Proof of concept for shader support on UIFrame:
- Add shader and shader_enabled members to UIFrame
- Add initializeTestShader() with hardcoded wave/glow fragment shader
- Add shader_enabled Python property for toggling
- Apply shader when drawing RenderTexture sprite
- Auto-update time uniform for animated effects
Also fixes position corruption when toggling RenderTexture usage:
- Standard rendering path now uses `position` as source of truth
- Prevents box position from staying at (0,0) after texture render
Test files:
- tests/shader_poc_test.py: Visual test of 6 render variants
- tests/shader_toggle_test.py: Regression test for position bug
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix#223: Use `position` instead of `box.getPosition()` for render_sprite
positioning. The box was being set to (0,0) for texture rendering and
never restored, causing frames to render at wrong positions.
- Fix#224: Add disableRenderTexture() method and call it when toggling
clip_children or cache_subtree off. This properly cleans up the texture
and prevents stale rendering.
- Fix#225: Improve dirty propagation in markContentDirty() to propagate
to parent even when already dirty, if the parent was cleared (rendered)
since last propagation. Prevents child changes from being invisible.
- Fix#226: Add fallback to standard rendering when RenderTexture can't
be created (e.g., zero-size frame). Prevents inconsistent state.
Closes#223, closes#224, closes#225, closes#226
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>
- #212: Add GRID_MAX (8192) validation to Grid, ColorLayer, TileLayer
- #213: Validate color components are in 0-255 range
- #214: Add null pointer checks before HeightMap operations
- #216: Change entities_in_radius(x, y, radius) to (pos, radius)
- #217: Fix Entity __repr__ to show actual draw_pos float values
Closes#212, closes#213, closes#214, closes#216, closes#217
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
tests/demo/:
- cookbook_showcase.py: Interactive demo of cookbook recipes
- tutorial_showcase.py: Visual walkthrough of tutorial content
- tutorial_screenshots.py: Automated screenshot generation
- new_features_showcase.py: Demo of modern API features
- procgen_showcase.py: Procedural generation examples
- simple_showcase.py: Minimal working examples
Created during docs modernization to verify cookbook examples work.
🤖 Generated with Claude Code (https://claude.ai/code)
Co-Authored-By: Claude <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>
TileLayer (closes#200):
- apply_threshold(source, range, tile): Set tile index where heightmap value is in range
- apply_ranges(source, ranges): Apply multiple tile assignments in one pass
ColorLayer (closes#201):
- apply_threshold(source, range, color): Set fixed color where value is in range
- apply_gradient(source, range, color_low, color_high): Interpolate colors based on value
- apply_ranges(source, ranges): Apply multiple color assignments (fixed or gradient)
All methods return self for chaining. HeightMap size must match layer dimensions.
Later ranges override earlier ones if overlapping. Cells not matching any range are unchanged.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Rename parameters for clearer semantics:
- dig_hill: depth -> target_height
- dig_bezier: start_depth/end_depth -> start_height/end_height
The libtcod "dig" functions set terrain TO a target height, not
relative to current values. "target_height" makes this clearer.
Also add warnings for likely user errors:
- add_hill/dig_hill/dig_bezier with radius <= 0 (no-op)
- smooth with iterations <= 0 already raises ValueError
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add three methods that create NEW HeightMap objects:
- threshold(range): preserve original values where in range, 0.0 elsewhere
- threshold_binary(range, value=1.0): set uniform value where in range
- inverse(): return (1.0 - value) for each cell
These operations are immutable - they preserve the original HeightMap.
Useful for masking operations with Grid.apply_threshold/apply_ranges.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Position argument flexibility:
- get(), get_interpolated(), get_slope(), get_normal() now accept:
- Two separate args: hmap.get(5, 5)
- Tuple: hmap.get((5, 5))
- List: hmap.get([5, 5])
- Vector: hmap.get(mcrfpy.Vector(5, 5))
- Uses PyPositionHelper for standardized parsing
Subscript support:
- Add __getitem__ as shorthand for get(): hmap[5, 5] or hmap[(5, 5)]
Range validation:
- count_in_range() now raises ValueError when min > max
- count_in_range() accepts both tuple and list
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add methods to apply HeightMap data to Grid walkable/transparent properties:
- apply_threshold(source, range, walkable, transparent): Apply properties
to cells where HeightMap value is in the specified range
- apply_ranges(source, ranges): Apply multiple threshold rules in one pass
Features:
- Size mismatch between HeightMap and Grid raises ValueError
- Both methods return self for chaining
- Uses dynamic type lookup via module for HeightMap type checking
- First matching range wins in apply_ranges
- Cells not matching any range remain unchanged
- TCOD map is synced after changes for FOV/pathfinding
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add methods to query HeightMap values and statistics:
- get(pos): Get height value at integer coordinates
- get_interpolated(pos): Get bilinearly interpolated height at float coords
- get_slope(pos): Get slope angle (0 to pi/2) at position
- get_normal(pos, water_level): Get surface normal vector
- min_max(): Get (min, max) tuple of all values
- count_in_range(range): Count cells with values in range
All methods include proper bounds checking and error messages.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Fixes potential integer overflow and invalid input issues:
- Add GRID_MAX constant (8192) to Common.h for global use
- Validate HeightMap dimensions against GRID_MAX to prevent
integer overflow in w*h calculations (65536*65536 = 0)
- Add min > max validation for clamp() and normalize()
- Add unit tests for all new validation cases
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implement the foundational HeightMap class for procedural generation:
- HeightMap(size, fill=0.0) constructor with libtcod backend
- Immutable size property after construction
- Scalar operations returning self for method chaining:
- fill(value), clear()
- add_constant(value), scale(factor)
- clamp(min=0.0, max=1.0), normalize(min=0.0, max=1.0)
Includes procedural generation spec document and unit tests.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
McRogueFace needs to accept callable objects (properties on C++ objects)
and also support subclassing (getattr on user objects). Only direct
properties were supported previously, now shadowing a callback by name
will allow custom objects to "just work".
