feat: Add ColorLayer perspective methods and patrol demo (addresses #113)
ColorLayer enhancements: - fill_rect(x, y, w, h, color): Fill rectangular region - draw_fov(source, radius, fov, visible, discovered, unknown): One-time FOV draw - apply_perspective(entity, visible, discovered, unknown): Bind layer to entity - update_perspective(): Refresh layer from bound entity's gridstate - clear_perspective(): Remove entity binding New demo: tests/demo/perspective_patrol_demo.py - Entity patrols around 10x10 central obstacle - FOV layer shows visible/discovered/unknown states - [R] to reset vision, [Space] to pause, [Q] to quit - Demonstrates fog of war memory system 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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tests/demo/perspective_patrol_demo.py
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tests/demo/perspective_patrol_demo.py
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#!/usr/bin/env python3
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"""
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Perspective Patrol Demo
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=======================
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Demonstrates the FOV/perspective system with an animated patrolling entity.
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Features:
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- 20x20 grid with 10x10 opaque obstacle in center
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- Entity patrols around the obstacle in a square pattern
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- ColorLayer shows fog of war (visible/discovered/unknown)
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- Press 'R' to reset vision (shows unknown vs discovered difference)
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- Press 'Space' to pause/resume patrol
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"""
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import mcrfpy
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# Patrol waypoints (clockwise around the center obstacle)
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WAYPOINTS = [
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(3, 3), # Top-left
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(16, 3), # Top-right
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(16, 16), # Bottom-right
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(3, 16), # Bottom-left
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]
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# State
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current_waypoint = 0
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patrol_paused = False
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move_timer_ms = 150 # Time between moves
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# Global references
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g_grid = None
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g_patrol = None
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g_fov_layer = None
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def setup_scene():
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"""Create the demo scene"""
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global g_grid, g_patrol, g_fov_layer
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mcrfpy.createScene("patrol_demo")
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mcrfpy.setScene("patrol_demo")
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ui = mcrfpy.sceneUI("patrol_demo")
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# Title
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title = mcrfpy.Caption(text="Perspective Patrol Demo", pos=(10, 10))
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title.fill_color = mcrfpy.Color(255, 255, 255)
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ui.append(title)
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# Instructions
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instructions = mcrfpy.Caption(text="[R] Reset vision [Space] Pause/Resume [Q] Quit", pos=(10, 35))
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instructions.fill_color = mcrfpy.Color(180, 180, 180)
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ui.append(instructions)
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# Create grid (20x20, each cell 24px) - centered in 1024x768 window
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grid_size_px = 480
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grid = mcrfpy.Grid(
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pos=((1024 - grid_size_px) // 2, (768 - grid_size_px) // 2),
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size=(grid_size_px, grid_size_px),
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grid_size=(20, 20),
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texture=None
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)
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grid.center = (10*16, 10*16)
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grid.fill_color = mcrfpy.Color(40, 40, 50) # Dark floor background
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ui.append(grid)
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# Set FOV settings
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grid.fov = mcrfpy.FOV.SHADOW
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grid.fov_radius = 8
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# Initialize all cells as walkable/transparent (floor)
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for y in range(20):
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for x in range(20):
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point = grid.at(x, y)
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point.walkable = True
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point.transparent = True
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# Create 10x10 obstacle box in center (cells 5-14 in both dimensions)
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for y in range(5, 15):
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for x in range(5, 15):
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point = grid.at(x, y)
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point.walkable = False
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point.transparent = False
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# Create a color layer for the walls (so we can see them)
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wall_layer = grid.add_layer('color', z_index=-2)
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wall_layer.fill((40, 40, 50, 255)) # Match floor color
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# Draw walls on the wall layer
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for y in range(5, 15):
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for x in range(5, 15):
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wall_layer.set(x, y, mcrfpy.Color(100, 70, 50, 255)) # Brown walls
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# Create FOV layer (above walls, below entities)
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fov_layer = grid.add_layer('color', z_index=-1)
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fov_layer.fill((0, 0, 0, 255)) # Start completely black (unknown)
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# Create patrolling entity
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patrol = mcrfpy.Entity(WAYPOINTS[0])
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patrol.sprite_index = 64 # '@' character typically
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grid.entities.append(patrol)
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# Bind FOV layer to entity
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fov_layer.apply_perspective(
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entity=patrol,
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visible=(0, 0, 0, 0), # Fully transparent when visible
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discovered=(20, 20, 40, 180), # Dark blue-gray when discovered
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unknown=(0, 0, 0, 255) # Black when never seen
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)
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# Initial visibility update
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patrol.update_visibility()
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# Store references for timer callbacks
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g_grid = grid
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g_patrol = patrol
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g_fov_layer = fov_layer
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# Status caption (below centered grid)
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status = mcrfpy.Caption(text="Status: Patrolling", pos=(10, 720))
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status.fill_color = mcrfpy.Color(100, 255, 100)
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status.name = "status"
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ui.append(status)
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# Set up keyboard handler
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mcrfpy.keypressScene(on_keypress)
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# Start patrol timer
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mcrfpy.setTimer("patrol", patrol_step, move_timer_ms)
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def patrol_step(runtime):
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"""Move entity one step toward current waypoint"""
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global current_waypoint, patrol_paused
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if patrol_paused:
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return
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# Get current position and target
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px, py = int(g_patrol.x), int(g_patrol.y)
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tx, ty = WAYPOINTS[current_waypoint]
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# Calculate direction
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dx = 0 if tx == px else (1 if tx > px else -1)
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dy = 0 if ty == py else (1 if ty > py else -1)
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# Move one step (prefer horizontal, then vertical)
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if dx != 0:
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g_patrol.x = px + dx
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elif dy != 0:
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g_patrol.y = py + dy
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# Update visibility after move
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g_patrol.update_visibility()
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# Check if reached waypoint
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if int(g_patrol.x) == tx and int(g_patrol.y) == ty:
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current_waypoint = (current_waypoint + 1) % len(WAYPOINTS)
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update_status(f"Reached waypoint, heading to {WAYPOINTS[current_waypoint]}")
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def on_keypress(key, state):
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"""Handle keyboard input"""
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global patrol_paused
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if state != "start":
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return
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if key == "R":
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reset_vision()
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elif key == "Space":
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patrol_paused = not patrol_paused
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if patrol_paused:
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update_status("Status: PAUSED")
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else:
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update_status("Status: Patrolling")
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elif key == "Q":
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mcrfpy.setScene(None)
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def reset_vision():
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"""Reset entity's discovered state to demonstrate unknown vs discovered"""
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global g_patrol, g_fov_layer
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# Clear entity's gridstate (forget everything)
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for state in g_patrol.gridstate:
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state.visible = False
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state.discovered = False
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# Re-fill the layer with unknown color
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g_fov_layer.fill((0, 0, 0, 255))
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# Update visibility from current position (will mark current FOV as visible)
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g_patrol.update_visibility()
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update_status("Vision RESET - watch discovered vs unknown!")
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def update_status(text):
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"""Update status caption"""
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ui = mcrfpy.sceneUI("patrol_demo")
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for element in ui:
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if hasattr(element, 'name') and element.name == "status":
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element.text = text
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break
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# Run the demo
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setup_scene()
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