Update all 13 tutorial scripts to current enum-based API, refs #167

All tutorial parts (1-13) used the old string-based key/action
comparison API removed in 6d5e99a. Every handle_keys function now
uses mcrfpy.Key.* and mcrfpy.InputState.PRESSED enums.

Additional fixes across all parts:
- Replace manual FOV computation with ColorLayer.draw_fov() which
  handles FOV calculation and explored-state tracking in one call
- Replace old grid.add_layer("color") with ColorLayer() constructor
- Fix entity removal bug: entities.remove(index) -> remove(entity_ref)
- Remove manual exploration tracking (draw_fov handles it internally)
- Use tuple positions for compute_fov/is_in_fov: (x, y) not x, y

All 14 parts (0-13) tested and passing in headless mode.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-04-09 23:23:35 -04:00
commit 1805b985bd
13 changed files with 388 additions and 765 deletions

View file

@ -75,30 +75,30 @@ pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input to move the player.
Args:
key: The key that was pressed (e.g., "W", "Up", "Space")
action: Either "start" (key pressed) or "end" (key released)
key: A mcrfpy.Key enum value (e.g., Key.W, Key.UP)
action: A mcrfpy.InputState enum value (PRESSED or RELEASED)
"""
# Only respond to key press, not release
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
# Get current player position
px, py = int(player.x), int(player.y)
# Calculate new position based on key
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
py -= 1 # Up decreases Y
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
py += 1 # Down increases Y
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
px -= 1 # Left decreases X
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
px += 1 # Right increases X
elif key == "Escape":
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return

View file

@ -160,9 +160,9 @@ scene.children.append(status_display)
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input with collision detection."""
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
# Get current position
@ -171,15 +171,15 @@ def handle_keys(key: str, action: str) -> None:
# Calculate intended new position
new_x, new_y = px, py
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
new_y -= 1
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
new_y += 1
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
new_x -= 1
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
new_x += 1
elif key == "Escape":
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
else:

View file

@ -316,26 +316,26 @@ def regenerate_dungeon() -> None:
pos_display.text = f"Position: ({new_x}, {new_y})"
room_display.text = "New dungeon generated!"
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input."""
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
new_y -= 1
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
new_y += 1
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
new_x -= 1
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
new_x += 1
elif key == "R":
elif key == mcrfpy.Key.R:
regenerate_dungeon()
return
elif key == "Escape":
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
else:

View file

@ -71,24 +71,9 @@ class RectangularRoom:
# Exploration Tracking
# =============================================================================
# Track which tiles have been discovered (seen at least once)
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Note: The ColorLayer's draw_fov() method tracks exploration state
# internally - tiles that have been visible at least once are rendered
# with the 'discovered' color. No manual tracking needed!
# =============================================================================
# Dungeon Generation (from Part 3, with transparent property)
@ -151,7 +136,6 @@ def carve_l_tunnel(
def generate_dungeon(grid: mcrfpy.Grid) -> tuple[int, int]:
"""Generate a dungeon with rooms and tunnels."""
fill_with_walls(grid)
init_explored() # Reset exploration when generating new dungeon
rooms: list[RectangularRoom] = []
@ -188,28 +172,25 @@ def generate_dungeon(grid: mcrfpy.Grid) -> tuple[int, int]:
def update_fov(grid: mcrfpy.Grid, fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization.
Uses the ColorLayer's built-in draw_fov() method, which computes FOV
via libtcod and paints visibility colors in a single call. The layer
tracks explored state automatically.
Args:
grid: The game grid
fov_layer: The ColorLayer for FOV visualization
player_x: Player's X position
player_y: Player's Y position
"""
# Compute FOV from player position
grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
# Update each tile's visibility
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if grid.is_in_fov(x, y):
# Currently visible - mark as explored and show clearly
mark_explored(x, y)
fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
# Previously seen but not currently visible - show dimmed
fov_layer.set(x, y, COLOR_DISCOVERED)
else:
# Never seen - hide completely
fov_layer.set(x, y, COLOR_UNKNOWN)
# draw_fov computes FOV and paints the color layer in one step.
# It tracks explored state internally so previously-seen tiles stay dimmed.
fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
# =============================================================================
# Collision Detection
@ -244,12 +225,12 @@ grid = mcrfpy.Grid(
player_start_x, player_start_y = generate_dungeon(grid)
# Add a color layer for FOV visualization (below entities)
fov_layer = grid.add_layer("color", z_index=-1)
# Create the layer object, then attach it to the grid
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
# Initialize the FOV layer to all black (unknown)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -312,34 +293,32 @@ def regenerate_dungeon() -> None:
player.y = new_y
# Reset FOV layer to unknown
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
# Calculate new FOV
update_fov(grid, fov_layer, new_x, new_y)
pos_display.text = f"Position: ({new_x}, {new_y})"
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input."""
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
new_y -= 1
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
new_y += 1
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
new_x -= 1
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
new_x += 1
elif key == "R":
elif key == mcrfpy.Key.R:
regenerate_dungeon()
return
elif key == "Escape":
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
else:

