Commit graph

96 commits

Author SHA1 Message Date
6bf5c451a3 Add composite sprite_grid for multi-tile entities, closes #237
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>
2026-04-10 04:15:06 -04:00
a4e0b97ecb Add multi-tile entity support with tile_width/tile_height, closes #236
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>
2026-04-10 02:57:47 -04:00
9a06ae5d8e Add texture display bounds for non-uniform sprite content, closes #235
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>
2026-04-10 02:57:41 -04:00
e0bcee12a3 Add DiscreteMap to_bytes/from_bytes serialization, closes #293
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>
2026-04-10 02:06:02 -04:00
061b29a07a Add compound Color and Vector animation targets (pos, fill_color), closes #218
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>
2026-04-10 02:05:55 -04:00
e7462e37a3 Remove camelCase module functions (setScale, findAll, getMetrics, setDevConsole), closes #304
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>
2026-04-10 01:07:22 -04:00
6d5e99a114 Remove legacy string enum comparisons from InputState/Key/MouseButton, closes #306
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>
2026-04-09 22:19:02 -04:00
354faca838 Remove redundant Grid.position alias, keep only Grid.pos, closes #308
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>
2026-04-09 22:18:30 -04:00
c15d836e79 Remove deprecated sprite_number property from Sprite and Entity, closes #305
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>
2026-04-09 22:18:20 -04:00
a61f05229f Per-entity FOV cache for TARGET trigger optimization, closes #303
Add tiered optimization to grid.step() TARGET trigger evaluation:
- Tier 1: O(1) target_label check (already existed)
- Tier 2: O(bucket) spatial hash pre-filter (already existed)
- Tier 3: O(radius^2) bounded FOV via TCOD radius (verified TCOD bounds iteration)
- Tier 4: Per-entity FOV result cache - stores visibility bitmap per entity,
  skips FOV recomputation when entity hasn't moved and map transparency unchanged

Key changes:
- GridData: Add transparency_generation counter, bumped on syncTCODMap/Cell
- UIEntity: Add TargetFOVCache struct with visibility bitmap and validation
- UIGrid::py_step: Restructure TARGET check to collect matching targets first,
  then check/populate per-entity cache before testing visibility
- Entity.find_path(): New convenience method delegating to Grid.find_path
- Grid.find_path/get_dijkstra_map: Add collide parameter for entity-aware
  pathfinding (marks labeled entity cells as non-walkable during computation)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-02 01:34:45 -04:00
c1a9523ac2 Add collision label support for pathfinding (closes #302)
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>
2026-04-02 01:34:19 -04:00
86f8e596b0 Fix GridView.grid property and add sanitizer stress test
- Implement GridView.grid getter: reconstruct shared_ptr<UIGrid> from
  aliasing grid_data pointer, use PythonObjectCache for identity
  preservation (view.grid is grid == True)
- Add sanitizer stress test exercising entity lifecycle, behavior
  stepping, GridView lifecycle, FOV dedup, and spatial hash churn
- Add GridView.grid identity test

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 18:19:33 -04:00
4b13e5f5db Phase 4.2: Add GridView UIDrawable type (addresses #252)
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>
2026-03-16 08:41:44 -04:00
700c21ce96 Phase 3: Behavior system with grid.step() turn manager
- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM,
  NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE.
  Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without
  modifying entity position directly (closes #300)
- Add grid.step(n=1, turn_order=None) turn manager: groups entities
  by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED),
  updates cell_position and spatial hash. Snapshot-based iteration for
  callback safety (closes #301)
- Entity properties: behavior_type (read-only), turn_order, move_speed,
  target_label, sight_radius. Method: set_behavior(type, waypoints,
  turns, path)
- Update ColorLayer::updatePerspective to use cell_position

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:14:02 -04:00
2f1e472245 Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
  BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
  remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
  grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
  bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
  grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
  to use cell_position instead of float position

BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
120b0aa2a4 Three things, sorry. SDL composite texture bugfix, sprite offset position, some Grid render efficiencies 2026-03-03 23:17:02 -05:00
29fe135161 animation loop parameter 2026-02-27 22:11:29 -05:00
e2d3e56968 Cross-platform persistent save directory (IDBFS on WASM, filesystem on desktop)
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>
2026-02-25 20:42:44 -05:00
732897426a Audio fixes: gain() DSP effect, sfxr phase wrap, SDL2 backend compat
- 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>
2026-02-20 23:17:41 -05:00
80e14163f9 Shade sprite module: faction generation, asset scanning, TextureCache
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>
2026-02-20 23:17:24 -05:00
97dbec9106 Add SoundBuffer type: procedural audio, sfxr synthesis, DSP effects
New SoundBuffer Python type enables procedural audio generation:
- Tone synthesis (sine, square, saw, triangle, noise) with ADSR envelopes
- sfxr retro sound effect engine (7 presets, 24 params, mutation, seeding)
- DSP effects chain: pitch_shift, low/high pass, echo, reverb,
  distortion, bit_crush, normalize, reverse, slice
- Composition: concat (with crossfade overlap) and mix
- Sound() now accepts SoundBuffer or filename string
- Sound gains pitch property and play_varied() method
- Platform stubs for HeadlessTypes and SDL2Types (loadFromSamples, pitch)
- Interactive demo: sfxr clone UI + Animalese speech synthesizer
- 62 unit tests across 6 test files (all passing)

Refs #251

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:58:11 -05:00
6fdf7279ce Shade (merchant-shade.itch.io) entity animation tests 2026-02-16 20:19:39 -05:00
52fdfd0347 Test suite modernization 2026-02-09 08:15:18 -05:00
ef05152ea0 Implement Entity3D.animate(), closes #242
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>
2026-02-07 20:16:02 -05:00
9e2444da69 Add pop/find/extend to EntityCollection3D, closes #243
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>
2026-02-07 20:15:55 -05:00
f766e9efa2 Add y_plane parameter to screen_to_world(), closes #245
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>
2026-02-07 20:15:48 -05:00
2062e4e4ad Fix Entity3D.viewport returning None, closes #244
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>
2026-02-07 20:15:38 -05:00
de7778b147 LDtk import support 2026-02-07 11:34:38 -05:00
b093e087e1 Tiled XML/JSON import support 2026-02-06 21:43:03 -05:00
71cd2b9b41 3D / voxel unit tests 2026-02-06 16:15:07 -05:00
e277663ba0 3D viewport, milestone 1 2026-02-04 13:33:14 -05:00
d8fec5fea0 DiscreteMap class - mask for operations or uint8 tile data 2026-02-03 20:36:42 -05:00
001cc6efd6 grid layer API modernization 2026-02-03 20:18:12 -05:00
2daebc84b5 Simplify on_enter/on_exit callbacks to position-only signature
BREAKING CHANGE: Hover callbacks now take only (pos) instead of (pos, button, action)

- Add PyHoverCallable class for on_enter/on_exit/on_move callbacks (position-only)
- Add PyCellHoverCallable class for on_cell_enter/on_cell_exit callbacks
- Change UIDrawable member types from PyClickCallable to PyHoverCallable
- Update PyScene::do_mouse_hover() to call hover callbacks with only position
- Add tryCallPythonMethod overload for position-only subclass method calls
- Update UIGrid::fireCellEnter/fireCellExit to use position-only signature
- Update all tests for new callback signatures

New callback signatures:
| Callback       | Old                      | New        |
|----------------|--------------------------|------------|
| on_enter       | (pos, button, action)    | (pos)      |
| on_exit        | (pos, button, action)    | (pos)      |
| on_move        | (pos, button, action)    | (pos)      |
| on_cell_enter  | (cell_pos, button, action)| (cell_pos)|
| on_cell_exit   | (cell_pos, button, action)| (cell_pos)|
| on_click       | unchanged                | unchanged  |
| on_cell_click  | unchanged                | unchanged  |

