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Author SHA1 Message Date
c23da11d7d Modernize Crypt of Sokoban demo game and fix timer segfault
Game script updates (src/scripts/):
- Migrate Sound/Music API: createSoundBuffer() -> Sound() objects
- Migrate Scene API: sceneUI("name") -> scene.children
- Migrate Timer API: setTimer/delTimer -> Timer objects with stop()
- Fix callback signatures: (x,y,btn,event) -> (pos,btn,action) with Vector
- Fix grid_size unpacking: now returns Vector, use .x/.y with int()

Segfault fix (src/PyTimer.cpp):
- Remove direct map erase in PyTimer::stop() that caused iterator
  invalidation when timer.stop() was called from within a callback
- Now just marks timer as stopped; testTimers() handles safe removal

The game now starts and runs without crashes.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 23:47:46 -05:00
5e45ab015c Add ImGui Scene Explorer (F4) for runtime object inspection (#136)
New Features:
- Scene Explorer window (F4) displays hierarchical tree of all scenes
- Shows UIDrawable hierarchy with type, name, and visibility status
- Click scene name to switch active scene
- Double-click drawables to toggle visibility
- Displays Python repr() for cached objects, enabling custom class debugging
- Entity display within Grid nodes

Bug Fixes:
- Fix PythonObjectCache re-registration: when retrieving objects from
  collections, newly created Python wrappers are now re-registered in
  the cache. Previously, inline-created objects (e.g.,
  scene.children.append(Frame(...))) would lose their cache entry when
  the temporary Python object was GC'd, causing repeated wrapper
  allocation on each access.
- Fix console focus stealing: removed aggressive focus reclaim that
  caused title bar flashing when clicking in Scene Explorer

Infrastructure:
- Add GameEngine::getSceneNames() to expose scene list for explorer
- Scene Explorer uses same enabled flag as console (ImGuiConsole::isEnabled())

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 23:26:33 -05:00
11 changed files with 439 additions and 51 deletions

View file

@ -202,6 +202,16 @@ Scene* GameEngine::getScene(const std::string& name) {
auto it = scenes.find(name);
return (it != scenes.end()) ? it->second : nullptr;
}
std::vector<std::string> GameEngine::getSceneNames() const {
std::vector<std::string> names;
names.reserve(scenes.size());
for (const auto& [name, scene] : scenes) {
names.push_back(name);
}
return names;
}
void GameEngine::changeScene(std::string s)
{
changeScene(s, TransitionType::None, 0.0f);
@ -346,9 +356,10 @@ void GameEngine::run()
profilerOverlay->render(*render_target);
}
// Render ImGui console overlay
// Render ImGui overlays (console and scene explorer)
if (imguiInitialized && !headless) {
console.render();
sceneExplorer.render(*this);
ImGui::SFML::Render(*window);
}
@ -550,6 +561,12 @@ void GameEngine::sUserInput()
continue; // Don't pass grave key to game
}
// Handle F4 for scene explorer toggle
if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::F4) {
sceneExplorer.toggle();
continue; // Don't pass F4 to game
}
// If console wants keyboard, don't pass keyboard events to game
if (console.wantsKeyboardInput()) {
// Still process non-keyboard events (mouse, window close, etc.)

View file

@ -11,6 +11,7 @@
#include "SceneTransition.h"
#include "Profiler.h"
#include "ImGuiConsole.h"
#include "ImGuiSceneExplorer.h"
#include <memory>
#include <sstream>
#include <mutex>
@ -191,6 +192,7 @@ private:
// ImGui console overlay
ImGuiConsole console;
ImGuiSceneExplorer sceneExplorer;
bool imguiInitialized = false;
// #219 - Thread synchronization for background Python threads
@ -214,6 +216,7 @@ public:
~GameEngine();
Scene* currentScene();
Scene* getScene(const std::string& name); // #118: Get scene by name
std::vector<std::string> getSceneNames() const; // #136: Get all scene names for explorer
void changeScene(std::string);
void changeScene(std::string sceneName, TransitionType transitionType, float duration);
void createScene(std::string);

View file

@ -381,9 +381,9 @@ void ImGuiConsole::render() {
}
ImGui::PopItemWidth();
// Keep focus on input
// Keep focus on input only after executing a command
ImGui::SetItemDefaultFocus();
if (reclaimFocus || (visible && !ImGui::IsAnyItemActive())) {
if (reclaimFocus) {
ImGui::SetKeyboardFocusHere(-1);
}

