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Author SHA1 Message Date
e5e796bad9 refactor: comprehensive test suite overhaul and demo system
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference

Demo system features:
- Interactive menu navigation (press 1-6 for demos, ESC to return)
- Headless screenshot generation for CI
- Per-feature demonstration screens with code examples

Testing infrastructure:
- tests/run_tests.py - unified test runner with timeout support
- tests/demo/demo_main.py - interactive/headless demo runner
- All tests are headless-compliant

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 23:37:05 -05:00
4d6808e34d feat: Add UIDrawable children collection to Grid
Grid now supports a `children` collection for arbitrary UIDrawable elements
(speech bubbles, effects, highlights, path visualization, etc.) that
automatically transform with the grid's camera (pan/zoom).

Key features:
- Children positioned in grid-world pixel coordinates
- Render after entities, before FOV overlay (proper z-ordering)
- Sorted by z_index, culled when outside visible region
- Click detection transforms through grid camera
- Automatically clipped to grid boundaries via RenderTexture

Python API:
  grid.children.append(caption)  # Speech bubble follows grid camera
  grid.children.append(circle)   # Highlight indicator

Closes #132

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:52:37 -05:00
311dc02f1d feat: Add UILine, UICircle, and UIArc drawing primitives
Implement new UIDrawable-derived classes for vector graphics:

- UILine: Thick line segments using sf::ConvexShape for proper thickness
  - Properties: start, end, color, thickness
  - Supports click detection along the line

- UICircle: Filled and outlined circles using sf::CircleShape
  - Properties: radius, center, fill_color, outline_color, outline
  - Full property system for animations

- UIArc: Arc segments for orbital paths and partial circles
  - Properties: center, radius, start_angle, end_angle, color, thickness
  - Uses sf::VertexArray with TriangleStrip for smooth rendering
  - Supports arbitrary angle spans including negative (reverse) arcs

All primitives integrate with the Python API through mcrfpy module:
- Added to PyObjectsEnum for type identification
- Full getter/setter support for all properties
- Added to UICollection for scene management
- Support for visibility, opacity, z_index, name, and click handling

closes #128, closes #129

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:42:33 -05:00
171 changed files with 10953 additions and 9718 deletions

10
.gitignore vendored
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@ -8,26 +8,26 @@ PCbuild
obj
build
lib
obj
__pycache__
.cache/
7DRL2025 Release/
CMakeFiles/
Makefile
*.md
*.zip
__lib/
_oldscripts/
assets/
cellular_automata_fire/
*.txt
deps/
fetch_issues_txt.py
forest_fire_CA.py
mcrogueface.github.io
scripts/
test_*
tcod_reference
.archive
# Keep important documentation and tests
!CLAUDE.md
!README.md
!tests/