View file

@ -120,23 +120,8 @@ class RectangularRoom:
# Exploration Tracking (from Part 4)
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Note: The ColorLayer's draw_fov() method tracks exploration state
# internally - no manual tracking needed!
# =============================================================================
# Dungeon Generation (from Part 4)
@ -293,20 +278,15 @@ def clear_enemies(target_grid: mcrfpy.Grid) -> None:
"""Remove all enemies from the grid."""
global entity_data
# Get list of enemies to remove (not the player)
# Collect enemies to remove (not the player)
enemies_to_remove = []
for entity in target_grid.entities:
if entity in entity_data and not entity_data[entity].get("is_player", False):
enemies_to_remove.append(entity)
# Remove from grid and entity_data
# Remove from grid (by entity reference) and from entity_data
for enemy in enemies_to_remove:
# Find and remove from grid.entities
for i, e in enumerate(target_grid.entities):
if e == enemy:
target_grid.entities.remove(i)
break
# Remove from entity_data
target_grid.entities.remove(enemy)
if enemy in entity_data:
del entity_data[enemy]
@ -329,7 +309,7 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
# Other entities are only visible if in FOV
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
# =============================================================================
# Field of View (from Part 4)
@ -337,21 +317,18 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization."""
# Compute FOV from player position
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
# draw_fov computes FOV and paints the color layer in one step.
# It also tracks explored state internally.
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
# Update each tile's visibility
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
# Update entity visibility
# Update entity visibility (draw_fov calls compute_fov internally,
# so is_in_fov() reflects the current FOV state)
update_entity_visibility(target_grid)
# =============================================================================
@ -399,7 +376,6 @@ def generate_dungeon(target_grid: mcrfpy.Grid, texture: mcrfpy.Texture) -> tuple
# Fill with walls
fill_with_walls(target_grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -454,7 +430,6 @@ grid = mcrfpy.Grid(
# Generate the dungeon (without player first to get starting position)
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -489,10 +464,9 @@ else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -574,7 +548,6 @@ def regenerate_dungeon() -> None:
# Regenerate dungeon structure
fill_with_walls(grid)
init_explored()
rooms = []
@ -618,37 +591,35 @@ def regenerate_dungeon() -> None:
spawn_enemies_in_room(grid, room, texture)
# Reset FOV layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
# Update FOV
update_fov(grid, fov_layer, new_x, new_y)
pos_display.text = f"Position: ({new_x}, {new_y})"
status_display.text = "New dungeon generated!"
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input."""
global player, grid, fov_layer
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
new_y -= 1
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
new_y += 1
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
new_x -= 1
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
new_x += 1
elif key == "R":
elif key == mcrfpy.Key.R:
regenerate_dungeon()
return
elif key == "Escape":
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
else:

View file

@ -159,27 +159,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled internally by draw_fov()
# =============================================================================
# Message Log
@ -357,9 +337,9 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
"""Remove an entity from the grid and data storage."""
# Find and remove from grid
for i, e in enumerate(target_grid.entities):
for e in target_grid.entities:
if e == entity:
target_grid.entities.remove(i)
target_grid.entities.remove(e)
break
# Remove from entity data
@ -487,21 +467,19 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization."""
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
# draw_fov computes FOV and paints the color layer in one step,
# and tracks exploration internally.
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
@ -595,7 +573,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
# Only act if in player's FOV (aware of player)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
# Check if adjacent to player
@ -691,7 +669,6 @@ grid = mcrfpy.Grid(
# Generate initial dungeon structure
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -726,10 +703,9 @@ else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -826,11 +802,10 @@ def restart_game() -> None:
# Remove all entities from grid
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.remove(grid.entities[0])
# Regenerate dungeon
fill_with_walls(grid)
init_explored()
clear_messages()
rooms = []
@ -889,9 +864,7 @@ def restart_game() -> None:
spawn_enemies_in_room(grid, room, texture)
# Reset FOV layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
# Update displays
update_fov(grid, fov_layer, new_x, new_y)
@ -900,19 +873,19 @@ def restart_game() -> None:
add_message("A new adventure begins!", mcrfpy.Color(100, 100, 255))
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
"""Handle keyboard input."""
global game_over
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
# Handle restart
if key == "R":
if key == mcrfpy.Key.R:
restart_game()
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
@ -921,13 +894,13 @@ def handle_keys(key: str, action: str) -> None:
return
# Movement and attack
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
scene.on_key = handle_keys

View file

@ -405,24 +405,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled internally by draw_fov()
# =============================================================================
# Dungeon Generation
@ -546,10 +529,7 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
@ -633,20 +613,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
@ -719,7 +695,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -791,7 +767,6 @@ grid = mcrfpy.Grid(
# Generate initial dungeon structure
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -826,10 +801,9 @@ else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -930,11 +904,11 @@ def restart_game() -> None:
entity_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
entities_to_clear = list(grid.entities)
for e in entities_to_clear:
grid.entities.remove(e)
fill_with_walls(grid)
init_explored()
message_log.clear()
rooms = []
@ -989,9 +963,7 @@ def restart_game() -> None:
continue
spawn_enemies_in_room(grid, room, texture)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, new_x, new_y)
@ -999,30 +971,30 @@ def restart_game() -> None:
update_ui()
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
if key == "R":
if key == mcrfpy.Key.R:
restart_game()
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
if game_over:
return
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
scene.on_key = handle_keys

