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

@ -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: