Add roguelike tutorial implementation files

Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
  - part_2.py: Standard implementation
  - part_2-naive.py: Naive movement approach
  - part_2-onemovequeued.py: Queued movement system

Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet

These examples demonstrate McRogueFace's capabilities for traditional roguelike development.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John McCardle 2025-07-14 01:33:40 -04:00
commit dcd1b0ca33
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"""
McRogueFace Tutorial - Part 0: Introduction to Scene, Texture, and Grid
This tutorial introduces the basic building blocks:
- Scene: A container for UI elements and game state
- Texture: Loading image assets for use in the game
- Grid: A tilemap component for rendering tile-based worlds
"""
import mcrfpy
import random
# Create and activate a new scene
mcrfpy.createScene("tutorial")
mcrfpy.setScene("tutorial")
# Load the texture (4x3 tiles, 64x48 pixels total, 16x16 per tile)
texture = mcrfpy.Texture("assets/tutorial2.png", 16, 16)
# Create a grid of tiles
# Each tile is 16x16 pixels, so with 3x zoom: 16*3 = 48 pixels per tile
grid_width, grid_height = 25, 20 # width, height in number of tiles
# calculating the size in pixels to fit the entire grid on-screen
zoom = 2.0
grid_size = grid_width * zoom * 16, grid_height * zoom * 16
# calculating the position to center the grid on the screen - assuming default 1024x768 resolution
grid_position = (1024 - grid_size[0]) / 2, (768 - grid_size[1]) / 2
grid = mcrfpy.Grid(
pos=grid_position,
grid_size=(grid_width, grid_height),
texture=texture,
size=grid_size, # height and width on screen
)
grid.zoom = zoom
grid.center = (grid_width/2.0)*16, (grid_height/2.0)*16 # center on the middle of the central tile
# Define tile types
FLOOR_TILES = [0, 1, 2, 4, 5, 6, 8, 9, 10]
WALL_TILES = [3, 7, 11]
# Fill the grid with a simple pattern
for y in range(grid_height):
for x in range(grid_width):
# Create walls around the edges
if x == 0 or x == grid_width-1 or y == 0 or y == grid_height-1:
tile_index = random.choice(WALL_TILES)
else:
# Fill interior with floor tiles
tile_index = random.choice(FLOOR_TILES)
# Set the tile at this position
point = grid.at(x, y)
if point:
point.tilesprite = tile_index
# Add the grid to the scene
mcrfpy.sceneUI("tutorial").append(grid)
# Add a title caption
title = mcrfpy.Caption((320, 10),
text="McRogueFace Tutorial - Part 0",
)
title.fill_color = mcrfpy.Color(255, 255, 255, 255)
mcrfpy.sceneUI("tutorial").append(title)
# Add instructions
instructions = mcrfpy.Caption((280, 750),
text="Scene + Texture + Grid = Tilemap!",
)
instructions.font_size=18
instructions.fill_color = mcrfpy.Color(200, 200, 200, 255)
mcrfpy.sceneUI("tutorial").append(instructions)
print("Tutorial Part 0 loaded!")
print(f"Created a {grid.grid_size[0]}x{grid.grid_size[1]} grid")
print(f"Grid positioned at ({grid.x}, {grid.y})")