View file

@ -436,24 +436,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled internally by draw_fov()
# =============================================================================
# Dungeon Generation
@ -711,10 +694,7 @@ def use_item(index: int) -> bool:
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
"""Remove an item entity from the grid and item_data."""
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -751,10 +731,7 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
@ -775,10 +752,7 @@ def clear_all_entities(target_grid: mcrfpy.Grid) -> None:
if entity in item_data:
del item_data[entity]
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
# =============================================================================
# Combat System
@ -852,20 +826,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
@ -938,7 +908,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -1012,7 +982,6 @@ grid = mcrfpy.Grid(
# Generate initial dungeon
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -1047,10 +1016,9 @@ else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -1156,11 +1124,10 @@ def restart_game() -> None:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
for e in list(grid.entities):
grid.entities.remove(e)
fill_with_walls(grid)
init_explored()
message_log.clear()
rooms = []
@ -1219,9 +1186,7 @@ def restart_game() -> None:
spawn_enemies_in_room(grid, room, texture)
spawn_items_in_room(grid, room, texture)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, new_x, new_y)
@ -1229,17 +1194,17 @@ def restart_game() -> None:
update_ui()
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
if key == "R":
if key == mcrfpy.Key.R:
restart_game()
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
return
@ -1247,20 +1212,20 @@ def handle_keys(key: str, action: str) -> None:
return
# Movement
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
# Pickup
elif key == "G" or key == ",":
elif key == mcrfpy.Key.G:
pickup_item()
# Use items by number key
elif key in ["1", "2", "3", "4", "5"]:
index = int(key) - 1
elif key in [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5]:
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn() # Using an item takes a turn
update_ui()

View file

@ -457,24 +457,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled internally by draw_fov()
# =============================================================================
# Dungeon Generation
@ -635,18 +618,12 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -666,10 +643,7 @@ def clear_all_entities(target_grid: mcrfpy.Grid) -> None:
if entity in item_data:
del item_data[entity]
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
# =============================================================================
# Targeting System
@ -701,11 +675,7 @@ def exit_targeting_mode() -> None:
global game_mode, target_cursor, grid
if target_cursor is not None:
# Remove cursor from grid
for i, e in enumerate(grid.entities):
if e == target_cursor:
grid.entities.remove(i)
break
grid.entities.remove(target_cursor)
target_cursor = None
game_mode = GameMode.NORMAL
@ -723,7 +693,7 @@ def move_cursor(dx: int, dy: int) -> None:
return
# Check if position is in FOV (can only target visible tiles)
if not grid.is_in_fov(new_x, new_y):
if not grid.is_in_fov((new_x, new_y)):
message_log.add("You cannot see that location.", COLOR_INVALID)
return
@ -936,20 +906,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
@ -1022,7 +988,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -1095,7 +1061,6 @@ grid = mcrfpy.Grid(
# Generate initial dungeon
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
@ -1130,10 +1095,9 @@ else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
@ -1247,11 +1211,10 @@ def restart_game() -> None:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
for e in list(grid.entities):
grid.entities.remove(e)
fill_with_walls(grid)
init_explored()
message_log.clear()
rooms = []
@ -1309,9 +1272,7 @@ def restart_game() -> None:
spawn_enemies_in_room(grid, room, texture)
spawn_items_in_room(grid, room, texture)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, new_x, new_y)
@ -1320,18 +1281,18 @@ def restart_game() -> None:
mode_display.update(game_mode)
update_ui()
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over, game_mode
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
# Always allow restart and quit
if key == "R":
if key == mcrfpy.Key.R:
restart_game()
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
if game_mode == GameMode.TARGETING:
exit_targeting_mode()
message_log.add("Targeting cancelled.", COLOR_INFO)
@ -1349,41 +1310,41 @@ def handle_keys(key: str, action: str) -> None:
else:
handle_normal_input(key)
def handle_normal_input(key: str) -> None:
def handle_normal_input(key) -> None:
"""Handle input in normal game mode."""
# Movement
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
# Ranged attack (enter targeting mode)
elif key == "F":
elif key == mcrfpy.Key.F:
enter_targeting_mode()
# Pickup
elif key == "G" or key == ",":
elif key == mcrfpy.Key.G:
pickup_item()
# Use items
elif key in ["1", "2", "3", "4", "5"]:
index = int(key) - 1
elif key in [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5]:
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn()
update_ui()
def handle_targeting_input(key: str) -> None:
def handle_targeting_input(key) -> None:
"""Handle input in targeting mode."""
if key == "Up" or key == "W":
if key == mcrfpy.Key.UP or key == mcrfpy.Key.W:
move_cursor(0, -1)
elif key == "Down" or key == "S":
elif key == mcrfpy.Key.DOWN or key == mcrfpy.Key.S:
move_cursor(0, 1)
elif key == "Left" or key == "A":
elif key == mcrfpy.Key.LEFT or key == mcrfpy.Key.A:
move_cursor(-1, 0)
elif key == "Right" or key == "D":
elif key == mcrfpy.Key.RIGHT or key == mcrfpy.Key.D:
move_cursor(1, 0)
elif key == "Return" or key == "Space":
elif key == mcrfpy.Key.ENTER or key == mcrfpy.Key.SPACE:
confirm_target()
scene.on_key = handle_keys

