Directory structure cleanup and organization overhaul
This commit is contained in:
parent
1a143982e1
commit
98fc49a978
119 changed files with 10483 additions and 4042 deletions
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#!/usr/bin/env python3
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"""Generate documentation screenshots for McRogueFace UI elements"""
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import mcrfpy
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from mcrfpy import automation
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import sys
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import os
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# Crypt of Sokoban color scheme
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FRAME_COLOR = mcrfpy.Color(64, 64, 128)
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SHADOW_COLOR = mcrfpy.Color(64, 64, 86)
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BOX_COLOR = mcrfpy.Color(96, 96, 160)
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WHITE = mcrfpy.Color(255, 255, 255)
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BLACK = mcrfpy.Color(0, 0, 0)
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GREEN = mcrfpy.Color(0, 255, 0)
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RED = mcrfpy.Color(255, 0, 0)
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# Create texture for sprites
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sprite_texture = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
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# Output directory - create it during setup
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output_dir = "mcrogueface.github.io/images"
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if not os.path.exists(output_dir):
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os.makedirs(output_dir)
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def create_caption(x, y, text, font_size=16, text_color=WHITE, outline_color=BLACK):
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"""Helper function to create captions with common settings"""
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caption = mcrfpy.Caption(mcrfpy.Vector(x, y), text=text)
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caption.size = font_size
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caption.fill_color = text_color
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caption.outline_color = outline_color
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return caption
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def create_caption_example():
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"""Create a scene showing Caption UI element examples"""
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mcrfpy.createScene("caption_example")
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ui = mcrfpy.sceneUI("caption_example")
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# Background frame
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
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ui.append(bg)
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# Title caption
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title = create_caption(200, 50, "Caption Examples", 32)
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ui.append(title)
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# Different sized captions
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caption1 = create_caption(100, 150, "Large Caption (24pt)", 24)
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ui.append(caption1)
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caption2 = create_caption(100, 200, "Medium Caption (18pt)", 18, GREEN)
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ui.append(caption2)
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caption3 = create_caption(100, 240, "Small Caption (14pt)", 14, RED)
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ui.append(caption3)
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# Caption with background
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caption_bg = mcrfpy.Frame(100, 300, 300, 50, fill_color=BOX_COLOR)
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ui.append(caption_bg)
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caption4 = create_caption(110, 315, "Caption with Background", 16)
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ui.append(caption4)
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def create_sprite_example():
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"""Create a scene showing Sprite UI element examples"""
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mcrfpy.createScene("sprite_example")
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ui = mcrfpy.sceneUI("sprite_example")
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# Background frame
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
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ui.append(bg)
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# Title
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title = create_caption(250, 50, "Sprite Examples", 32)
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ui.append(title)
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# Create a grid background for sprites
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sprite_bg = mcrfpy.Frame(100, 150, 600, 300, fill_color=BOX_COLOR)
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ui.append(sprite_bg)
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# Player sprite (84)
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player_label = create_caption(150, 180, "Player", 14)
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ui.append(player_label)
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player_sprite = mcrfpy.Sprite(150, 200, sprite_texture, 84, 3.0)
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ui.append(player_sprite)
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# Enemy sprites
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enemy_label = create_caption(250, 180, "Enemies", 14)
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ui.append(enemy_label)
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enemy1 = mcrfpy.Sprite(250, 200, sprite_texture, 123, 3.0) # Basic enemy
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ui.append(enemy1)
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enemy2 = mcrfpy.Sprite(300, 200, sprite_texture, 107, 3.0) # Different enemy
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ui.append(enemy2)
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# Boulder sprite (66)
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boulder_label = create_caption(400, 180, "Boulder", 14)
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ui.append(boulder_label)
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boulder_sprite = mcrfpy.Sprite(400, 200, sprite_texture, 66, 3.0)
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ui.append(boulder_sprite)
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# Exit sprites
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exit_label = create_caption(500, 180, "Exit States", 14)
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ui.append(exit_label)
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exit_locked = mcrfpy.Sprite(500, 200, sprite_texture, 45, 3.0) # Locked
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ui.append(exit_locked)
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exit_open = mcrfpy.Sprite(550, 200, sprite_texture, 21, 3.0) # Open
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ui.append(exit_open)
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# Item sprites
