Entities can now specify per-tile sprite indices via the sprite_grid
property. When set, each tile in a multi-tile entity renders its own
sprite from the texture atlas instead of the single entity sprite.
API:
entity.tile_size = (3, 2)
entity.sprite_grid = [[10, 11, 12], [20, 21, 22]]
entity.sprite_grid = None # revert to single sprite
Accepts nested lists, flat lists, or tuples. Use -1 for empty tiles.
Dimensions must match tile_width x tile_height.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Entities can now span multiple grid cells via tile_width and tile_height
properties (default 1x1). Frustum culling accounts for entity footprint,
and spatial hash queries return multi-tile entities for all covered cells.
API: entity.tile_size = (2, 2) or entity.tile_width = 2; entity.tile_height = 3
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Textures can now specify display_size and display_origin to crop sprite
rendering to a sub-region within each atlas cell. This supports texture
atlases where content doesn't fill the entire cell (e.g., 16x24 sprites
centered in 32x32 cells).
API: Texture("sprites.png", 32, 32, display_size=(16, 24), display_origin=(8, 4))
Properties: display_width, display_height, display_offset_x, display_offset_y
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
to_bytes() returns raw uint8 cell data as Python bytes object.
from_bytes(data, size, enum=None) is a classmethod that constructs
a new DiscreteMap from serialized data with dimension validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIFrame, UICaption, and UISprite now accept "pos" as an alias for "position"
in the animation property system. UICaption and UISprite gain Vector2f
setProperty/getProperty overrides enabling animate("pos", (x, y), duration).
Color compound animation (fill_color, outline_color) was already supported.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Breaking API change: removes 4 camelCase function aliases from the mcrfpy
module. The snake_case equivalents (set_scale, find_all, get_metrics,
set_dev_console) remain and are the canonical API going forward.
- Removed setScale, findAll, getMetrics, setDevConsole from mcrfpyMethods[]
- Updated game scripts to use snake_case names
- Updated test scripts to use snake_case names
- Removed camelCase entries from type stubs
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Removed custom __eq__/__ne__ that allowed comparing enums to legacy string
names (e.g., Key.ESCAPE == "Escape"). Removed _legacy_names dicts and
to_legacy_string() functions. Kept from_legacy_string() in PyKey.cpp as
it's used by C++ event dispatch. Updated ~50 Python test/demo/cookbook
files to use enum members instead of string comparisons. Also updates
grid.position -> grid.pos in files that had both types of changes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Grid.position was a redundant alias for Grid.pos. Removed get_position/
set_position functions, getsetters entry, and setProperty/getProperty/
hasProperty branches. Updated all tests to use grid.pos.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
sprite_number was a legacy alias for sprite_index. All code should use
sprite_index directly. Removed from getsetters, setProperty/getProperty/
hasProperty in UISprite and UIEntity, animation property handling, and
type stubs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add `collide` kwarg to Grid.find_path() and Grid.get_dijkstra_map() that
treats entities bearing a given label as impassable obstacles via
mark-and-restore on the TCOD walkability map. Dijkstra cache key now
includes collide label for separate caching. Add Entity.find_path()
convenience method that delegates to the grid.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GridView is a new UIDrawable that renders a GridData object independently.
Multiple GridViews can reference the same Grid for split-screen, minimap,
or different camera/zoom perspectives on shared grid state.
- New files: UIGridView.h/cpp with full rendering pipeline (copied from
UIGrid::render, adapted to use grid_data pointer)
- Add UIGRIDVIEW to PyObjectsEnum
- Add UIGRIDVIEW cases to all switch(derived_type()) sites:
Animation.cpp, UICollection.cpp, UIDrawable.cpp, McRFPy_API.cpp,
ImGuiSceneExplorer.cpp
- Python type: mcrfpy.GridView(grid=, pos=, size=, zoom=, fill_color=)
- Properties: grid, center, zoom, fill_color, texture
- Register type with metaclass for callback support
All 258 existing tests pass. New GridView test suite added.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Game code uses standard Python file I/O to mcrfpy.save_dir with no platform
branching. On WASM, builtins.open() is monkeypatched so writes to /save/
auto-sync IDBFS on close, making persistence transparent.