View file

@ -511,24 +511,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled internally by draw_fov()
# =============================================================================
# Save/Load System
@ -540,7 +523,7 @@ def save_game() -> bool:
Returns:
True if save succeeded, False otherwise
"""
global player, player_inventory, grid, explored, dungeon_level
global player, player_inventory, grid, dungeon_level
try:
# Collect tile data
@ -592,7 +575,6 @@ def save_game() -> bool:
"inventory": player_inventory.to_dict()
},
"tiles": tiles,
"explored": [[explored[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)],
"enemies": enemies,
"items": items_on_ground
}
@ -615,7 +597,7 @@ def load_game() -> bool:
Returns:
True if load succeeded, False otherwise
"""
global player, player_inventory, grid, explored, dungeon_level
global player, player_inventory, grid, dungeon_level
global entity_data, item_data, fov_layer, game_over
if not os.path.exists(SAVE_FILE):
@ -629,8 +611,8 @@ def load_game() -> bool:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
for e in list(grid.entities):
grid.entities.remove(e)
# Restore dungeon level
dungeon_level = save_data.get("dungeon_level", 1)
@ -645,10 +627,7 @@ def load_game() -> bool:
cell.walkable = tile_data["walkable"]
cell.transparent = tile_data["transparent"]
# Restore explored state
global explored
explored_data = save_data["explored"]
explored = [[explored_data[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)]
# Exploration state is tracked internally by draw_fov()
# Restore player
player_data = save_data["player"]
@ -695,9 +674,7 @@ def load_game() -> bool:
item_data[item_entity] = Item.from_dict(item_entry["item"])
# Reset FOV layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
# Compute initial FOV
update_fov(grid, fov_layer, int(player.x), int(player.y))
@ -890,18 +867,12 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -931,10 +902,7 @@ def exit_targeting_mode() -> None:
global game_mode, target_cursor, grid
if target_cursor is not None:
for i, e in enumerate(grid.entities):
if e == target_cursor:
grid.entities.remove(i)
break
grid.entities.remove(target_cursor)
target_cursor = None
game_mode = GameMode.NORMAL
@ -949,7 +917,7 @@ def move_cursor(dx: int, dy: int) -> None:
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
return
if not grid.is_in_fov(new_x, new_y):
if not grid.is_in_fov((new_x, new_y)):
message_log.add("You cannot see that location.", COLOR_INVALID)
return
@ -1144,20 +1112,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
@ -1230,7 +1194,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -1299,11 +1263,10 @@ def generate_new_game() -> None:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
for e in list(grid.entities):
grid.entities.remove(e)
fill_with_walls(grid)
init_explored()
message_log.clear()
rooms: list[RectangularRoom] = []
@ -1361,9 +1324,7 @@ def generate_new_game() -> None:
spawn_enemies_in_room(grid, room, texture)
spawn_items_in_room(grid, room, texture)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, new_x, new_y)
@ -1390,10 +1351,9 @@ grid = mcrfpy.Grid(
)
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
# Add grid to scene
scene.children.append(grid)
@ -1456,9 +1416,6 @@ message_log.add_to_scene(scene)
# Initialize Game (Load or New)
# =============================================================================
# Initialize explored array
init_explored()
# Try to load existing save, otherwise generate new game
if has_save_file():
message_log.add("Found saved game. Loading...", COLOR_INFO)
@ -1475,20 +1432,20 @@ else:
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over, game_mode
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
# Always allow restart
if key == "R":
if key == mcrfpy.Key.R:
delete_save()
generate_new_game()
message_log.add("A new adventure begins!", COLOR_INFO)
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
if game_mode == GameMode.TARGETING:
exit_targeting_mode()
message_log.add("Targeting cancelled.", COLOR_INFO)
@ -1500,14 +1457,8 @@ def handle_keys(key: str, action: str) -> None:
mcrfpy.exit()
return
# Save game (Ctrl+S or just S when not moving)
if key == "S" and game_mode == GameMode.NORMAL:
# Check if this is meant to be a save (could add modifier check)
# For simplicity, we will use a dedicated save key
pass
# Dedicated save with period key
if key == "Period" and game_mode == GameMode.NORMAL and not game_over:
if key == mcrfpy.Key.PERIOD and game_mode == GameMode.NORMAL and not game_over:
save_game()
return
@ -1520,39 +1471,39 @@ def handle_keys(key: str, action: str) -> None:
else:
handle_normal_input(key)
def handle_normal_input(key: str) -> None:
def handle_normal_input(key) -> None:
# Movement
if key == "W" or key == "Up":
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
# Ranged attack
elif key == "F":
elif key == mcrfpy.Key.F:
enter_targeting_mode()
# Pickup
elif key == "G" or key == ",":
elif key == mcrfpy.Key.G:
pickup_item()
# Use items
elif key in ["1", "2", "3", "4", "5"]:
index = int(key) - 1
elif key in [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5]:
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn()
update_ui()
def handle_targeting_input(key: str) -> None:
if key == "Up" or key == "W":
def handle_targeting_input(key) -> None:
if key == mcrfpy.Key.UP or key == mcrfpy.Key.W:
move_cursor(0, -1)
elif key == "Down" or key == "S":
elif key == mcrfpy.Key.DOWN or key == mcrfpy.Key.S:
move_cursor(0, 1)
elif key == "Left" or key == "A":
elif key == mcrfpy.Key.LEFT or key == mcrfpy.Key.A:
move_cursor(-1, 0)
elif key == "Right" or key == "D":
elif key == mcrfpy.Key.RIGHT or key == mcrfpy.Key.D:
move_cursor(1, 0)
elif key == "Return" or key == "Space":
elif key == mcrfpy.Key.ENTER or key == mcrfpy.Key.SPACE:
confirm_target()
scene.on_key = handle_keys