155
CLAUDE.md
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@ -238,25 +238,72 @@ After building, the executable expects:
2. Expose to Python using the existing binding pattern
3. Update Python scripts to use new functionality
## Testing Game Changes
## Testing
Currently no automated test suite. Manual testing workflow:
1. Build with `make`
2. Run `make run` or `cd build && ./mcrogueface`
3. Test specific features through gameplay
4. Check console output for Python errors
### Test Suite Structure
The `tests/` directory contains the comprehensive test suite:
```
tests/
├── run_tests.py # Test runner - executes all tests with timeout
├── unit/ # Unit tests for individual components (105+ tests)
├── integration/ # Integration tests for system interactions
├── regression/ # Bug regression tests (issue_XX_*.py)
├── benchmarks/ # Performance benchmarks
├── demo/ # Feature demonstration system
│ ├── demo_main.py # Interactive demo runner
│ ├── screens/ # Per-feature demo screens
│ └── screenshots/ # Generated demo screenshots
└── notes/ # Analysis files and documentation
```
### Running Tests
```bash
# Run the full test suite (from tests/ directory)
cd tests && python3 run_tests.py
# Run a specific test
cd build && ./mcrogueface --headless --exec ../tests/unit/some_test.py
# Run the demo system interactively
cd build && ./mcrogueface ../tests/demo/demo_main.py
# Generate demo screenshots (headless)
cd build && ./mcrogueface --headless --exec ../tests/demo/demo_main.py
```
### Reading Tests as Examples
**IMPORTANT**: Before implementing a feature or fixing a bug, check existing tests for API usage examples:
- `tests/unit/` - Shows correct usage of individual mcrfpy classes and functions
- `tests/demo/screens/` - Complete working examples of UI components
- `tests/regression/` - Documents edge cases and bug scenarios
Example: To understand Animation API:
```bash
grep -r "Animation" tests/unit/
cat tests/demo/screens/animation_demo.py
```
### Writing Tests
**Always write tests when adding features or fixing bugs:**
1. **For new features**: Create `tests/unit/feature_name_test.py`
2. **For bug fixes**: Create `tests/regression/issue_XX_description_test.py`
3. **For demos**: Add to `tests/demo/screens/` if it showcases a feature
### Quick Testing Commands
```bash
# Test basic functionality
make test
# Run in Python interactive mode
make python
# Test headless mode
# Test headless mode with inline Python
cd build
./mcrogueface --headless -c "import mcrfpy; print('Headless test')"
# Run specific test with output
./mcrogueface --headless --exec ../tests/unit/my_test.py 2>&1
```
## Common Development Tasks
@ -387,76 +434,82 @@ build/
## Testing Guidelines
### Test-Driven Development
- **Always write tests first**: Create automation tests in `./tests/` for all bugs and new features
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix is applied
- **Close the loop**: Reproduce issue → change code → recompile → verify behavior change
- **Always write tests first**: Create tests in `./tests/` for all bugs and new features
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix
- **Read existing tests**: Check `tests/unit/` and `tests/demo/screens/` for API examples before writing code
- **Close the loop**: Reproduce issue → change code → recompile → run test → verify
### Two Types of Tests
#### 1. Direct Execution Tests (No Game Loop)
For tests that only need class initialization or direct code execution:
```python
# These tests can treat McRogueFace like a Python interpreter
# tests/unit/my_feature_test.py
import mcrfpy
import sys
# Test code here
result = mcrfpy.some_function()
assert result == expected_value
print("PASS" if condition else "FAIL")
# Test code - runs immediately
frame = mcrfpy.Frame(pos=(0,0), size=(100,100))
assert frame.x == 0
assert frame.w == 100
print("PASS")
sys.exit(0)
```
#### 2. Game Loop Tests (Timer-Based)
For tests requiring rendering, game state, or elapsed time:
For tests requiring rendering, screenshots, or elapsed time:
```python
# tests/unit/my_visual_test.py
import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
"""Timer callback - runs after game loop starts"""
# Now rendering is active, screenshots will work
automation.screenshot("test_result.png")
# Run your tests here
automation.click(100, 100)
# Always exit at the end
print("PASS" if success else "FAIL")
# Validate results...
print("PASS")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
# ... add UI elements ...
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100) # 0.1 seconds
ui = mcrfpy.sceneUI("test")
ui.append(mcrfpy.Frame(pos=(50,50), size=(100,100)))
mcrfpy.setScene("test")
mcrfpy.setTimer("test", run_test, 100)
```
### Key Testing Principles
- **Timer callbacks are essential**: Screenshots and UI interactions only work after the render loop starts
- **Use automation API**: Always create and examine screenshots when visual feedback is required
- **Exit properly**: Call `sys.exit()` at the end of timer-based tests to prevent hanging
- **Headless mode**: Use `--exec` flag for automated testing: `./mcrogueface --headless --exec tests/my_test.py`
- **Timer callbacks are essential**: Screenshots only work after the render loop starts
- **Use automation API**: `automation.screenshot()`, `automation.click()` for visual testing
- **Exit properly**: Always call `sys.exit(0)` for PASS or `sys.exit(1)` for FAIL
- **Headless mode**: Use `--headless --exec` for CI/automated testing
- **Check examples first**: Read `tests/demo/screens/*.py` for correct API usage
### Example Test Pattern
```bash
# Run a test that requires game loop
./build/mcrogueface --headless --exec tests/issue_78_middle_click_test.py
### API Quick Reference (from tests)
```python
# Animation: (property, target_value, duration, easing)
anim = mcrfpy.Animation("x", 500.0, 2.0, "easeInOut")
anim.start(frame)
# The test will:
# 1. Set up the scene during script execution
# 2. Register a timer callback
# 3. Game loop starts
# 4. Timer fires after 100ms
# 5. Test runs with full rendering available
# 6. Test takes screenshots and validates behavior
# 7. Test calls sys.exit() to terminate
# Caption: use keyword arguments to avoid positional conflicts
cap = mcrfpy.Caption(text="Hello", pos=(100, 100))
# Grid center: uses pixel coordinates, not cell coordinates
grid = mcrfpy.Grid(grid_size=(15, 10), pos=(50, 50), size=(400, 300))
grid.center = (120, 80) # pixels: (cells * cell_size / 2)
# Keyboard handler: key names are "Num1", "Num2", "Escape", "Q", etc.
def on_key(key, state):
if key == "Num1" and state == "start":
mcrfpy.setScene("demo_1")
```
## Development Best Practices
### Testing and Deployment
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, and tests shouldn't be included
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, tests shouldn't be included
- **Run full suite before commits**: `cd tests && python3 run_tests.py`
## Documentation Guidelines

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@ -10,6 +10,9 @@
#include "PySceneObject.h"
#include "GameEngine.h"
#include "UI.h"
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
#include "Resources.h"
#include "PyScene.h"
#include <filesystem>
@ -251,6 +254,7 @@ PyObject* PyInit_mcrfpy()
/*UI widgets*/
&PyUICaptionType, &PyUISpriteType, &PyUIFrameType, &PyUIEntityType, &PyUIGridType,
&PyUILineType, &PyUICircleType, &PyUIArcType,
/*game map & perspective data*/
&PyUIGridPointType, &PyUIGridPointStateType,
@ -258,19 +262,19 @@ PyObject* PyInit_mcrfpy()
/*collections & iterators*/
&PyUICollectionType, &PyUICollectionIterType,
&PyUIEntityCollectionType, &PyUIEntityCollectionIterType,
/*animation*/
&PyAnimationType,
/*timer*/
&PyTimerType,
/*window singleton*/
&PyWindowType,
/*scene class*/
&PySceneType,
nullptr};
// Set up PyWindowType methods and getsetters before PyType_Ready
@ -288,6 +292,9 @@ PyObject* PyInit_mcrfpy()
PyUISpriteType.tp_weaklistoffset = offsetof(PyUISpriteObject, weakreflist);
PyUIGridType.tp_weaklistoffset = offsetof(PyUIGridObject, weakreflist);
PyUIEntityType.tp_weaklistoffset = offsetof(PyUIEntityObject, weakreflist);
PyUILineType.tp_weaklistoffset = offsetof(PyUILineObject, weakreflist);
PyUICircleType.tp_weaklistoffset = offsetof(PyUICircleObject, weakreflist);
PyUIArcType.tp_weaklistoffset = offsetof(PyUIArcObject, weakreflist);
int i = 0;
auto t = pytypes[i];

520
src/UIArc.cpp Normal file
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@ -0,0 +1,520 @@
#include "UIArc.h"
#include "McRFPy_API.h"
#include <cmath>
#include <sstream>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
UIArc::UIArc()
: center(0.0f, 0.0f), radius(0.0f), start_angle(0.0f), end_angle(90.0f),
color(sf::Color::White), thickness(1.0f), vertices_dirty(true)
{
position = center;
}
UIArc::UIArc(sf::Vector2f center, float radius, float startAngle, float endAngle,
sf::Color color, float thickness)
: center(center), radius(radius), start_angle(startAngle), end_angle(endAngle),
color(color), thickness(thickness), vertices_dirty(true)
{
position = center;
}
UIArc::UIArc(const UIArc& other)
: UIDrawable(other),
center(other.center),
radius(other.radius),
start_angle(other.start_angle),
end_angle(other.end_angle),
color(other.color),
thickness(other.thickness),
vertices_dirty(true)
{
}
UIArc& UIArc::operator=(const UIArc& other) {
if (this != &other) {
UIDrawable::operator=(other);
center = other.center;
radius = other.radius;
start_angle = other.start_angle;
end_angle = other.end_angle;
color = other.color;
thickness = other.thickness;
vertices_dirty = true;
}
return *this;
}
UIArc::UIArc(UIArc&& other) noexcept
: UIDrawable(std::move(other)),
center(other.center),
radius(other.radius),
start_angle(other.start_angle),
end_angle(other.end_angle),
color(other.color),
thickness(other.thickness),
vertices(std::move(other.vertices)),
vertices_dirty(other.vertices_dirty)
{
}
UIArc& UIArc::operator=(UIArc&& other) noexcept {
if (this != &other) {
UIDrawable::operator=(std::move(other));
center = other.center;
radius = other.radius;
start_angle = other.start_angle;
end_angle = other.end_angle;
color = other.color;
thickness = other.thickness;
vertices = std::move(other.vertices);
vertices_dirty = other.vertices_dirty;
}
return *this;
}
void UIArc::rebuildVertices() {
vertices.clear();
vertices.setPrimitiveType(sf::TriangleStrip);
// Calculate the arc parameters
float inner_radius = radius - thickness / 2.0f;
float outer_radius = radius + thickness / 2.0f;
if (inner_radius < 0) inner_radius = 0;
// Normalize angles
float start_rad = start_angle * M_PI / 180.0f;
float end_rad = end_angle * M_PI / 180.0f;
// Calculate number of segments based on arc length
float angle_span = end_rad - start_rad;
int num_segments = std::max(3, static_cast<int>(std::abs(angle_span * radius) / 5.0f));
num_segments = std::min(num_segments, 100); // Cap at 100 segments
float angle_step = angle_span / num_segments;
// Apply opacity to color
sf::Color render_color = color;
render_color.a = static_cast<sf::Uint8>(render_color.a * opacity);
// Build the triangle strip
for (int i = 0; i <= num_segments; ++i) {
float angle = start_rad + i * angle_step;
float cos_a = std::cos(angle);
float sin_a = std::sin(angle);
// Inner vertex
sf::Vector2f inner_pos(
center.x + inner_radius * cos_a,
center.y + inner_radius * sin_a
);
vertices.append(sf::Vertex(inner_pos, render_color));
// Outer vertex
sf::Vector2f outer_pos(
center.x + outer_radius * cos_a,
center.y + outer_radius * sin_a
);
vertices.append(sf::Vertex(outer_pos, render_color));
}
vertices_dirty = false;
}
void UIArc::render(sf::Vector2f offset, sf::RenderTarget& target) {
if (!visible) return;
if (vertices_dirty) {
rebuildVertices();
}
// Apply offset by creating a transformed copy
sf::Transform transform;
transform.translate(offset);
target.draw(vertices, transform);
}
UIDrawable* UIArc::click_at(sf::Vector2f point) {
if (!visible) return nullptr;
// Calculate distance from center
float dx = point.x - center.x;
float dy = point.y - center.y;
float dist = std::sqrt(dx * dx + dy * dy);
// Check if within the arc's radial range
float inner_radius = radius - thickness / 2.0f;
float outer_radius = radius + thickness / 2.0f;
if (inner_radius < 0) inner_radius = 0;
if (dist < inner_radius || dist > outer_radius) {
return nullptr;
}
// Check if within the angle range
float angle = std::atan2(dy, dx) * 180.0f / M_PI;
// Normalize angle to match start/end angle range
float start = start_angle;
float end = end_angle;
// Handle angle wrapping
while (angle < start - 180.0f) angle += 360.0f;
while (angle > start + 180.0f) angle -= 360.0f;
if ((start <= end && angle >= start && angle <= end) ||
(start > end && (angle >= start || angle <= end))) {
return this;
}
return nullptr;
}
PyObjectsEnum UIArc::derived_type() {
return PyObjectsEnum::UIARC;
}
sf::FloatRect UIArc::get_bounds() const {
float outer_radius = radius + thickness / 2.0f;
return sf::FloatRect(
center.x - outer_radius,
center.y - outer_radius,
outer_radius * 2,
outer_radius * 2
);
}
void UIArc::move(float dx, float dy) {
center.x += dx;
center.y += dy;
position = center;
vertices_dirty = true;
}
void UIArc::resize(float w, float h) {
// Resize by adjusting radius to fit in the given dimensions
radius = std::min(w, h) / 2.0f - thickness / 2.0f;
if (radius < 0) radius = 0;
vertices_dirty = true;
}
// Property setters
bool UIArc::setProperty(const std::string& name, float value) {
if (name == "radius") {
setRadius(value);
return true;
}
else if (name == "start_angle") {
setStartAngle(value);
return true;
}
else if (name == "end_angle") {
setEndAngle(value);
return true;
}
else if (name == "thickness") {
setThickness(value);
return true;
}
else if (name == "x") {
center.x = value;
position = center;
vertices_dirty = true;
return true;
}
else if (name == "y") {
center.y = value;
position = center;
vertices_dirty = true;
return true;
}
return false;
}
bool UIArc::setProperty(const std::string& name, const sf::Color& value) {
if (name == "color") {
setColor(value);
return true;
}
return false;
}
bool UIArc::setProperty(const std::string& name, const sf::Vector2f& value) {
if (name == "center") {
setCenter(value);
return true;
}
return false;
}
bool UIArc::getProperty(const std::string& name, float& value) const {
if (name == "radius") {
value = radius;
return true;
}
else if (name == "start_angle") {
value = start_angle;
return true;
}
else if (name == "end_angle") {
value = end_angle;
return true;
}
else if (name == "thickness") {
value = thickness;
return true;
}
else if (name == "x") {
value = center.x;
return true;
}
else if (name == "y") {
value = center.y;
return true;
}
return false;
}
bool UIArc::getProperty(const std::string& name, sf::Color& value) const {
if (name == "color") {
value = color;
return true;
}
return false;
}
bool UIArc::getProperty(const std::string& name, sf::Vector2f& value) const {
if (name == "center") {
value = center;
return true;
}
return false;
}
// Python API implementation
PyObject* UIArc::get_center(PyUIArcObject* self, void* closure) {
auto center = self->data->getCenter();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!type) return NULL;
PyObject* result = PyObject_CallFunction((PyObject*)type, "ff", center.x, center.y);
Py_DECREF(type);
return result;
}
int UIArc::set_center(PyUIArcObject* self, PyObject* value, void* closure) {
PyVectorObject* vec = PyVector::from_arg(value);
if (!vec) {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "center must be a Vector or tuple (x, y)");
return -1;
}
self->data->setCenter(vec->data);
return 0;
}
PyObject* UIArc::get_radius(PyUIArcObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getRadius());
}
int UIArc::set_radius(PyUIArcObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "radius must be a number");
return -1;
}
self->data->setRadius(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
PyObject* UIArc::get_start_angle(PyUIArcObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getStartAngle());
}
int UIArc::set_start_angle(PyUIArcObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "start_angle must be a number");
return -1;
}
self->data->setStartAngle(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
PyObject* UIArc::get_end_angle(PyUIArcObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getEndAngle());
}
int UIArc::set_end_angle(PyUIArcObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "end_angle must be a number");
return -1;
}
self->data->setEndAngle(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
PyObject* UIArc::get_color(PyUIArcObject* self, void* closure) {
auto color = self->data->getColor();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
PyObject* args = Py_BuildValue("(iiii)", color.r, color.g, color.b, color.a);
PyObject* obj = PyObject_CallObject((PyObject*)type, args);
Py_DECREF(args);
Py_DECREF(type);
return obj;
}
int UIArc::set_color(PyUIArcObject* self, PyObject* value, void* closure) {
auto color = PyColor::from_arg(value);
if (!color) {
PyErr_SetString(PyExc_TypeError, "color must be a Color or tuple (r, g, b) or (r, g, b, a)");
return -1;
}
self->data->setColor(color->data);
return 0;
}
PyObject* UIArc::get_thickness(PyUIArcObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getThickness());
}
int UIArc::set_thickness(PyUIArcObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "thickness must be a number");
return -1;
}
self->data->setThickness(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
// Required typedef for UIDRAWABLE_GETSETTERS and UIDRAWABLE_METHODS macro templates
typedef PyUIArcObject PyObjectType;
PyGetSetDef UIArc::getsetters[] = {
{"center", (getter)UIArc::get_center, (setter)UIArc::set_center,
"Center position of the arc", NULL},
{"radius", (getter)UIArc::get_radius, (setter)UIArc::set_radius,
"Arc radius in pixels", NULL},
{"start_angle", (getter)UIArc::get_start_angle, (setter)UIArc::set_start_angle,
"Starting angle in degrees", NULL},
{"end_angle", (getter)UIArc::get_end_angle, (setter)UIArc::set_end_angle,
"Ending angle in degrees", NULL},
{"color", (getter)UIArc::get_color, (setter)UIArc::set_color,
"Arc color", NULL},
{"thickness", (getter)UIArc::get_thickness, (setter)UIArc::set_thickness,
"Line thickness", NULL},
{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
"Callable executed when arc is clicked.", (void*)PyObjectsEnum::UIARC},
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int,
"Z-order for rendering (lower values rendered first).", (void*)PyObjectsEnum::UIARC},
{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name,
"Name for finding this element.", (void*)PyObjectsEnum::UIARC},
{"pos", (getter)UIDrawable::get_pos, (setter)UIDrawable::set_pos,
"Position as a Vector (same as center).", (void*)PyObjectsEnum::UIARC},
UIDRAWABLE_GETSETTERS,
{NULL}
};
PyMethodDef UIArc_methods[] = {
UIDRAWABLE_METHODS,
{NULL}
};
PyObject* UIArc::repr(PyUIArcObject* self) {
std::ostringstream oss;
if (!self->data) {
oss << "<Arc (invalid internal object)>";
} else {
auto center = self->data->getCenter();
auto color = self->data->getColor();
oss << "<Arc center=(" << center.x << ", " << center.y << ") "
<< "radius=" << self->data->getRadius() << " "
<< "angles=(" << self->data->getStartAngle() << ", " << self->data->getEndAngle() << ") "
<< "color=(" << (int)color.r << ", " << (int)color.g << ", "
<< (int)color.b << ", " << (int)color.a << ")>";
}
std::string repr_str = oss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
int UIArc::init(PyUIArcObject* self, PyObject* args, PyObject* kwds) {
// Arguments
PyObject* center_obj = nullptr;
float radius = 0.0f;
float start_angle = 0.0f;
float end_angle = 90.0f;
PyObject* color_obj = nullptr;
float thickness = 1.0f;
PyObject* click_handler = nullptr;
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
static const char* kwlist[] = {
"center", "radius", "start_angle", "end_angle", "color", "thickness",
"click", "visible", "opacity", "z_index", "name",
nullptr
};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OfffOfOifiz", const_cast<char**>(kwlist),
&center_obj, &radius, &start_angle, &end_angle,
&color_obj, &thickness,
&click_handler, &visible, &opacity, &z_index, &name)) {
return -1;
}
// Parse center position
sf::Vector2f center(0.0f, 0.0f);
if (center_obj) {
PyVectorObject* vec = PyVector::from_arg(center_obj);
if (vec) {
center = vec->data;
} else {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "center must be a Vector or tuple (x, y)");
return -1;
}
}
// Parse color
sf::Color color = sf::Color::White;
if (color_obj) {
auto pycolor = PyColor::from_arg(color_obj);
if (pycolor) {
color = pycolor->data;
} else {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "color must be a Color or tuple (r, g, b) or (r, g, b, a)");
return -1;
}
}
// Set values
self->data->setCenter(center);
self->data->setRadius(radius);
self->data->setStartAngle(start_angle);
self->data->setEndAngle(end_angle);
self->data->setColor(color);
self->data->setThickness(thickness);
// Handle common UIDrawable properties
if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable");
return -1;
}
self->data->click_register(click_handler);
}
self->data->visible = (visible != 0);
self->data->opacity = opacity;
self->data->z_index = z_index;
if (name) {
self->data->name = name;
}
return 0;
}

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#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include "UIDrawable.h"
#include "UIBase.h"
#include "PyDrawable.h"
#include "PyColor.h"
#include "PyVector.h"
#include "McRFPy_Doc.h"
// Forward declaration
class UIArc;
// Python object structure
typedef struct {
PyObject_HEAD
std::shared_ptr<UIArc> data;
PyObject* weakreflist;
} PyUIArcObject;
class UIArc : public UIDrawable
{
private:
sf::Vector2f center;
float radius;
float start_angle; // in degrees
float end_angle; // in degrees
sf::Color color;
float thickness;
// Cached vertex array for rendering
sf::VertexArray vertices;
bool vertices_dirty;
void rebuildVertices();
public:
UIArc();
UIArc(sf::Vector2f center, float radius, float startAngle, float endAngle,
sf::Color color = sf::Color::White, float thickness = 1.0f);
// Copy constructor and assignment
UIArc(const UIArc& other);
UIArc& operator=(const UIArc& other);
// Move constructor and assignment
UIArc(UIArc&& other) noexcept;
UIArc& operator=(UIArc&& other) noexcept;
// UIDrawable interface
void render(sf::Vector2f offset, sf::RenderTarget& target) override;
UIDrawable* click_at(sf::Vector2f point) override;
PyObjectsEnum derived_type() override;
// Getters and setters
sf::Vector2f getCenter() const { return center; }
void setCenter(sf::Vector2f c) { center = c; position = c; vertices_dirty = true; }
float getRadius() const { return radius; }
void setRadius(float r) { radius = r; vertices_dirty = true; }
float getStartAngle() const { return start_angle; }
void setStartAngle(float a) { start_angle = a; vertices_dirty = true; }
float getEndAngle() const { return end_angle; }
void setEndAngle(float a) { end_angle = a; vertices_dirty = true; }
sf::Color getColor() const { return color; }
void setColor(sf::Color c) { color = c; vertices_dirty = true; }
float getThickness() const { return thickness; }
void setThickness(float t) { thickness = t; vertices_dirty = true; }
// Phase 1 virtual method implementations
sf::FloatRect get_bounds() const override;
void move(float dx, float dy) override;
void resize(float w, float h) override;
// Property system for animations
bool setProperty(const std::string& name, float value) override;
bool setProperty(const std::string& name, const sf::Color& value) override;
bool setProperty(const std::string& name, const sf::Vector2f& value) override;
bool getProperty(const std::string& name, float& value) const override;
bool getProperty(const std::string& name, sf::Color& value) const override;
bool getProperty(const std::string& name, sf::Vector2f& value) const override;
// Python API
static PyObject* get_center(PyUIArcObject* self, void* closure);
static int set_center(PyUIArcObject* self, PyObject* value, void* closure);
static PyObject* get_radius(PyUIArcObject* self, void* closure);
static int set_radius(PyUIArcObject* self, PyObject* value, void* closure);
static PyObject* get_start_angle(PyUIArcObject* self, void* closure);
static int set_start_angle(PyUIArcObject* self, PyObject* value, void* closure);
static PyObject* get_end_angle(PyUIArcObject* self, void* closure);
static int set_end_angle(PyUIArcObject* self, PyObject* value, void* closure);
static PyObject* get_color(PyUIArcObject* self, void* closure);
static int set_color(PyUIArcObject* self, PyObject* value, void* closure);
static PyObject* get_thickness(PyUIArcObject* self, void* closure);
static int set_thickness(PyUIArcObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[];
static PyObject* repr(PyUIArcObject* self);
static int init(PyUIArcObject* self, PyObject* args, PyObject* kwds);
};
// Method definitions
extern PyMethodDef UIArc_methods[];
namespace mcrfpydef {
static PyTypeObject PyUIArcType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Arc",
.tp_basicsize = sizeof(PyUIArcObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyUIArcObject* obj = (PyUIArcObject*)self;
if (obj->weakreflist != NULL) {
PyObject_ClearWeakRefs(self);
}
obj->data.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)UIArc::repr,
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
.tp_doc = PyDoc_STR(
"Arc(center=None, radius=0, start_angle=0, end_angle=90, color=None, thickness=1, **kwargs)\n\n"
"An arc UI element for drawing curved line segments.\n\n"
"Args:\n"
" center (tuple, optional): Center position as (x, y). Default: (0, 0)\n"
" radius (float, optional): Arc radius in pixels. Default: 0\n"
" start_angle (float, optional): Starting angle in degrees. Default: 0\n"
" end_angle (float, optional): Ending angle in degrees. Default: 90\n"
" color (Color, optional): Arc color. Default: White\n"
" thickness (float, optional): Line thickness. Default: 1.0\n\n"
"Keyword Args:\n"
" click (callable): Click handler. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n\n"
"Attributes:\n"
" center (Vector): Center position\n"
" radius (float): Arc radius\n"
" start_angle (float): Starting angle in degrees\n"
" end_angle (float): Ending angle in degrees\n"
" color (Color): Arc color\n"
" thickness (float): Line thickness\n"
" visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n"
" name (str): Element name\n"
),
.tp_methods = UIArc_methods,
.tp_getset = UIArc::getsetters,
.tp_base = &mcrfpydef::PyDrawableType,
.tp_init = (initproc)UIArc::init,
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyUIArcObject* self = (PyUIArcObject*)type->tp_alloc(type, 0);
if (self) {
self->data = std::make_shared<UIArc>();
self->weakreflist = nullptr;
}
return (PyObject*)self;
}
};
}

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#include "UICircle.h"
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "PyVector.h"
#include "PyColor.h"
#include "PythonObjectCache.h"
#include <cmath>
UICircle::UICircle()
: radius(10.0f),
fill_color(sf::Color::White),
outline_color(sf::Color::Transparent),
outline_thickness(0.0f)
{
position = sf::Vector2f(0.0f, 0.0f);
shape.setRadius(radius);
shape.setFillColor(fill_color);
shape.setOutlineColor(outline_color);
shape.setOutlineThickness(outline_thickness);
shape.setOrigin(radius, radius); // Center the origin
}
UICircle::UICircle(float radius, sf::Vector2f center, sf::Color fillColor,
sf::Color outlineColor, float outlineThickness)
: radius(radius),
fill_color(fillColor),
outline_color(outlineColor),
outline_thickness(outlineThickness)
{
position = center;
shape.setRadius(radius);
shape.setFillColor(fill_color);
shape.setOutlineColor(outline_color);
shape.setOutlineThickness(outline_thickness);
shape.setOrigin(radius, radius); // Center the origin
}
UICircle::UICircle(const UICircle& other)
: UIDrawable(other),
radius(other.radius),
fill_color(other.fill_color),
outline_color(other.outline_color),
outline_thickness(other.outline_thickness)
{
shape.setRadius(radius);
shape.setFillColor(fill_color);
shape.setOutlineColor(outline_color);
shape.setOutlineThickness(outline_thickness);
shape.setOrigin(radius, radius);
}
UICircle& UICircle::operator=(const UICircle& other) {
if (this != &other) {
UIDrawable::operator=(other);
radius = other.radius;
fill_color = other.fill_color;
outline_color = other.outline_color;
outline_thickness = other.outline_thickness;
shape.setRadius(radius);
shape.setFillColor(fill_color);
shape.setOutlineColor(outline_color);
shape.setOutlineThickness(outline_thickness);
shape.setOrigin(radius, radius);
}
return *this;
}
UICircle::UICircle(UICircle&& other) noexcept
: UIDrawable(std::move(other)),
shape(std::move(other.shape)),
radius(other.radius),
fill_color(other.fill_color),
outline_color(other.outline_color),
outline_thickness(other.outline_thickness)
{
}
UICircle& UICircle::operator=(UICircle&& other) noexcept {
if (this != &other) {
UIDrawable::operator=(std::move(other));
shape = std::move(other.shape);
radius = other.radius;
fill_color = other.fill_color;
outline_color = other.outline_color;
outline_thickness = other.outline_thickness;
}
return *this;
}
void UICircle::setRadius(float r) {
radius = r;
shape.setRadius(r);
shape.setOrigin(r, r); // Keep origin at center
}
void UICircle::setFillColor(sf::Color c) {
fill_color = c;
shape.setFillColor(c);
}
void UICircle::setOutlineColor(sf::Color c) {
outline_color = c;
shape.setOutlineColor(c);
}
void UICircle::setOutline(float t) {
outline_thickness = t;
shape.setOutlineThickness(t);
}
void UICircle::render(sf::Vector2f offset, sf::RenderTarget& target) {
if (!visible) return;
// Apply position and offset
shape.setPosition(position + offset);
// Apply opacity to colors
sf::Color render_fill = fill_color;
render_fill.a = static_cast<sf::Uint8>(fill_color.a * opacity);
