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

@ -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