
//#include "Scene.h"
//#include "GameEngine.h" // can't - need forward declaration
//#include "ActionCode.h"
#include "Python.h"
#include "UIMenu.h"
#include "Grid.h"
#include "IndexSprite.h"
#include "EntityManager.h"
#include <list>
// implementation required to link templates
#include "Animation.h"
class GameEngine; // forward declared (circular members)
class McRFPy_API
{
private:
static const int texture_size = 16, // w & h (pixels) of one sprite in the tex
texture_width = 12, texture_height = 11, // w & h sprite/frame count
texture_sprite_count = 11 * 12; // t_width * t_height, minus blanks?
// TODO: this is wrong, load resources @ GameEngineSprite sprite;
// sf::Texture texture;
//std::vector<PyMethodDef> mcrfpyMethodsVector;
//static PyObject* PyInit_mcrfpy();
McRFPy_API();
public:
inline static sf::Sprite sprite;
inline static sf::Texture texture;
static void setSpriteTexture(int);
inline static GameEngine* game;
static void api_init();
static void api_shutdown();
// Python API functionality - use mcrfpy.* in scripts
static PyObject* _drawSprite(PyObject*, PyObject*);
static void REPL_device(FILE * fp, const char *filename);
static void REPL();
// Jank mode engage: let the API hold data for Python to hack on
static std::map<std::string, UIMenu*> menus;
static EntityManager entities; // this is also kinda good, entities not on the current grid can still act (like monsters following you through doors??)
static std::map<std::string, Grid*> grids;
static std::list<Animation*> animations;
static std::vector<sf::SoundBuffer> soundbuffers;
static sf::Music music;
static sf::Sound sfx;
static std::shared_ptr<Entity> player;
static std::map<std::string, PyObject*> callbacks;
// Jank Python Method Exposures
static PyObject* _createMenu(PyObject*, PyObject*); // creates a new menu object in McRFPy_API::menus
static PyObject* _listMenus(PyObject*, PyObject*);
static PyObject* _modMenu(PyObject*, PyObject*);
static PyObject* _createCaption(PyObject*, PyObject*); // calls menu.add_caption
static PyObject* _createButton(PyObject*, PyObject*);
static PyObject* _createTexture(PyObject*, PyObject*);
static PyObject* _listTextures(PyObject*, PyObject*);
static PyObject* _createSprite(PyObject*, PyObject*);
// use _listMenus, probably will not implement
//static PyObject* _listCaptions(PyObject*, PyObject*);
//static PyObject* _listButtons(PyObject*, PyObject*);
static PyObject* _createEntity(PyObject*, PyObject*);
//static PyObject* _listEntities(PyObject*, PyObject*);
static PyObject* _createGrid(PyObject*, PyObject*);
static PyObject* _listGrids(PyObject*, PyObject*);
static PyObject* _modGrid(PyObject*, PyObject*);
static PyObject* _createAnimation(PyObject*, PyObject*);
static PyObject* _registerPyAction(PyObject*, PyObject*);
static PyObject* _registerInputAction(PyObject*, PyObject*);
static PyObject* _createSoundBuffer(PyObject*, PyObject*);
static PyObject* _loadMusic(PyObject*, PyObject*);
static PyObject* _setMusicVolume(PyObject*, PyObject*);
static PyObject* _setSoundVolume(PyObject*, PyObject*);
static PyObject* _playSound(PyObject*, PyObject*);
static PyObject* _getMusicVolume(PyObject*, PyObject*);
static PyObject* _getSoundVolume(PyObject*, PyObject*);
// allow all player actions (items, menus, movement, combat)
static PyObject* _unlockPlayerInput(PyObject*, PyObject*);
// disallow player actions (animating enemy actions)
static PyObject* _lockPlayerInput(PyObject*, PyObject*);
// prompt C++/Grid Objects to callback with a target Entity or grid space
static PyObject* _requestGridTarget(PyObject*, PyObject*);
// string for labeling the map
static std::string active_grid;
static PyObject* _activeGrid(PyObject*, PyObject*);
static PyObject* _setActiveGrid(PyObject*, PyObject*);
// string for prompting input
static std::string input_mode;
static PyObject* _inputMode(PyObject*, PyObject*);
// turn cycle
static int turn_number;
static PyObject* _turnNumber(PyObject*, PyObject*);
static PyObject* _refreshFov(PyObject*, PyObject*);
static bool do_camfollow;
static void camFollow();
static PyObject* _camFollow(PyObject*, PyObject*);
static PyObject* _sceneUI(PyObject*, PyObject*);
// accept keyboard input from scene
static sf::Vector2i cursor_position;
static void player_input(int, int);
static void computerTurn();
static void playerTurn();
// Jank Functionality
static UIMenu* createMenu(int posx, int posy, int sizex, int sizey);
static void createCaption(std::string menukey, std::string text, int fontsize, sf::Color textcolor);
static void createButton(std::string menukey, int x, int y, int w, int h, sf::Color bgcolor, sf::Color textcolor, std::string caption, std::string action);
static void createSprite(std::string menukey, int ti, int si, float x, float y, float scale);
static int createTexture(std::string filename, int grid_size, int grid_width, int grid_height);
//static void playSound(const char * filename);
//static void playMusic(const char * filename);
static void doAction(std::string);
// McRFPy_API(GameEngine*);
// API functionality - use from C++ directly
//void spawnEntity(int tex_index, int grid_x, int grid_y, PyObject* script);
static void executeScript(std::string);
static void executePyString(std::string);
};
/*
static PyMethodDef mcrfpyMethods[] = {
{"drawSprite", McRFPy_API::_drawSprite, METH_VARARGS,
"Draw a sprite (index, x, y)"},
{NULL, NULL, 0, NULL}
};
static PyModuleDef mcrfpyModule = {
PyModuleDef_HEAD_INIT, "mcrfpy", NULL, -1, mcrfpyMethods,
NULL, NULL, NULL, NULL
};
// Module initializer fn, passed to PyImport_AppendInittab
PyObject* PyInit_mcrfpy()
{
return PyModule_Create(&mcrfpyModule);
}
*/

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#include "MenuScene.h"
#include "ActionCode.h"
MenuScene::MenuScene(GameEngine* g) : Scene(g)
{
text.setFont(game->getFont());
text.setString("McRogueFace Engine - r/RoguelikeDev Tutorial 2023");
text.setCharacterSize(24);
//std::cout << "MenuScene Initialized. " << game << std::endl;
//std::cout << "Font: " << game->getFont().getInfo().family << std::endl;
text2.setFont(game->getFont());
text2.setString("Press 'Spacebar' to run demo");
text2.setCharacterSize(16);
text2.setPosition(0.0f, 50.0f);
text3.setFont(game->getFont());
text3.setString("use 'W' 'A' 'S' 'D' to move (even when blank; it's a bug)");
text3.setCharacterSize(16);
text3.setPosition(0.0f, 80.0f);
registerAction(ActionCode::KEY + sf::Keyboard::Space, "start_game");
registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
}
void MenuScene::update()
{
//std::cout << "MenuScene update" << std::endl;
}
void MenuScene::doAction(std::string name, std::string type)
{
//std::cout << "MenuScene doAction: " << name << ", " << type << std::endl;
//if (name.compare("start_game") == 0 and type.compare("start") == 0)
if(ACTION("start_game", "start"))
game->changeScene("py");
/*
else if(ACTIONONCE("up"))
game->getWindow().setSize(sf::Vector2u(1280, 800));
else if(ACTIONONCE("down"))
game->getWindow().setSize(sf::Vector2u(1024, 768));
*/
}
void MenuScene::sRender()
{
game->getWindow().clear();
game->getWindow().draw(text);
game->getWindow().draw(text2);
game->getWindow().draw(text3);
game->getWindow().display();
}

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#pragma once
#include "Common.h"
#include "Scene.h"
#include "GameEngine.h"
class MenuScene: public Scene
{
sf::Text text;
sf::Text text2;
sf::Text text3;
public:
MenuScene(GameEngine*);
void update() override final;
void doAction(std::string, std::string) override final;
void sRender() override final;
};

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#include "PythonScene.h"
#include "ActionCode.h"
#include "McRFPy_API.h"
//#include "Animation.h"
PythonScene::PythonScene(GameEngine* g, std::string pymodule)
: Scene(g) {
// mouse events
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "click");
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Right, "rclick");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
// keyboard events
/*
registerAction(ActionCode::KEY + sf::Keyboard::Q, "upleft");
registerAction(ActionCode::KEY + sf::Keyboard::W, "up");
registerAction(ActionCode::KEY + sf::Keyboard::E, "upright");
registerAction(ActionCode::KEY + sf::Keyboard::A, "left");
registerAction(ActionCode::KEY + sf::Keyboard::S, "down");
registerAction(ActionCode::KEY + sf::Keyboard::D, "right");
registerAction(ActionCode::KEY + sf::Keyboard::Z, "downleft");
registerAction(ActionCode::KEY + sf::Keyboard::X, "wait");
registerAction(ActionCode::KEY + sf::Keyboard::C, "downright");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad7, "upleft");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad8, "up");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad9, "upright");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad4, "left");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad5, "wait");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad6, "right");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad1, "downleft");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad2, "down");
registerAction(ActionCode::KEY + sf::Keyboard::Numpad3, "downright");
*/
// window resize
registerAction(0, "event");
dragging = false;
drag_grid = NULL;
// import pymodule and call start()
McRFPy_API::executePyString("import " + pymodule);
McRFPy_API::executePyString(pymodule + ".start()");
}
void PythonScene::animate() {
//std::cout << "Number of animations: " << McRFPy_API::animations.size() << std::endl;
auto frametime = game->getFrameTime();
auto it = McRFPy_API::animations.begin();
while (it != McRFPy_API::animations.end()) {
//std::cout << "Iterating" << std::endl;
(*it)->step(frametime);
//std::cout << "Step complete" << std::endl;
if ((*it)->isDone()) {
//std::cout << "Cleaning up Animation" << std::endl;
auto prev = it;
it++;
McRFPy_API::animations.erase(prev);
} else it++;
}
/* // workin on it
for (auto p : animations) {
if (p.first == "int") {
((Animation<int>)p.second).step(frametime);
} else if (p.first == "string") {
((Animation<std::string>)p.second).step(frametime);
} else if (p.first == "float") {
((Animation<float>)p.second).step(frametime);
} else if (p.first == "vector2f") {
((Animation<sf::Vector2f>)p.second).step(frametime);
} else if (p.first == "vector2i") {
((Animation<sf::Vector2i>)p.second).step(frametime);
} else if (p.first == "color") {
((Animation<int>)p.second).step(frametime); // TODO
} else {
std::cout << "Animation has label " << p.first << "; no type found" << std::endl;
}
}
auto it = animations.begin();
while (it != animations.end()) {
bool done = false;
if (p.first == "int") {
((Animation<int>)p.second).step(frametime);
} else if (p.first == "string") {
if ((Animation<std::string>)p.second).isDone()
delete (Animation<std::string>)p.second
} else if (p.first == "float") {
((Animation<float>)p.second).step(frametime);
} else if (p.first == "vector2f") {
((Animation<sf::Vector2f>)p.second).step(frametime);
} else if (p.first == "vector2i") {
((Animation<sf::Vector2i>)p.second).step(frametime);
} else if (p.first == "color") {
((Animation<int>)p.second).step(frametime); // TODO
if ((*it).second.isDone()) {
animations.erase(it++);
} else { it++; }
}
*/
}
void PythonScene::update() {
// turn cycle: If player's input made the state "computerturnwait", finish
// all animations and then let the NPCs act
if (McRFPy_API::animations.size() == 0 && McRFPy_API::input_mode.compare("computerturnwait") == 0) {
McRFPy_API::input_mode = "computerturn";
}
else if (McRFPy_API::animations.size() == 0 && McRFPy_API::input_mode.compare("computerturnrunning") == 0) {
McRFPy_API::input_mode = "playerturnstart";
}
McRFPy_API::entities.update();
// check if left click is still down & mouse has moved
// continue the drag motion
if (dragging && drag_grid) {
//std::cout << "Compute dragging" << std::endl;
auto mousepos = sf::Mouse::getPosition(game->getWindow());
auto dx = mouseprev.x - mousepos.x,
dy = mouseprev.y - mousepos.y;
if (dx != 0 || dy != 0) { McRFPy_API::do_camfollow = false; }
drag_grid->center_x += (dx / drag_grid->zoom);
drag_grid->center_y += (dy / drag_grid->zoom);
mouseprev = mousepos;
}
animate();
McRFPy_API::camFollow();
if (McRFPy_API::input_mode.compare(std::string("computerturn")) == 0) McRFPy_API::computerTurn();
if (McRFPy_API::input_mode.compare(std::string("playerturnstart")) == 0) McRFPy_API::playerTurn();
}
void PythonScene::doLClick(sf::Vector2i mousepos) {
// UI buttons get first chance
for (auto pair : McRFPy_API::menus) {
if (!pair.second->visible) continue;
for (auto b : pair.second->buttons) {
//std::cout << "Box: " << pair.second->box.getPosition().x << ", "
//<< pair.second->box.getPosition().y << "; Button:" << b.rect.getPosition().x <<
//", " << b.rect.getPosition().y << "; Mouse: " << mousepos.x << ", " <<
//mousepos.y << std::endl;
// JANK: provide the button a relative coordinate.
if (b.contains(pair.second->box.getPosition(), mousepos)) {
McRFPy_API::doAction(b.getAction());
return;
}
}
}
// left clicking a grid to select a square
for (auto pair : McRFPy_API::grids) {
if (!pair.second->visible) continue;
if (pair.second->contains(mousepos)) {
// grid was clicked
return;
}
}
}
void PythonScene::doRClick(sf::Vector2i mousepos) {
// just grids for right click
for (auto pair : McRFPy_API::grids) {
if (!pair.second->visible) continue;
if (pair.second->contains(mousepos)) {
// grid was clicked
return;
}
}
}
void PythonScene::doZoom(sf::Vector2i mousepos, int value) {
// just grids for right click
for (auto pair : McRFPy_API::grids) {
if (!pair.second->visible) continue;
if (pair.second->contains(mousepos)) {
// grid was zoomed
float new_zoom = pair.second->zoom + (value * 0.25);
if (new_zoom >= 0.5 && new_zoom <= 5.0) {
pair.second->zoom = new_zoom;
}
}
}
}
void PythonScene::doAction(std::string name, std::string type) {
auto mousepos = sf::Mouse::getPosition(game->getWindow());
//std::cout << "name: " << name << ", type: " << type << std::endl;
if (ACTIONPY) {
McRFPy_API::doAction(name.substr(0, name.size() - 3));
}
else if (ACTIONONCE("click")) {
// left click start
//std::cout << "LClick started at (" << mousepos.x << ", " << mousepos.y << ")" << std::endl;
dragstart = mousepos;
mouseprev = mousepos;
dragging = true;
// determine the grid that contains the cursor
for (auto pair : McRFPy_API::grids) {
if (!pair.second->visible) continue;
if (pair.second->contains(mousepos)) {
// grid was clicked
drag_grid = pair.second;
}
}
}
else if (ACTIONAFTER("click")) {
// left click end
//std::cout << "LClick ended at (" << mousepos.x << ", " << mousepos.y << ")" << std::endl;
// if click ended without starting a drag event, try lclick?
if (dragstart == mousepos) {
// mouse did not move, do click
//std::cout << "(did not move)" << std::endl;
doLClick(mousepos);
}
dragging = false;
drag_grid = NULL;
}
else if (ACTIONONCE("rclick")) {
// not going to test for right click drag - just rclick
doRClick(mousepos);
}
else if (ACTIONONCE("wheel_up")) {
// try zoom in
doZoom(mousepos, 1);
}
else if (ACTIONONCE("wheel_down")) {
// try zoom out
doZoom(mousepos, -1);
}
else if (ACTIONONCE("up")) { McRFPy_API::player_input(+0, -1); }
else if (ACTIONONCE("upright")) { McRFPy_API::player_input(+1, -1); }
else if (ACTIONONCE("right")) { McRFPy_API::player_input(+1, +0); }
else if (ACTIONONCE("downright")) { McRFPy_API::player_input(+1, +1); }
else if (ACTIONONCE("down")) { McRFPy_API::player_input(+0, +1); }
else if (ACTIONONCE("downleft")) { McRFPy_API::player_input(-1, +1); }
else if (ACTIONONCE("left")) { McRFPy_API::player_input(-1, +0); }
else if (ACTIONONCE("upleft")) { McRFPy_API::player_input(-1, -1); }
else if (ACTIONONCE("wait")) { McRFPy_API::player_input(+0, +0); }
}
bool PythonScene::registerActionInjected(int code, std::string name) {
std::cout << "Registering injected action (PythonScene): " << code << " (" << ActionCode::KEY + code << ")\n";
registerAction(ActionCode::KEY + code, name);
//return false;
return true;
}
bool PythonScene::unregisterActionInjected(int code, std::string name) {
return false;
}
void PythonScene::sRender() {
game->getWindow().clear();
for (auto pair: McRFPy_API::grids) {
if (!pair.second->visible) continue;
pair.second->render(game->getWindow());
}
for (auto pair: McRFPy_API::menus) {
if (!pair.second->visible) continue;
pair.second->render(game->getWindow());
}
game->getWindow().display();
}

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#pragma once
#include "Common.h"
#include "Scene.h"
#include "GameEngine.h"
#include "Grid.h"
//#include "Animation.h"
//#include <list>
class PythonScene: public Scene
{
sf::Vector2i dragstart, mouseprev;
bool dragging;
Grid* drag_grid;
void doLClick(sf::Vector2i);
void doRClick(sf::Vector2i);
void doZoom(sf::Vector2i, int);
//std::list<Animation*> animations;
void animate();
std::map<std::string, bool> actionInjected;
public:
PythonScene(GameEngine*, std::string);
void update() override final;
void doAction(std::string, std::string) override final;
void sRender() override final;
bool registerActionInjected(int, std::string) override;
bool unregisterActionInjected(int, std::string) override;
};

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#include "Resources.h"
#include <list>
#include "UI.h"
// Resources class members memory allocation
sf::Font Resources::font;
GameEngine* Resources::game;

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#pragma once
#include "Common.h"
#include <list>
#include "UI.h"
class GameEngine; // forward declared
class Resources
{
public:
static sf::Font font;
static GameEngine* game;
};

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#include "Scene.h"
#include "UI.h"
//Scene::Scene() { game = 0; std::cout << "WARN: default Scene constructor called. (game = " << game << ")" << std::endl;};
Scene::Scene(GameEngine* g)
{
game = g;
ui_elements = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
}
void Scene::registerAction(int code, std::string name)
{
actions[code] = name;
actionState[name] = false;
}
bool Scene::hasAction(std::string name)
{
for (auto& item : actions)
if (item.second == name) return true;
return false;
}
bool Scene::hasAction(int code)
{
return (actions.find(code) != actions.end());
}
std::string Scene::action(int code)
{
return actions[code];
}
bool Scene::registerActionInjected(int code, std::string name)
{
std::cout << "Inject registered action - default implementation\n";
return false;
}
bool Scene::unregisterActionInjected(int code, std::string name)
{
return false;
}