shape.setFillColor(render_fill);
sf::Color render_outline = outline_color;
render_outline.a = static_cast<sf::Uint8>(outline_color.a * opacity);
shape.setOutlineColor(render_outline);
target.draw(shape);
}
UIDrawable* UICircle::click_at(sf::Vector2f point) {
if (!click_callable) return nullptr;
// Check if point is within the circle (including outline)
float dx = point.x - position.x;
float dy = point.y - position.y;
float distance = std::sqrt(dx * dx + dy * dy);
float effective_radius = radius + outline_thickness;
if (distance <= effective_radius) {
return this;
}
return nullptr;
}
PyObjectsEnum UICircle::derived_type() {
return PyObjectsEnum::UICIRCLE;
}
sf::FloatRect UICircle::get_bounds() const {
float effective_radius = radius + outline_thickness;
return sf::FloatRect(
position.x - effective_radius,
position.y - effective_radius,
effective_radius * 2,
effective_radius * 2
);
}
void UICircle::move(float dx, float dy) {
position.x += dx;
position.y += dy;
}
void UICircle::resize(float w, float h) {
// For circles, use the average of w and h as diameter
radius = (w + h) / 4.0f; // Average of w and h, then divide by 2 for radius
shape.setRadius(radius);
shape.setOrigin(radius, radius);
}
// Property system for animations
bool UICircle::setProperty(const std::string& name, float value) {
if (name == "radius") {
setRadius(value);
return true;
} else if (name == "outline") {
setOutline(value);
return true;
} else if (name == "x") {
position.x = value;
return true;
} else if (name == "y") {
position.y = value;
return true;
}
return false;
}
bool UICircle::setProperty(const std::string& name, const sf::Color& value) {
if (name == "fill_color") {
setFillColor(value);
return true;
} else if (name == "outline_color") {
setOutlineColor(value);
return true;
}
return false;
}
bool UICircle::setProperty(const std::string& name, const sf::Vector2f& value) {
if (name == "center" || name == "position") {
position = value;
return true;
}
return false;
}
bool UICircle::getProperty(const std::string& name, float& value) const {
if (name == "radius") {
value = radius;
return true;
} else if (name == "outline") {
value = outline_thickness;
return true;
} else if (name == "x") {
value = position.x;
return true;
} else if (name == "y") {
value = position.y;
return true;
}
return false;
}
bool UICircle::getProperty(const std::string& name, sf::Color& value) const {
if (name == "fill_color") {
value = fill_color;
return true;
} else if (name == "outline_color") {
value = outline_color;
return true;
}
return false;
}
bool UICircle::getProperty(const std::string& name, sf::Vector2f& value) const {
if (name == "center" || name == "position") {
value = position;
return true;
}
return false;
}
// Python API implementations
PyObject* UICircle::get_radius(PyUICircleObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getRadius());
}
int UICircle::set_radius(PyUICircleObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "radius must be a number");
return -1;
}
self->data->setRadius(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
PyObject* UICircle::get_center(PyUICircleObject* self, void* closure) {
sf::Vector2f center = self->data->getCenter();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
if (!type) return NULL;
PyObject* result = PyObject_CallFunction((PyObject*)type, "ff", center.x, center.y);
Py_DECREF(type);
return result;
}
int UICircle::set_center(PyUICircleObject* self, PyObject* value, void* closure) {
PyVectorObject* vec = PyVector::from_arg(value);
if (!vec) {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "center must be a Vector or tuple (x, y)");
return -1;
}
self->data->setCenter(vec->data);
return 0;
}
PyObject* UICircle::get_fill_color(PyUICircleObject* self, void* closure) {
sf::Color c = self->data->getFillColor();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
if (!type) return NULL;
PyObject* result = PyObject_CallFunction((PyObject*)type, "iiii", c.r, c.g, c.b, c.a);
Py_DECREF(type);
return result;
}
int UICircle::set_fill_color(PyUICircleObject* self, PyObject* value, void* closure) {
sf::Color color;
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color"))) {
auto pyColor = (PyColorObject*)value;
color = pyColor->data;
} else if (PyTuple_Check(value)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(value, "iii|i", &r, &g, &b, &a)) {
PyErr_SetString(PyExc_TypeError, "color tuple must be (r, g, b) or (r, g, b, a)");
return -1;
}
color = sf::Color(r, g, b, a);
} else {
PyErr_SetString(PyExc_TypeError, "fill_color must be a Color or tuple");
return -1;
}
self->data->setFillColor(color);
return 0;
}
PyObject* UICircle::get_outline_color(PyUICircleObject* self, void* closure) {
sf::Color c = self->data->getOutlineColor();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
if (!type) return NULL;
PyObject* result = PyObject_CallFunction((PyObject*)type, "iiii", c.r, c.g, c.b, c.a);
Py_DECREF(type);
return result;
}
int UICircle::set_outline_color(PyUICircleObject* self, PyObject* value, void* closure) {
sf::Color color;
if (PyObject_IsInstance(value, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color"))) {
auto pyColor = (PyColorObject*)value;
color = pyColor->data;
} else if (PyTuple_Check(value)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(value, "iii|i", &r, &g, &b, &a)) {
PyErr_SetString(PyExc_TypeError, "color tuple must be (r, g, b) or (r, g, b, a)");
return -1;
}
color = sf::Color(r, g, b, a);
} else {
PyErr_SetString(PyExc_TypeError, "outline_color must be a Color or tuple");
return -1;
}
self->data->setOutlineColor(color);
return 0;
}
PyObject* UICircle::get_outline(PyUICircleObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getOutline());
}
int UICircle::set_outline(PyUICircleObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "outline must be a number");
return -1;
}
self->data->setOutline(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
// Required typedef for UIDRAWABLE_GETSETTERS and UIDRAWABLE_METHODS macro templates
typedef PyUICircleObject PyObjectType;
PyGetSetDef UICircle::getsetters[] = {
{"radius", (getter)UICircle::get_radius, (setter)UICircle::set_radius,
"Circle radius in pixels", NULL},
{"center", (getter)UICircle::get_center, (setter)UICircle::set_center,
"Center position of the circle", NULL},
{"fill_color", (getter)UICircle::get_fill_color, (setter)UICircle::set_fill_color,
"Fill color of the circle", NULL},
{"outline_color", (getter)UICircle::get_outline_color, (setter)UICircle::set_outline_color,
"Outline color of the circle", NULL},
{"outline", (getter)UICircle::get_outline, (setter)UICircle::set_outline,
"Outline thickness (0 for no outline)", NULL},
{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
"Callable executed when circle is clicked.", (void*)PyObjectsEnum::UICIRCLE},
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int,
"Z-order for rendering (lower values rendered first).", (void*)PyObjectsEnum::UICIRCLE},
{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name,
"Name for finding this element.", (void*)PyObjectsEnum::UICIRCLE},
{"pos", (getter)UIDrawable::get_pos, (setter)UIDrawable::set_pos,
"Position as a Vector (same as center).", (void*)PyObjectsEnum::UICIRCLE},
UIDRAWABLE_GETSETTERS,
{NULL}
};
PyMethodDef UICircle_methods[] = {
UIDRAWABLE_METHODS,
{NULL}
};
PyObject* UICircle::repr(PyUICircleObject* self) {
std::ostringstream oss;
auto& circle = self->data;
sf::Vector2f center = circle->getCenter();
sf::Color fc = circle->getFillColor();
oss << "<Circle center=(" << center.x << ", " << center.y << ") "
<< "radius=" << circle->getRadius() << " "
<< "fill_color=(" << (int)fc.r << ", " << (int)fc.g << ", "
<< (int)fc.b << ", " << (int)fc.a << ")>";
return PyUnicode_FromString(oss.str().c_str());
}
int UICircle::init(PyUICircleObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {
"radius", "center", "fill_color", "outline_color", "outline",
"click", "visible", "opacity", "z_index", "name", NULL
};
float radius = 10.0f;
PyObject* center_obj = NULL;
PyObject* fill_color_obj = NULL;
PyObject* outline_color_obj = NULL;
float outline = 0.0f;
// Common UIDrawable kwargs
PyObject* click_obj = NULL;
int visible = 1;
float opacity_val = 1.0f;
int z_index = 0;
const char* name = NULL;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|fOOOfOpfis", (char**)kwlist,
&radius, &center_obj, &fill_color_obj, &outline_color_obj, &outline,
&click_obj, &visible, &opacity_val, &z_index, &name)) {
return -1;
}
// Set radius
self->data->setRadius(radius);
// Set center if provided
if (center_obj && center_obj != Py_None) {
PyVectorObject* vec = PyVector::from_arg(center_obj);
if (!vec) {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "center must be a Vector or tuple (x, y)");
return -1;
}
self->data->setCenter(vec->data);
}
// Set fill color if provided
if (fill_color_obj && fill_color_obj != Py_None) {
sf::Color color;
if (PyObject_IsInstance(fill_color_obj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color"))) {
color = ((PyColorObject*)fill_color_obj)->data;
} else if (PyTuple_Check(fill_color_obj)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(fill_color_obj, "iii|i", &r, &g, &b, &a)) {
PyErr_SetString(PyExc_TypeError, "fill_color tuple must be (r, g, b) or (r, g, b, a)");
return -1;
}
color = sf::Color(r, g, b, a);
} else {
PyErr_SetString(PyExc_TypeError, "fill_color must be a Color or tuple");
return -1;
}
self->data->setFillColor(color);
}
// Set outline color if provided
if (outline_color_obj && outline_color_obj != Py_None) {
sf::Color color;
if (PyObject_IsInstance(outline_color_obj, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color"))) {
color = ((PyColorObject*)outline_color_obj)->data;
} else if (PyTuple_Check(outline_color_obj)) {
int r, g, b, a = 255;
if (!PyArg_ParseTuple(outline_color_obj, "iii|i", &r, &g, &b, &a)) {
PyErr_SetString(PyExc_TypeError, "outline_color tuple must be (r, g, b) or (r, g, b, a)");
return -1;
}
color = sf::Color(r, g, b, a);
} else {
PyErr_SetString(PyExc_TypeError, "outline_color must be a Color or tuple");
return -1;
}
self->data->setOutlineColor(color);
}
// Set outline thickness
self->data->setOutline(outline);
// Handle common UIDrawable properties
if (click_obj && click_obj != Py_None) {
if (!PyCallable_Check(click_obj)) {
PyErr_SetString(PyExc_TypeError, "click must be callable");
return -1;
}
self->data->click_register(click_obj);
}
self->data->visible = (visible != 0);
self->data->opacity = opacity_val;
self->data->z_index = z_index;
if (name) {
self->data->name = name;
}
return 0;
}

155
src/UICircle.h Normal file
View file

@ -0,0 +1,155 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include "UIDrawable.h"
#include "UIBase.h"
#include "PyDrawable.h"
#include "PyColor.h"
#include "PyVector.h"
#include "McRFPy_Doc.h"
// Forward declaration
class UICircle;
// Python object structure
typedef struct {
PyObject_HEAD
std::shared_ptr<UICircle> data;
PyObject* weakreflist;
} PyUICircleObject;
class UICircle : public UIDrawable
{
private:
sf::CircleShape shape;
float radius;
sf::Color fill_color;
sf::Color outline_color;
float outline_thickness;
public:
UICircle();
UICircle(float radius, sf::Vector2f center = sf::Vector2f(0, 0),
sf::Color fillColor = sf::Color::White,
sf::Color outlineColor = sf::Color::Transparent,
float outlineThickness = 0.0f);
// Copy constructor and assignment
UICircle(const UICircle& other);
UICircle& operator=(const UICircle& other);
// Move constructor and assignment
UICircle(UICircle&& other) noexcept;
UICircle& operator=(UICircle&& other) noexcept;
// UIDrawable interface
void render(sf::Vector2f offset, sf::RenderTarget& target) override;
UIDrawable* click_at(sf::Vector2f point) override;
PyObjectsEnum derived_type() override;
// Getters and setters
float getRadius() const { return radius; }
void setRadius(float r);
sf::Vector2f getCenter() const { return position; }
void setCenter(sf::Vector2f c) { position = c; }
sf::Color getFillColor() const { return fill_color; }
void setFillColor(sf::Color c);
sf::Color getOutlineColor() const { return outline_color; }
void setOutlineColor(sf::Color c);
float getOutline() const { return outline_thickness; }
void setOutline(float t);
// Phase 1 virtual method implementations
sf::FloatRect get_bounds() const override;
void move(float dx, float dy) override;
void resize(float w, float h) override;
// Property system for animations
bool setProperty(const std::string& name, float value) override;
bool setProperty(const std::string& name, const sf::Color& value) override;
bool setProperty(const std::string& name, const sf::Vector2f& value) override;
bool getProperty(const std::string& name, float& value) const override;
bool getProperty(const std::string& name, sf::Color& value) const override;
bool getProperty(const std::string& name, sf::Vector2f& value) const override;
// Python API
static PyObject* get_radius(PyUICircleObject* self, void* closure);
static int set_radius(PyUICircleObject* self, PyObject* value, void* closure);
static PyObject* get_center(PyUICircleObject* self, void* closure);
static int set_center(PyUICircleObject* self, PyObject* value, void* closure);
static PyObject* get_fill_color(PyUICircleObject* self, void* closure);
static int set_fill_color(PyUICircleObject* self, PyObject* value, void* closure);
static PyObject* get_outline_color(PyUICircleObject* self, void* closure);
static int set_outline_color(PyUICircleObject* self, PyObject* value, void* closure);
static PyObject* get_outline(PyUICircleObject* self, void* closure);
static int set_outline(PyUICircleObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[];
static PyObject* repr(PyUICircleObject* self);
static int init(PyUICircleObject* self, PyObject* args, PyObject* kwds);
};
// Method definitions
extern PyMethodDef UICircle_methods[];
namespace mcrfpydef {
static PyTypeObject PyUICircleType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Circle",
.tp_basicsize = sizeof(PyUICircleObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyUICircleObject* obj = (PyUICircleObject*)self;
if (obj->weakreflist != NULL) {
PyObject_ClearWeakRefs(self);
}
obj->data.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)UICircle::repr,
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
.tp_doc = PyDoc_STR(
"Circle(radius=0, center=None, fill_color=None, outline_color=None, outline=0, **kwargs)\n\n"
"A circle UI element for drawing filled or outlined circles.\n\n"
"Args:\n"
" radius (float, optional): Circle radius in pixels. Default: 0\n"
" center (tuple, optional): Center position as (x, y). Default: (0, 0)\n"
" fill_color (Color, optional): Fill color. Default: White\n"
" outline_color (Color, optional): Outline color. Default: Transparent\n"
" outline (float, optional): Outline thickness. Default: 0 (no outline)\n\n"
"Keyword Args:\n"
" click (callable): Click handler. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n\n"
"Attributes:\n"