285
src/ImGuiSceneExplorer.cpp Normal file
View file

@ -0,0 +1,285 @@
#include "ImGuiSceneExplorer.h"
#include "imgui.h"
#include "GameEngine.h"
#include "Scene.h"
#include "UIDrawable.h"
#include "UIFrame.h"
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UIEntity.h"
#include "ImGuiConsole.h"
#include "PythonObjectCache.h"
#include <sstream>
#include <iomanip>
#include <vector>
bool ImGuiSceneExplorer::isEnabled() {
// Use the same enabled flag as the console
return ImGuiConsole::isEnabled();
}
void ImGuiSceneExplorer::toggle() {
if (isEnabled()) {
visible = !visible;
}
}
void ImGuiSceneExplorer::render(GameEngine& engine) {
if (!visible || !isEnabled()) return;
ImGuiIO& io = ImGui::GetIO();
// Position on the right side of the screen
ImGui::SetNextWindowSize(ImVec2(350, io.DisplaySize.y * 0.6f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x - 360, 10), ImGuiCond_FirstUseEver);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse;
if (!ImGui::Begin("Scene Explorer", &visible, flags)) {
ImGui::End();
return;
}
// Scene tree header
ImGui::Text("Scenes (%zu):", engine.getSceneNames().size());
ImGui::Separator();
// Scrollable tree region
ImGui::BeginChild("SceneTree", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
// Get all scene names and render each
std::string currentSceneName = engine.scene;
std::vector<std::string> sceneNames = engine.getSceneNames();
for (const auto& sceneName : sceneNames) {
bool isActive = (sceneName == currentSceneName);
renderSceneNode(engine, sceneName, isActive);
}
ImGui::EndChild();
ImGui::End();
}
void ImGuiSceneExplorer::renderSceneNode(GameEngine& engine, const std::string& sceneName, bool isActive) {
ImGuiTreeNodeFlags sceneFlags = ImGuiTreeNodeFlags_OpenOnArrow
| ImGuiTreeNodeFlags_OpenOnDoubleClick
| ImGuiTreeNodeFlags_DefaultOpen;
if (isActive) {
sceneFlags |= ImGuiTreeNodeFlags_Selected;
}
// Build label with active indicator
std::string label = sceneName;
if (isActive) {
label += " [active]";
}
// Scene icon/indicator
bool sceneOpen = ImGui::TreeNodeEx(("##scene_" + sceneName).c_str(), sceneFlags, "%s %s",
isActive ? ">" : " ", label.c_str());
// Click to activate scene (if not already active)
if (ImGui::IsItemClicked() && !isActive) {
engine.changeScene(sceneName);
}
if (sceneOpen) {
// Get scene's UI elements
auto ui_elements = engine.scene_ui(sceneName);
if (ui_elements && !ui_elements->empty()) {
for (auto& drawable : *ui_elements) {
if (drawable) {
renderDrawableNode(drawable, 0);
}
}
} else {
ImGui::TextDisabled(" (empty)");
}
ImGui::TreePop();
}
}
void ImGuiSceneExplorer::renderDrawableNode(std::shared_ptr<UIDrawable> drawable, int depth) {
if (!drawable) return;
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow
| ImGuiTreeNodeFlags_OpenOnDoubleClick
| ImGuiTreeNodeFlags_SpanAvailWidth;
// Check if this node has children
bool hasChildren = false;
UIFrame* frame = nullptr;
UIGrid* grid = nullptr;
switch (drawable->derived_type()) {
case PyObjectsEnum::UIFRAME:
frame = static_cast<UIFrame*>(drawable.get());
hasChildren = frame->children && !frame->children->empty();
break;
case PyObjectsEnum::UIGRID:
grid = static_cast<UIGrid*>(drawable.get());
hasChildren = (grid->entities && !grid->entities->empty()) ||
(grid->children && !grid->children->empty());
break;
default:
break;
}
if (!hasChildren) {
flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
}
// Visibility indicator
const char* visIcon = drawable->visible ? "[v]" : "[h]";
// Build display string
std::string displayName = getDisplayName(drawable.get());
std::string nodeLabel = std::string(visIcon) + " " + getTypeName(drawable.get()) + ": " + displayName;
