Directory structure cleanup and organization overhaul
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373
tests/demos/pathfinding_showcase.py
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373
tests/demos/pathfinding_showcase.py
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#!/usr/bin/env python3
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"""
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Pathfinding Showcase Demo
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=========================
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Demonstrates various pathfinding scenarios with multiple entities.
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Features:
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- Multiple entities pathfinding simultaneously
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- Chase mode: entities pursue targets
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- Flee mode: entities avoid threats
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- Patrol mode: entities follow waypoints
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- Visual debugging: show Dijkstra distance field
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"""
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import mcrfpy
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import sys
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import random
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# Colors
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WALL_COLOR = mcrfpy.Color(40, 40, 40)
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FLOOR_COLOR = mcrfpy.Color(220, 220, 240)
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PATH_COLOR = mcrfpy.Color(180, 250, 180)
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THREAT_COLOR = mcrfpy.Color(255, 100, 100)
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GOAL_COLOR = mcrfpy.Color(100, 255, 100)
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DIJKSTRA_COLORS = [
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mcrfpy.Color(50, 50, 100), # Far
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mcrfpy.Color(70, 70, 150),
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mcrfpy.Color(90, 90, 200),
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mcrfpy.Color(110, 110, 250),
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mcrfpy.Color(150, 150, 255),
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mcrfpy.Color(200, 200, 255), # Near
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]
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# Entity types
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PLAYER = 64 # @
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ENEMY = 69 # E
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TREASURE = 36 # $
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PATROL = 80 # P
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# Global state
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grid = None
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player = None
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enemies = []
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treasures = []
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patrol_entities = []
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mode = "CHASE"
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show_dijkstra = False
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animation_speed = 3.0
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def create_dungeon():
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"""Create a dungeon-like map"""
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global grid
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mcrfpy.createScene("pathfinding_showcase")
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# Create larger grid for showcase
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grid = mcrfpy.Grid(grid_x=30, grid_y=20)
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grid.fill_color = mcrfpy.Color(0, 0, 0)
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# Initialize all as floor
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for y in range(20):
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for x in range(30):
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grid.at(x, y).walkable = True
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grid.at(x, y).transparent = True
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grid.at(x, y).color = FLOOR_COLOR
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# Create rooms and corridors
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rooms = [
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(2, 2, 8, 6), # Top-left room
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(20, 2, 8, 6), # Top-right room
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(11, 8, 8, 6), # Center room
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(2, 14, 8, 5), # Bottom-left room
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(20, 14, 8, 5), # Bottom-right room
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]
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# Create room walls
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for rx, ry, rw, rh in rooms:
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# Top and bottom walls
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for x in range(rx, rx + rw):
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if 0 <= x < 30:
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grid.at(x, ry).walkable = False
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grid.at(x, ry).color = WALL_COLOR
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grid.at(x, ry + rh - 1).walkable = False
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grid.at(x, ry + rh - 1).color = WALL_COLOR
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# Left and right walls
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for y in range(ry, ry + rh):
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if 0 <= y < 20:
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grid.at(rx, y).walkable = False
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grid.at(rx, y).color = WALL_COLOR
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grid.at(rx + rw - 1, y).walkable = False
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grid.at(rx + rw - 1, y).color = WALL_COLOR
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# Create doorways
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doorways = [
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(6, 2), (24, 2), # Top room doors
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(6, 7), (24, 7), # Top room doors bottom
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(15, 8), (15, 13), # Center room doors
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(6, 14), (24, 14), # Bottom room doors
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(11, 11), (18, 11), # Center room side doors
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]
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for x, y in doorways:
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if 0 <= x < 30 and 0 <= y < 20:
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grid.at(x, y).walkable = True
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grid.at(x, y).color = FLOOR_COLOR
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# Add some corridors
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# Horizontal corridors
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for x in range(10, 20):
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grid.at(x, 5).walkable = True
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grid.at(x, 5).color = FLOOR_COLOR
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grid.at(x, 16).walkable = True
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grid.at(x, 16).color = FLOOR_COLOR
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# Vertical corridors
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for y in range(5, 17):
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grid.at(10, y).walkable = True
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grid.at(10, y).color = FLOOR_COLOR
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grid.at(19, y).walkable = True
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grid.at(19, y).color = FLOOR_COLOR
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def spawn_entities():
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"""Spawn various entity types"""