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#pragma once
// macros for scene input
#define ACTION(X, Y) (name.compare(X) == 0 && type.compare(Y) == 0)
#define ACTIONONCE(X) ((name.compare(X) == 0 && type.compare("start") == 0 && !actionState[name]))
#define ACTIONAFTER(X) ((name.compare(X) == 0 && type.compare("end") == 0))
#define ACTIONPY ((name.size() > 3 && name.compare(name.size() - 3, 3, "_py") == 0))
#include "Common.h"
#include <list>
#include "UI.h"
//#include "GameEngine.h"
class GameEngine; // forward declare
class Scene
{
protected:
bool hasEnded = false;
bool paused = false;
std::map<int, std::string> actions;
std::map<std::string, bool> actionState;
GameEngine* game;
void simulate(int);
void registerAction(int, std::string);
public:
//Scene();
Scene(GameEngine*);
virtual void update() = 0;
virtual void sRender() = 0;
virtual void doAction(std::string, std::string) = 0;
bool hasAction(std::string);
bool hasAction(int);
std::string action(int);
virtual bool registerActionInjected(int, std::string);
virtual bool unregisterActionInjected(int, std::string);
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> ui_elements;
};

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#include "UI.h"
#include "Resources.h"
#include "GameEngine.h"
void UIDrawable::render()
{
//std::cout << "Rendering base UIDrawable\n";
render(sf::Vector2f());
}
UIFrame::UIFrame():
x(0), y(0), w(0), h(0), outline(0)
{
children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
/*
pyOutlineColor = NULL;
pyFillColor = NULL;
_outlineColor = NULL;
_fillColor = NULL;
*/
}
UIFrame::UIFrame(float _x, float _y, float _w, float _h):
x(_x), y(_y), w(_w), h(_h), outline(0)
{
children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
/*
pyOutlineColor = NULL;
pyFillColor = NULL;
_outlineColor = NULL;
_fillColor = NULL;
*/
}
UIFrame::~UIFrame()
{
children.reset();
/*
if (pyOutlineColor) Py_DECREF(pyOutlineColor);
else if (_outlineColor) delete _outlineColor;
if (pyFillColor) Py_DECREF(pyFillColor);
else if (_fillColor) delete _fillColor;
*/
}
/*
sf::Color& fillColor(); // getter
void fillColor(sf::Color c); // C++ setter
void fillColor(PyObject* pyColor); // Python setter
sf::Color& outlineColor(); // getter
void outlineColor(sf::Color c); // C++ setter
void outlineColor(PyObject* pyColor); // Python setter
*/
PyObjectsEnum UIFrame::derived_type()
{
return PyObjectsEnum::UIFRAME;
}
void UIFrame::render(sf::Vector2f offset)
{
//std::cout << "Rendering UIFrame w/ offset " << offset.x << ", " << offset.y << "\n";
//std::cout << "position = " << x << ", " << y << "\n";
box.move(offset);
Resources::game->getWindow().draw(box);
box.move(-offset);
//sf::RectangleShape box = sf::RectangleShape(sf::Vector2f(w,h));
//sf::Vector2f pos = sf::Vector2f(x, y);
//box.setPosition(offset + pos);
//if (_fillColor) { box.setFillColor(fillColor()); }
//if (_outlineColor) { box.setOutlineColor(outlineColor()); }
//box.setOutlineThickness(outline);
//Resources::game->getWindow().draw(box);
for (auto drawable : *children) {
drawable->render(offset + box.getPosition());
}
}
void UICaption::render(sf::Vector2f offset)
{
//std::cout << "Rendering Caption with offset\n";
text.move(offset);
Resources::game->getWindow().draw(text);
text.move(-offset);
}
UISprite::UISprite() {}
UISprite::UISprite(IndexTexture* _itex, int _sprite_index, float x = 0.0, float y = 0.0, float s = 1.0)
: itex(_itex), sprite_index(_sprite_index)
{
sprite.setTexture(_itex->texture);
sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index));
sprite.setPosition(sf::Vector2f(x, y));
sprite.setScale(sf::Vector2f(s, s));
}
UISprite::UISprite(IndexTexture* _itex, int _sprite_index, sf::Vector2f pos, float s = 1.0)
: itex(_itex), sprite_index(_sprite_index)
{
sprite.setTexture(_itex->texture);
sprite.setTextureRect(_itex->spriteCoordinates(_sprite_index));
sprite.setPosition(pos);
sprite.setScale(sf::Vector2f(s, s));
}
//void UISprite::update()
//{
//auto& tex = Resources::game->textures[texture_index];
//sprite.setTexture(tex.texture);
//sprite.setScale(sf::Vector2f(scale, scale));
//sprite.setPosition(sf::Vector2f(x, y));
//std::cout << "Drawable position: " << x << ", " << y << " -> " << s.getPosition().x << ", " << s.getPosition().y << std::endl;
//sprite.setTextureRect(tex.spriteCoordinates(sprite_index));
//}
void UISprite::render(sf::Vector2f offset)
{
sprite.move(offset);
Resources::game->getWindow().draw(sprite);
sprite.move(-offset);
}
void UISprite::setPosition(float x, float y)
{
setPosition(sf::Vector2f(x, y));
}
void UISprite::setPosition(sf::Vector2f pos)
{
sprite.setPosition(pos);
}
void UISprite::setScale(float s)
{
sprite.setScale(sf::Vector2f(s, s));
}
PyObjectsEnum UICaption::derived_type()
{
return PyObjectsEnum::UICAPTION;
}
PyObjectsEnum UISprite::derived_type()
{
return PyObjectsEnum::UISPRITE;
}
PyObject* DEFUNCT_py_instance(std::shared_ptr<UIDrawable> source)
{
// takes a UI drawable, calls its derived_type virtual function, and builds a Python object based on the return value.
using namespace mcrfpydef;
PyObject* newobj = NULL;
std::cout << "py_instance called\n";
switch (source->derived_type())
{
case PyObjectsEnum::UIFRAME:
{
std::cout << "UIFRAME case\n" << std::flush;
PyTypeObject* UIFrameType = &PyUIFrameType;
//std::cout << "tp_alloc\n" << std::flush;
//PyObject* _o = UIFrameType->tp_alloc(UIFrameType, 0);
//std::cout << "reinterpret_cast\n" << std::flush;
//auto o = reinterpret_cast<PyUICollectionObject*>(_o);
//PyUIFrameObject* o = (PyUIFrameObject*)PyObject_New(PyUIFrameObject, UIFrameType);
PyUIFrameObject* o = (PyUIFrameObject*)(UIFrameType->tp_alloc(UIFrameType, 0));
//PyUIFrameObject* o = PyObject_New(PyUIFrameObject, UIFrameType);
/*
// backtracking the problem: instantiate a PyColor of (255, 0, 0) for testing
PyTypeObject* colorType = &PyColorType;
PyObject* pyColor = colorType->tp_alloc(colorType, 0);
if (pyColor == NULL)
{
std::cout << "failure to allocate mcrfpy.Color / PyColorType" << std::endl;
return NULL;
}
PyColorObject* pyColorObj = reinterpret_cast<PyColorObject*>(pyColor);
pyColorObj->data = std::make_shared<sf::Color>();
pyColorObj->data-> r = 255;
return (PyObject*)pyColorObj;
*/
std::cout << "pointer check: " << o << "\n" << std::flush;
if (o)
{
std::cout << "Casting data...\n" << std::flush;
auto p = std::static_pointer_cast<UIFrame>(source);
std::cout << "casted. Assigning...\n" << std::flush;
//o->data = std::make_shared<UIFrame>();
o->data = p;
//std::cout << "assigned.\n" << std::flush;
auto usource = o->data; //(UIFrame*)source.get();
std::cout << "Loaded data into object. " << usource->box.getPosition().x << " " << usource->box.getPosition().y << " " <<
usource->box.getSize().x << " " << usource->box.getSize().y << std::endl;
}
else
{
std::cout << "Allocation failed.\n" << std::flush;
}
newobj = (PyObject*)o;
break;
}
case PyObjectsEnum::UICAPTION:
{
std::cout << "UICAPTION case\n";
PyErr_SetString(PyExc_NotImplementedError, "UICaption class not implemented in Python yet.");
/* not yet implemented
PyUICaptionObject* o = (PyUICaptionObject*)PyUICaptionType.tp_alloc(&PyUICaptionType, 0);
if (o)
o->data = std::static_pointer_cast<UICaption>(source);
*/
break;
}
case PyObjectsEnum::UISPRITE:
{
std::cout << "UISPRITE case\n";
PyErr_SetString(PyExc_NotImplementedError, "UISprite class not implemented in Python yet.");
/*
PyUISpriteObject* o = (PyUISpriteObject*)PyUISpriteType.tp_alloc(&PyUISpriteType, 0);
if (o)
o->data = std::static_pointer_cast<UISprite>(source);
*/
break;
}
default:
return NULL;
break;
}
return newobj;
}

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#include "UIMenu.h"
#include "Common.h"
#include "Resources.h"
UIMenu::UIMenu(sf::Font & _font)
: font(_font)
{
//font = _font;
box.setSize(sf::Vector2f(300, 400));
box.setPosition(sf::Vector2f(300, 250));
box.setFillColor(sf::Color(0,0,255));
}
UIMenu::UIMenu()
: font(Resources::font)
{
box.setSize(sf::Vector2f(300, 400));
box.setPosition(sf::Vector2f(300, 250));
box.setFillColor(sf::Color(0,0,255));
}
void UIMenu::render(sf::RenderWindow & window)
{
window.draw(box);
for (auto& s: sprites) {
auto _s = s.drawable();
//std::cout << "Sprite has values " << s.x << ", " << s.y << std::endl;
//std::cout << "Drawable generated @ " << _s.getPosition().x << ", " << _s.getPosition().y << std::endl;
_s.move(box.getPosition());
//std::cout << "Moved by " << box.getPosition().x << ", " << box.getPosition().y << std::endl;
//std::cout << "Render UIMenu Sprite @ " << _s.getPosition().x << ", " << _s.getPosition().y << std::endl;
window.draw(_s);
}
for (auto& c : captions) {
//auto s = std::string(c.getString());
//std::cout << s << std::flush << std::endl;
c.move(box.getPosition());
window.draw(c);
c.move(-box.getPosition());
}
for (auto& b : buttons) {
//b.render(window);
b.setPosition(box.getPosition() + b.rect.getPosition());
//b.caption.setPosition(box.getPosition() + b.caption.getPosition());
b.render(window);
b.setPosition(b.rect.getPosition() - box.getPosition());
//b.caption.setPosition(b.caption.getPosition() - box.getPosition());
}
}
void UIMenu::refresh()
{
}
void UIMenu::add_caption(const char* text, int tsize, sf::Color color)
{
auto c = sf::Text();
//auto bpos = box.getPosition();
c.setFillColor(color);
c.setPosition(10, next_text);
next_text += 50;
c.setCharacterSize(tsize);
c.setString(text);
c.setFont(font);
captions.push_back(c);
}
void UIMenu::add_button(Button b)
{
b.setPosition(sf::Vector2f(box.getSize().x / 2.0f, next_button));
next_button += 50;
buttons.push_back(b);
}
void UIMenu::add_sprite(IndexSprite s)
{
//std::cout << "Adding sprite to UIMenu x,y " << s.x << ", " << s.y << std::endl;
sprites.push_back(s);
}

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#pragma once
#include "Common.h"
#include "Button.h"
#include "IndexSprite.h"
class UIMenu
{
public:
//UIMenu() {};
sf::Font & font;
UIMenu(sf::Font & _font);
UIMenu();
std::vector<sf::Text> captions;
std::vector<Button> buttons;
std::vector<IndexSprite> sprites;
/* idea: */ //std::vector<UIDrawable> children; // on the UIBox class?
sf::RectangleShape box;
bool visible = false;
int next_text = 10;
int next_button = 10;
void render(sf::RenderWindow & window);
void refresh();
void add_caption(const char* text, int size, sf::Color color);
void add_button(Button b);
void add_sprite(IndexSprite s);
protected:
private:
};

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#include "UITestScene.h"
#include "ActionCode.h"
#include "Resources.h"
UITestScene::UITestScene(GameEngine* g) : Scene(g)
{
text.setFont(game->getFont());
text.setString("Test Scene for UI elements");
text.setCharacterSize(24);
//registerAction(ActionCode::KEY + sf::Keyboard::Space, "start_game");
//registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
//registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
/*
auto ui = Resources::game->scene_ui("uitest");
if (ui)
{
std::cout << "Got back a UI vector from Resources::game.\n";
} else {
std::cout << "No UI vector was returned.\n";
}
*/
// Create a UI element or three?
auto e1 = std::make_shared<UIFrame>(100,150,400,400);
e1->box.setPosition(100, 150);
e1->box.setSize(sf::Vector2f(400,400));
e1->box.setFillColor(sf::Color(255, 0, 0));
//e1.fillColor(sf::Color(255,0,0));
//if (ui) ui->push_back(e1);
ui_elements->push_back(e1);
auto e1a = std::make_shared<UIFrame>(50,50,200,200);
e1a->box.setPosition(50, 50);
e1a->box.setSize(sf::Vector2f(200,200));
e1a->box.setFillColor(sf::Color(0, 255, 0));
//e1a.fillColor(sf::Color(0, 255, 0));
e1->children->push_back(e1a);
auto e1aa = std::make_shared<UIFrame>(5,5,100,100);
e1aa->box.setPosition(5, 5);
e1aa->box.setSize(sf::Vector2f(100,100));
e1aa->box.setFillColor(sf::Color(0, 0, 255));
//e1aa.fillColor(sf::Color(0, 0, 255));
e1a->children->push_back(e1aa);
auto e2 = std::make_shared<UICaption>();
e2->text.setFont(game->getFont());
e2->text.setString("Hello World.");
//e2.text.setColor(sf::Color(255, 255, 255));
e2->text.setPosition(50, 250);
//if (ui) ui->push_back(e2);
ui_elements->push_back(e2);
//ui_elements.push_back(&e1);
//ui_elements.push_back(&e2);
t.loadFromFile("./assets/kenney_tinydungeon.png");
t.setSmooth(false);
auto* indextex = new IndexTexture(t, 16, 12, 11);
Resources::game->textures.push_back(*indextex);
//std::cout << Resources::game->textures.size() << " textures loaded.\n";
auto e3 = std::make_shared<UISprite>();
// Make UISprite more like IndexSprite: this is bad
//e3->x = 10; e3->y = 10;
//e3->texture_index = 0;
//e3->sprite_index = 84;
//e3->scale = 4.0f;
//e3->update();
// This goes to show how inconvenient the default constructor is. It should be removed
e3->itex = &Resources::game->textures[0];
e3->sprite.setTexture(e3->itex->texture);
e3->sprite_index = 84;
e3->sprite.setTextureRect(e3->itex->spriteCoordinates(e3->sprite_index));
e3->setPosition(10, 10);
e3->setScale(4.0f);
e1aa->children->push_back(e3);
auto e4 = std::make_shared<UISprite>(
indextex, //&Resources::game->textures[0],
85, sf::Vector2f(90, 10), 4.0);
e1aa->children->push_back(e4);
//std::cout << "UISprite built: " << e4->sprite.getPosition().x << " " << e4->sprite.getPosition().y << " " << e4->sprite.getScale().x << " " <<
// e4->sprite_index << " " << std::endl;
/*
// note - you can't use the pointer to UI elements in constructor.
// The scene map is still being assigned to, so this object can't be looked up.
if (ui)
std::cout << "pointer to ui_elements now shows size=" << ui->size() << std::endl;
*/
}
void UITestScene::update()
{
//std::cout << "MenuScene update" << std::endl;
}
void UITestScene::doAction(std::string name, std::string type)
{
//std::cout << "MenuScene doAction: " << name << ", " << type << std::endl;
//if (name.compare("start_game") == 0 and type.compare("start") == 0)
if(ACTION("start_game", "start"))
game->changeScene("py");
/*
else if(ACTIONONCE("up"))
game->getWindow().setSize(sf::Vector2u(1280, 800));
else if(ACTIONONCE("down"))
game->getWindow().setSize(sf::Vector2u(1024, 768));
*/
}
void UITestScene::sRender()
{
game->getWindow().clear();
game->getWindow().draw(text);
// draw all UI elements
//for (auto e: ui_elements)
//auto ui = Resources::game->scene_ui("uitest");
//if (ui)
auto vec = *ui_elements;
for (auto e: vec)
{
//std::cout << "Rendering element\n";
if (e)
e->render();
}
//e1.render(sf::Vector2f(0, 0));
//e1.render(sf::Vector2f(-100, -100));
game->getWindow().display();
McRFPy_API::REPL();
}

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#pragma once
#include "Common.h"
#include "Scene.h"
#include "GameEngine.h"
//#include <list>
//#include "UI.h"
class UITestScene: public Scene
{
sf::Text text;
//UIFrame e1, e1a, e1aa;
//UICaption e2;
//std::vector<UIDrawable*> ui_elements;
sf::Texture t;
public:
UITestScene(GameEngine*);
void update() override final;
void doAction(std::string, std::string) override final;
void sRender() override final;
};