// Use pointer as unique ID
bool nodeOpen = ImGui::TreeNodeEx((void*)(intptr_t)drawable.get(), flags, "%s", nodeLabel.c_str());
// Double-click to toggle visibility
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(0)) {
drawable->visible = !drawable->visible;
}
// Handle leaf nodes (NoTreePushOnOpen means TreePop not needed)
if (!hasChildren) {
return;
}
if (nodeOpen) {
// Render children based on type
if (frame && frame->children) {
for (auto& child : *frame->children) {
if (child) {
renderDrawableNode(child, depth + 1);
}
}
}
if (grid) {
// Render entities
if (grid->entities && !grid->entities->empty()) {
ImGuiTreeNodeFlags entityGroupFlags = ImGuiTreeNodeFlags_OpenOnArrow;
bool entitiesOpen = ImGui::TreeNodeEx("Entities", entityGroupFlags, "Entities (%zu)",
grid->entities->size());
if (entitiesOpen) {
for (auto& entity : *grid->entities) {
if (entity) {
renderEntityNode(entity);
}
}
ImGui::TreePop();
}
}
// Render grid's drawable children (overlays)
if (grid->children && !grid->children->empty()) {
ImGuiTreeNodeFlags overlayGroupFlags = ImGuiTreeNodeFlags_OpenOnArrow;
bool overlaysOpen = ImGui::TreeNodeEx("Overlays", overlayGroupFlags, "Overlays (%zu)",
grid->children->size());
if (overlaysOpen) {
for (auto& child : *grid->children) {
if (child) {
renderDrawableNode(child, depth + 1);
}
}
ImGui::TreePop();
}
}
}
ImGui::TreePop();
}
}
void ImGuiSceneExplorer::renderEntityNode(std::shared_ptr<UIEntity> entity) {
if (!entity) return;
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf
| ImGuiTreeNodeFlags_NoTreePushOnOpen
| ImGuiTreeNodeFlags_SpanAvailWidth;
std::string displayName = getEntityDisplayName(entity.get());
std::string nodeLabel = "Entity: " + displayName;
ImGui::TreeNodeEx((void*)(intptr_t)entity.get(), flags, "%s", nodeLabel.c_str());
}
std::string ImGuiSceneExplorer::getDisplayName(UIDrawable* drawable) {
if (!drawable) return "(null)";
// Try to get Python object repr from cache
if (drawable->serial_number != 0) {
PyObject* pyObj = PythonObjectCache::getInstance().lookup(drawable->serial_number);
if (pyObj) {
PyObject* repr = PyObject_Repr(pyObj);
if (repr) {
const char* repr_str = PyUnicode_AsUTF8(repr);
if (repr_str) {
std::string result(repr_str);
Py_DECREF(repr);
Py_DECREF(pyObj);
return result;
}
Py_DECREF(repr);
}
Py_DECREF(pyObj);
}
}
// Use name if available
if (!drawable->name.empty()) {
return "\"" + drawable->name + "\"";
}
// Fall back to address
std::ostringstream oss;
oss << "@" << std::hex << std::setw(8) << std::setfill('0') << (uintptr_t)drawable;
return oss.str();
}
std::string ImGuiSceneExplorer::getEntityDisplayName(UIEntity* entity) {
if (!entity) return "(null)";
// Try to get Python object repr from cache
if (entity->serial_number != 0) {
PyObject* pyObj = PythonObjectCache::getInstance().lookup(entity->serial_number);
if (pyObj) {
PyObject* repr = PyObject_Repr(pyObj);
if (repr) {
const char* repr_str = PyUnicode_AsUTF8(repr);
if (repr_str) {
std::string result(repr_str);
Py_DECREF(repr);
Py_DECREF(pyObj);
return result;
}
Py_DECREF(repr);
}
Py_DECREF(pyObj);
}
}
// Fall back to position
std::ostringstream oss;
oss << "(" << entity->position.x << ", " << entity->position.y << ")";
return oss.str();
}
const char* ImGuiSceneExplorer::getTypeName(UIDrawable* drawable) {
if (!drawable) return "null";
switch (drawable->derived_type()) {
case PyObjectsEnum::UIFRAME: return "Frame";
case PyObjectsEnum::UICAPTION: return "Caption";
case PyObjectsEnum::UISPRITE: return "Sprite";
case PyObjectsEnum::UIGRID: return "Grid";
default: return "Unknown";
}
}