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global player, enemies, treasures, patrol_entities
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# Clear existing entities
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grid.entities.clear()
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enemies = []
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treasures = []
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patrol_entities = []
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# Spawn player in center room
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player = mcrfpy.Entity(15, 11)
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player.sprite_index = PLAYER
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grid.entities.append(player)
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# Spawn enemies in corners
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enemy_positions = [(4, 4), (24, 4), (4, 16), (24, 16)]
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for x, y in enemy_positions:
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enemy = mcrfpy.Entity(x, y)
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enemy.sprite_index = ENEMY
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grid.entities.append(enemy)
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enemies.append(enemy)
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# Spawn treasures
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treasure_positions = [(6, 5), (24, 5), (15, 10)]
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for x, y in treasure_positions:
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treasure = mcrfpy.Entity(x, y)
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treasure.sprite_index = TREASURE
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grid.entities.append(treasure)
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treasures.append(treasure)
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# Spawn patrol entities
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patrol = mcrfpy.Entity(10, 10)
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patrol.sprite_index = PATROL
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patrol.waypoints = [(10, 10), (19, 10), (19, 16), (10, 16)] # Square patrol
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patrol.waypoint_index = 0
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grid.entities.append(patrol)
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patrol_entities.append(patrol)
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def visualize_dijkstra(target_x, target_y):
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"""Visualize Dijkstra distance field"""
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if not show_dijkstra:
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return
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# Compute Dijkstra from target
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grid.compute_dijkstra(target_x, target_y)
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# Color tiles based on distance
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max_dist = 30.0
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for y in range(20):
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for x in range(30):
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if grid.at(x, y).walkable:
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dist = grid.get_dijkstra_distance(x, y)
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if dist is not None and dist < max_dist:
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# Map distance to color index
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color_idx = int((dist / max_dist) * len(DIJKSTRA_COLORS))
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color_idx = min(color_idx, len(DIJKSTRA_COLORS) - 1)
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grid.at(x, y).color = DIJKSTRA_COLORS[color_idx]
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def move_enemies(dt):
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"""Move enemies based on current mode"""
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if mode == "CHASE":
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# Enemies chase player
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for enemy in enemies:
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path = enemy.path_to(int(player.x), int(player.y))
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if path and len(path) > 1: # Don't move onto player
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# Move towards player
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next_x, next_y = path[1]
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# Smooth movement
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dx = next_x - enemy.x
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dy = next_y - enemy.y
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enemy.x += dx * dt * animation_speed
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enemy.y += dy * dt * animation_speed
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elif mode == "FLEE":
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# Enemies flee from player
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for enemy in enemies:
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# Compute opposite direction
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dx = enemy.x - player.x
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dy = enemy.y - player.y
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# Find safe spot in that direction
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target_x = int(enemy.x + dx * 2)
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target_y = int(enemy.y + dy * 2)
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# Clamp to grid
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target_x = max(0, min(29, target_x))
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target_y = max(0, min(19, target_y))
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path = enemy.path_to(target_x, target_y)
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if path and len(path) > 0:
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next_x, next_y = path[0]
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# Move away from player
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dx = next_x - enemy.x
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dy = next_y - enemy.y
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enemy.x += dx * dt * animation_speed
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enemy.y += dy * dt * animation_speed
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def move_patrols(dt):
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"""Move patrol entities along waypoints"""
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for patrol in patrol_entities:
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if not hasattr(patrol, 'waypoints'):
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continue
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# Get current waypoint
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target_x, target_y = patrol.waypoints[patrol.waypoint_index]
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# Check if reached waypoint
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dist = abs(patrol.x - target_x) + abs(patrol.y - target_y)
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if dist < 0.5:
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# Move to next waypoint
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patrol.waypoint_index = (patrol.waypoint_index + 1) % len(patrol.waypoints)
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target_x, target_y = patrol.waypoints[patrol.waypoint_index]
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# Path to waypoint
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path = patrol.path_to(target_x, target_y)
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if path and len(path) > 0:
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next_x, next_y = path[0]
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dx = next_x - patrol.x
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dy = next_y - patrol.y
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patrol.x += dx * dt * animation_speed * 0.5 # Slower patrol speed
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patrol.y += dy * dt * animation_speed * 0.5
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def update_entities(dt):
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"""Update all entity movements"""
