Commit graph

379 commits

Author SHA1 Message Date
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
9ca79baec8 Fix grid layers with z_index=0 rendering on top of entities, closes #257
Layers with z_index <= 0 now render below entities (ground level), and
only layers with z_index > 0 render above entities. Previously z_index=0
was treated as "above entities" which was unintuitive -- entities stand
on ground level (z=0) with their feet, so z=0 layers should be beneath.

Changed in both UIGrid.cpp and UIGridView.cpp render methods:
- "z_index >= 0" to "z_index > 0" for break condition
- "z_index < 0" to "z_index <= 0" for skip condition

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 01:07:08 -04:00
e58b44ef82 Add missing markDirty()/markCompositeDirty() to all Python property setters
Fixes a systemic bug where Python tp_getset property setters bypassed the
render cache dirty flag system (#144). The animation/C++ setProperty() path
had correct dirty propagation, but direct Python property assignments
(e.g. frame.x = 50, caption.text = "Hello") did not invalidate the parent
Frame's render cache when clip_children or cache_subtree was enabled.

Changes by file:
- UIDrawable.cpp: Add markCompositeDirty() to set_float_member (x/y),
  set_pos, set_grid_pos; add markDirty() for w/h resize
- UICaption.cpp: Add markDirty() to set_text, set_color_member,
  set_float_member (outline/font_size); markCompositeDirty() for position
- UICollection.cpp: Add markContentDirty() on owner in append, remove,
  pop, insert, extend, setitem, and slice assignment/deletion
- UISprite.cpp: Add markDirty() to scale/sprite_index/texture setters;
  markCompositeDirty() to position setters
- UICircle.cpp: Add markDirty() to radius/fill_color/outline_color/outline;
  markCompositeDirty() to center setter
- UILine.cpp: Add markDirty() to start/end/color/thickness setters
- UIArc.cpp: Add markDirty() to radius/angles/color/thickness setters;
  markCompositeDirty() to center setter
- UIGrid.cpp: Add markDirty() to center/zoom/camera_rotation/fill_color/
  size/perspective/fov setters

Closes #288, closes #289, closes #290, closes #291

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 01:01:41 -04:00
d73a207535 Add web-playable WASM demo with BSP dungeon crawler
- Create self-contained demo game script (src/scripts_demo/game.py) showcasing:
  BSP dungeon generation, Wang tile autotiling, FOV with fog of war,
  turn-based bump combat, enemy AI, items/treasure, title screen
- Add MCRF_DEMO CMake option for building with demo scripts
- Add web/index.html landing page with dark theme, controls reference,
  feature list, and links to GitHub/Gitea
- Build with: emcmake cmake -DMCRF_SDL2=ON -DMCRF_DEMO=ON -DMCRF_GAME_SHELL=ON

Note: Makefile wasm-demo/serve-demo targets also added locally but Makefile
is gitignored. Use CMake directly or force-add the Makefile to track it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 00:41:57 -04:00
c332772324 Add issue triage document for all 46 open issues
Categorize open issues #53–#304 into 14 system-related groups,
prioritized by impact. Recommends tackling dirty-flag bugs (#288-#291)
and dangling-pointer bugs (#270, #271, #277) first.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 00:37:20 -04:00
1805b985bd Update all 13 tutorial scripts to current enum-based API, refs #167
All tutorial parts (1-13) used the old string-based key/action
comparison API removed in 6d5e99a. Every handle_keys function now
uses mcrfpy.Key.* and mcrfpy.InputState.PRESSED enums.