" radius (float): Circle radius\n"
" center (Vector): Center position\n"
" fill_color (Color): Fill color\n"
" outline_color (Color): Outline color\n"
" outline (float): Outline thickness\n"
" visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n"
" name (str): Element name\n"
),
.tp_methods = UICircle_methods,
.tp_getset = UICircle::getsetters,
.tp_base = &mcrfpydef::PyDrawableType,
.tp_init = (initproc)UICircle::init,
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyUICircleObject* self = (PyUICircleObject*)type->tp_alloc(type, 0);
if (self) {
self->data = std::make_shared<UICircle>();
self->weakreflist = nullptr;
}
return (PyObject*)self;
}
};
}

View file

@ -4,6 +4,9 @@
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
#include "McRFPy_API.h"
#include "PyObjectUtils.h"
#include "PythonObjectCache.h"
@ -79,6 +82,42 @@ static PyObject* convertDrawableToPython(std::shared_ptr<UIDrawable> drawable) {
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UILINE:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line");
if (!type) return nullptr;
auto pyObj = (PyUILineObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UILine>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UICIRCLE:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle");
if (!type) return nullptr;
auto pyObj = (PyUICircleObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UICircle>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
case PyObjectsEnum::UIARC:
{
type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc");
if (!type) return nullptr;
auto pyObj = (PyUIArcObject*)type->tp_alloc(type, 0);
if (pyObj) {
pyObj->data = std::static_pointer_cast<UIArc>(drawable);
pyObj->weakreflist = NULL;
}
obj = (PyObject*)pyObj;
break;
}
default:
PyErr_SetString(PyExc_TypeError, "Unknown UIDrawable derived type");
return nullptr;
@ -577,10 +616,13 @@ PyObject* UICollection::append(PyUICollectionObject* self, PyObject* o)
if (!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid"))
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) &&
!PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))
)
{
PyErr_SetString(PyExc_TypeError, "Only Frame, Caption, Sprite, and Grid objects can be added to UICollection");
PyErr_SetString(PyExc_TypeError, "Only Frame, Caption, Sprite, Grid, Line, Circle, and Arc objects can be added to UICollection");
return NULL;
}
@ -620,7 +662,25 @@ PyObject* UICollection::append(PyUICollectionObject* self, PyObject* o)
grid->data->z_index = new_z_index;
self->data->push_back(grid->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")))
{
PyUILineObject* line = (PyUILineObject*)o;
line->data->z_index = new_z_index;
self->data->push_back(line->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")))
{
PyUICircleObject* circle = (PyUICircleObject*)o;
circle->data->z_index = new_z_index;
self->data->push_back(circle->data);
}
if (PyObject_IsInstance(o, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")))
{
PyUIArcObject* arc = (PyUIArcObject*)o;
arc->data->z_index = new_z_index;
self->data->push_back(arc->data);
}
// Mark scene as needing resort after adding element
McRFPy_API::markSceneNeedsSort();
@ -656,11 +716,14 @@ PyObject* UICollection::extend(PyUICollectionObject* self, PyObject* iterable)
if (!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Frame")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Sprite")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Caption")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")))
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Grid")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle")) &&
!PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc")))
{
Py_DECREF(item);
Py_DECREF(iterator);
PyErr_SetString(PyExc_TypeError, "All items must be Frame, Caption, Sprite, or Grid objects");
PyErr_SetString(PyExc_TypeError, "All items must be Frame, Caption, Sprite, Grid, Line, Circle, or Arc objects");
return NULL;
}
@ -692,10 +755,25 @@ PyObject* UICollection::extend(PyUICollectionObject* self, PyObject* iterable)
grid->data->z_index = current_z_index;
self->data->push_back(grid->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Line"))) {
PyUILineObject* line = (PyUILineObject*)item;
line->data->z_index = current_z_index;
self->data->push_back(line->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Circle"))) {
PyUICircleObject* circle = (PyUICircleObject*)item;
circle->data->z_index = current_z_index;
self->data->push_back(circle->data);
}
else if (PyObject_IsInstance(item, PyObject_GetAttrString(McRFPy_API::mcrf_module, "Arc"))) {
PyUIArcObject* arc = (PyUIArcObject*)item;
arc->data->z_index = current_z_index;
self->data->push_back(arc->data);
}
Py_DECREF(item);
}
Py_DECREF(iterator);
// Check if iteration ended due to an error

View file

@ -3,6 +3,9 @@
#include "UICaption.h"
#include "UISprite.h"
#include "UIGrid.h"
#include "UILine.h"
#include "UICircle.h"
#include "UIArc.h"
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "PythonObjectCache.h"
@ -152,6 +155,24 @@ PyObject* UIDrawable::get_click(PyObject* self, void* closure) {
else
ptr = NULL;
break;
case PyObjectsEnum::UILINE:
if (((PyUILineObject*)self)->data->click_callable)
ptr = ((PyUILineObject*)self)->data->click_callable->borrow();
else
ptr = NULL;
break;
case PyObjectsEnum::UICIRCLE:
if (((PyUICircleObject*)self)->data->click_callable)
ptr = ((PyUICircleObject*)self)->data->click_callable->borrow();
else
ptr = NULL;
break;
case PyObjectsEnum::UIARC:
if (((PyUIArcObject*)self)->data->click_callable)
ptr = ((PyUIArcObject*)self)->data->click_callable->borrow();
else
ptr = NULL;
break;
default:
PyErr_SetString(PyExc_TypeError, "no idea how you did that; invalid UIDrawable derived instance for _get_click");
return NULL;
@ -179,6 +200,15 @@ int UIDrawable::set_click(PyObject* self, PyObject* value, void* closure) {
case PyObjectsEnum::UIGRID:
target = (((PyUIGridObject*)self)->data.get());
break;
case PyObjectsEnum::UILINE:
target = (((PyUILineObject*)self)->data.get());
break;
case PyObjectsEnum::UICIRCLE:
target = (((PyUICircleObject*)self)->data.get());
break;
case PyObjectsEnum::UIARC:
target = (((PyUIArcObject*)self)->data.get());
break;
default:
PyErr_SetString(PyExc_TypeError, "no idea how you did that; invalid UIDrawable derived instance for _set_click");
return -1;
@ -215,18 +245,27 @@ PyObject* UIDrawable::get_int(PyObject* self, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return NULL;
}
return PyLong_FromLong(drawable->z_index);
}
int UIDrawable::set_int(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<long>(closure));
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -240,11 +279,20 @@ int UIDrawable::set_int(PyObject* self, PyObject* value, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return -1;
}
if (!PyLong_Check(value)) {
PyErr_SetString(PyExc_TypeError, "z_index must be an integer");
return -1;
@ -283,7 +331,7 @@ void UIDrawable::notifyZIndexChanged() {
PyObject* UIDrawable::get_name(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<long>(closure));
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -297,18 +345,27 @@ PyObject* UIDrawable::get_name(PyObject* self, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return NULL;
}
return PyUnicode_FromString(drawable->name.c_str());
}
int UIDrawable::set_name(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<long>(closure));
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -322,11 +379,20 @@ int UIDrawable::set_name(PyObject* self, PyObject* value, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return -1;
}
if (value == NULL || value == Py_None) {
drawable->name = "";
return 0;
@ -383,7 +449,7 @@ PyObject* UIDrawable::get_float_member(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure) >> 8);
int member = reinterpret_cast<intptr_t>(closure) & 0xFF;
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -397,11 +463,20 @@ PyObject* UIDrawable::get_float_member(PyObject* self, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return NULL;
}
switch (member) {
case 0: // x
return PyFloat_FromDouble(drawable->position.x);
@ -421,7 +496,7 @@ int UIDrawable::set_float_member(PyObject* self, PyObject* value, void* closure)
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<intptr_t>(closure) >> 8);
int member = reinterpret_cast<intptr_t>(closure) & 0xFF;
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -435,11 +510,20 @@ int UIDrawable::set_float_member(PyObject* self, PyObject* value, void* closure)
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return -1;
}
float val = 0.0f;
if (PyFloat_Check(value)) {
val = PyFloat_AsDouble(value);
@ -481,7 +565,7 @@ int UIDrawable::set_float_member(PyObject* self, PyObject* value, void* closure)
PyObject* UIDrawable::get_pos(PyObject* self, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<long>(closure));
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -495,11 +579,20 @@ PyObject* UIDrawable::get_pos(PyObject* self, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return NULL;
}
// Create a Python Vector object from position
PyObject* module = PyImport_ImportModule("mcrfpy");
if (!module) return NULL;
@ -519,7 +612,7 @@ PyObject* UIDrawable::get_pos(PyObject* self, void* closure) {
int UIDrawable::set_pos(PyObject* self, PyObject* value, void* closure) {
PyObjectsEnum objtype = static_cast<PyObjectsEnum>(reinterpret_cast<long>(closure));
UIDrawable* drawable = nullptr;
switch (objtype) {
case PyObjectsEnum::UIFRAME:
drawable = ((PyUIFrameObject*)self)->data.get();
@ -533,11 +626,20 @@ int UIDrawable::set_pos(PyObject* self, PyObject* value, void* closure) {
case PyObjectsEnum::UIGRID:
drawable = ((PyUIGridObject*)self)->data.get();
break;
case PyObjectsEnum::UILINE:
drawable = ((PyUILineObject*)self)->data.get();
break;
case PyObjectsEnum::UICIRCLE:
drawable = ((PyUICircleObject*)self)->data.get();
break;
case PyObjectsEnum::UIARC:
drawable = ((PyUIArcObject*)self)->data.get();
break;
default:
PyErr_SetString(PyExc_TypeError, "Invalid UIDrawable derived instance");
return -1;
}
// Accept tuple or Vector
float x, y;
if (PyTuple_Check(value) && PyTuple_Size(value) == 2) {

View file

@ -21,7 +21,10 @@ enum PyObjectsEnum : int
UIFRAME = 1,
UICAPTION,
UISPRITE,
UIGRID
UIGRID,
UILINE,
UICIRCLE,
UIARC
};
class UIDrawable

View file

@ -14,7 +14,10 @@ UIGrid::UIGrid()
{
// Initialize entities list
entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
// Initialize children collection (for UIDrawables like speech bubbles, effects)
children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
// Initialize box with safe defaults
box.setSize(sf::Vector2f(0, 0));
position = sf::Vector2f(0, 0); // Set base class position
@ -48,6 +51,9 @@ UIGrid::UIGrid(int gx, int gy, std::shared_ptr<PyTexture> _ptex, sf::Vector2f _x
center_y = (gy/2) * cell_height;
entities = std::make_shared<std::list<std::shared_ptr<UIEntity>>>();
// Initialize children collection (for UIDrawables like speech bubbles, effects)
children = std::make_shared<std::vector<std::shared_ptr<UIDrawable>>>();
box.setSize(_wh);
position = _xy; // Set base class position
box.setPosition(position); // Sync box position
@ -209,7 +215,38 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
Resources::game->metrics.entitiesRendered += entitiesRendered;
Resources::game->metrics.totalEntities += totalEntities;
}
// Children layer - UIDrawables in grid-world pixel coordinates
// Positioned between entities and FOV overlay for proper z-ordering
if (children && !children->empty()) {
// Sort by z_index if needed
if (children_need_sort) {
std::sort(children->begin(), children->end(),
[](const auto& a, const auto& b) { return a->z_index < b->z_index; });
children_need_sort = false;
}
for (auto& child : *children) {
if (!child->visible) continue;
// Cull children outside visible region (convert pixel pos to cell coords)
float child_grid_x = child->position.x / cell_width;
float child_grid_y = child->position.y / cell_height;
if (child_grid_x < left_edge - 2 || child_grid_x >= left_edge + width_sq + 2 ||
child_grid_y < top_edge - 2 || child_grid_y >= top_edge + height_sq + 2) {
continue; // Not visible, skip rendering
}
// Transform grid-world pixel position to RenderTexture pixel position
auto pixel_pos = sf::Vector2f(
(child->position.x - left_spritepixels) * zoom,
(child->position.y - top_spritepixels) * zoom
);
child->render(pixel_pos, renderTexture);
}
}
// top layer - opacity for discovered / visible status based on perspective
// Only render visibility overlay if perspective is enabled
@ -529,10 +566,32 @@ UIDrawable* UIGrid::click_at(sf::Vector2f point)
int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
// Convert click position to grid coordinates
float grid_x = (localPoint.x / zoom + left_spritepixels) / cell_width;
float grid_y = (localPoint.y / zoom + top_spritepixels) / cell_height;
// Convert click position to grid-world pixel coordinates
float grid_world_x = localPoint.x / zoom + left_spritepixels;
float grid_world_y = localPoint.y / zoom + top_spritepixels;
// Convert to grid cell coordinates
float grid_x = grid_world_x / cell_width;
float grid_y = grid_world_y / cell_height;
// Check children first (they render on top, so they get priority)
// Children are positioned in grid-world pixel coordinates
if (children && !children->empty()) {
// Check in reverse z-order (highest z_index first, rendered last = on top)
for (auto it = children->rbegin(); it != children->rend(); ++it) {
auto& child = *it;
if (!child->visible) continue;
// Transform click to child's local coordinate space
// Children's position is in grid-world pixels
sf::Vector2f childLocalPoint = sf::Vector2f(grid_world_x, grid_world_y);
if (auto target = child->click_at(childLocalPoint)) {
return target;
}
}
}
// Check entities in reverse order (assuming they should be checked top to bottom)
// Note: entities list is not sorted by z-index currently, but we iterate in reverse
// to match the render order assumption
@ -1408,7 +1467,8 @@ PyGetSetDef UIGrid::getsetters[] = {
{"size", (getter)UIGrid::get_size, (setter)UIGrid::set_size, "Size of the grid (width, height)", NULL},
{"center", (getter)UIGrid::get_center, (setter)UIGrid::set_center, "Grid coordinate at the center of the Grid's view (pan)", NULL},
{"entities", (getter)UIGrid::get_children, NULL, "EntityCollection of entities on this grid", NULL},
{"entities", (getter)UIGrid::get_entities, NULL, "EntityCollection of entities on this grid", NULL},
{"children", (getter)UIGrid::get_children, NULL, "UICollection of UIDrawable children (speech bubbles, effects, overlays)", NULL},
{"x", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "top-left corner X-coordinate", (void*)((intptr_t)PyObjectsEnum::UIGRID << 8 | 0)},
{"y", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "top-left corner Y-coordinate", (void*)((intptr_t)PyObjectsEnum::UIGRID << 8 | 1)},