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move_enemies(dt / 1000.0) # Convert to seconds
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move_patrols(dt / 1000.0)
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# Update Dijkstra visualization
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if show_dijkstra and player:
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visualize_dijkstra(int(player.x), int(player.y))
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def handle_keypress(scene_name, keycode):
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"""Handle keyboard input"""
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global mode, show_dijkstra, player
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# Mode switching
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if keycode == 49: # '1'
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mode = "CHASE"
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mode_text.text = "Mode: CHASE - Enemies pursue player"
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clear_colors()
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elif keycode == 50: # '2'
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mode = "FLEE"
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mode_text.text = "Mode: FLEE - Enemies avoid player"
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clear_colors()
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elif keycode == 51: # '3'
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mode = "PATROL"
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mode_text.text = "Mode: PATROL - Entities follow waypoints"
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clear_colors()
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# Toggle Dijkstra visualization
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elif keycode == 68 or keycode == 100: # 'D' or 'd'
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show_dijkstra = not show_dijkstra
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debug_text.text = f"Dijkstra Debug: {'ON' if show_dijkstra else 'OFF'}"
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if not show_dijkstra:
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clear_colors()
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# Move player with arrow keys or WASD
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elif keycode in [87, 119]: # W/w - Up
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if player.y > 0:
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path = player.path_to(int(player.x), int(player.y) - 1)
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if path:
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player.y -= 1
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elif keycode in [83, 115]: # S/s - Down
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if player.y < 19:
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path = player.path_to(int(player.x), int(player.y) + 1)
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if path:
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player.y += 1
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elif keycode in [65, 97]: # A/a - Left
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if player.x > 0:
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path = player.path_to(int(player.x) - 1, int(player.y))
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if path:
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player.x -= 1
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elif keycode in [68, 100]: # D/d - Right
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if player.x < 29:
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path = player.path_to(int(player.x) + 1, int(player.y))
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if path:
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player.x += 1
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# Reset
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elif keycode == 82 or keycode == 114: # 'R' or 'r'
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spawn_entities()
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clear_colors()
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# Quit
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elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
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print("\nExiting pathfinding showcase...")
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sys.exit(0)
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def clear_colors():
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"""Reset floor colors"""
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for y in range(20):
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for x in range(30):
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if grid.at(x, y).walkable:
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grid.at(x, y).color = FLOOR_COLOR
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# Create the showcase
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print("Pathfinding Showcase Demo")
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print("=========================")
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print("Controls:")
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print(" WASD - Move player")
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print(" 1 - Chase mode (enemies pursue)")
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print(" 2 - Flee mode (enemies avoid)")
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print(" 3 - Patrol mode")
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print(" D - Toggle Dijkstra visualization")
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print(" R - Reset entities")
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print(" Q/ESC - Quit")
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# Create dungeon
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create_dungeon()
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spawn_entities()
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# Set up UI
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ui = mcrfpy.sceneUI("pathfinding_showcase")
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ui.append(grid)
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# Scale and position
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grid.size = (750, 500) # 30*25, 20*25
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grid.position = (25, 60)
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# Add title
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title = mcrfpy.Caption("Pathfinding Showcase", 300, 10)
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title.fill_color = mcrfpy.Color(255, 255, 255)
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ui.append(title)
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# Add mode text
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mode_text = mcrfpy.Caption("Mode: CHASE - Enemies pursue player", 25, 580)
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mode_text.fill_color = mcrfpy.Color(255, 255, 200)
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ui.append(mode_text)
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# Add debug text
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debug_text = mcrfpy.Caption("Dijkstra Debug: OFF", 25, 600)
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debug_text.fill_color = mcrfpy.Color(200, 200, 255)
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ui.append(debug_text)
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# Add legend
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legend = mcrfpy.Caption("@ Player E Enemy $ Treasure P Patrol", 25, 620)
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legend.fill_color = mcrfpy.Color(150, 150, 150)
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ui.append(legend)
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# Set up input handling
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mcrfpy.keypressScene(handle_keypress)
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# Set up animation timer
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mcrfpy.setTimer("entities", update_entities, 16) # 60 FPS
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# Show scene
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mcrfpy.setScene("pathfinding_showcase")
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print("\nShowcase ready! Move with WASD and watch entities react.")
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