View file

@ -567,24 +567,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled automatically by ColorLayer.draw_fov()
# =============================================================================
# Dungeon Generation
@ -821,18 +804,12 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -851,11 +828,7 @@ def clear_entities_except_player(target_grid: mcrfpy.Grid) -> None:
del entity_data[entity]
if entity in item_data:
del item_data[entity]
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
# =============================================================================
# Level Transition
@ -883,7 +856,6 @@ def descend_stairs() -> bool:
clear_entities_except_player(grid)
# Generate new dungeon
init_explored()
player_start = generate_dungeon(grid, dungeon_level)
# Move player to starting position
@ -896,9 +868,7 @@ def descend_stairs() -> bool:
spawn_entities_for_level(grid, texture, dungeon_level)
# Reset FOV
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
@ -977,7 +947,7 @@ def spawn_entities_for_level(target_grid: mcrfpy.Grid, tex: mcrfpy.Texture, leve
def save_game() -> bool:
"""Save the current game state to a JSON file."""
global player, player_inventory, grid, explored, dungeon_level, stairs_position
global player, player_inventory, grid, dungeon_level, stairs_position
try:
tiles = []
@ -1026,7 +996,6 @@ def save_game() -> bool:
"inventory": player_inventory.to_dict()
},
"tiles": tiles,
"explored": [[explored[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)],
"enemies": enemies,
"items": items_on_ground
}
@ -1043,7 +1012,7 @@ def save_game() -> bool:
def load_game() -> bool:
"""Load a saved game from JSON file."""
global player, player_inventory, grid, explored, dungeon_level
global player, player_inventory, grid, dungeon_level
global entity_data, item_data, fov_layer, game_over, stairs_position
if not os.path.exists(SAVE_FILE):
@ -1057,7 +1026,7 @@ def load_game() -> bool:
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
dungeon_level = save_data.get("dungeon_level", 1)
stairs_position = tuple(save_data.get("stairs_position", [0, 0]))
@ -1071,10 +1040,6 @@ def load_game() -> bool:
cell.walkable = tile_data["walkable"]
cell.transparent = tile_data["transparent"]
global explored
explored_data = save_data["explored"]
explored = [[explored_data[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)]
player_data = save_data["player"]
player = mcrfpy.Entity(
grid_pos=(player_data["x"], player_data["y"]),
@ -1114,9 +1079,7 @@ def load_game() -> bool:
grid.entities.append(item_entity)
item_data[item_entity] = Item.from_dict(item_entry["item"])
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, int(player.x), int(player.y))
@ -1168,10 +1131,7 @@ def exit_targeting_mode() -> None:
global game_mode, target_cursor, grid
if target_cursor is not None:
for i, e in enumerate(grid.entities):
if e == target_cursor:
grid.entities.remove(i)
break
grid.entities.remove(target_cursor)
target_cursor = None
game_mode = GameMode.NORMAL
@ -1186,7 +1146,7 @@ def move_cursor(dx: int, dy: int) -> None:
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
return
if not grid.is_in_fov(new_x, new_y):
if not grid.is_in_fov((new_x, new_y)):
message_log.add("You cannot see that location.", COLOR_INVALID)
return
@ -1380,21 +1340,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
# =============================================================================
@ -1466,7 +1421,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -1535,9 +1490,8 @@ def generate_new_game() -> None:
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
init_explored()
message_log.clear()
player_start = generate_dungeon(grid, dungeon_level)
@ -1562,9 +1516,7 @@ def generate_new_game() -> None:
spawn_entities_for_level(grid, texture, dungeon_level)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
@ -1587,10 +1539,9 @@ grid = mcrfpy.Grid(
zoom=1.0
)
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
scene.children.append(grid)
@ -1639,8 +1590,6 @@ message_log.add_to_scene(scene)
# Initialize Game
# =============================================================================
init_explored()
if has_save_file():
message_log.add("Found saved game. Loading...", COLOR_INFO)
if not load_game():
@ -1656,19 +1605,19 @@ else:
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over, game_mode
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
if key == "R":
if key == mcrfpy.Key.R:
delete_save()
generate_new_game()
message_log.add("A new adventure begins!", COLOR_INFO)
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
if game_mode == GameMode.TARGETING:
exit_targeting_mode()
message_log.add("Targeting cancelled.", COLOR_INFO)
@ -1679,7 +1628,7 @@ def handle_keys(key: str, action: str) -> None:
mcrfpy.exit()
return
if key == "Period" and game_mode == GameMode.NORMAL and not game_over:
if key == mcrfpy.Key.PERIOD and game_mode == GameMode.NORMAL and not game_over:
save_game()
return
@ -1691,38 +1640,38 @@ def handle_keys(key: str, action: str) -> None:
else:
handle_normal_input(key)
def handle_normal_input(key: str) -> None:
if key == "W" or key == "Up":
def handle_normal_input(key) -> None:
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
elif key == "F":
elif key == mcrfpy.Key.F:
enter_targeting_mode()
elif key == "G" or key == ",":
elif key == mcrfpy.Key.G or key == mcrfpy.Key.COMMA:
pickup_item()
elif key == "Period" and mcrfpy.keypressed("LShift"):
elif key == mcrfpy.Key.PERIOD and mcrfpy.keyboard.shift:
# Shift+. (>) to descend stairs
descend_stairs()
elif key in ["1", "2", "3", "4", "5"]:
index = int(key) - 1
elif key in (mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5):
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn()
update_ui()
def handle_targeting_input(key: str) -> None:
if key == "Up" or key == "W":
def handle_targeting_input(key) -> None:
if key == mcrfpy.Key.UP or key == mcrfpy.Key.W:
move_cursor(0, -1)
elif key == "Down" or key == "S":
elif key == mcrfpy.Key.DOWN or key == mcrfpy.Key.S:
move_cursor(0, 1)
elif key == "Left" or key == "A":
elif key == mcrfpy.Key.LEFT or key == mcrfpy.Key.A:
move_cursor(-1, 0)
elif key == "Right" or key == "D":
elif key == mcrfpy.Key.RIGHT or key == mcrfpy.Key.D:
move_cursor(1, 0)
elif key == "Return" or key == "Space":
elif key == mcrfpy.Key.ENTER or key == mcrfpy.Key.SPACE:
confirm_target()
scene.on_key = handle_keys