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// Python script engine includes
#include <Python.h>
#include <iostream>
#include <stdlib.h>
#include <vector>
// wstring<->string conversion
#include <locale>
#include <codecvt>
// SFML
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
sf::RenderWindow window;
sf::Font font;
sf::Text text;
// TCOD
#include <libtcod.hpp>
#include "platform.h"
std::string narrow_string(std::wstring convertme)
{
//setup converter
using convert_type = std::codecvt_utf8<wchar_t>;
std::wstring_convert<convert_type, wchar_t> converter;
//use converter (.to_bytes: wstr->str, .from_bytes: str->wstr)
return converter.to_bytes(convertme);
}
bool fexists(std::string filename)
{
return std::filesystem::exists(filename);
}
// init_python - configure interpreter details here
PyStatus init_python(const char *program_name)
{
std::cout << "called init_python" << std::endl;
PyStatus status;
//**preconfig to establish locale**
PyPreConfig preconfig;
PyPreConfig_InitIsolatedConfig(&preconfig);
preconfig.utf8_mode = 1;
status = Py_PreInitialize(&preconfig);
if (PyStatus_Exception(status)) {
Py_ExitStatusException(status);
}
PyConfig config;
PyConfig_InitIsolatedConfig(&config);
config.dev_mode = 1;
PyConfig_SetBytesString(&config, &config.home,
narrow_string(executable_path() + L"/Python311").c_str());
std::cout << "config.home: "; std::wcout << config.home << std::endl;
/* Set the program name before reading the configuration
(decode byte string from the locale encoding).
Implicitly preinitialize Python. */
// windows can't name the Python interpreter...?
status = PyConfig_SetBytesString(&config, &config.program_name,
program_name);
// under Windows, the search paths are correct; under Linux, they need manual insertion
#if __PLATFORM_SET_PYTHON_SEARCH_PATHS == 1
config.module_search_paths_set = 1;
// search paths for python libs/modules/scripts
const wchar_t* str_arr[] = {
L"/scripts",
L"/Python311/lib.linux-x86_64-3.11",
L"/Python311",
L"/Python311/Lib",
L"/venv/lib/python3.11/site-packages"
};
for(auto s : str_arr) {
status = PyWideStringList_Append(&config.module_search_paths, (executable_path() + s).c_str());
std::wcout << "`" << s
<< "` transformed to `" << (executable_path() + s).c_str()
<< "` and got status error (`" << PyStatus_IsError(status) << "`)" << std::endl;
if (PyStatus_Exception(status)) {
std::wcout << "Exception handling " << s << std::endl << std::flush;
break;
}
}
#endif
status = Py_InitializeFromConfig(&config);
std::cout << "Python Initialized" << std::endl;
done:
//PyConfig_Clear(&config);
//free(python_home_ptr);
return status;
}
// C++ example functionality
int recurse_fib(int i)
{
if (i <= 1) return 1;
return recurse_fib(i-1) + recurse_fib(i-2);
}
// Create a python module to expose C++ functionality
static PyObject* scriptable_fibonacci(PyObject *self, PyObject *args)
{
int x;
// get input (single integer) from args
if (!PyArg_ParseTuple(args, "i", &x)) return NULL;
return PyLong_FromLong(recurse_fib(x));
}
static PyMethodDef scriptableMethods[] = {
{"fibonacci", scriptable_fibonacci, METH_VARARGS,
"Fibonacci sequence by index"},
{NULL, NULL, 0, NULL}
};
static PyModuleDef scriptableModule = {
PyModuleDef_HEAD_INIT, "scriptable", NULL, -1, scriptableMethods,
NULL, NULL, NULL, NULL
};
static PyObject* PyInit_scriptable(void)
{
return PyModule_Create(&scriptableModule);
}
int main(int argc, char ** argv)
{
std::cout << "Output." << std::endl;
std::wcout << "Current executable path: " << executable_path()
<< "\nCurrent working directory: " << working_path() << std::endl;
std::cout << "[C++] Initializing Python\n";
//setenv("PYTHONHOME", "./Python-3.11.1", 0);
//Express this program as a module before pyinit
PyImport_AppendInittab("scriptable", &PyInit_scriptable);
//Initialize the python instance
//Py_SetPythonHome is deprecated
//Py_SetPythonHome(L"./lib/python-dist");
std::cout << "Output. (2)" << std::endl;
PyStatus status = init_python(argv[0]);
std::cout << "Output. (3)" << std::endl;
std::cout << "***\n[C++] Executing some Python\n***\n";
int result = PyRun_SimpleString("import sys,datetime\n"
"print('test\\n', datetime.__file__)\n");
std::cout << "\n***\n[C++] Execution Complete\nResult = " << result << std::endl;
std::cout << "On to other modules..." << std::endl;
//Py_Initialize();
std::string asset_path = narrow_string(executable_path()) + "/assets";
std::string script_path = narrow_string(executable_path()) + "/scripts";
// SFML demo setup
//font.loadFromFile("./assets/JetbrainsMono.ttf");
font.loadFromFile(asset_path + "/JetbrainsMono.ttf");
window.create(sf::VideoMode(640, 480), "Python/SFML/TCOD test");
// TCOD demo setup
//Run a simple string
PyRun_SimpleString("from time import time,ctime\n"
"print('Today is',ctime(time()))\n");
std::cout << "[C++] Executing engine_user.py\n";
//FILE* PScriptFile = fopen("./scripts/engine_user.py", "r");
FILE* PScriptFile = fopen((script_path + "/engine_user.py").c_str(), "r");
if(PScriptFile) {
PyRun_SimpleFile(PScriptFile, "engine_user.py");
fclose(PScriptFile);
}
/*
std::cout << "[C++] Executing Python string\n";
PyRun_SimpleString("import sys;print(sys.version)");
//Run a simple file
std::cout << "[C++] executing the contents of test.py\n";
FILE* PScriptFile = fopen("test.py", "r");
if(PScriptFile){
PyRun_SimpleFile(PScriptFile, "test.py");
fclose(PScriptFile);
}
std::cout << "[C++] importing script.script_function and executing from C++. Aquiring GIL...\n";
//Run a python function
PyObject *pName, *pModule, *pFunc, *pArgs, *pValue;
pName = PyUnicode_FromString((char*)"script");
// acquire GIL
PyGILState_STATE gstate;
gstate = PyGILState_Ensure();
pModule = PyImport_Import(pName);
pFunc = PyObject_GetAttrString(pModule, (char*)"script_function");
pArgs = PyTuple_Pack(1, PyUnicode_FromString((char*)"Embedded Python"));
pValue = PyObject_CallObject(pFunc, pArgs);
std::cout << "[C++] Result:\n";
auto result = _PyUnicode_AsString(pValue);
std::cout << result << std::endl;
// release GIL
PyGILState_Release(gstate);
*/
// TCOD functionality - gather noise
TCODNoise noise_{2, TCOD_NOISE_SIMPLEX};
float hurst_ = TCOD_NOISE_DEFAULT_HURST;
float lacunarity_ = TCOD_NOISE_DEFAULT_LACUNARITY;
noise_ = TCODNoise(2, hurst_, lacunarity_);
float display_noise[64][48];
int generated = 0;
float n_min = 0, n_max = 0;
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 48; y++) {
float f[2] = {float(x * 10 + 5) / 100.0f, float(y * 10 + 5) / 100.0f};
display_noise[x][y] = float(noise_.get(f, TCOD_NOISE_SIMPLEX));
//display_noise[x][y] = float(rand()) / RAND_MAX;
generated++;
if (display_noise[x][y] > n_max) n_max = display_noise[x][y];
else if (display_noise[x][y] < n_min) n_min = display_noise[x][y];
}
}
std::cout << "Generated " << generated << " points of noise: "
<< n_min << " - " << n_max << std::endl;
// SFML/graphical run
window.setFramerateLimit(30);
text.setFont(font);
text.setString("asdf");
text.setCharacterSize(16);
bool running = true;
while (running) {
// render
window.clear();
// draw boxes of noise
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 48; y++) {
//int x1 = x * 10, x2 = (x+1) * 10, y1 = y * 10, y2 = (y+1) * 10;
sf::RectangleShape r;
r.setPosition(sf::Vector2f(x * 10, y * 10));
r.setSize(sf::Vector2f(10, 10));
r.setOutlineThickness(0);
r.setFillColor(sf::Color(display_noise[x][y] * 255, 0, 0));
window.draw(r);
}
}
window.draw(text);
window.display();
// user input
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) { running = false; continue; }
}
}
//Close the python instance
Py_Finalize();
std::cout << "[C++] Exiting normally.\n";
return 0;
}

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#include <SFML/Graphics.hpp>
#include "GameEngine.h"
int main()
{
GameEngine g;
g.run();
}

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class GridPoint:
def __init__(self, color, walkable, tilesprite, transparent, visible, discovered, color_overlay, tile_overlay, uisprite):
self.color = color
self.walkable = walkable
self.tilesprite = tilesprite
self.transparent = transparent
self.visible = visible
self.discovered = discovered
self.color_overlay = color_overlay
self.tile_overlay = tile_overlay
self.uisprite = uisprite
def __repr__(self):
return f"<GridPoint {self.color}, {self.tilesprite}/{self.uisprite} {'W' if self.walkable else '-'}{'T' if self.transparent else '-'}{'V' if self.visible else '-'}{'D' if self.discovered else '-'} {self.color_overlay}/{self.tile_overlay}>"
class Grid:
def __init__(self, title, gx, gy, gs, x, y, w, h, visible=False):
self.title = title
self.grid_x = gx
self.grid_y = gy
self.grid_size = gs
self.x = x
self.y = y
self.w = w
self.h = h
self.visible = visible
self.points = []
self.entities = []
def at(self, x, y):
if not (x > 0 and y > 0 and x < self.grid_x and y < self.grid_y): return None
return self.points[y * self.grid_y + x]
def __repr__(self):
return f"<Grid {self.grid_x}x{self.grid_y}, grid_size={self.grid_size}, (({self.x},{self.y}), ({self.w}, {self.h})), visible={self.visible}>"
# CGrid(Grid* _g, int _ti, int _si, int _x, int _y, bool _v)
class Entity:
def __init__(self, parent, tex_index, sprite_index, x, y, visible=True):
self.parent = parent
self.tex_index = tex_index
self.sprite_index = sprite_index
self.x = x
self.y = y
self.visible = visible
def __repr__(self):
return f"<Entity on grid {repr(self.parent)}@({self.x},{self.y}), TI={self.tex_index}, SI={self.sprite_index}, visible={self.visible}>"

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import mcrfpy
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED, GREEN, BLUE = (255, 0, 0), (0, 255, 0), (0, 0, 255)
DARKRED, DARKGREEN, DARKBLUE = (192, 0, 0), (0, 192, 0), (0, 0, 192)
class MusicScene:
def __init__(self, ui_name = "demobox1", grid_name = "demogrid"):
# Texture & Sound Loading
print("Load textures")
mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8) #0 - portraits
mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs
mcrfpy.createTexture("./assets/alives_other.png", 32, 32, 32) #2 - TinyWorld NPCs - 2x2 sprite
# {"createSoundBuffer", McRFPy_API::_createSoundBuffer, METH_VARARGS, "(filename)"},
#{"loadMusic", McRFPy_API::_loadMusic, METH_VARARGS, "(filename)"},
#{"setMusicVolume", McRFPy_API::_setMusicVolume, METH_VARARGS, "(int)"},
#{"setSoundVolume", McRFPy_API::_setSoundVolume, METH_VARARGS, "(int)"},
#{"playSound", McRFPy_API::_playSound, METH_VARARGS, "(int)"},
#{"getMusicVolume", McRFPy_API::_getMusicVolume, METH_VARARGS, ""},
#{"getSoundVolume", McRFPy_API::_getSoundVolume, METH_VARARGS, ""},
mcrfpy.loadMusic("./assets/ultima.ogg")
mcrfpy.createSoundBuffer("./assets/boom.wav")
self.ui_name = ui_name
self.grid_name = grid_name
print("Create UI")
# Create dialog UI
mcrfpy.createMenu(ui_name, 20, 540, 500, 200)
mcrfpy.createCaption(ui_name, f"Music Volume: {mcrfpy.getMusicVolume()}", 24, RED)
mcrfpy.createCaption(ui_name, f"SFX Volume: {mcrfpy.getSoundVolume()}", 24, RED)
#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (0, 0, 0), "clicky", "testaction")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "Music+", "mvol+")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "Music-", "mvol-")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, GREEN, "SFX+", "svol+")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, RED, "SFX-", "svol-")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "REPL", "startrepl")
mcrfpy.createSprite(ui_name, 1, 0, 20, 40, 3.0)
print("Create UI 2")
entitymenu = "entitytestmenu"
mcrfpy.createMenu(entitymenu, 840, 20, 20, 500)
mcrfpy.createButton(entitymenu, 0, 10, 150, 40, DARKBLUE, BLACK, "PlayM", "playm")
mcrfpy.createButton(entitymenu, 0, 60, 150, 40, DARKBLUE, BLACK, "StopM", "stopm")
mcrfpy.createButton(entitymenu, 0, 110, 150, 40, DARKBLUE, BLACK, "SFX", "boom")
print("Make UIs visible")
self.menus = mcrfpy.listMenus()
self.menus[0].visible = True
self.menus[1].w = 170
self.menus[1].visible = True
mcrfpy.modMenu(self.menus[0])
mcrfpy.modMenu(self.menus[1])
self.mvol = mcrfpy.getMusicVolume()
self.svol = mcrfpy.getSoundVolume()
mcrfpy.registerPyAction("mvol+", lambda: self.setmvol(self.mvol+10))
mcrfpy.registerPyAction("mvol-", lambda: self.setmvol(self.mvol-10))
mcrfpy.registerPyAction("svol+", lambda: self.setsvol(self.svol+10))
mcrfpy.registerPyAction("svol-", lambda: self.setsvol(self.svol-10))
mcrfpy.registerPyAction("playm", lambda: None)
mcrfpy.registerPyAction("stopm", lambda: None)
mcrfpy.registerPyAction("boom", lambda: mcrfpy.playSound(0))
def setmvol(self, v):
mcrfpy.setMusicVolume(int(v))
self.menus[0].captions[0].text = f"Music Volume: {mcrfpy.getMusicVolume():.1f}"
mcrfpy.modMenu(self.menus[0])
self.mvol = mcrfpy.getMusicVolume()
def setsvol(self, v):
mcrfpy.setSoundVolume(int(v))
self.menus[0].captions[1].text = f"Sound Volume: {mcrfpy.getSoundVolume():.1f}"
mcrfpy.modMenu(self.menus[0])
self.svol = mcrfpy.getSoundVolume()
scene = None
def start():
global scene
scene = MusicScene()