Additional fixes across all parts:
- Replace manual FOV computation with ColorLayer.draw_fov() which
  handles FOV calculation and explored-state tracking in one call
- Replace old grid.add_layer("color") with ColorLayer() constructor
- Fix entity removal bug: entities.remove(index) -> remove(entity_ref)
- Remove manual exploration tracking (draw_fov handles it internally)
- Use tuple positions for compute_fov/is_in_fov: (x, y) not x, y

All 14 parts (0-13) tested and passing in headless mode.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 23:23:35 -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
4a3854dac1 Fix audit type count (44->46) and add regression test for Color __eq__, refs #307
Review of session 1b14b941 found two issues:
- Exported type count was 44 in audit doc but array has 46 entries
  (EntityCollection3DIterType and one other were not counted)
- No regression test existed for the Color.__eq__/__ne__ fix

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:45:12 -04:00
ad5c999998 Fix label ID reference in CLAUDE.md to match actual Gitea database
The previous label IDs were incorrect (possibly from an older state).
Updated to match the live Gitea API as of 2026-04-09. Key differences:
- ID 2 is Minor Feature (was Alpha Release)
- ID 3 is Tiny Feature (was Bugfix)
- ID 8 is Bugfix (was tier2-foundation)
- System labels start at 9 (were at 11)
- Priority labels start at 17 (were at 7)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:20:00 -04:00
95463bdc78 Add Color.__eq__/__ne__ for value comparison, closes #307
Color had __hash__ but no __eq__/__ne__, violating the Python convention
that hashable objects must support equality comparison. Two Color objects
with identical RGBA values would not compare equal.

Now supports comparison with Color objects, tuples, and lists:
  Color(255, 0, 0) == Color(255, 0, 0)  # True
  Color(255, 0, 0) == (255, 0, 0)       # True
  Color(255, 0, 0) != (0, 0, 0)         # True

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:18:47 -04:00
41d5007371 Add snake_case aliases for camelCase module functions, refs #304
Add find_all(), get_metrics(), set_scale(), and set_dev_console() as
snake_case alternatives to the existing camelCase names. The camelCase
versions remain for backward compatibility but their docstrings now
note the preferred snake_case form. All will be removed in 1.0.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:18:40 -04:00
1dec6fa00f Improve terse docstrings on Vector, Font, Texture, GridPoint, GridPointState
Replace placeholder docstrings ("SFML Vector Object", "SFML Font Object",
etc.) with comprehensive constructor signatures, argument descriptions,
and property listings matching the documentation standard used by other
types like Color and Frame.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:18:33 -04:00
71ab1dcf2e Add API consistency audit document for 1.0 freeze preparation
Comprehensive catalog of the full Python API surface area:
- 44 exported types, 14 internal types, 10 enums
- 13 module functions, 7 module properties, 5 singletons
- 15 findings across naming, functionality, deprecations, docs

Key findings: camelCase module functions (#304), deprecated
sprite_number (#305), legacy enum string comparisons (#306),
Color missing __eq__ (#307), redundant Grid.position (#308).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 21:18:25 -04:00
cce17fc1ca WIP: update submodule refs for cpython, imgui-sfml, and libtcod-headless
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-06 01:15:49 -04:00
109bc21d90 Grid/GridView API unification: mcrfpy.Grid now returns GridView, closes #252
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.

Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
  (Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -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
6a0040d630 Add regression tests for Frame.children mutation and parent=None removal
frame_children_mutation_test: validates remove(), property mutation via
stored refs, fill_color persistence, iteration mutation, pop(), and
while-loop clearing — with visual screenshot verification.

parent_none_removal_test: validates that setting .parent = None removes
children from Frame.children and scene.children, Entity.grid = None
removal, and Grid overlay children removal.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-01 11:27:47 -04:00
b1902a3d8b Add edge-type Wang path overlay as 3rd layer in tiled demo
Generates a network of bezier-curved dirt paths connecting POIs placed
via grid-distributed random selection. Uses minimum spanning tree with
extra fork edges, noise-offset control points for organic curves, and
the "pathways" edge-type Wang set for directional path tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-01 11:27:33 -04:00
916553db26 Update libtcod-headless submodule to include pathfinding additions
Advances to 83b3e6ce which adds Dijkstra distance maps, multi-root
Dijkstra, A* heuristic functions, and pathfinding demo.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-01 11:27:22 -04:00
a35352df4e Phase 4.3: Grid auto-creates GridView with rendering property sync
Grid.__init__() now auto-creates a GridView that shares the Grid's
data via aliasing shared_ptr. This enables the Grid/GridView split:

- PyUIGridObject gains a `view` member (shared_ptr<UIGridView>)
- Grid.view property exposes the auto-created GridView (read-only)
- Rendering property setters (center_x/y, zoom, camera_rotation, x, y,
  w, h) sync changes to the view automatically
- Grid still works as UIDrawable in scenes (no substitution) — backward
  compatible with all existing code and subclasses
- GridView.grid returns the original Grid with identity preservation
- Explicit GridViews (created by user) are independent of Grid's own
  rendering properties

Addresses #252. All 260 tests pass, no breaking changes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 11:24:47 -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
13d5512a41 Phase 4.1: Extract GridData base class from UIGrid (#252, #270, #271, #277)
Extract all grid data members and methods into GridData base class.
UIGrid now inherits from both UIDrawable (rendering) and GridData (state).

- GridData holds: grid dimensions, cell storage (flat/chunked), entities,
  spatial hash, TCOD map, FOV state, Dijkstra caches, layers, cell
  callbacks, children collection
- GridData provides: at(), syncTCODMap/Cell(), computeFOV(), isInFOV(),
  layer management (add/remove/sort/getByName), initStorage()
- UIGrid retains: texture, box, sprites, renderTexture, camera (center,
  zoom, rotation), fill_color, perspective, cell hover/click dispatch,
  all Python API static methods, render()

Fix dangling parent_grid pointers: change UIGrid* to GridData* in
GridLayer, UIGridPoint, GridChunk, ChunkManager (closes #270, closes
#271, closes #277). All 258 tests pass unchanged.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 07:45:12 -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
94f5f5a3fd Phase 1: Safety & performance foundation for Grid/Entity overhaul
- Fix Entity3D self-reference cycle: replace raw `self` pointer with
  `pyobject` strong-ref pattern matching UIEntity (closes #266)
- TileLayer inherits Grid texture when none set, in all three attachment
  paths: constructor, add_layer(), and .grid property (closes #254)
- Add SpatialHash::queryCell() for O(1) entity-at-cell lookup; fix
  missing spatial_hash.insert() in Entity.__init__ grid= kwarg path;
  use queryCell in GridPoint.entities (closes #253)
- Add FOV dirty flag and parameter cache to skip redundant computeFOV
  calls when map unchanged and params match (closes #292)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 21:48:24 -04:00
836a0584df Preserve Python subclass identity for entities in grids (reopens #266)
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.

Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.

Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-09 00:24:26 -04:00
34c84ce50a Fix UniformCollection owner validity check (closes #272)
UniformCollection accessor methods checked the raw collection pointer
but never checked if the owning object was still alive. Changed owner
field from weak_ptr<UIDrawable> to weak_ptr<void> (type-erased) so
both UIDrawable and UIEntity owners can be tracked. Set owner in both
get_uniforms() paths. All accessors now check owner.lock() before
dereferencing the raw collection pointer.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-08 17:07:14 -04:00
394e79ce88 Fix PythonObjectCache race and document die() iteration (closes #269, closes #273)
Add mutex lock to PythonObjectCache::lookup() - cache.find() was
unprotected against concurrent modification. Document that entity.die()
must not be called during iteration over grid.entities.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 23:33:05 -05:00
115e16f4f2 Convert raw pointers to coordinate-based access (closes #264, closes #265)
GridPoint and GridPointState Python objects now store (grid, x, y)
coordinates instead of raw C++ pointers. Data addresses are computed
on each property access, preventing dangling pointers after vector
resizes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 23:30:32 -05:00
a12e035a71 Remove entity self-reference cycle
UIEntity::init() stored self->data->self = (PyObject*)self with
Py_INCREF(self), creating a reference cycle that prevented entities
from ever being freed. The matching Py_DECREF never existed.

Fix: Remove the `self` field from UIEntity entirely. Replace all
read sites (iter next, getitem, get_perspective, entities_in_radius)
with PythonObjectCache lookups using serial_number, which uses weak
references and doesn't prevent garbage collection.

Also adds tp_dealloc to PyUIEntityType to properly clean up the
shared_ptr and weak references when the Python wrapper is freed.