46
src/ImGuiSceneExplorer.h Normal file
View file

@ -0,0 +1,46 @@
#pragma once
#include <string>
#include <memory>
class GameEngine;
class UIDrawable;
class UIEntity;
class UIFrame;
class UIGrid;
/**
* @brief ImGui-based scene tree explorer for debugging
*
* Displays hierarchical view of all scenes and their UI elements.
* Allows switching between scenes and collapsing/expanding the tree.
* Activated by F4 key. Mutually exclusive with the console (grave key).
*/
class ImGuiSceneExplorer {
public:
ImGuiSceneExplorer() = default;
// Core functionality
void render(GameEngine& engine);
void toggle();
bool isVisible() const { return visible; }
void setVisible(bool v) { visible = v; }
// Configuration - uses same enabled flag as console
static bool isEnabled();
private:
bool visible = false;
// Tree rendering helpers
void renderSceneNode(GameEngine& engine, const std::string& sceneName, bool isActive);
void renderDrawableNode(std::shared_ptr<UIDrawable> drawable, int depth = 0);
void renderEntityNode(std::shared_ptr<UIEntity> entity);
// Get display name for a drawable (name or type + address)
std::string getDisplayName(UIDrawable* drawable);
std::string getEntityDisplayName(UIEntity* entity);
// Get type name string
const char* getTypeName(UIDrawable* drawable);
};

View file

@ -156,14 +156,10 @@ PyObject* PyTimer::stop(PyTimerObject* self, PyObject* Py_UNUSED(ignored)) {
return nullptr;
}
// Remove from game engine map (but preserve the Timer data!)
if (Resources::game && !self->name.empty()) {
auto it = Resources::game->timers.find(self->name);
if (it != Resources::game->timers.end() && it->second == self->data) {
Resources::game->timers.erase(it);
}
}
// Just mark as stopped - do NOT erase from map here!
// Removing from the map during iteration (e.g., from a timer callback)
// would invalidate iterators in testTimers(). The stopped flag tells
// testTimers() to safely remove this timer on its next pass.
self->data->stop();
// NOTE: We do NOT reset self->data here - the timer can be restarted
Py_RETURN_NONE;

View file

@ -126,6 +126,18 @@ static PyObject* convertDrawableToPython(std::shared_ptr<UIDrawable> drawable) {
if (type) {
Py_DECREF(type);
}
// Re-register in cache if the object has a serial number
// This handles the case where the original Python wrapper was GC'd
// but the C++ object persists (e.g., inline-created objects added to collections)
if (obj && drawable->serial_number != 0) {
PyObject* weakref = PyWeakref_NewRef(obj, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(drawable->serial_number, weakref);
Py_DECREF(weakref);
}
}
return obj;
}

View file

@ -130,6 +130,18 @@ PyObject* UIEntityCollection::getitem(PyUIEntityCollectionObject* self, Py_ssize
o->data = std::static_pointer_cast<UIEntity>(target);
o->weakreflist = NULL;
// Re-register in cache if the entity has a serial number
// This handles the case where the original Python wrapper was GC'd
// but the C++ object persists (e.g., inline-created objects added to collections)
if (target->serial_number != 0) {
PyObject* weakref = PyWeakref_NewRef((PyObject*)o, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(target->serial_number, weakref);
Py_DECREF(weakref);
}
}
return (PyObject*)o;
}

View file

@ -82,7 +82,7 @@ class COSEntity(): #mcrfpy.Entity): # Fake mcrfpy.Entity integration; engine bu
pass
def try_move(self, dx, dy, test=False):
x_max, y_max = self.grid.grid_size
x_max, y_max = int(self.grid.grid_size.x), int(self.grid.grid_size.y)
tx, ty = int(self.draw_pos.x + dx), int(self.draw_pos.y + dy)
#for e in iterable_entities(self.grid):