@ -1442,19 +1502,29 @@ PyGetSetDef UIGrid::getsetters[] = {
{NULL} /* Sentinel */
};
PyObject* UIGrid::get_children(PyUIGridObject* self, void* closure)
PyObject* UIGrid::get_entities(PyUIGridObject* self, void* closure)
{
// create PyUICollection instance pointing to self->data->children
//PyUIEntityCollectionObject* o = (PyUIEntityCollectionObject*)PyUIEntityCollectionType.tp_alloc(&PyUIEntityCollectionType, 0);
// Returns EntityCollection for entity management
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "EntityCollection");
auto o = (PyUIEntityCollectionObject*)type->tp_alloc(type, 0);
if (o) {
o->data = self->data->entities; // todone. / BUGFIX - entities isn't a shared pointer on UIGrid, what to do? -- I made it a sp<list<sp<UIEntity>>>
o->data = self->data->entities;
o->grid = self->data;
}
return (PyObject*)o;
}
PyObject* UIGrid::get_children(PyUIGridObject* self, void* closure)
{
// Returns UICollection for UIDrawable children (speech bubbles, effects, overlays)
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "UICollection");
auto o = (PyUICollectionObject*)type->tp_alloc(type, 0);
if (o) {
o->data = self->data->children;
}
return (PyObject*)o;
}
PyObject* UIGrid::repr(PyUIGridObject* self)
{
std::ostringstream ss;

View file

@ -75,7 +75,11 @@ public:
sf::RenderTexture renderTexture;
std::vector<UIGridPoint> points;
std::shared_ptr<std::list<std::shared_ptr<UIEntity>>> entities;
// UIDrawable children collection (speech bubbles, effects, overlays, etc.)
std::shared_ptr<std::vector<std::shared_ptr<UIDrawable>>> children;
bool children_need_sort = true; // Dirty flag for z_index sorting
// Background rendering
sf::Color fill_color;
@ -118,6 +122,7 @@ public:
static PyObject* py_compute_astar_path(PyUIGridObject* self, PyObject* args, PyObject* kwds);
static PyMethodDef methods[];
static PyGetSetDef getsetters[];
static PyObject* get_entities(PyUIGridObject* self, void* closure);
static PyObject* get_children(PyUIGridObject* self, void* closure);
static PyObject* repr(PyUIGridObject* self);

561
src/UILine.cpp Normal file
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@ -0,0 +1,561 @@
#include "UILine.h"
#include "GameEngine.h"
#include "McRFPy_API.h"
#include "PyVector.h"
#include "PyColor.h"
#include "PythonObjectCache.h"
#include <cmath>
UILine::UILine()
: start_pos(0.0f, 0.0f),
end_pos(0.0f, 0.0f),
color(sf::Color::White),
thickness(1.0f),
vertices(sf::TriangleStrip, 4),
vertices_dirty(true)
{
position = sf::Vector2f(0.0f, 0.0f);
}
UILine::UILine(sf::Vector2f start, sf::Vector2f end, float thickness, sf::Color color)
: start_pos(start),
end_pos(end),
color(color),
thickness(thickness),
vertices(sf::TriangleStrip, 4),
vertices_dirty(true)
{
// Set position to the midpoint for consistency with other UIDrawables
position = (start + end) / 2.0f;
}
UILine::UILine(const UILine& other)
: UIDrawable(other),
start_pos(other.start_pos),
end_pos(other.end_pos),
color(other.color),
thickness(other.thickness),
vertices(sf::TriangleStrip, 4),
vertices_dirty(true)
{
}
UILine& UILine::operator=(const UILine& other) {
if (this != &other) {
UIDrawable::operator=(other);
start_pos = other.start_pos;
end_pos = other.end_pos;
color = other.color;
thickness = other.thickness;
vertices_dirty = true;
}
return *this;
}
UILine::UILine(UILine&& other) noexcept
: UIDrawable(std::move(other)),
start_pos(other.start_pos),
end_pos(other.end_pos),
color(other.color),
thickness(other.thickness),
vertices(std::move(other.vertices)),
vertices_dirty(other.vertices_dirty)
{
}
UILine& UILine::operator=(UILine&& other) noexcept {
if (this != &other) {
UIDrawable::operator=(std::move(other));
start_pos = other.start_pos;
end_pos = other.end_pos;
color = other.color;
thickness = other.thickness;
vertices = std::move(other.vertices);
vertices_dirty = other.vertices_dirty;
}
return *this;
}
void UILine::updateVertices() const {
if (!vertices_dirty) return;
// Calculate direction and perpendicular
sf::Vector2f direction = end_pos - start_pos;
float length = std::sqrt(direction.x * direction.x + direction.y * direction.y);
if (length < 0.0001f) {
// Zero-length line - make a small dot
float half = thickness / 2.0f;
vertices[0].position = start_pos + sf::Vector2f(-half, -half);
vertices[1].position = start_pos + sf::Vector2f(half, -half);
vertices[2].position = start_pos + sf::Vector2f(-half, half);
vertices[3].position = start_pos + sf::Vector2f(half, half);
} else {
// Normalize direction
direction /= length;
// Perpendicular vector
sf::Vector2f perpendicular(-direction.y, direction.x);
perpendicular *= thickness / 2.0f;
// Create a quad (triangle strip) for the thick line
vertices[0].position = start_pos + perpendicular;
vertices[1].position = start_pos - perpendicular;
vertices[2].position = end_pos + perpendicular;
vertices[3].position = end_pos - perpendicular;
}
// Set colors
for (int i = 0; i < 4; ++i) {
vertices[i].color = color;
}
vertices_dirty = false;
}
void UILine::render(sf::Vector2f offset, sf::RenderTarget& target) {
if (!visible) return;
updateVertices();
// Apply opacity to color
sf::Color render_color = color;
render_color.a = static_cast<sf::Uint8>(color.a * opacity);
// Use ConvexShape to draw the line as a quad
sf::ConvexShape line_shape(4);
// Vertices are: 0=start+perp, 1=start-perp, 2=end+perp, 3=end-perp
// ConvexShape needs points in clockwise/counter-clockwise order
line_shape.setPoint(0, vertices[0].position + offset); // start + perp
line_shape.setPoint(1, vertices[2].position + offset); // end + perp
line_shape.setPoint(2, vertices[3].position + offset); // end - perp
line_shape.setPoint(3, vertices[1].position + offset); // start - perp
line_shape.setFillColor(render_color);
line_shape.setOutlineThickness(0);
target.draw(line_shape);
}
UIDrawable* UILine::click_at(sf::Vector2f point) {
if (!click_callable) return nullptr;
// Check if point is close enough to the line
// Using a simple bounding box check plus distance-to-line calculation
sf::FloatRect bounds = get_bounds();
bounds.left -= thickness;
bounds.top -= thickness;
bounds.width += thickness * 2;
bounds.height += thickness * 2;
if (!bounds.contains(point)) return nullptr;
// Calculate distance from point to line segment
sf::Vector2f line_vec = end_pos - start_pos;
sf::Vector2f point_vec = point - start_pos;
float line_len_sq = line_vec.x * line_vec.x + line_vec.y * line_vec.y;
float t = 0.0f;
if (line_len_sq > 0.0001f) {
t = std::max(0.0f, std::min(1.0f,
(point_vec.x * line_vec.x + point_vec.y * line_vec.y) / line_len_sq));
}
sf::Vector2f closest = start_pos + t * line_vec;
sf::Vector2f diff = point - closest;
float distance = std::sqrt(diff.x * diff.x + diff.y * diff.y);
// Click is valid if within thickness + some margin
if (distance <= thickness / 2.0f + 2.0f) {
return this;
}
return nullptr;
}
PyObjectsEnum UILine::derived_type() {
return PyObjectsEnum::UILINE;
}
sf::FloatRect UILine::get_bounds() const {
float min_x = std::min(start_pos.x, end_pos.x);
float min_y = std::min(start_pos.y, end_pos.y);
float max_x = std::max(start_pos.x, end_pos.x);
float max_y = std::max(start_pos.y, end_pos.y);
return sf::FloatRect(min_x, min_y, max_x - min_x, max_y - min_y);
}
void UILine::move(float dx, float dy) {
start_pos.x += dx;
start_pos.y += dy;
end_pos.x += dx;
end_pos.y += dy;
position.x += dx;
position.y += dy;
vertices_dirty = true;
}
void UILine::resize(float w, float h) {
// For a line, resize adjusts the end point relative to start
end_pos = start_pos + sf::Vector2f(w, h);
vertices_dirty = true;
}
// Animation property system
bool UILine::setProperty(const std::string& name, float value) {
if (name == "thickness") {
thickness = value;
vertices_dirty = true;
return true;
}
else if (name == "x") {
float dx = value - position.x;
move(dx, 0);
return true;
}
else if (name == "y") {
float dy = value - position.y;
move(0, dy);
return true;
}
else if (name == "start_x") {
start_pos.x = value;
vertices_dirty = true;
return true;
}
else if (name == "start_y") {
start_pos.y = value;
vertices_dirty = true;
return true;
}
else if (name == "end_x") {
end_pos.x = value;
vertices_dirty = true;
return true;
}
else if (name == "end_y") {
end_pos.y = value;
vertices_dirty = true;
return true;
}
return false;
}
bool UILine::setProperty(const std::string& name, const sf::Color& value) {
if (name == "color") {
color = value;
vertices_dirty = true;
return true;
}
return false;
}
bool UILine::setProperty(const std::string& name, const sf::Vector2f& value) {
if (name == "start") {
start_pos = value;
vertices_dirty = true;
return true;
}
else if (name == "end") {
end_pos = value;
vertices_dirty = true;
return true;
}
return false;
}
bool UILine::getProperty(const std::string& name, float& value) const {
if (name == "thickness") {
value = thickness;
return true;
}
else if (name == "x") {
value = position.x;
return true;
}
else if (name == "y") {
value = position.y;
return true;
}
else if (name == "start_x") {
value = start_pos.x;
return true;
}
else if (name == "start_y") {
value = start_pos.y;
return true;
}
else if (name == "end_x") {
value = end_pos.x;
return true;
}
else if (name == "end_y") {
value = end_pos.y;
return true;
}
return false;
}
bool UILine::getProperty(const std::string& name, sf::Color& value) const {
if (name == "color") {
value = color;
return true;
}
return false;
}
bool UILine::getProperty(const std::string& name, sf::Vector2f& value) const {
if (name == "start") {
value = start_pos;
return true;
}
else if (name == "end") {
value = end_pos;
return true;
}
return false;
}
// Python API implementation
PyObject* UILine::get_start(PyUILineObject* self, void* closure) {
auto vec = self->data->getStart();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (obj) {
obj->data = vec;
}
return (PyObject*)obj;
}
int UILine::set_start(PyUILineObject* self, PyObject* value, void* closure) {
PyVectorObject* vec = PyVector::from_arg(value);
if (!vec) {
PyErr_SetString(PyExc_TypeError, "start must be a Vector or tuple (x, y)");
return -1;
}
self->data->setStart(vec->data);
return 0;
}
PyObject* UILine::get_end(PyUILineObject* self, void* closure) {
auto vec = self->data->getEnd();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Vector");
auto obj = (PyVectorObject*)type->tp_alloc(type, 0);
Py_DECREF(type);
if (obj) {
obj->data = vec;
}
return (PyObject*)obj;
}
int UILine::set_end(PyUILineObject* self, PyObject* value, void* closure) {
PyVectorObject* vec = PyVector::from_arg(value);
if (!vec) {
PyErr_SetString(PyExc_TypeError, "end must be a Vector or tuple (x, y)");
return -1;
}
self->data->setEnd(vec->data);
return 0;
}
PyObject* UILine::get_color(PyUILineObject* self, void* closure) {
auto color = self->data->getColor();
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Color");
PyObject* args = Py_BuildValue("(iiii)", color.r, color.g, color.b, color.a);
PyObject* obj = PyObject_CallObject((PyObject*)type, args);
Py_DECREF(args);
Py_DECREF(type);
return obj;
}
int UILine::set_color(PyUILineObject* self, PyObject* value, void* closure) {
auto color = PyColor::from_arg(value);
if (!color) {
PyErr_SetString(PyExc_TypeError, "color must be a Color or tuple (r, g, b) or (r, g, b, a)");
return -1;
}
self->data->setColor(color->data);
return 0;
}
PyObject* UILine::get_thickness(PyUILineObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getThickness());
}
int UILine::set_thickness(PyUILineObject* self, PyObject* value, void* closure) {
float thickness;
if (PyFloat_Check(value)) {
thickness = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
thickness = PyLong_AsLong(value);
} else {
PyErr_SetString(PyExc_TypeError, "thickness must be a number");
return -1;
}
if (thickness < 0.0f) {
PyErr_SetString(PyExc_ValueError, "thickness must be non-negative");
return -1;
}
self->data->setThickness(thickness);
return 0;
}
// Define the Python type alias for macros
typedef PyUILineObject PyObjectType;
// Method definitions
PyMethodDef UILine_methods[] = {
UIDRAWABLE_METHODS,
{NULL} // Sentinel
};
PyGetSetDef UILine::getsetters[] = {
{"start", (getter)UILine::get_start, (setter)UILine::set_start,
MCRF_PROPERTY(start, "Starting point of the line as a Vector."), NULL},
{"end", (getter)UILine::get_end, (setter)UILine::set_end,
MCRF_PROPERTY(end, "Ending point of the line as a Vector."), NULL},
{"color", (getter)UILine::get_color, (setter)UILine::set_color,
MCRF_PROPERTY(color, "Line color as a Color object."), NULL},
{"thickness", (getter)UILine::get_thickness, (setter)UILine::set_thickness,
MCRF_PROPERTY(thickness, "Line thickness in pixels."), NULL},
{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click,
MCRF_PROPERTY(click, "Callable executed when line is clicked."),
(void*)PyObjectsEnum::UILINE},
{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int,
MCRF_PROPERTY(z_index, "Z-order for rendering (lower values rendered first)."),
(void*)PyObjectsEnum::UILINE},
{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name,
MCRF_PROPERTY(name, "Name for finding this element."),
(void*)PyObjectsEnum::UILINE},
{"pos", (getter)UIDrawable::get_pos, (setter)UIDrawable::set_pos,
MCRF_PROPERTY(pos, "Position as a Vector (midpoint of line)."),
(void*)PyObjectsEnum::UILINE},
UIDRAWABLE_GETSETTERS,
{NULL}
};
PyObject* UILine::repr(PyUILineObject* self) {
std::ostringstream ss;
if (!self->data) {
ss << "<Line (invalid internal object)>";
} else {
auto start = self->data->getStart();
auto end = self->data->getEnd();
auto color = self->data->getColor();
ss << "<Line start=(" << start.x << ", " << start.y << ") "
<< "end=(" << end.x << ", " << end.y << ") "
<< "thickness=" << self->data->getThickness() << " "
<< "color=(" << (int)color.r << ", " << (int)color.g << ", "
<< (int)color.b << ", " << (int)color.a << ")>";
}
std::string repr_str = ss.str();
return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
}
int UILine::init(PyUILineObject* self, PyObject* args, PyObject* kwds) {
// Arguments
PyObject* start_obj = nullptr;
PyObject* end_obj = nullptr;
float thickness = 1.0f;
PyObject* color_obj = nullptr;
PyObject* click_handler = nullptr;
int visible = 1;
float opacity = 1.0f;
int z_index = 0;
const char* name = nullptr;
static const char* kwlist[] = {
"start", "end", "thickness", "color",
"click", "visible", "opacity", "z_index", "name",
nullptr
};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOfOOifiz", const_cast<char**>(kwlist),
&start_obj, &end_obj, &thickness, &color_obj,
&click_handler, &visible, &opacity, &z_index, &name)) {
return -1;
}
// Parse start position
sf::Vector2f start(0.0f, 0.0f);
if (start_obj) {
PyVectorObject* vec = PyVector::from_arg(start_obj);
if (vec) {
start = vec->data;
} else {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "start must be a Vector or tuple (x, y)");
return -1;
}
}
// Parse end position
sf::Vector2f end(0.0f, 0.0f);
if (end_obj) {
PyVectorObject* vec = PyVector::from_arg(end_obj);
if (vec) {
end = vec->data;
} else {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "end must be a Vector or tuple (x, y)");