View file

@ -723,24 +723,7 @@ class RectangularRoom:
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled automatically by ColorLayer.draw_fov()
# =============================================================================
# Dungeon Generation
@ -972,18 +955,12 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -1001,11 +978,7 @@ def clear_entities_except_player(target_grid: mcrfpy.Grid) -> None:
del entity_data[entity]
if entity in item_data:
del item_data[entity]
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
# =============================================================================
# XP and Level Up
@ -1059,7 +1032,6 @@ def descend_stairs() -> bool:
clear_entities_except_player(grid)
init_explored()
player_start = generate_dungeon(grid, dungeon_level)
player.x = player_start[0]
@ -1067,9 +1039,7 @@ def descend_stairs() -> bool:
spawn_entities_for_level(grid, texture, dungeon_level)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
@ -1084,7 +1054,7 @@ def descend_stairs() -> bool:
# =============================================================================
def save_game() -> bool:
global player, player_inventory, grid, explored, dungeon_level, stairs_position
global player, player_inventory, grid, dungeon_level, stairs_position
try:
tiles = []
@ -1133,7 +1103,6 @@ def save_game() -> bool:
"inventory": player_inventory.to_dict()
},
"tiles": tiles,
"explored": [[explored[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)],
"enemies": enemies,
"items": items_on_ground
}
@ -1149,7 +1118,7 @@ def save_game() -> bool:
return False
def load_game() -> bool:
global player, player_inventory, grid, explored, dungeon_level
global player, player_inventory, grid, dungeon_level
global entity_data, item_data, fov_layer, game_over, stairs_position
if not os.path.exists(SAVE_FILE):
@ -1163,7 +1132,7 @@ def load_game() -> bool:
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
dungeon_level = save_data.get("dungeon_level", 1)
stairs_position = tuple(save_data.get("stairs_position", [0, 0]))
@ -1177,10 +1146,6 @@ def load_game() -> bool:
cell.walkable = tile_data["walkable"]
cell.transparent = tile_data["transparent"]
global explored
explored_data = save_data["explored"]
explored = [[explored_data[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)]
player_data = save_data["player"]
player = mcrfpy.Entity(
grid_pos=(player_data["x"], player_data["y"]),
@ -1220,9 +1185,7 @@ def load_game() -> bool:
grid.entities.append(item_entity)
item_data[item_entity] = Item.from_dict(item_entry["item"])
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, int(player.x), int(player.y))
@ -1274,10 +1237,7 @@ def exit_targeting_mode() -> None:
global game_mode, target_cursor, grid
if target_cursor is not None:
for i, e in enumerate(grid.entities):
if e == target_cursor:
grid.entities.remove(i)
break
grid.entities.remove(target_cursor)
target_cursor = None
game_mode = GameMode.NORMAL
@ -1292,7 +1252,7 @@ def move_cursor(dx: int, dy: int) -> None:
if new_x < 0 or new_x >= GRID_WIDTH or new_y < 0 or new_y >= GRID_HEIGHT:
return
if not grid.is_in_fov(new_x, new_y):
if not grid.is_in_fov((new_x, new_y)):
message_log.add("You cannot see that location.", COLOR_INVALID)
return
@ -1488,21 +1448,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
entity.visible = target_grid.is_in_fov((ex, ey))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
# =============================================================================
@ -1574,7 +1529,7 @@ def enemy_turn() -> None:
ex, ey = int(enemy.x), int(enemy.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx = player_x - ex
@ -1644,9 +1599,8 @@ def generate_new_game() -> None:
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
init_explored()
message_log.clear()
player_start = generate_dungeon(grid, dungeon_level)
@ -1673,9 +1627,7 @@ def generate_new_game() -> None:
spawn_entities_for_level(grid, texture, dungeon_level)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
@ -1698,10 +1650,9 @@ grid = mcrfpy.Grid(
zoom=1.0
)
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
scene.children.append(grid)
@ -1756,8 +1707,6 @@ message_log.add_to_scene(scene)
# Initialize Game
# =============================================================================
init_explored()
if has_save_file():
message_log.add("Found saved game. Loading...", COLOR_INFO)
if not load_game():
@ -1773,19 +1722,19 @@ else:
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over, game_mode
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
if key == "R":
if key == mcrfpy.Key.R:
delete_save()
generate_new_game()
message_log.add("A new adventure begins!", COLOR_INFO)
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
if game_mode == GameMode.TARGETING:
exit_targeting_mode()
message_log.add("Targeting cancelled.", COLOR_INFO)
@ -1796,7 +1745,7 @@ def handle_keys(key: str, action: str) -> None:
mcrfpy.exit()
return
if key == "Period" and game_mode == GameMode.NORMAL and not game_over:
if key == mcrfpy.Key.PERIOD and game_mode == GameMode.NORMAL and not game_over:
# Check for shift to descend
descend_stairs()
return
@ -1809,35 +1758,35 @@ def handle_keys(key: str, action: str) -> None:
else:
handle_normal_input(key)
def handle_normal_input(key: str) -> None:
if key == "W" or key == "Up":
def handle_normal_input(key) -> None:
if key == mcrfpy.Key.W or key == mcrfpy.Key.UP:
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
elif key == mcrfpy.Key.S or key == mcrfpy.Key.DOWN:
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
elif key == mcrfpy.Key.A or key == mcrfpy.Key.LEFT:
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
elif key == mcrfpy.Key.D or key == mcrfpy.Key.RIGHT:
try_move_or_attack(1, 0)
elif key == "F":
elif key == mcrfpy.Key.F:
enter_targeting_mode()
elif key == "G" or key == ",":
elif key == mcrfpy.Key.G or key == mcrfpy.Key.COMMA:
pickup_item()
elif key in ["1", "2", "3", "4", "5"]:
index = int(key) - 1
elif key in (mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5):
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn()
update_ui()
def handle_targeting_input(key: str) -> None:
if key == "Up" or key == "W":
def handle_targeting_input(key) -> None:
if key == mcrfpy.Key.UP or key == mcrfpy.Key.W:
move_cursor(0, -1)
elif key == "Down" or key == "S":
elif key == mcrfpy.Key.DOWN or key == mcrfpy.Key.S:
move_cursor(0, 1)
elif key == "Left" or key == "A":
elif key == mcrfpy.Key.LEFT or key == mcrfpy.Key.A:
move_cursor(-1, 0)
elif key == "Right" or key == "D":
elif key == mcrfpy.Key.RIGHT or key == mcrfpy.Key.D:
move_cursor(1, 0)
elif key == "Return" or key == "Space":
elif key == mcrfpy.Key.ENTER or key == mcrfpy.Key.SPACE:
confirm_target()
scene.on_key = handle_keys

View file

@ -801,24 +801,7 @@ class RectangularRoom:
def intersects(self, other: "RectangularRoom") -> bool:
return self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# Exploration tracking is handled automatically by ColorLayer.draw_fov()
# =============================================================================
# Dungeon Generation (abbreviated for space)
@ -1014,18 +997,12 @@ def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mc
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in entity_data:
del entity_data[entity]
def remove_item_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
if entity in item_data:
del item_data[entity]
@ -1041,10 +1018,7 @@ def clear_entities_except_player(target_grid: mcrfpy.Grid) -> None:
del entity_data[entity]
if entity in item_data:
del item_data[entity]
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
target_grid.entities.remove(entity)
# =============================================================================
# Equipment Actions
@ -1174,14 +1148,11 @@ def descend_stairs() -> bool:
dungeon_level += 1
clear_entities_except_player(grid)
init_explored()
player_start = generate_dungeon(grid, dungeon_level)
player.x, player.y = player_start
spawn_entities_for_level(grid, texture, dungeon_level)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
message_log.add(f"You descend to level {dungeon_level}...", COLOR_DESCEND)
@ -1194,7 +1165,7 @@ def descend_stairs() -> bool:
# =============================================================================
def save_game() -> bool:
global player, player_inventory, grid, explored, dungeon_level, stairs_position
global player, player_inventory, grid, dungeon_level, stairs_position
try:
tiles = []
@ -1238,7 +1209,6 @@ def save_game() -> bool:
"inventory": player_inventory.to_dict()
},
"tiles": tiles,
"explored": [[explored[y][x] for x in range(GRID_WIDTH)] for y in range(GRID_HEIGHT)],
"enemies": enemies,
"items": items_on_ground
}
@ -1253,7 +1223,7 @@ def save_game() -> bool:
return False
def load_game() -> bool:
global player, player_inventory, grid, explored, dungeon_level
global player, player_inventory, grid, dungeon_level
global entity_data, item_data, fov_layer, game_over, stairs_position
if not os.path.exists(SAVE_FILE):
@ -1266,7 +1236,7 @@ def load_game() -> bool:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
dungeon_level = save_data.get("dungeon_level", 1)
stairs_position = tuple(save_data.get("stairs_position", [0, 0]))
@ -1280,9 +1250,6 @@ def load_game() -> bool:
cell.walkable = tile_data["walkable"]
cell.transparent = tile_data["transparent"]
global explored
explored = save_data["explored"]
player_data = save_data["player"]
player = mcrfpy.Entity(
grid_pos=(player_data["x"], player_data["y"]),
@ -1321,9 +1288,7 @@ def load_game() -> bool:
grid.entities.append(item_entity)
item_data[item_entity] = item
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, int(player.x), int(player.y))
game_over = False
@ -1362,10 +1327,7 @@ def enter_targeting_mode() -> None:
def exit_targeting_mode() -> None:
global game_mode, target_cursor
if target_cursor:
for i, e in enumerate(grid.entities):
if e == target_cursor:
grid.entities.remove(i)
break
grid.entities.remove(target_cursor)
target_cursor = None
game_mode = GameMode.NORMAL
mode_display.update(game_mode)
@ -1375,7 +1337,7 @@ def move_cursor(dx: int, dy: int) -> None:
new_x, new_y = target_x + dx, target_y + dy
if not (0 <= new_x < GRID_WIDTH and 0 <= new_y < GRID_HEIGHT):
return
if not grid.is_in_fov(new_x, new_y):
if not grid.is_in_fov((new_x, new_y)):
message_log.add("Cannot see that location.", COLOR_INVALID)
return
distance = abs(new_x - int(player.x)) + abs(new_y - int(player.y))
@ -1515,19 +1477,16 @@ def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
if entity == player or entity == target_cursor:
entity.visible = True
else:
entity.visible = target_grid.is_in_fov(int(entity.x), int(entity.y))