- Added CallbackCache struct and is_python_subclass flag to UIDrawable.h
- Created metaclass for tracking class-level callback changes
- Updated all UI type init functions to detect subclasses
- Modified PyScene.cpp event dispatch to try subclass methods
Scene subclasses can now define on_key(self, key, state) methods that
receive keyboard events, matching the existing on_enter, on_exit, and
update lifecycle callbacks.
Changes:
- Rename call_on_keypress to call_on_key (consistent naming with property)
- Add triggerKeyEvent helper in McRFPy_API
- Call triggerKeyEvent from GameEngine when key_callable is not set
- Fix condition to check key_callable.isNone() (not just pointer existence)
- Handle both bound methods and instance-assigned callables
Usage:
class GameScene(mcrfpy.Scene):
def on_key(self, key, state):
if key == "Escape" and state == "end":
quit_game()
Property assignment (scene.on_key = callable) still works and takes
precedence when key_callable is set via the property setter.
Includes comprehensive test: tests/unit/scene_subclass_on_key_test.py
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Enhanced tp_doc strings for both layer types to include:
- What happens when grid_size=None (inherits from parent Grid)
- That layers are created via Grid.add_layer() rather than directly
- FOV-related methods for ColorLayer
- Tile index -1 meaning no tile/transparent for TileLayer
- fill_rect method documentation
- Comprehensive usage examples
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Major Timer API improvements:
- Add `stopped` flag to Timer C++ class for proper state management
- Add `start()` method to restart stopped timers (preserves callback)
- Add `stop()` method that removes from engine but preserves callback
- Make `active` property read-write (True=start/resume, False=pause)
- Add `start=True` init parameter to create timers in stopped state
- Add `mcrfpy.timers` module-level collection (tuple of active timers)
- One-shot timers now set stopped=true instead of clearing callback
- Remove deprecated `setTimer()` and `delTimer()` module functions
Timer callbacks now receive (timer, runtime) instead of just (runtime).
Updated all tests to use new Timer API and callback signature.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Demonstrates the object-oriented Scene API as alternative to module-level
functions. Key features tested:
- Scene object creation and properties (name, active, children)
- scene.activate() vs mcrfpy.setScene()
- scene.on_key property - can be set on ANY scene, not just current
- Scene visual properties (pos, visible, opacity)
- Subclassing for lifecycle callbacks (on_enter, on_exit, update)
The on_key advantage resolves confusion with keypressScene() which only
works on the currently active scene.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Replace module-level audio functions with proper OOP API:
- mcrfpy.Sound: Wraps sf::SoundBuffer + sf::Sound for short effects
- mcrfpy.Music: Wraps sf::Music for streaming long tracks
- Both support: volume, loop, playing, duration, play/pause/stop
- Music adds position property for seeking
Add mcrfpy.keyboard singleton for real-time modifier state:
- shift, ctrl, alt, system properties (bool, read-only)
- Queries sf::Keyboard::isKeyPressed() directly
Add mcrfpy.__version__ = "1.0.0" for version identity
Remove old audio API entirely (no deprecation - unused in codebase):
- createSoundBuffer, loadMusic, playSound
- setMusicVolume, getMusicVolume, setSoundVolume, getSoundVolume
closes#66, closes#160, closes#164🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add action economy system with free (LOOK, SPEAK) vs turn-ending (GO, WAIT, TAKE) actions
- Implement LOOK action with detailed descriptions for doors, objects, entities, directions
- Add SPEAK/ANNOUNCE speech system with room-wide and proximity-based message delivery
- Create multi-tile pathing with FOV interrupt detection (path cancels when new entity visible)
- Implement TAKE action with adjacency requirement and clear error messages
- Add conversation history and error feedback loop so agents learn from failed actions
- Create structured simulation logging for offline viewer replay
- Document offline viewer requirements in OFFLINE_VIEWER_SPEC.md
- Fix import path in 1_multi_agent_demo.py for standalone execution
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
keypressScene() sets the handler for the CURRENT scene, so we must
call setScene() first to make focus_demo the active scene before
registering the key handler.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implements a comprehensive Python-level focus management system showing:
- FocusManager: central coordinator for keyboard routing, tab cycling, modal stack
- ModifierTracker: workaround for tracking Shift/Ctrl/Alt state (#160)
- FocusableGrid: WASD movement in a grid with player marker
- TextInputWidget: text entry with cursor, backspace, home/end
- MenuIcon: icons that open modal dialogs on Space/Enter
Features demonstrated:
- Click-to-focus on any widget
- Tab/Shift+Tab cycling through focusable widgets
- Visual focus indicators (blue outline)
- Keyboard routing to focused widget
- Modal dialog push/pop stack
- Escape to close modals
Addresses #143🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>