feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements: - Complete FOV (Field of View) system with perspective rendering - UIGrid.perspective property for entity-based visibility - Three-layer overlay colors (unexplored, explored, visible) - Per-entity visibility state tracking - Perfect knowledge updates only for explored areas - Advanced Pathfinding Integration - A* pathfinding implementation in UIGrid - Entity.path_to() method for direct pathfinding - Dijkstra maps for multi-target pathfinding - Path caching for performance optimization - GUI Text Input Widgets - TextInputWidget class with cursor, selection, scrolling - Improved widget with proper text rendering and input handling - Example showcase of multiple text input fields - Foundation for in-game console and chat systems - Performance & Architecture Improvements - PyTexture copy operations optimized - GameEngine update cycle refined - UIEntity property handling enhanced - UITestScene modernized Test Suite: - Interactive visibility demos showing FOV in action - Pathfinding comparison (A* vs Dijkstra) - Debug utilities for visibility and empty path handling - Sizzle reel demo combining pathfinding and vision - Multiple text input test scenarios This commit brings McRogueFace closer to a complete roguelike engine with essential features like line-of-sight, intelligent pathfinding, and interactive text input capabilities. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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tests/debug_visibility.py
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59
tests/debug_visibility.py
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#!/usr/bin/env python3
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"""Debug visibility crash"""
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import mcrfpy
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import sys
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print("Debug visibility...")
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# Create scene and grid
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mcrfpy.createScene("debug")
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grid = mcrfpy.Grid(grid_x=5, grid_y=5)
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# Initialize grid
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print("Initializing grid...")
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for y in range(5):
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for x in range(5):
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cell = grid.at(x, y)
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cell.walkable = True
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cell.transparent = True
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# Create entity
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print("Creating entity...")
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entity = mcrfpy.Entity(2, 2)
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entity.sprite_index = 64
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grid.entities.append(entity)
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print(f"Entity at ({entity.x}, {entity.y})")
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# Check gridstate
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print(f"\nGridstate length: {len(entity.gridstate)}")
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print(f"Expected: {5 * 5}")
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# Try to access gridstate
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print("\nChecking gridstate access...")
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try:
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if len(entity.gridstate) > 0:
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state = entity.gridstate[0]
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print(f"First state: visible={state.visible}, discovered={state.discovered}")
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except Exception as e:
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print(f"Error accessing gridstate: {e}")
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# Try update_visibility
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print("\nTrying update_visibility...")
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try:
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entity.update_visibility()
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print("update_visibility succeeded")
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except Exception as e:
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print(f"Error in update_visibility: {e}")
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# Try perspective
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print("\nTesting perspective...")
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print(f"Initial perspective: {grid.perspective}")
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try:
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grid.perspective = 0
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print(f"Set perspective to 0: {grid.perspective}")
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except Exception as e:
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print(f"Error setting perspective: {e}")
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print("\nTest complete")
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sys.exit(0)
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