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item_label = create_caption(150, 300, "Items", 14)
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ui.append(item_label)
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treasure = mcrfpy.Sprite(150, 320, sprite_texture, 89, 3.0) # Treasure
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ui.append(treasure)
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sword = mcrfpy.Sprite(200, 320, sprite_texture, 222, 3.0) # Sword
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ui.append(sword)
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potion = mcrfpy.Sprite(250, 320, sprite_texture, 175, 3.0) # Potion
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ui.append(potion)
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# Button sprite
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button_label = create_caption(350, 300, "Button", 14)
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ui.append(button_label)
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button = mcrfpy.Sprite(350, 320, sprite_texture, 250, 3.0)
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ui.append(button)
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def create_frame_example():
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"""Create a scene showing Frame UI element examples"""
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mcrfpy.createScene("frame_example")
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ui = mcrfpy.sceneUI("frame_example")
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# Background
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=SHADOW_COLOR)
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ui.append(bg)
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# Title
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title = create_caption(250, 30, "Frame Examples", 32)
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ui.append(title)
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# Basic frame
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frame1 = mcrfpy.Frame(50, 100, 200, 150, fill_color=FRAME_COLOR)
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ui.append(frame1)
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label1 = create_caption(60, 110, "Basic Frame", 16)
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ui.append(label1)
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# Frame with outline
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frame2 = mcrfpy.Frame(300, 100, 200, 150, fill_color=BOX_COLOR,
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outline_color=WHITE, outline=2.0)
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ui.append(frame2)
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label2 = create_caption(310, 110, "Frame with Outline", 16)
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ui.append(label2)
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# Nested frames
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frame3 = mcrfpy.Frame(550, 100, 200, 150, fill_color=FRAME_COLOR,
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outline_color=WHITE, outline=1)
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ui.append(frame3)
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inner_frame = mcrfpy.Frame(570, 130, 160, 90, fill_color=BOX_COLOR)
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ui.append(inner_frame)
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label3 = create_caption(560, 110, "Nested Frames", 16)
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ui.append(label3)
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# Complex layout with frames
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main_frame = mcrfpy.Frame(50, 300, 700, 250, fill_color=FRAME_COLOR,
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outline_color=WHITE, outline=2)
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ui.append(main_frame)
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# Add some UI elements inside
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ui_label = create_caption(60, 310, "Complex UI Layout", 18)
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ui.append(ui_label)
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# Status panel
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status_frame = mcrfpy.Frame(70, 350, 150, 180, fill_color=BOX_COLOR)
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ui.append(status_frame)
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status_label = create_caption(80, 360, "Status", 14)
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ui.append(status_label)
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# Inventory panel
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inv_frame = mcrfpy.Frame(240, 350, 300, 180, fill_color=BOX_COLOR)
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ui.append(inv_frame)
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inv_label = create_caption(250, 360, "Inventory", 14)
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ui.append(inv_label)
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# Actions panel
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action_frame = mcrfpy.Frame(560, 350, 170, 180, fill_color=BOX_COLOR)
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ui.append(action_frame)
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action_label = create_caption(570, 360, "Actions", 14)
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ui.append(action_label)
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def create_grid_example():
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"""Create a scene showing Grid UI element examples"""
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mcrfpy.createScene("grid_example")
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ui = mcrfpy.sceneUI("grid_example")
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# Background
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
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ui.append(bg)
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# Title
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title = create_caption(250, 30, "Grid Example", 32)
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ui.append(title)
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# Create a grid showing a small dungeon
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grid = mcrfpy.Grid(20, 15, sprite_texture,
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mcrfpy.Vector(100, 100), mcrfpy.Vector(320, 240))
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# Set up dungeon tiles
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# Floor tiles (index 48)
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# Wall tiles (index 3)
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for x in range(20):
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for y in range(15):
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if x == 0 or x == 19 or y == 0 or y == 14:
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# Walls around edge
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grid.at((x, y)).tilesprite = 3
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grid.at((x, y)).walkable = False
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else:
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# Floor
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grid.at((x, y)).tilesprite = 48
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grid.at((x, y)).walkable = True
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# Add some internal walls
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for x in range(5, 15):