return -1;
}
}
// Parse color
sf::Color color = sf::Color::White;
if (color_obj && color_obj != Py_None) {
auto pycolor = PyColor::from_arg(color_obj);
if (pycolor) {
color = pycolor->data;
} else {
PyErr_Clear();
PyErr_SetString(PyExc_TypeError, "color must be a Color or tuple");
return -1;
}
}
// Validate thickness
if (thickness < 0.0f) {
PyErr_SetString(PyExc_ValueError, "thickness must be non-negative");
return -1;
}
// Create the line
self->data = std::make_shared<UILine>(start, end, thickness, color);
self->data->visible = visible;
self->data->opacity = opacity;
self->data->z_index = z_index;
if (name) {
self->data->name = std::string(name);
}
// Handle click handler
if (click_handler && click_handler != Py_None) {
if (!PyCallable_Check(click_handler)) {
PyErr_SetString(PyExc_TypeError, "click must be callable");
return -1;
}
self->data->click_register(click_handler);
}
// Initialize weak reference list
self->weakreflist = NULL;
// Register in Python object cache
if (self->data->serial_number == 0) {
self->data->serial_number = PythonObjectCache::getInstance().assignSerial();
PyObject* weakref = PyWeakref_NewRef((PyObject*)self, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(self->data->serial_number, weakref);
Py_DECREF(weakref);
}
}
return 0;
}

150
src/UILine.h Normal file
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@ -0,0 +1,150 @@
#pragma once
#include "Common.h"
#include "Python.h"
#include "structmember.h"
#include "UIDrawable.h"
#include "UIBase.h"
#include "PyDrawable.h"
#include "PyColor.h"
#include "PyVector.h"
#include "McRFPy_Doc.h"
// Forward declaration
class UILine;
// Python object structure
typedef struct {
PyObject_HEAD
std::shared_ptr<UILine> data;
PyObject* weakreflist;
} PyUILineObject;
class UILine : public UIDrawable
{
private:
sf::Vector2f start_pos; // Starting point
sf::Vector2f end_pos; // Ending point
sf::Color color; // Line color
float thickness; // Line thickness in pixels
// Cached vertex array for rendering
mutable sf::VertexArray vertices;
mutable bool vertices_dirty;
void updateVertices() const;
public:
UILine();
UILine(sf::Vector2f start, sf::Vector2f end, float thickness = 1.0f, sf::Color color = sf::Color::White);
// Copy constructor and assignment
UILine(const UILine& other);
UILine& operator=(const UILine& other);
// Move constructor and assignment
UILine(UILine&& other) noexcept;
UILine& operator=(UILine&& other) noexcept;
// UIDrawable interface
void render(sf::Vector2f offset, sf::RenderTarget& target) override;
UIDrawable* click_at(sf::Vector2f point) override;
PyObjectsEnum derived_type() override;
// Getters and setters
sf::Vector2f getStart() const { return start_pos; }
void setStart(sf::Vector2f pos) { start_pos = pos; vertices_dirty = true; }
sf::Vector2f getEnd() const { return end_pos; }
void setEnd(sf::Vector2f pos) { end_pos = pos; vertices_dirty = true; }
sf::Color getColor() const { return color; }
void setColor(sf::Color c) { color = c; vertices_dirty = true; }
float getThickness() const { return thickness; }
void setThickness(float t) { thickness = t; vertices_dirty = true; }
// Phase 1 virtual method implementations
sf::FloatRect get_bounds() const override;
void move(float dx, float dy) override;
void resize(float w, float h) override;
// Property system for animations
bool setProperty(const std::string& name, float value) override;
bool setProperty(const std::string& name, const sf::Color& value) override;
bool setProperty(const std::string& name, const sf::Vector2f& value) override;
bool getProperty(const std::string& name, float& value) const override;
bool getProperty(const std::string& name, sf::Color& value) const override;
bool getProperty(const std::string& name, sf::Vector2f& value) const override;
// Python API
static PyObject* get_start(PyUILineObject* self, void* closure);
static int set_start(PyUILineObject* self, PyObject* value, void* closure);
static PyObject* get_end(PyUILineObject* self, void* closure);
static int set_end(PyUILineObject* self, PyObject* value, void* closure);
static PyObject* get_color(PyUILineObject* self, void* closure);
static int set_color(PyUILineObject* self, PyObject* value, void* closure);
static PyObject* get_thickness(PyUILineObject* self, void* closure);
static int set_thickness(PyUILineObject* self, PyObject* value, void* closure);
static PyGetSetDef getsetters[];
static PyObject* repr(PyUILineObject* self);
static int init(PyUILineObject* self, PyObject* args, PyObject* kwds);
};
// Method definitions (extern to be defined in .cpp)
extern PyMethodDef UILine_methods[];
namespace mcrfpydef {
static PyTypeObject PyUILineType = {
.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
.tp_name = "mcrfpy.Line",
.tp_basicsize = sizeof(PyUILineObject),
.tp_itemsize = 0,
.tp_dealloc = (destructor)[](PyObject* self) {
PyUILineObject* obj = (PyUILineObject*)self;
if (obj->weakreflist != NULL) {
PyObject_ClearWeakRefs(self);
}
obj->data.reset();
Py_TYPE(self)->tp_free(self);
},
.tp_repr = (reprfunc)UILine::repr,
.tp_flags = Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
.tp_doc = PyDoc_STR(
"Line(start=None, end=None, thickness=1.0, color=None, **kwargs)\n\n"
"A line UI element for drawing straight lines between two points.\n\n"
"Args:\n"
" start (tuple, optional): Starting point as (x, y). Default: (0, 0)\n"
" end (tuple, optional): Ending point as (x, y). Default: (0, 0)\n"
" thickness (float, optional): Line thickness in pixels. Default: 1.0\n"
" color (Color, optional): Line color. Default: White\n\n"
"Keyword Args:\n"
" click (callable): Click handler. Default: None\n"
" visible (bool): Visibility state. Default: True\n"
" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
" z_index (int): Rendering order. Default: 0\n"
" name (str): Element name for finding. Default: None\n\n"
"Attributes:\n"
" start (Vector): Starting point\n"
" end (Vector): Ending point\n"
" thickness (float): Line thickness\n"
" color (Color): Line color\n"
" visible (bool): Visibility state\n"
" opacity (float): Opacity value\n"
" z_index (int): Rendering order\n"
" name (str): Element name\n"
),
.tp_methods = UILine_methods,
.tp_getset = UILine::getsetters,
.tp_base = &mcrfpydef::PyDrawableType,
.tp_init = (initproc)UILine::init,
.tp_new = [](PyTypeObject* type, PyObject* args, PyObject* kwds) -> PyObject* {
PyUILineObject* self = (PyUILineObject*)type->tp_alloc(type, 0);
if (self) {
self->data = std::make_shared<UILine>();
self->weakreflist = nullptr;
}
return (PyObject*)self;
}
};
}

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#!/usr/bin/env python3
"""Generate caption documentation screenshot with proper font"""
import mcrfpy
from mcrfpy import automation
import sys
def capture_caption(runtime):
"""Capture caption example after render loop starts"""
# Take screenshot
automation.screenshot("mcrogueface.github.io/images/ui_caption_example.png")
print("Caption screenshot saved!")
# Exit after capturing
sys.exit(0)
# Create scene
mcrfpy.createScene("captions")
# Title
title = mcrfpy.Caption(400, 30, "Caption Examples")
title.font = mcrfpy.default_font
title.font_size = 28
title.font_color = (255, 255, 255)
# Different sizes
size_label = mcrfpy.Caption(100, 100, "Different Sizes:")
size_label.font = mcrfpy.default_font
size_label.font_color = (200, 200, 200)
large = mcrfpy.Caption(300, 100, "Large Text (24pt)")
large.font = mcrfpy.default_font
large.font_size = 24
large.font_color = (255, 255, 255)
medium = mcrfpy.Caption(300, 140, "Medium Text (18pt)")
medium.font = mcrfpy.default_font
medium.font_size = 18
medium.font_color = (255, 255, 255)
small = mcrfpy.Caption(300, 170, "Small Text (14pt)")
small.font = mcrfpy.default_font
small.font_size = 14
small.font_color = (255, 255, 255)
# Different colors
color_label = mcrfpy.Caption(100, 230, "Different Colors:")
color_label.font = mcrfpy.default_font
color_label.font_color = (200, 200, 200)
white_text = mcrfpy.Caption(300, 230, "White Text")
white_text.font = mcrfpy.default_font
white_text.font_color = (255, 255, 255)
green_text = mcrfpy.Caption(300, 260, "Green Text")
green_text.font = mcrfpy.default_font
green_text.font_color = (100, 255, 100)
red_text = mcrfpy.Caption(300, 290, "Red Text")
red_text.font = mcrfpy.default_font
red_text.font_color = (255, 100, 100)
blue_text = mcrfpy.Caption(300, 320, "Blue Text")
blue_text.font = mcrfpy.default_font
blue_text.font_color = (100, 150, 255)
# Caption with background
bg_label = mcrfpy.Caption(100, 380, "With Background:")
bg_label.font = mcrfpy.default_font
bg_label.font_color = (200, 200, 200)
# Frame background
frame = mcrfpy.Frame(280, 370, 250, 50)
frame.bgcolor = (64, 64, 128)
frame.outline = 2
framed_text = mcrfpy.Caption(405, 395, "Caption on Frame")
framed_text.font = mcrfpy.default_font
framed_text.font_size = 18
framed_text.font_color = (255, 255, 255)
framed_text.centered = True
# Centered text example
center_label = mcrfpy.Caption(100, 460, "Centered Text:")
center_label.font = mcrfpy.default_font
center_label.font_color = (200, 200, 200)
centered = mcrfpy.Caption(400, 460, "This text is centered")
centered.font = mcrfpy.default_font
centered.font_size = 20
centered.font_color = (255, 255, 100)
centered.centered = True
# Multi-line example
multi_label = mcrfpy.Caption(100, 520, "Multi-line:")
multi_label.font = mcrfpy.default_font
multi_label.font_color = (200, 200, 200)
multiline = mcrfpy.Caption(300, 520, "Line 1: McRogueFace\nLine 2: Game Engine\nLine 3: Python API")
multiline.font = mcrfpy.default_font
multiline.font_size = 14
multiline.font_color = (255, 255, 255)
# Add all to scene
ui = mcrfpy.sceneUI("captions")
ui.append(title)
ui.append(size_label)
ui.append(large)
ui.append(medium)
ui.append(small)
ui.append(color_label)
ui.append(white_text)
ui.append(green_text)
ui.append(red_text)
ui.append(blue_text)
ui.append(bg_label)
ui.append(frame)
ui.append(framed_text)
ui.append(center_label)
ui.append(centered)
ui.append(multi_label)
ui.append(multiline)
# Switch to scene
mcrfpy.setScene("captions")
# Set timer to capture after rendering starts
mcrfpy.setTimer("capture", capture_caption, 100)

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#!/usr/bin/env python3
"""Generate documentation screenshots for McRogueFace UI elements - Simple version"""
import mcrfpy
from mcrfpy import automation
import sys
import os
# Crypt of Sokoban color scheme
FRAME_COLOR = mcrfpy.Color(64, 64, 128)
SHADOW_COLOR = mcrfpy.Color(64, 64, 86)
BOX_COLOR = mcrfpy.Color(96, 96, 160)
WHITE = mcrfpy.Color(255, 255, 255)
BLACK = mcrfpy.Color(0, 0, 0)
GREEN = mcrfpy.Color(0, 255, 0)
RED = mcrfpy.Color(255, 0, 0)
# Create texture for sprites
sprite_texture = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
# Output directory
output_dir = "mcrogueface.github.io/images"
if not os.path.exists(output_dir):
os.makedirs(output_dir)
def create_caption(x, y, text, font_size=16, text_color=WHITE, outline_color=BLACK):
"""Helper function to create captions with common settings"""
caption = mcrfpy.Caption(mcrfpy.Vector(x, y), text=text)
caption.size = font_size
caption.fill_color = text_color
caption.outline_color = outline_color
return caption
# Screenshot counter
screenshot_count = 0
total_screenshots = 4
def screenshot_and_continue(runtime):
"""Take a screenshot and move to the next scene"""
global screenshot_count
if screenshot_count == 0:
# Caption example
print("Creating Caption example...")
mcrfpy.createScene("caption_example")
ui = mcrfpy.sceneUI("caption_example")
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
title = create_caption(200, 50, "Caption Examples", 32)
ui.append(title)
caption1 = create_caption(100, 150, "Large Caption (24pt)", 24)
ui.append(caption1)
caption2 = create_caption(100, 200, "Medium Caption (18pt)", 18, GREEN)
ui.append(caption2)
caption3 = create_caption(100, 240, "Small Caption (14pt)", 14, RED)
ui.append(caption3)
caption_bg = mcrfpy.Frame(100, 300, 300, 50, fill_color=BOX_COLOR)
ui.append(caption_bg)
caption4 = create_caption(110, 315, "Caption with Background", 16)
ui.append(caption4)
mcrfpy.setScene("caption_example")
mcrfpy.setTimer("next1", lambda r: capture_screenshot("ui_caption_example.png"), 200)
elif screenshot_count == 1:
# Sprite example
print("Creating Sprite example...")
mcrfpy.createScene("sprite_example")
ui = mcrfpy.sceneUI("sprite_example")
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
title = create_caption(250, 50, "Sprite Examples", 32)
ui.append(title)
sprite_bg = mcrfpy.Frame(100, 150, 600, 300, fill_color=BOX_COLOR)
ui.append(sprite_bg)
player_label = create_caption(150, 180, "Player", 14)
ui.append(player_label)
player_sprite = mcrfpy.Sprite(150, 200, sprite_texture, 84, 3.0)
ui.append(player_sprite)
enemy_label = create_caption(250, 180, "Enemies", 14)
ui.append(enemy_label)
enemy1 = mcrfpy.Sprite(250, 200, sprite_texture, 123, 3.0)
ui.append(enemy1)
enemy2 = mcrfpy.Sprite(300, 200, sprite_texture, 107, 3.0)
ui.append(enemy2)
boulder_label = create_caption(400, 180, "Boulder", 14)
ui.append(boulder_label)
boulder_sprite = mcrfpy.Sprite(400, 200, sprite_texture, 66, 3.0)
ui.append(boulder_sprite)
exit_label = create_caption(500, 180, "Exit States", 14)
ui.append(exit_label)
exit_locked = mcrfpy.Sprite(500, 200, sprite_texture, 45, 3.0)
ui.append(exit_locked)
exit_open = mcrfpy.Sprite(550, 200, sprite_texture, 21, 3.0)
ui.append(exit_open)
mcrfpy.setScene("sprite_example")
mcrfpy.setTimer("next2", lambda r: capture_screenshot("ui_sprite_example.png"), 200)
elif screenshot_count == 2:
# Frame example
print("Creating Frame example...")
mcrfpy.createScene("frame_example")
ui = mcrfpy.sceneUI("frame_example")
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=SHADOW_COLOR)
ui.append(bg)
title = create_caption(250, 30, "Frame Examples", 32)
ui.append(title)
frame1 = mcrfpy.Frame(50, 100, 200, 150, fill_color=FRAME_COLOR)
ui.append(frame1)
label1 = create_caption(60, 110, "Basic Frame", 16)
ui.append(label1)
frame2 = mcrfpy.Frame(300, 100, 200, 150, fill_color=BOX_COLOR,
outline_color=WHITE, outline=2.0)
ui.append(frame2)
label2 = create_caption(310, 110, "Frame with Outline", 16)
ui.append(label2)
frame3 = mcrfpy.Frame(550, 100, 200, 150, fill_color=FRAME_COLOR,
outline_color=WHITE, outline=1)
ui.append(frame3)
inner_frame = mcrfpy.Frame(570, 130, 160, 90, fill_color=BOX_COLOR)
ui.append(inner_frame)
label3 = create_caption(560, 110, "Nested Frames", 16)
ui.append(label3)
mcrfpy.setScene("frame_example")
mcrfpy.setTimer("next3", lambda r: capture_screenshot("ui_frame_example.png"), 200)
elif screenshot_count == 3:
# Grid example
print("Creating Grid example...")
mcrfpy.createScene("grid_example")
ui = mcrfpy.sceneUI("grid_example")
bg = mcrfpy.Frame(0, 0, 800, 600, fill_color=FRAME_COLOR)
ui.append(bg)
title = create_caption(250, 30, "Grid Example", 32)
ui.append(title)
grid = mcrfpy.Grid(20, 15, sprite_texture,
mcrfpy.Vector(100, 100), mcrfpy.Vector(320, 240))