Closes #266, closes #275

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 23:22:58 -05:00
71eb01c950 Replace PyObject_GetAttrString with direct type references
Replace ~230 occurrences of PyObject_GetAttrString(McRFPy_API::mcrf_module, "TypeName")
with direct &mcrfpydef::PyXxxType references across 32 source files.

Each PyObject_GetAttrString call returns a new reference. When used inline
in PyObject_IsInstance(), that reference was immediately leaked. When used
for tp_alloc, the reference required careful Py_DECREF management that was
often missing on error paths.

Direct type references are compile-time constants that never need reference
counting, eliminating ~230 potential leak sites and removing ~100 lines of
Py_DECREF/Py_XDECREF cleanup code.

Also adds extractDrawable() helper in UICollection.cpp to replace repeated
8-way type-check-and-extract chains with a single function call.

Closes #267, closes #268

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 23:18:42 -05:00
348826a0f5 Fix gridstate heap overflows and spatial hash cleanup
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.

Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.

Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.

Closes #258, closes #259, closes #260, closes #261, closes #262,
closes #263, closes #274, closes #276, closes #278

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
08407e48e1 CI for memory safety - updates 2026-03-07 22:33:01 -05:00
4df3687045 CI memory safety tests 2026-03-07 21:53:19 -05:00
cdae3b3ac9 SDL key scancode fixes (7DRL 2026 hotfix) 2026-03-07 10:08:59 -05:00
120b0aa2a4 Three things, sorry. SDL composite texture bugfix, sprite offset position, some Grid render efficiencies 2026-03-03 23:17:02 -05:00
456e5e676e Version bump: 0.2.7-prerelease-7drl2026 (d496959) -> 0.2.8-7DRL-2026 2026-02-28 11:55:14 -05:00
d496959f8b Windows fix: path doesn't require mode 2026-02-28 11:53:16 -05:00
a52568cc8d entity animation version demo 2026-02-27 22:12:17 -05:00
29fe135161 animation loop parameter 2026-02-27 22:11:29 -05:00
550201d365 CLAUDE guidance 2026-02-27 22:11:10 -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
453ea4a7eb Version bump: 0.2.6-prerelease-7drl2026 (4404d10) -> 0.2.7-prerelease-7drl2026 2026-02-21 07:58:10 -05:00
4404d1082a Update roadmap for 7DRL 2026 and post-jam 1.0 planning
Rewrite ROADMAP.md to reflect current project state:
- Summarize 0.2 series shipped features (3D/voxel, procgen, Tiled/LDtk,
  WASM, animation callbacks, multi-layer grids, doc macros)
- 7DRL 2026 dates (Feb 28 - Mar 8) and remaining prep
- Post-jam priorities: API freeze process, pain point fixes,
  roguelikedev tutorial series, pip/virtualenv integration
- Engine eras model (McRogueFace -> McVectorFace -> McVoxelFace)
- Future directions: McRogueFace Lite (MicroPython/PicoCalc),
  standard library widgets, package management
- Open issue groupings (30 issues across 8 areas)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 23:18:12 -05:00
9176dca055 Add mcrf-init.sh: game project scaffolding without engine recompilation
New workflow for game developers: run mcrf-init to create a project
directory with symlinks to a pre-built engine, then just write Python
scripts and assets. Games package for distribution (Linux/Windows/WASM)
without ever rebuilding the engine.

mcrf-init.sh creates:
- build/ with symlinked binary and libs, game content in assets/ + scripts/
- build-windows/ (if engine has a Windows build)
- Makefile with run, wasm, dist-linux, dist-windows, dist-wasm targets
- Starter game.py, .gitignore, pyrightconfig.json, VERSION file

CMakeLists.txt: WASM preload paths (assets, scripts) are now
configurable via MCRF_ASSETS_DIR / MCRF_SCRIPTS_DIR cache variables,
so game project Makefiles can point WASM builds at their own content
without modifying the engine.

Also adds pyrightconfig.json for the engine repo itself (IDE support
via stubs/).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 23:17:59 -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