closes #230

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:36:02 -05:00
e14f3cb9fc Animation callbacks now pass (target, property, value) instead of (None, None)
- 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>
2026-01-28 17:35:47 -05:00
d12bfd224c cell, scene callbacks support for derived classes + enum args 2026-01-27 22:38:37 -05:00
c7cf3f0e5b standardize mouse callback signature on derived classes 2026-01-27 20:42:50 -05:00
da434dcc64 Rotation 2026-01-25 23:20:52 -05:00
486087b9cb Shaders 2026-01-25 21:04:01 -05:00
165db91b8d Organize test suite: add README, move loose tests to proper directories
- 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>
2026-01-21 21:34:22 -05:00
Frick
be450286f8 Refactor 11 more tests to mcrfpy.step() pattern
Converted from Timer-based async to step()-based sync:
- test_simple_callback.py
- test_empty_animation_manager.py
- test_frame_clipping.py
- test_frame_clipping_advanced.py
- test_grid_children.py
- test_color_helpers.py
- test_no_arg_constructors.py
- test_properties_quick.py
- test_simple_drawable.py
- test_python_object_cache.py
- WORKING_automation_test_example.py

Only 4 tests remain with Timer-based patterns (2 are headless detection
tests that may require special handling).

🤖 Generated with Claude Code (https://claude.com/claude-code)

Co-Authored-By: Frack <frack@goblincorps.dev>
Co-Authored-By: Claude <noreply@anthropic.com>
2026-01-14 03:09:47 +00:00
Frick
4528ece0a7 Refactor timing tests to use mcrfpy.step() for synchronous execution
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>
2026-01-14 02:56:21 +00:00
Frick
f063d0af0c Fix alignment_test.py margin default expectations
- 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>
2026-01-14 02:02:08 +00:00
b22dfe9524 Djikstra to Heightmap: convert pathfinding data into a heightmap for use in procedural generation processes 2026-01-13 20:41:23 -05:00
4bf590749c Alignment: reactive or automatically calculated repositioning of UIDrawables on their parent 2026-01-13 20:40:34 -05:00
8628ac164b BSP: add room adjacency graph for corridor generation (closes #210)
New features:
- bsp.adjacency[i] returns tuple of neighbor leaf indices
- bsp.get_leaf(index) returns BSPNode by leaf index (O(1) lookup)
- node.leaf_index returns this leaf's index (0..n-1) or None
- node.adjacent_tiles[j] returns tuple of Vector wall tiles bordering neighbor j

Implementation details:
- Lazy-computed adjacency cache with generation-based invalidation
- O(n²) pairwise adjacency check on first access
- Wall tiles computed per-direction (not symmetric) for correct perspective
- Supports 'in' operator: `5 in leaf.adjacent_tiles`

Code review fixes applied:
- split_once now increments generation to invalidate cache
- Wall tile cache uses (self, neighbor) key, not symmetric
- Added sq_contains for 'in' operator support
- Documented wall tile semantics (tiles on THIS leaf's boundary)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 23:43:57 -05:00
5a86602789 HeightMap - kernel_transform (#198) 2026-01-12 21:42:34 -05:00
2b12d1fc70 Update to combination operations (#194) - allowing targeted, partial regions on source or target 2026-01-12 20:56:39 -05:00
6caf3dcd05 BSP: add safety features and API improvements (closes #202, #203, #204, #205, #206)
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>
2026-01-12 07:59:31 -05:00
8699bba9e6 BSP: add Binary Space Partitioning for procedural dungeon generation
Implements #202, #203, #204, #205; partially implements #206:
- BSP class: core tree structure with bounds, split_once, split_recursive, clear
- BSPNode class: lightweight node reference with bounds, level, is_leaf,
  split_horizontal, split_position; navigation via left/right/parent/sibling;
  contains() and center() methods
- Traversal enum: PRE_ORDER, IN_ORDER, POST_ORDER, LEVEL_ORDER, INVERTED_LEVEL_ORDER
- BSP iteration: leaves() for leaf nodes only, traverse(order) for all nodes
- BSP query: find(pos) returns deepest node containing position
- BSP.to_heightmap(): converts BSP to HeightMap with select, shrink, value options

Note: #206's BSPMap subclass deferred - to_heightmap returns plain HeightMap.
The HeightMap already has all necessary operations (inverse, threshold, etc.)
for procedural generation workflows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:02:54 -05:00