View file

@ -22,7 +22,7 @@ class TileInfo:
@staticmethod
def from_grid(grid, xy:tuple):
values = {}
x_max, y_max = grid.grid_size
x_max, y_max = int(grid.grid_size.x), int(grid.grid_size.y)
for d in deltas:
tx, ty = d[0] + xy[0], d[1] + xy[1]
if tx < 0 or tx >= x_max or ty < 0 or ty >= y_max:
@ -71,7 +71,7 @@ def special_rule_verify(rule, grid, xy, unverified_tiles, pass_unverified=False)
tx, ty = xy[0] + dxy[0], xy[1] + dxy[1]
#print(f"Special rule: {cardinal} {allowed_tile} {type(allowed_tile)} -> ({tx}, {ty}) [{grid.at((tx, ty)).tilesprite}]{'*' if (tx, ty) in unverified_tiles else ''}")
if (tx, ty) in unverified_tiles and cardinal in "nsew": return pass_unverified
x_max, y_max = grid.grid_size
x_max, y_max = int(grid.grid_size.x), int(grid.grid_size.y)
if tx < 0 or tx >= x_max or ty < 0 or ty >= y_max:
return False
return grid.at((tx, ty)).tilesprite == allowed_tile
@ -107,7 +107,7 @@ def find_possible_tiles(grid, x, y, unverified_tiles=None, pass_unverified=False
return list(set(list(possible)))
def wfc_first_pass(grid):
w, h = grid.grid_size
w, h = int(grid.grid_size.x), int(grid.grid_size.y)
possibilities = {}
for x in range(0, w):
for y in range(0, h):
@ -122,7 +122,7 @@ def wfc_first_pass(grid):
return possibilities
def wfc_pass(grid, possibilities=None):
w, h = grid.grid_size
w, h = int(grid.grid_size.x), int(grid.grid_size.y)
if possibilities is None:
#print("first pass results:")
possibilities = wfc_first_pass(grid)