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import UIMenu
import Grid
import mcrfpy
from random import randint, choice
from pprint import pprint
#print("TestScene imported")
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED, GREEN, BLUE = (255, 0, 0), (0, 255, 0), (0, 0, 255)
DARKRED, DARKGREEN, DARKBLUE = (192, 0, 0), (0, 192, 0), (0, 0, 192)
animations_in_progress = 0
# don't load grid over and over, use the global scene
scene = None
class TestEntity:
def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False):
self.grid = grid
self.basesprite = basesprite
self.texture_width = texture_width
self.walk_frames = walk_frames
self.attack_frames = attack_frames
self.x = x
self.y = y
self.facing_direction = 0
self.do_fov = do_fov
self.label = label
self.inventory = []
#print(f"Calling C++ with: {repr((self.grid, label, tex_index, self.basesprite, x, y, self))}")
grids = mcrfpy.listGrids()
for g in grids:
if g.title == self.grid:
self.entity_index = len(g.entities)
mcrfpy.createEntity(self.grid, label, tex_index, self.basesprite, x, y, self)
def ai_act(self):
return # no AI motion
#if self.label == "player": return
self.move(randint(-1, 1), randint(-1, 1))
scene.actors += 1
def player_act(self):
#print("I'M INTERVENING")
mcrfpy.unlockPlayerInput()
scene.updatehints()
def die(self):
#self.x = -2
#self.y = -2
self.move(-1000,-1000)
self.animate(0,animove=(-1000,-1000))
self.x = -1000
self.y = -1000
self.label = "dead"
def interact(self, initiator, callback):
print(f"Interacted with {self.label}. ", end='')
if self.label == 'item':
print("'taking' item.")
callback()
self.die()
else:
print("blocking movement.")
def move(self, dx, dy, force=False):
# select animation direction
# prefer left or right for diagonals.
#grids = mcrfpy.listGrids()
for g in scene.grids:
if g.title == self.grid:
if not force and g.at(self.x + dx, self.y + dy) is None or not g.at(self.x + dx, self.y + dy).walkable:
#print("Blocked at target location.")
return
if not force: # entities can be stepped on when force=True (like collecting items!)
for entity in scene.tes:
if (entity.x, entity.y) == (self.x + dx, self.y + dy):
print(f"Blocked by entity {entity.label} at ({entity.x}, {entity.y})")
return entity.interact(self, lambda: self.move(dx, dy, force=True))
if self.label == "player":
mcrfpy.lockPlayerInput()
scene.updatehints()
if (dx == 0 and dy == 0):
direction = self.facing_direction # TODO, jump straight to computer turn
elif (dx):
direction = 2 if dx == +1 else 3
else:
direction = 0 if dy == +1 else 1
self.animate(direction, move=True, animove=(self.x + dx, self.y+dy))
self.facing_direction = direction
if (self.do_fov): mcrfpy.refreshFov()
def animate(self, direction, attacking=False, move=False, animove=None):
start_sprite = self.basesprite + (self.texture_width * (direction + (4 if attacking else 0)))
animation_frames = [start_sprite + i for i in range((self.attack_frames if attacking else self.walk_frames))]
mcrfpy.createAnimation(
0.15, # duration, seconds
self.grid, # parent: a UIMenu or Grid key
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu
"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
self.animation_done, #callback: callable once animation is complete
False, #loop: repeat indefinitely
animation_frames # values: iterable of frames for 'sprite', lerp target for others
)
#global animations_in_progress
#animations_in_progress += 1
if move:
pos = [self.x, self.y]
if (direction == 0): pos[1] += 1
elif (direction == 1): pos[1] -= 1
elif (direction == 2): pos[0] += 1
elif (direction == 3): pos[0] -= 1
if not animove:
self.x, self.y = pos
animove = pos
else:
pos = animove
self.x, self.y = animove
#scene.move_entity(self.grid, self.entity_index, pos)
#for g in mcrfpy.listGrids():
for g in scene.grids:
if g.title == self.grid:
g.entities[self.entity_index].x = pos[0]
g.entities[self.entity_index].y = pos[1]
mcrfpy.modGrid(g, True)
if animove:
mcrfpy.createAnimation(
0.25, # duration, seconds
self.grid, # parent: a UIMenu or Grid key
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
self.entity_index, # target id: integer index for menu or grid objs; None for grid/menu
"position", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
self.animation_done, #callback: callable once animation is complete
False, #loop: repeat indefinitely
animove # values: iterable of frames for 'sprite', lerp target for others
)
#animations_in_progress += 1
def animation_done(self):
#global animations_in_progress
#animations_in_progress -= 1
scene.actors -= 1
#print(f"{self} done animating - {scene.actors} remaining")
if scene.actors <= 0:
scene.actors = 0
mcrfpy.unlockPlayerInput()
scene.updatehints()
class TestItemEntity(TestEntity):
def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, item="Nothing"):
super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
self.item = item
def interact(self, initiator, callback):
if self.label == 'dead': return super().interact(initiator, callback)
print(f"Interacted with {self.label}, an item. Adding {self.item} to {initiator.label}'s inventory")
initiator.inventory.append(self.item)
callback()
scene.itemguis()
self.die()
class TestDoorEntity(TestEntity):
def __init__(self, grid, label, tex_index, basesprite, x, y, texture_width=64, walk_frames=5, attack_frames=6, do_fov=False, key="Nothing"):
super().__init__(grid, label, tex_index, basesprite, x, y, texture_width, walk_frames, attack_frames, do_fov)
self.key = key
def interact(self, initiator, callback):
if self.label == 'dead': return super().interact(initiator, callback)
print(f"Interacted with {self.label}, a Door. ", end='')
if self.key in initiator.inventory:
initiator.inventory.remove(self.key)
print("Taking key & passing.")
callback()
scene.itemguis()
self.die()
else:
print("The door is locked.")
class TestScene:
def __init__(self, ui_name = "demobox1", grid_name = "demogrid"):
# Texture & Sound Loading
self.actors = 0
#print("Load textures")
mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8) #0 - portraits
mcrfpy.createTexture("./assets/alives_other.png", 16, 64, 64) #1 - TinyWorld NPCs
mcrfpy.createTexture("./assets/alives_other.png", 32, 32, 32) #2 - TinyWorld NPCs - 2x2 sprite
mcrfpy.createTexture("./assets/custom_player.png", 16, 5, 13) #3 - player
mcrfpy.createTexture("./assets/Sprite-0001.png", 80, 10, 10) #4 - LGJ2023 keycard + other icons
mcrfpy.createTexture("./assets/tiny_keycards.png", 16, 8, 8) #5 - tiny keycards (ground items)
self.ui_name = ui_name
self.grid_name = grid_name
# Menu index = 0
#print("Create UI")
# Create dialog UI
mcrfpy.createMenu(ui_name, 20, 540, 500, 200)
#mcrfpy.createCaption(ui_name, "Hello There", 18, BLACK)
mcrfpy.createCaption(ui_name, "", 24, RED)
#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (0, 0, 0), "clicky", "testaction")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKRED, (0, 0, 0), "REPL", "startrepl")
##mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "map gen", "gridgen")
#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKGREEN, (0, 0, 0), "mapL", "gridgen2")
#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKBLUE, (192, 0, 0), "a_menu", "animtest")
#mcrfpy.createButton(ui_name, 250, 20, 100, 50, DARKRED, GREEN, "a_spr", "animtest2")
#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, GREEN, "Next sp", "nextsp")
#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, RED, "Prev sp", "prevsp")
#mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, DARKGREEN, "+16 sp", "skipsp")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKGREEN, (0, 0, 0), "Next", "nextsp")
mcrfpy.createButton(ui_name, 250, 0, 130, 40, DARKBLUE, (0, 0, 0), "Prev", "prevsp")
mcrfpy.createSprite(ui_name, 4, 1, 10, 10, 2.0)
# Menu index = 1
#print("Create UI 2")
entitymenu = "entitytestmenu"
mcrfpy.createMenu(entitymenu, 840, 20, 20, 500)
mcrfpy.createButton(entitymenu, 0, 10, 150, 40, DARKBLUE, BLACK, "Up", "test_up")
mcrfpy.createButton(entitymenu, 0, 60, 150, 40, DARKBLUE, BLACK, "Down", "test_down")
mcrfpy.createButton(entitymenu, 0, 110, 150, 40, DARKBLUE, BLACK, "Left", "test_left")
mcrfpy.createButton(entitymenu, 0, 160, 150, 40, DARKBLUE, BLACK, "Right", "test_right")
mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, BLACK, "Attack", "test_attack")
mcrfpy.createButton(entitymenu, 0, 210, 150, 40, DARKBLUE, RED, "TE", "testent")
# Menu index = 2
mcrfpy.createMenu( "gridtitlemenu", 0, -10, 0, 0)
mcrfpy.createCaption("gridtitlemenu", "<grid name>", 18, WHITE)
#mcrfpy.createCaption("gridtitlemenu", "<camstate>", 16, WHITE)
# Menu index = 3
mcrfpy.createMenu( "hintsmenu", 0, 505, 0, 0)
mcrfpy.createCaption("hintsmenu", "<hintline>", 16, WHITE)
# Menu index = 4
# menu names must be created in alphabetical order (?!) - thanks, C++ hash map
mcrfpy.createMenu( "i", 600, 20, 0, 0)
#mcrfpy.createMenu( "camstatemenu", 600, 20, 0, 0)
mcrfpy.createCaption("i", "<camstate>", 16, WHITE)
# Menu index = 5
mcrfpy.createMenu( "j", 600, 500, 0, 0)
mcrfpy.createButton( "j", 0, 0, 80, 40, DARKBLUE, WHITE, "Recenter", "activatecamfollow")
# Menu index = 6, 7, 8, 9, 10: keycard sprites
mcrfpy.createMenu("k", 540, 540, 80, 80) #6
mcrfpy.createSprite("k", 4, 0, 10, 10, 1.0)
mcrfpy.createMenu("l", 540 + (80 * 1), 540, 80, 80) #7
mcrfpy.createSprite("l", 4, 1, 10, 10, 1.0)
mcrfpy.createMenu("m", 540 + (80 * 2), 540, 80, 80) #8
mcrfpy.createSprite("m", 4, 2, 10, 10, 1.0)
mcrfpy.createMenu("n", 540 + (80 * 3), 540, 80, 80) #9
mcrfpy.createSprite("n", 4, 3, 10, 10, 1.0)
mcrfpy.createMenu("o", 540 + (80 * 4), 540, 80, 80) #10
mcrfpy.createSprite("o", 4, 4, 10, 10, 1.0)
mcrfpy.createMenu("p", 20, 20, 40, 40) #11
#mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "keyregistration")
mcrfpy.createButton("p", 0, 0, 130, 40, DARKGREEN, (0, 0, 0), "Register", "startrepl")
mcrfpy.registerPyAction("keyregistration", keyregistration)
#print("Make UIs visible")
self.menus = mcrfpy.listMenus()
self.menus[0].visible = True
self.menus[1].w = 170
self.menus[1].visible = True
self.menus[2].visible = True
for mn in range(2, 6):
self.menus[mn].bgcolor = BLACK
self.menus[mn].visible = True
mcrfpy.modMenu(self.menus[mn])
for mn in range(6, 11):
self.menus[mn].bgcolor = BLACK
self.menus[mn].visible = False
mcrfpy.modMenu(self.menus[mn])
self.menus[11].visible=True
mcrfpy.modMenu(self.menus[11])
#self.menus[2].bgcolor = BLACK
#self.menus[3].visible = True
#self.menus[3].bgcolor = BLACK
#self.menus[4].visible = True
#self.menus[4].bgcolor = BLACK
#self.menus[5].visible = True
#mcrfpy.modMenu(self.menus[0])
#mcrfpy.modMenu(self.menus[1])
#mcrfpy.modMenu(self.menus[2])
#mcrfpy.modMenu(self.menus[3])
#mcrfpy.modMenu(self.menus[4])
#mcrfpy.modMenu(self.menus[5])
#pprint(mcrfpy.listMenus())
#print(f"UI 1 gave back this sprite: {self.menus[0].sprites}")
#print("Create grid")
# create grid (title, gx, gy, gs, x, y, w, h)
mcrfpy.createGrid(grid_name, 100, 100, 16, 20, 20, 800, 500)
self.grids = mcrfpy.listGrids()
#print(self.grids)
#print("Create entities")
#mcrfpy.createEntity("demogrid", "dragon", 2, 545, 10, 10, lambda: None)
#mcrfpy.createEntity("demogrid", "tinyenemy", 1, 1538, 3, 6, lambda: None)
#print("Create fancy entity")
self.player = TestEntity("demogrid", "player", 3, 20, 17, 3, 5, walk_frames=4, attack_frames=5, do_fov=True)
self.tes = [
TestEntity("demogrid", "classtest", 1, 1538, 5, 7, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 1545, 7, 9, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 1552, 9, 11, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 1566, 11, 13, 64, walk_frames=4, attack_frames=6),
#TestEntity("demogrid", "item", 1, 1573, 13, 15, 64, walk_frames=4, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 1583, 15, 17, 64, walk_frames=4, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 130, 9, 7, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 136, 11, 9, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 143, 13, 11, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 158, 15, 13, 64, walk_frames=5, attack_frames=6),
TestEntity("demogrid", "classtest", 1, 165, 17, 15, 64, walk_frames=5, attack_frames=6),
self.player,
TestItemEntity("demogrid", "GreenKeyCard", 5, 0, 19, 3, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, item="Green Keycard"),
TestItemEntity("demogrid", "BlueKeyCard", 5, 1, 21, 3, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, item="Blue Keycard"),
TestItemEntity("demogrid", "RedKeyCard", 5, 2, 23, 3, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, item="Red Keycard"),
TestItemEntity("demogrid", "OrangeKeyCard", 5, 3, 25, 3, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, item="Orange Keycard"),
TestItemEntity("demogrid", "DevilKeyCard", 5, 4, 27, 3, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, item="Devil Keycard"),
TestDoorEntity("demogrid", "GreenKeyDoor", 5, 8, 19, 5, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, key="Green Keycard"),
TestDoorEntity("demogrid", "BlueKeyDoor", 5, 9, 21, 5, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, key="Blue Keycard"),
TestDoorEntity("demogrid", "RedKeyDoor", 5, 10, 23, 5, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, key="Red Keycard"),
TestDoorEntity("demogrid", "OrangeKeyDoor", 5, 11, 25, 5, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, key="Orange Keycard"),
TestDoorEntity("demogrid", "DevilKeyDoor", 5, 12, 27, 5, texture_width=64,
walk_frames=5, attack_frames=6, do_fov=False, key="Devil Keycard")
]
self.grids = mcrfpy.listGrids()
self.entity_direction = 0
mcrfpy.registerPyAction("test_down", lambda: [te.animate(0, False, True) for te in self.tes])
mcrfpy.registerPyAction("test_up", lambda: [te.animate(1, False, True) for te in self.tes])
mcrfpy.registerPyAction("test_right", lambda: [te.animate(2, False, True) for te in self.tes])
mcrfpy.registerPyAction("test_left", lambda: [te.animate(3, False, True) for te in self.tes])
mcrfpy.registerPyAction("test_attack", lambda: [te.animate(0, True) for te in self.tes])
mcrfpy.registerPyAction("testent", lambda: [te.animate(2, True) for te in self.tes])
mcrfpy.registerPyAction("activatecamfollow", lambda: mcrfpy.camFollow(True))
# Button behavior
self.clicks = 0
self.sprite_index = 0
#mcrfpy.registerPyAction("testaction", self.click)
mcrfpy.registerPyAction("gridgen", self.gridgen)
#mcrfpy.registerPyAction("gridgen2", lambda: self.gridgen())
#mcrfpy.registerPyAction("animtest", lambda: self.createAnimation())
#mcrfpy.registerPyAction("animtest2", lambda: self.createAnimation2())
mcrfpy.registerPyAction("nextsp", lambda: self.changesprite(1))
mcrfpy.registerPyAction("prevsp", lambda: self.changesprite(-1))
mcrfpy.registerPyAction("skipsp", lambda: self.changesprite(16))
mcrfpy.unlockPlayerInput()
mcrfpy.setActiveGrid("demogrid")
self.gridgen()
self.updatehints()
mcrfpy.camFollow(True)
def itemguis(self):
print(self.player.inventory)
items = ["Green Keycard", "Blue Keycard", "Red Keycard", "Orange Keycard", "Devil Keycard"]
for mn in range(6, 11):
self.menus[mn].visible = items[mn-6] in self.player.inventory
mcrfpy.modMenu(self.menus[mn])
def animate_entity(self, direction, attacking=False):
if direction is None:
direction = self.entity_direction
else:
self.entity_direction = direction
dragon_sprite = 545 + (32 * (direction + (4 if attacking else 0)))
dragon_animation = [dragon_sprite + i for i in range((5 if attacking else 4))]
mcrfpy.createAnimation(
1.0, # duration, seconds
"demogrid", # parent: a UIMenu or Grid key
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
0, # target id: integer index for menu or grid objs; None for grid/menu
"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
False, #loop: repeat indefinitely
dragon_animation # values: iterable of frames for 'sprite', lerp target for others
)
orc_sprite = 1538 + (64 * (direction + (4 if attacking else 0)))
orc_animation = [orc_sprite + i for i in range((5 if attacking else 4))]
mcrfpy.createAnimation(
1.0, # duration, seconds
"demogrid", # parent: a UIMenu or Grid key
"entity", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
1, # target id: integer index for menu or grid objs; None for grid/menu
"sprite", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
False, #loop: repeat indefinitely
orc_animation # values: iterable of frames for 'sprite', lerp target for others
)
#def move_entity(self, targetgrid, entity_index, position):
# for i, g in enumerate(self.grids):
# if g.title == targetgrid:
# g.entities[entity_index].x = position[0]
# g.entities[entity_index].y = position[1]
# #pts = g.points
# g.visible = True
# mcrfpy.modGrid(g)
# self.grids = mcrfpy.listGrids()
# #self.grids[i].points = pts
# return
def changesprite(self, n):
self.sprite_index += n
self.menus[0].captions[0].text = f"Sprite #{self.sprite_index}"
self.menus[0].sprites[0].sprite_index = self.sprite_index
mcrfpy.modMenu(self.menus[0])
def click(self):
self.clicks += 1
self.menus[0].captions[0].text = f"Clicks: {self.clicks}"
self.menus[0].sprites[0].sprite_index = randint(0, 3)
mcrfpy.modMenu(self.menus[0])
def updatehints(self):
self.menus[2].captions[0].text=mcrfpy.activeGrid()
mcrfpy.modMenu(self.menus[2])
self.menus[3].captions[0].text=mcrfpy.inputMode()
mcrfpy.modMenu(self.menus[3])
#self.menus[4].captions[0].text=f"follow: {mcrfpy.camFollow()}"
self.menus[4].captions[0].text="following" if mcrfpy.camFollow() else "free"
mcrfpy.modMenu(self.menus[4])
self.menus[5].visible = not mcrfpy.camFollow()
mcrfpy.modMenu(self.menus[5])
def gridgen(self):
#print(f"[Python] modifying {len(self.grids[0].points)} grid points")
for p in self.grids[0].points:
#p.color = (randint(0, 255), randint(64, 192), 0)
p.color = (0,0,0)
p.walkable = False
p.transparent = False
room_centers = [(randint(0, self.grids[0].grid_x-1), randint(0, self.grids[0].grid_y-1)) for i in range(20)] + [(17, 3), (20,10) + (20,5)]
#room_centers.append((3, 5))
for r in room_centers:
# random hallway
target = choice(room_centers)
length1 = abs(target[0] - r[0])
xbase = min(target[0], r[0])
for x in range(length1):
gpoint = self.grids[0].at(x, r[1])
if gpoint is None: continue
gpoint.walkable = True
gpoint.transparent = True
gpoint.color = (192, 192, 192)
length2 = abs(target[1] - r[1])
ybase = min(target[1], r[1])
for y in range(length2):
gpoint = self.grids[0].at(r[0], y)
if gpoint is None: continue
gpoint.walkable = True
gpoint.transparent = True
gpoint.color = (192, 192, 192)
for r in room_centers:
#print(r)
room_color = (randint(16, 24)*8, randint(16, 24)*8, randint(16, 24)*8)
#self.grids[0].at(r[0], r[1]).walkable = True
#self.grids[0].at(r[0], r[1]).color = room_color
halfx, halfy = randint(2, 11), randint(2,11)
for p_x in range(r[0] - halfx, r[0] + halfx):
for p_y in range(r[1] - halfy, r[1] + halfy):
gpoint = self.grids[0].at(p_x, p_y)
if gpoint is None: continue
gpoint.walkable = True
gpoint.transparent = True
gpoint.color = room_color
#print()
#print("[Python] Modifying:")
self.grids[0].at(10, 10).color = (255, 255, 255)
self.grids[0].at(10, 10).walkable = False
self.grids[0].visible = True
mcrfpy.modGrid(self.grids[0])
#self.grids = mcrfpy.listGrids()
#print(f"Sent grid: {repr(self.grids[0])}")
#print(f"Received grid: {repr(mcrfpy.listGrids()[0])}")
def animation_done(self, s):
print(f"The `{s}` animation completed.")
#self.menus = mcrfpy.listMenus()
# if (!PyArg_ParseTuple(args, "fsssiOOO", &duration, &parent, &target_type, &target_id, &field, &callback, &loop_obj, &values_obj)) return NULL;
def createAnimation(self):
print(self.menus)
self.menus = mcrfpy.listMenus()
self.menus[0].w = 500
self.menus[0].h = 200
print(self.menus)
mcrfpy.modMenu(self.menus[0])
print(self.menus)
mcrfpy.createAnimation(
3.0, # duration, seconds
"demobox1", # parent: a UIMenu or Grid key
"menu", # target type: 'menu', 'grid', 'caption', 'button', 'sprite', or 'entity'
0, # target id: integer index for menu or grid objs; None for grid/menu
"size", # field: 'position', 'size', 'bgcolor', 'textcolor', or 'sprite'
lambda: self.animation_done("demobox1"), #callback: callable once animation is complete
False, #loop: repeat indefinitely
[150, 100] # values: iterable of frames for 'sprite', lerp target for others
)
def createAnimation2(self):
mcrfpy.createAnimation(
5,
"demobox1",
"sprite",
0,
"sprite",
lambda: self.animation_done("sprite change"),
False,
[0, 1, 2, 1, 2, 0]
)
def keytest():
print("Key tested.")
def keyregistration():
print("Registering 'keytest'")
mcrfpy.registerPyAction("keytest", keytest)
print("Registering input")
print(mcrfpy.registerInputAction(15, "keytest")) # 15 = P
mcrfpy.registerPyAction("player_move_up", lambda: scene.player.move(0, -1))
mcrfpy.registerPyAction("player_move_left", lambda: scene.player.move(-1, 0))
mcrfpy.registerPyAction("player_move_down", lambda: scene.player.move(0, 1))
mcrfpy.registerPyAction("player_move_right", lambda: scene.player.move(1, 0))
mcrfpy.registerInputAction(ord('w') - ord('a'), "player_move_up")
mcrfpy.registerInputAction(ord('a') - ord('a'), "player_move_left")
mcrfpy.registerInputAction(ord('s') - ord('a'), "player_move_down")
mcrfpy.registerInputAction(ord('d') - ord('a'), "player_move_right")
def start():
global scene
#print("TestScene.start called")
scene = TestScene()
mcrfpy.refreshFov()
scene.updatehints()