entity.visible = target_grid.is_in_fov((int(entity.x), int(entity.y)))
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
target_fov_layer.draw_fov(
(player_x, player_y),
radius=FOV_RADIUS,
visible=COLOR_VISIBLE,
discovered=COLOR_DISCOVERED,
unknown=COLOR_UNKNOWN
)
update_entity_visibility(target_grid)
# =============================================================================
@ -1577,7 +1536,7 @@ def enemy_turn() -> None:
if not fighter.is_alive:
continue
ex, ey = int(entity.x), int(entity.y)
if not grid.is_in_fov(ex, ey):
if not grid.is_in_fov((ex, ey)):
continue
dx, dy = px - ex, py - ey
@ -1624,9 +1583,8 @@ def generate_new_game() -> None:
entity_data.clear()
item_data.clear()
while len(grid.entities) > 0:
grid.entities.remove(0)
grid.entities.pop(0)
init_explored()
message_log.clear()
player_start = generate_dungeon(grid, dungeon_level)
@ -1642,9 +1600,7 @@ def generate_new_game() -> None:
player_inventory = Inventory(capacity=10)
spawn_entities_for_level(grid, texture, dungeon_level)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer.fill(COLOR_UNKNOWN)
update_fov(grid, fov_layer, player_start[0], player_start[1])
mode_display.update(game_mode)
@ -1666,10 +1622,9 @@ grid = mcrfpy.Grid(
zoom=1.0
)
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
fov_layer = mcrfpy.ColorLayer(z_index=-1, name="fov")
grid.add_layer(fov_layer)
fov_layer.fill(COLOR_UNKNOWN)
scene.children.append(grid)
@ -1706,8 +1661,6 @@ message_log = MessageLog(x=20, y=768 - UI_BOTTOM_HEIGHT + 10, width=990, height=
message_log.add_to_scene(scene)
# Initialize
init_explored()
if has_save_file():
message_log.add("Loading saved game...", COLOR_INFO)
if not load_game():
@ -1722,19 +1675,19 @@ else:
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
def handle_keys(key, action) -> None:
global game_over, game_mode
if action != "start":
if action != mcrfpy.InputState.PRESSED:
return
if key == "R":
if key == mcrfpy.Key.R:
delete_save()
generate_new_game()
message_log.add("New adventure begins!", COLOR_INFO)
return
if key == "Escape":
if key == mcrfpy.Key.ESCAPE:
if game_mode == GameMode.TARGETING:
exit_targeting_mode()
message_log.add("Targeting cancelled.", COLOR_INFO)
@ -1752,39 +1705,39 @@ def handle_keys(key: str, action: str) -> None:
else:
handle_normal_input(key)
def handle_normal_input(key: str) -> None:
if key in ("W", "Up"):
def handle_normal_input(key) -> None:
if key in (mcrfpy.Key.W, mcrfpy.Key.UP):
try_move_or_attack(0, -1)
elif key in ("S", "Down"):
elif key in (mcrfpy.Key.S, mcrfpy.Key.DOWN):
try_move_or_attack(0, 1)
elif key in ("A", "Left"):
elif key in (mcrfpy.Key.A, mcrfpy.Key.LEFT):
try_move_or_attack(-1, 0)
elif key in ("D", "Right"):
elif key in (mcrfpy.Key.D, mcrfpy.Key.RIGHT):
try_move_or_attack(1, 0)
elif key == "F":
elif key == mcrfpy.Key.F:
enter_targeting_mode()
elif key in ("G", ","):
elif key in (mcrfpy.Key.G, mcrfpy.Key.COMMA):
pickup_item()
elif key == "Period":
elif key == mcrfpy.Key.PERIOD:
descend_stairs()
elif key == "E":
elif key == mcrfpy.Key.E:
message_log.add("Press 1-5 to equip an item from inventory.", COLOR_INFO)
elif key in "12345":
index = int(key) - 1
elif key in (mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5):
index = [mcrfpy.Key.NUM_1, mcrfpy.Key.NUM_2, mcrfpy.Key.NUM_3, mcrfpy.Key.NUM_4, mcrfpy.Key.NUM_5].index(key)
if use_item(index):
enemy_turn()
update_ui()
def handle_targeting_input(key: str) -> None:
if key in ("Up", "W"):
def handle_targeting_input(key) -> None:
if key in (mcrfpy.Key.UP, mcrfpy.Key.W):
move_cursor(0, -1)
elif key in ("Down", "S"):
elif key in (mcrfpy.Key.DOWN, mcrfpy.Key.S):
move_cursor(0, 1)
elif key in ("Left", "A"):
elif key in (mcrfpy.Key.LEFT, mcrfpy.Key.A):
move_cursor(-1, 0)
elif key in ("Right", "D"):
elif key in (mcrfpy.Key.RIGHT, mcrfpy.Key.D):
move_cursor(1, 0)
elif key in ("Return", "Space"):
elif key in (mcrfpy.Key.ENTER, mcrfpy.Key.SPACE):
confirm_target()
scene.on_key = handle_keys