View file

@ -22,28 +22,47 @@ class Resources:
self.sfx_volume = 100
self.master_volume = 100
# load the music/sfx files here
# Load the music/sfx files using new Sound API
self.splats = []
for i in range(1, 10):
mcrfpy.createSoundBuffer(f"assets/sfx/splat{i}.ogg")
try:
sound = mcrfpy.Sound(f"assets/sfx/splat{i}.ogg")
self.splats.append(sound)
except RuntimeError:
pass # Sound file not found, skip
self.music = None # Will hold Music object when loaded
def play_sfx(self, sfx_id):
if self.sfx_enabled and self.sfx_volume and self.master_volume:
mcrfpy.setSoundVolume(self.master_volume/100 * self.sfx_volume)
mcrfpy.playSound(sfx_id)
if sfx_id < len(self.splats):
sound = self.splats[sfx_id]
sound.volume = self.master_volume / 100 * self.sfx_volume
sound.play()
def play_music(self, track_id):
def play_music(self, track_path):
if self.music_enabled and self.music_volume and self.master_volume:
mcrfpy.setMusicVolume(self.master_volume/100 * self.music_volume)
mcrfpy.playMusic(...)
try:
self.music = mcrfpy.Music(track_path)
self.music.volume = self.master_volume / 100 * self.music_volume
self.music.play()
except RuntimeError:
pass # Music file not found
def set_music_volume(self, volume):
self.music_volume = volume
if self.music:
self.music.volume = self.master_volume / 100 * self.music_volume
def set_sfx_volume(self, volume):
self.sfx_volume = volume
resources = Resources()
class Crypt:
def __init__(self):
play = mcrfpy.Scene("play")
self.ui = mcrfpy.sceneUI("play")
self.scene = mcrfpy.Scene("play")
self.ui = self.scene.children
entity_frame = mcrfpy.Frame(pos=(815, 10), size=(194, 595), fill_color=frame_color)
inventory_frame = mcrfpy.Frame(pos=(10, 610), size=(800, 143), fill_color=frame_color)
@ -244,8 +263,8 @@ class Crypt:
def start(self):
resources.play_sfx(1)
play.activate()
play.on_key = self.cos_keys
self.scene.activate()
self.scene.on_key = self.cos_keys
def add_entity(self, e:ce.COSEntity):
self.entities.append(e)
@ -402,7 +421,7 @@ class Crypt:
self.grid = self.level.grid
self.grid.zoom = 2.0
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
gw, gh = int(self.grid.grid_size.x), int(self.grid.grid_size.y)
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
# TODO, make an entity mover function
#self.add_entity(self.player)
@ -463,12 +482,12 @@ class SweetButton:
"""Helper func for when graphics changes or glitches make the button stuck down"""
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
def do_click(self, x, y, mousebtn, event):
if event == "start":
def do_click(self, pos, button, action):
if action == "start":
self.main_button.x, self.main_button.y = (0, 0)
elif event == "end":
elif action == "end":
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
result = self.click(self, (x, y, mousebtn, event))
result = self.click(self, (pos.x, pos.y, button, action))
if result: # return True from event function to instantly un-pop
self.main_button.x, self.main_button.y = (self.shadow_offset, self.shadow_offset)
@ -490,9 +509,9 @@ class SweetButton:
class MainMenu:
def __init__(self):
menu = mcrfpy.Scene("menu")
self.ui = mcrfpy.sceneUI("menu")
menu.activate()
self.scene = mcrfpy.Scene("menu")
self.ui = self.scene.children
self.scene.activate()
self.crypt = None
components = []
@ -501,7 +520,7 @@ class MainMenu:
self.grid = self.demo.grid
self.grid.zoom = 1.75
# Center the camera on the middle of the grid (pixel coordinates: cells * tile_size / 2)
gw, gh = self.grid.grid_size
gw, gh = int(self.grid.grid_size.x), int(self.grid.grid_size.y)
self.grid.center = (gw * 16 / 2, gh * 16 / 2)
coords = self.demo.generate(
[("boulder", "boulder", "rat", "cyclops", "boulder"), ("spawn"), ("rat", "big rat"), ("button", "boulder", "exit")]
@ -538,14 +557,14 @@ class MainMenu:
#self.create_level(self.depth)
for e in self.entities:
self.grid.entities.append(e._entity)
def just_wiggle(*args):
def just_wiggle(timer, runtime):
try:
self.player.try_move(*random.choice(((1, 0),(-1, 0),(0, 1),(0, -1))))
for e in self.entities:
e.act()
except:
pass
mcrfpy.setTimer("demo_motion", just_wiggle, 100)
self.demo_timer = mcrfpy.Timer("demo_motion", just_wiggle, 100)
components.append(
self.demo.grid
)
@ -605,22 +624,22 @@ class MainMenu:
def toast_say(self, txt, delay=10):
"kick off a toast event"
if self.toast_event is not None:
mcrfpy.delTimer("toast_timer")
if self.toast_event is not None and hasattr(self, 'toast_timer'):
self.toast_timer.stop()
self.toast.text = txt
self.toast_event = 350
self.toast.fill_color = (255, 255, 255, 255)
self.toast.outline = 2
self.toast.outline_color = (0, 0, 0, 255)
mcrfpy.setTimer("toast_timer", self.toast_callback, 100)
self.toast_timer = mcrfpy.Timer("toast_timer", self.toast_callback, 100)
def toast_callback(self, *args):
def toast_callback(self, timer, runtime):
"fade out the toast text"
self.toast_event -= 5
if self.toast_event < 0:
self.toast_event = None
mcrfpy.delTimer("toast_timer")
mcrfpy.text = ""
self.toast_timer.stop()
self.toast.text = ""
return
a = min(self.toast_event, 255)
self.toast.fill_color = (255, 255, 255, a)
@ -632,9 +651,8 @@ class MainMenu:
def play(self, sweet_btn, args):
#if args[3] == "start": return # DRAMATIC on release action!
if args[3] == "end": return
mcrfpy.delTimer("demo_motion") # Clean up the demo timer
self.demo_timer.stop() # Clean up the demo timer
self.crypt = Crypt()
#mcrfpy.setScene("play")
self.crypt.start()
def scale(self, sweet_btn, args, window_scale=None):
@ -658,26 +676,25 @@ class MainMenu:
resources.music_enabled = not resources.music_enabled
print(f"music: {resources.music_enabled}")
if resources.music_enabled:
mcrfpy.setMusicVolume(self.music_volume)
resources.set_music_volume(resources.music_volume)
sweet_btn.text = "Music is ON"
sweet_btn.sprite_number = 12
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setMusicVolume(0)
resources.set_music_volume(0)
sweet_btn.text = "Music is OFF"
sweet_btn.sprite_number = 17
def sfx_toggle(self, sweet_btn, args):
if args[3] == "end": return
resources.sfx_enabled = not resources.sfx_enabled
#print(f"sfx: {resources.sfx_enabled}")
if resources.sfx_enabled:
mcrfpy.setSoundVolume(self.sfx_volume)
resources.set_sfx_volume(resources.sfx_volume)
sweet_btn.text = "SFX are ON"
sweet_btn.sprite_number = 0
else:
self.toast_say("Use your volume keys or\nlook in Settings for a volume meter.")
mcrfpy.setSoundVolume(0)
resources.set_sfx_volume(0)
sweet_btn.text = "SFX are OFF"
sweet_btn.sprite_number = 17