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grid.at((x, 7)).tilesprite = 3
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grid.at((x, 7)).walkable = False
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for y in range(3, 8):
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grid.at((10, y)).tilesprite = 3
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grid.at((10, y)).walkable = False
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# Add a door
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grid.at((10, 7)).tilesprite = 131 # Door tile
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grid.at((10, 7)).walkable = True
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# Add to UI
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ui.append(grid)
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# Label
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grid_label = create_caption(100, 480, "20x15 Grid with 2x scale - Simple Dungeon Layout", 16)
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ui.append(grid_label)
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def create_entity_example():
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"""Create a scene showing Entity examples in a Grid"""
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mcrfpy.createScene("entity_example")
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ui = mcrfpy.sceneUI("entity_example")
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# Background
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
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ui.append(bg)
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# Title
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title = create_caption(200, 30, "Entity Collection Example", 32)
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ui.append(title)
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# Create a grid for the entities
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grid = mcrfpy.Grid(15, 10, sprite_texture,
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mcrfpy.Vector(150, 100), mcrfpy.Vector(360, 240))
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# Set all tiles to floor
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for x in range(15):
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for y in range(10):
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grid.at((x, y)).tilesprite = 48
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grid.at((x, y)).walkable = True
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# Add walls
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for x in range(15):
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grid.at((x, 0)).tilesprite = 3
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grid.at((x, 0)).walkable = False
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grid.at((x, 9)).tilesprite = 3
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grid.at((x, 9)).walkable = False
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for y in range(10):
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grid.at((0, y)).tilesprite = 3
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grid.at((0, y)).walkable = False
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grid.at((14, y)).tilesprite = 3
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grid.at((14, y)).walkable = False
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ui.append(grid)
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# Add entities to the grid
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# Player entity
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player = mcrfpy.Entity(mcrfpy.Vector(3, 3), sprite_texture, 84, grid)
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grid.entities.append(player)
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# Enemy entities
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enemy1 = mcrfpy.Entity(mcrfpy.Vector(7, 4), sprite_texture, 123, grid)
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grid.entities.append(enemy1)
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enemy2 = mcrfpy.Entity(mcrfpy.Vector(10, 6), sprite_texture, 107, grid)
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grid.entities.append(enemy2)
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# Boulder
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boulder = mcrfpy.Entity(mcrfpy.Vector(5, 5), sprite_texture, 66, grid)
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grid.entities.append(boulder)
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# Treasure
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treasure = mcrfpy.Entity(mcrfpy.Vector(12, 2), sprite_texture, 89, grid)
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grid.entities.append(treasure)
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# Exit (locked)
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exit_door = mcrfpy.Entity(mcrfpy.Vector(12, 8), sprite_texture, 45, grid)
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grid.entities.append(exit_door)
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# Button
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button = mcrfpy.Entity(mcrfpy.Vector(3, 7), sprite_texture, 250, grid)
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grid.entities.append(button)
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# Items
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sword = mcrfpy.Entity(mcrfpy.Vector(8, 2), sprite_texture, 222, grid)
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grid.entities.append(sword)
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potion = mcrfpy.Entity(mcrfpy.Vector(6, 8), sprite_texture, 175, grid)
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grid.entities.append(potion)
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# Label
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entity_label = create_caption(150, 500, "Grid with Entity Collection - Game Objects", 16)
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ui.append(entity_label)
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def create_combined_example():
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"""Create a scene showing all UI elements combined"""
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mcrfpy.createScene("combined_example")
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ui = mcrfpy.sceneUI("combined_example")
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# Background
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bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=SHADOW_COLOR)
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ui.append(bg)
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# Title
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title = create_caption(200, 20, "McRogueFace UI Elements", 28)
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ui.append(title)
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# Main game area frame
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game_frame = mcrfpy.Frame(20, 70, 500, 400, fill_color=FRAME_COLOR,
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outline_color=WHITE, outline=2)
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ui.append(game_frame)
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# Grid inside game frame
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grid = mcrfpy.Grid(12, 10, sprite_texture,
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mcrfpy.Vector(30, 80), mcrfpy.Vector(480, 400))
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for x in range(12):
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for y in range(10):
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if x == 0 or x == 11 or y == 0 or y == 9:
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grid.at((x, y)).tilesprite = 3
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grid.at((x, y)).walkable = False
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else:
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grid.at((x, y)).tilesprite = 48
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grid.at((x, y)).walkable = True
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# Add some entities
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player = mcrfpy.Entity(mcrfpy.Vector(2, 2), sprite_texture, 84, grid)
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grid.entities.append(player)
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enemy = mcrfpy.Entity(mcrfpy.Vector(8, 6), sprite_texture, 123, grid)
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grid.entities.append(enemy)
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boulder = mcrfpy.Entity(mcrfpy.Vector(5, 4), sprite_texture, 66, grid)
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grid.entities.append(boulder)
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ui.append(grid)
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# Status panel
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status_frame = mcrfpy.Frame(540, 70, 240, 200, fill_color=BOX_COLOR,
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outline_color=WHITE, outline=1)
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ui.append(status_frame)
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status_title = create_caption(550, 80, "Status", 20)
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ui.append(status_title)
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hp_label = create_caption(550, 120, "HP: 10/10", 16, GREEN)
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ui.append(hp_label)
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level_label = create_caption(550, 150, "Level: 1", 16)
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ui.append(level_label)
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# Inventory panel
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inv_frame = mcrfpy.Frame(540, 290, 240, 180, fill_color=BOX_COLOR,
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outline_color=WHITE, outline=1)
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ui.append(inv_frame)
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inv_title = create_caption(550, 300, "Inventory", 20)
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ui.append(inv_title)
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# Add some item sprites
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item1 = mcrfpy.Sprite(560, 340, sprite_texture, 222, 2.0)
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ui.append(item1)
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item2 = mcrfpy.Sprite(610, 340, sprite_texture, 175, 2.0)
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ui.append(item2)
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# Message log
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log_frame = mcrfpy.Frame(20, 490, 760, 90, fill_color=BOX_COLOR,
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outline_color=WHITE, outline=1)
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ui.append(log_frame)
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log_msg = create_caption(30, 500, "Welcome to McRogueFace!", 14)
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ui.append(log_msg)
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# Set up all the scenes
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print("Creating UI example scenes...")
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create_caption_example()
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create_sprite_example()
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create_frame_example()
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create_grid_example()
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create_entity_example()
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create_combined_example()
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# Screenshot state
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current_screenshot = 0
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screenshots = [
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("caption_example", "ui_caption_example.png"),
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("sprite_example", "ui_sprite_example.png"),
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("frame_example", "ui_frame_example.png"),
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("grid_example", "ui_grid_example.png"),
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("entity_example", "ui_entity_example.png"),
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("combined_example", "ui_combined_example.png")
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]
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def take_screenshots(runtime):
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"""Timer callback to take screenshots sequentially"""
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global current_screenshot
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if current_screenshot >= len(screenshots):
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print("\nAll screenshots captured successfully!")
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print(f"Screenshots saved to: {output_dir}/")
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mcrfpy.exit()
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return
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scene_name, filename = screenshots[current_screenshot]
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# Switch to the scene
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mcrfpy.setScene(scene_name)
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# Take screenshot after a short delay to ensure rendering
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def capture():
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global current_screenshot
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full_path = f"{output_dir}/{filename}"
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result = automation.screenshot(full_path)
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print(f"Screenshot {current_screenshot + 1}/{len(screenshots)}: {filename} - {'Success' if result else 'Failed'}")
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current_screenshot += 1
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# Schedule next screenshot
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mcrfpy.setTimer("next_screenshot", take_screenshots, 200)
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# Give scene time to render
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mcrfpy.setTimer("capture", lambda r: capture(), 100)
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# Start with the first scene
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mcrfpy.setScene("caption_example")
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# Start the screenshot process
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print(f"\nStarting screenshot capture of {len(screenshots)} scenes...")
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mcrfpy.setTimer("start", take_screenshots, 500)
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|
||||
# Safety timeout
|
||||
def safety_exit(runtime):
|
||||
print("\nERROR: Safety timeout reached! Exiting...")
|
||||
mcrfpy.exit()
|
||||
|
||||
mcrfpy.setTimer("safety", safety_exit, 30000)
|
||||
|
||||
print("Setup complete. Game loop starting...")
|
||||
Loading…
Add table
Add a link
Reference in a new issue