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src/scripts/UIMenu.py Normal file
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class Caption:
def __init__(self, text, textsize, color):
self.text = text
self.textsize = textsize
self.color = color
def __repr__(self):
return f"<Caption text={self.text}, textsize={self.textsize}, color={self.color}>"
class Button:
def __init__(self, x, y, w, h, bgcolor, textcolor, text, actioncode):
self.x = x
self.y = y
self.w = w
self.h = h
self.bgcolor = bgcolor
self.textcolor = textcolor
self.text = text
self.actioncode = actioncode
def __repr__(self):
return f"<Button ({self.x}, {self.y}, {self.w}, {self.h}), bgcolor={self.bgcolor}, textcolor={self.textcolor}, actioncode={self.actioncode}>"
class Sprite:
def __init__(self, tex_index, sprite_index, x, y):
self.tex_index = tex_index
self.sprite_index = sprite_index
self.x = x
self.y = y
def __repr__(self):
return f"<Sprite tex_index={self.tex_index}, self.sprite_index={self.sprite_index}, x={self.x}, y={self.y}>"
class UIMenu:
def __init__(self, title, x, y, w, h, bgcolor, visible=False):
self.title = title
self.x = x
self.y = y
self.w = w
self.h = h
self.bgcolor = bgcolor
self.visible = visible
self.captions = []
self.buttons = []
self.sprites = []
def __repr__(self):
return f"<UIMenu title={repr(self.title)}, x={self.x}, y={self.y}, w={self.w}, h={self.h}, bgcolor={self.bgcolor}, visible={self.visible}, {len(self.captions)} captions, {len(self.buttons)} buttons, {len(self.sprites)} sprites>"

37
src/scripts/test_ui.py Normal file
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import mcrfpy
mcrfpy.createTexture("./assets/test_portraits.png", 32, 8, 8)
from random import choice, randint
box_colors = [
(0, 0, 192),
(0, 192, 0),
(192, 0, 0),
(192, 192, 0),
(0, 192, 192),
(192, 0, 192)
]
text_colors = [
(0, 0, 255),
(0, 255, 0),
(255, 0, 0),
(255, 255, 0),
(0, 255, 255),
(255, 0, 255)
]
test_x = 500
test_y = 10
for i in range(40):
ui_name = f"test{i}"
mcrfpy.createMenu(ui_name, test_x, test_y, 400, 200)
mcrfpy.createCaption(ui_name, "Hello There", 18, choice(text_colors))
mcrfpy.createButton(ui_name, 250, 20, 100, 50, choice(box_colors), (0, 0, 0), "asdf", "testaction")
mcrfpy.createSprite(ui_name, 0, randint(0, 3), 650, 60, 5.0)
test_x -= 50
test_y += 50
if (test_x <= 50):
test_x = 500
#print(test_x)