API: mcrfpy.save_dir (str), mcrfpy._sync_storage() (auto-called on WASM)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- SoundBuffer.gain(factor): new DSP method for amplitude scaling before
mixing (0.5 = half volume, 2.0 = double, clamped to int16 range)
- Fix sfxr square/saw waveform artifacts: phase now wraps at period
boundary instead of growing unbounded; noise buffer refreshes per period
- Fix PySound construction from SoundBuffer on SDL2 backend: use
loadFromSamples() directly instead of copy-assign (deleted on SDL2)
- Add Image::create(w, h, pixels) overload to HeadlessTypes and
SDL2Types for pixel data initialization
- Waveform test suite (62 lines)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extends the shade_sprite module (for merchant-shade.itch.io character
sprite sheets) with procedural faction generation and asset management:
- FactionGenerator: seed-based faction recipes with Biome, Element,
Aesthetic, and RoleType enums for thematic variety
- AssetLibrary: filesystem scanner that discovers and categorizes
layer PNGs by type (skins, clothes, hair, etc.)
- TextureCache: avoids redundant disk I/O when building many variants
- CharacterAssembler: HSL shift documentation, method improvements
- Demo expanded to 6 interactive scenes (animation viewer, HSL recolor,
character gallery, faction generator, layer compositing, equipment)
- EVALUATION.md: 7DRL readiness assessment of the full module
- 329-line faction generation test suite
Assets themselves are not included -- sprite sheets are external
dependencies, some under commercial license.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaced the NotImplementedError stub with a full animation
implementation. Entity3D now supports animating: x, y, z,
world_x, world_y, world_z, rotation, rot_y, scale, scale_x,
scale_y, scale_z, sprite_index, visible.
Added Entity3D as a third target type in the Animation system
(alongside UIDrawable and UIEntity), with startEntity3D(),
applyValue(Entity3D*), and proper callback support.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
EntityCollection3D now has API parity with UIEntityCollection:
- pop(index=-1): Remove and return entity at index
- find(name): Search by entity name, return Entity3D or None
- extend(iterable): Append multiple Entity3D objects
Also adds `name` property to Entity3D for use with find().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
screen_to_world() previously only intersected the Y=0 plane.
Now accepts an optional y_plane parameter (default 0.0) for
intersecting arbitrary horizontal planes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The root cause was PyViewport3DType being declared `static` in
Viewport3D.h, creating per-translation-unit copies. Entity3D.cpp's
copy was never passed through PyType_Ready, causing segfaults when
tp_alloc was called.
Changed `static` to `inline` (matching PyEntity3DType and
PyModel3DType patterns), and implemented get_viewport using the
standard type->tp_alloc pattern.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add convertDrawableToPython() and convertEntityToPython() helper functions
- Add animationValueToPython() to convert AnimationValue to Python objects
- Rewrite triggerCallback() to pass meaningful data:
- target: The animated Frame/Sprite/Grid/Entity/etc.
- property: String property name like "x", "opacity", "fill_color"
- final_value: float, int, tuple (for colors/vectors), or string
- Update test_animation_callback_simple.py for new signature
closes#229
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add tests/README.md documenting test structure and usage
- Move issue_*_test.py files to tests/regression/ (9 files)
- Move loose test_*.py files to tests/unit/ (18 files)
- tests/ root now contains only pytest infrastructure
Addresses #166
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Converts tests from Timer-based async patterns to step()-based sync
patterns, eliminating timeout issues in headless testing.
Refactored tests:
- simple_timer_screenshot_test.py
- test_animation_callback_simple.py
- test_animation_property_locking.py
- test_animation_raii.py
- test_animation_removal.py
- test_timer_callback.py
Also updates KNOWN_ISSUES.md with comprehensive documentation on
the step()-based testing pattern including examples and best practices.
🤖 Generated with Claude Code (https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- margin returns 0 when unset (effective default)
- horiz_margin/vert_margin return -1 (sentinel for unset)
🤖 Generated with Claude Code (https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Safety improvements:
- Generation counter detects stale BSPNode references after clear()/split_recursive()
- GRID_MAX validation prevents oversized BSP trees
- Depth parameter capped at 16 to prevent resource exhaustion
- Iterator checks generation to detect invalidation during mutation
API improvements:
- Changed constructor from bounds=((x,y),(w,h)) to pos=(x,y), size=(w,h)
- Added pos and size properties alongside bounds
- BSPNode __eq__ compares underlying pointers for identity
- BSP __iter__ as shorthand for leaves()
- BSP __len__ returns leaf count
Tests:
- Added tests for stale node detection, GRID_MAX validation, depth cap
- Added tests for __len__, __iter__, and BSPNode equality
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>