# Set up dungeon tiles
for x in range(20):
for y in range(15):
if x == 0 or x == 19 or y == 0 or y == 14:
# Walls
grid.at((x, y)).tilesprite = 3
grid.at((x, y)).walkable = False
else:
# Floor
grid.at((x, y)).tilesprite = 48
grid.at((x, y)).walkable = True
# Add some internal walls
for x in range(5, 15):
grid.at((x, 7)).tilesprite = 3
grid.at((x, 7)).walkable = False
for y in range(3, 8):
grid.at((10, y)).tilesprite = 3
grid.at((10, y)).walkable = False
# Add a door
grid.at((10, 7)).tilesprite = 131
grid.at((10, 7)).walkable = True
ui.append(grid)
grid_label = create_caption(100, 480, "20x15 Grid - Simple Dungeon Layout", 16)
ui.append(grid_label)
mcrfpy.setScene("grid_example")
mcrfpy.setTimer("next4", lambda r: capture_screenshot("ui_grid_example.png"), 200)
else:
print("\nAll screenshots captured successfully!")
print(f"Screenshots saved to: {output_dir}/")
mcrfpy.exit()
return
def capture_screenshot(filename):
"""Capture a screenshot"""
global screenshot_count
full_path = f"{output_dir}/{filename}"
result = automation.screenshot(full_path)
print(f"Screenshot {screenshot_count + 1}/{total_screenshots}: {filename} - {'Success' if result else 'Failed'}")
screenshot_count += 1
# Schedule next scene
mcrfpy.setTimer("continue", screenshot_and_continue, 300)
# Start the process
print("Starting screenshot generation...")
mcrfpy.setTimer("start", screenshot_and_continue, 500)
# Safety timeout
mcrfpy.setTimer("safety", lambda r: mcrfpy.exit(), 30000)
print("Setup complete. Game loop starting...")

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#!/usr/bin/env python3
"""Generate entity documentation screenshot with proper font loading"""
import mcrfpy
from mcrfpy import automation
import sys
def capture_entity(runtime):
"""Capture entity example after render loop starts"""
# Take screenshot
automation.screenshot("mcrogueface.github.io/images/ui_entity_example.png")
print("Entity screenshot saved!")
# Exit after capturing
sys.exit(0)
# Create scene
mcrfpy.createScene("entities")
# Use the default font which is already loaded
# Instead of: font = mcrfpy.Font("assets/JetbrainsMono.ttf")
# We use: mcrfpy.default_font (which is already loaded by the engine)
# Title
title = mcrfpy.Caption((400, 30), "Entity Example - Roguelike Characters", font=mcrfpy.default_font)
#title.font = mcrfpy.default_font
#title.font_size = 24
title.size=24
#title.font_color = (255, 255, 255)
#title.text_color = (255,255,255)
# Create a grid background
texture = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
# Create grid with entities - using 2x scale (32x32 pixel tiles)
#grid = mcrfpy.Grid((100, 100), (20, 15), texture, 16, 16) # I can never get the args right for this thing
t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16)
grid = mcrfpy.Grid(20, 15, t, (10, 10), (1014, 758))
grid.zoom = 2.0
#grid.texture = texture
# Define tile types
FLOOR = 58 # Stone floor
WALL = 11 # Stone wall
# Fill with floor
for x in range(20):
for y in range(15):
grid.at((x, y)).tilesprite = WALL
# Add walls around edges
for x in range(20):
grid.at((x, 0)).tilesprite = WALL
grid.at((x, 14)).tilesprite = WALL
for y in range(15):
grid.at((0, y)).tilesprite = WALL
grid.at((19, y)).tilesprite = WALL
# Create entities
# Player at center
player = mcrfpy.Entity((10, 7), t, 84)
#player.texture = texture
#player.sprite_index = 84 # Player sprite
# Enemies
rat1 = mcrfpy.Entity((5, 5), t, 123)
#rat1.texture = texture
#rat1.sprite_index = 123 # Rat
rat2 = mcrfpy.Entity((15, 5), t, 123)
#rat2.texture = texture
#rat2.sprite_index = 123 # Rat
big_rat = mcrfpy.Entity((7, 10), t, 130)
#big_rat.texture = texture
#big_rat.sprite_index = 130 # Big rat
cyclops = mcrfpy.Entity((13, 10), t, 109)
#cyclops.texture = texture
#cyclops.sprite_index = 109 # Cyclops
# Items
chest = mcrfpy.Entity((3, 3), t, 89)
#chest.texture = texture
#chest.sprite_index = 89 # Chest
boulder = mcrfpy.Entity((10, 5), t, 66)
#boulder.texture = texture
#boulder.sprite_index = 66 # Boulder
key = mcrfpy.Entity((17, 12), t, 384)
#key.texture = texture
#key.sprite_index = 384 # Key
# Add all entities to grid
grid.entities.append(player)
grid.entities.append(rat1)
grid.entities.append(rat2)
grid.entities.append(big_rat)
grid.entities.append(cyclops)
grid.entities.append(chest)
grid.entities.append(boulder)
grid.entities.append(key)
# Labels
entity_label = mcrfpy.Caption((100, 580), "Entities move independently on the grid. Grid scale: 2x (32x32 pixels)")
#entity_label.font = mcrfpy.default_font
#entity_label.font_color = (255, 255, 255)
info = mcrfpy.Caption((100, 600), "Player (center), Enemies (rats, cyclops), Items (chest, boulder, key)")
#info.font = mcrfpy.default_font
#info.font_size = 14
#info.font_color = (200, 200, 200)
# Legend frame
legend_frame = mcrfpy.Frame(50, 50, 200, 150)
#legend_frame.bgcolor = (64, 64, 128)
#legend_frame.outline = 2
legend_title = mcrfpy.Caption((150, 60), "Entity Types")
#legend_title.font = mcrfpy.default_font
#legend_title.font_color = (255, 255, 255)
#legend_title.centered = True
#legend_text = mcrfpy.Caption((60, 90), "Player: @\nRat: r\nBig Rat: R\nCyclops: C\nChest: $\nBoulder: O\nKey: k")
#legend_text.font = mcrfpy.default_font
#legend_text.font_size = 12
#legend_text.font_color = (255, 255, 255)
# Add all to scene
ui = mcrfpy.sceneUI("entities")
ui.append(grid)
ui.append(title)
ui.append(entity_label)
ui.append(info)
ui.append(legend_frame)
ui.append(legend_title)
#ui.append(legend_text)
# Switch to scene
mcrfpy.setScene("entities")
# Set timer to capture after rendering starts
mcrfpy.setTimer("capture", capture_entity, 100)

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#!/usr/bin/env python3
"""
Path & Vision Sizzle Reel (Fixed)
=================================
Fixed version with proper animation chaining to prevent glitches.
"""
import mcrfpy
import sys
class PathAnimator:
"""Handles step-by-step animation with proper completion tracking"""
def __init__(self, entity, name="animator"):
self.entity = entity
self.name = name
self.path = []
self.current_index = 0
self.step_duration = 0.4
self.animating = False
self.on_step = None
self.on_complete = None
def set_path(self, path):
"""Set the path to animate along"""
self.path = path
self.current_index = 0
def start(self):
"""Start animating"""
if not self.path:
return
self.animating = True
self.current_index = 0
self._move_to_next()
def stop(self):
"""Stop animating"""
self.animating = False
mcrfpy.delTimer(f"{self.name}_check")
def _move_to_next(self):
"""Move to next position in path"""
if not self.animating or self.current_index >= len(self.path):
self.animating = False
if self.on_complete:
self.on_complete()
return
# Get next position
x, y = self.path[self.current_index]
# Create animations
anim_x = mcrfpy.Animation("x", float(x), self.step_duration, "easeInOut")
anim_y = mcrfpy.Animation("y", float(y), self.step_duration, "easeInOut")
anim_x.start(self.entity)
anim_y.start(self.entity)
# Update visibility
self.entity.update_visibility()
# Callback for each step
if self.on_step:
self.on_step(self.current_index, x, y)
# Schedule next move
delay = int(self.step_duration * 1000) + 50 # Add small buffer
mcrfpy.setTimer(f"{self.name}_next", self._handle_next, delay)
def _handle_next(self, dt):
"""Timer callback to move to next position"""
self.current_index += 1
mcrfpy.delTimer(f"{self.name}_next")
self._move_to_next()
# Global state
grid = None
player = None
enemy = None
player_animator = None
enemy_animator = None
demo_phase = 0
def create_scene():
"""Create the demo environment"""
global grid, player, enemy
mcrfpy.createScene("fixed_demo")
# Create grid
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Simple dungeon layout
map_layout = [
"##############################",
"#......#########.....#########",
"#......#########.....#########",
"#......#.........#...#########",
"#......#.........#...#########",
"####.###.........#.###########",
"####.............#.###########",
"####.............#.###########",
"####.###.........#.###########",
"#......#.........#...#########",
"#......#.........#...#########",
"#......#########.#...........#",
"#......#########.#...........#",
"#......#########.#...........#",
"#......#########.#############",
"####.###########.............#",
"####.........................#",
"####.###########.............#",
"#......#########.............#",
"##############################",
]
# Build map
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == '#':
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(40, 30, 30)
else:
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(80, 80, 100)
# Create entities
player = mcrfpy.Entity(3, 3, grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity(26, 16, grid=grid)
enemy.sprite_index = 69 # E
# Initial visibility
player.update_visibility()
enemy.update_visibility()
# Set initial perspective
grid.perspective = 0
def setup_ui():
"""Create UI elements"""
ui = mcrfpy.sceneUI("fixed_demo")
ui.append(grid)
grid.position = (50, 80)
grid.size = (700, 500)
title = mcrfpy.Caption("Path & Vision Demo (Fixed)", 300, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
global status_text, perspective_text
status_text = mcrfpy.Caption("Initializing...", 50, 50)
status_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status_text)
perspective_text = mcrfpy.Caption("Perspective: Player", 550, 50)
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(perspective_text)
controls = mcrfpy.Caption("Space: Start/Pause | R: Restart | Q: Quit", 250, 600)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
def update_camera_smooth(target, duration=0.3):
"""Smoothly move camera to entity"""
center_x = target.x * 23 # Approximate pixel size
center_y = target.y * 23
cam_anim = mcrfpy.Animation("center", (center_x, center_y), duration, "easeOut")
cam_anim.start(grid)
def start_demo():
"""Start the demo sequence"""
global demo_phase, player_animator, enemy_animator
demo_phase = 1
status_text.text = "Phase 1: Player movement with camera follow"
# Player path
player_path = [
(3, 3), (3, 6), (4, 6), (7, 6), (7, 8),
(10, 8), (13, 8), (16, 8), (16, 10),
(16, 13), (16, 16), (20, 16), (24, 16)
]
# Setup player animator
player_animator = PathAnimator(player, "player")
player_animator.set_path(player_path)
player_animator.step_duration = 0.5
def on_player_step(index, x, y):
"""Called for each player step"""
status_text.text = f"Player step {index+1}/{len(player_path)}"
if grid.perspective == 0:
update_camera_smooth(player, 0.4)
def on_player_complete():
"""Called when player path is complete"""
start_phase_2()
player_animator.on_step = on_player_step
player_animator.on_complete = on_player_complete
player_animator.start()
def start_phase_2():
"""Start enemy movement phase"""
global demo_phase
demo_phase = 2
status_text.text = "Phase 2: Enemy movement (may enter player's view)"
# Enemy path
enemy_path = [
(26, 16), (22, 16), (18, 16), (16, 16),
(16, 13), (16, 10), (16, 8), (13, 8),
(10, 8), (7, 8), (7, 6), (4, 6)
]
# Setup enemy animator
enemy_animator.set_path(enemy_path)
enemy_animator.step_duration = 0.4
def on_enemy_step(index, x, y):
"""Check if enemy is visible to player"""
if grid.perspective == 0:
# Check if enemy is in player's view
enemy_idx = int(y) * grid.grid_x + int(x)
if enemy_idx < len(player.gridstate) and player.gridstate[enemy_idx].visible:
status_text.text = "Enemy spotted in player's view!"
def on_enemy_complete():
"""Start perspective transition"""
start_phase_3()
enemy_animator.on_step = on_enemy_step
enemy_animator.on_complete = on_enemy_complete
enemy_animator.start()
def start_phase_3():
"""Dramatic perspective shift"""
global demo_phase
demo_phase = 3
status_text.text = "Phase 3: Perspective shift..."
# Stop any ongoing animations
player_animator.stop()
enemy_animator.stop()
# Zoom out
zoom_out = mcrfpy.Animation("zoom", 0.6, 2.0, "easeInExpo")
zoom_out.start(grid)
# Schedule perspective switch
mcrfpy.setTimer("switch_persp", switch_perspective, 2100)
def switch_perspective(dt):
"""Switch to enemy perspective"""
grid.perspective = 1
perspective_text.text = "Perspective: Enemy"
perspective_text.fill_color = mcrfpy.Color(255, 100, 100)
# Update camera
update_camera_smooth(enemy, 0.5)
# Zoom back in
zoom_in = mcrfpy.Animation("zoom", 1.0, 2.0, "easeOutExpo")
zoom_in.start(grid)
status_text.text = "Now following enemy perspective"
# Clean up timer
mcrfpy.delTimer("switch_persp")
# Continue enemy movement after transition
mcrfpy.setTimer("continue_enemy", continue_enemy_movement, 2500)
def continue_enemy_movement(dt):
"""Continue enemy movement after perspective shift"""
mcrfpy.delTimer("continue_enemy")
# Continue path
enemy_path_2 = [
(4, 6), (3, 6), (3, 3), (3, 2), (3, 1)
]
enemy_animator.set_path(enemy_path_2)
def on_step(index, x, y):
update_camera_smooth(enemy, 0.4)
status_text.text = f"Following enemy: step {index+1}"
def on_complete():
status_text.text = "Demo complete! Press R to restart"
enemy_animator.on_step = on_step
enemy_animator.on_complete = on_complete
enemy_animator.start()
# Control state
running = False
def handle_keys(key, state):
"""Handle keyboard input"""
global running
if state != "start":
return
key = key.lower()
if key == "q":
sys.exit(0)
elif key == "space":
if not running:
running = True
start_demo()
else:
running = False
player_animator.stop()
enemy_animator.stop()
status_text.text = "Paused"
elif key == "r":
# Reset everything
player.x, player.y = 3, 3
enemy.x, enemy.y = 26, 16
grid.perspective = 0
perspective_text.text = "Perspective: Player"
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
grid.zoom = 1.0
update_camera_smooth(player, 0.5)
if running:
player_animator.stop()
enemy_animator.stop()
running = False
status_text.text = "Reset - Press SPACE to start"
# Initialize
create_scene()
setup_ui()
# Setup animators
player_animator = PathAnimator(player, "player")
enemy_animator = PathAnimator(enemy, "enemy")
# Set scene
mcrfpy.setScene("fixed_demo")
mcrfpy.keypressScene(handle_keys)
# Initial camera
grid.zoom = 1.0
update_camera_smooth(player, 0.5)
print("Path & Vision Demo (Fixed)")
print("==========================")
print("This version properly chains animations to prevent glitches.")
print()
print("The demo will:")
print("1. Move player with camera following")
print("2. Move enemy (may enter player's view)")
print("3. Dramatic perspective shift to enemy")
print("4. Continue following enemy")
print()
print("Press SPACE to start, Q to quit")

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@ -1,58 +0,0 @@
#!/usr/bin/env python3
"""Simple test for mcrfpy.Grid"""
import mcrfpy
print("Starting Grid test...")
# Create test scene
print("[DEBUG] Creating scene...")
mcrfpy.createScene("grid_test")
print("[DEBUG] Setting scene...")
mcrfpy.setScene("grid_test")
print("[DEBUG] Getting UI...")
ui = mcrfpy.sceneUI("grid_test")
print("[DEBUG] UI retrieved")
# Test grid creation
try:
# Texture constructor: filename, sprite_width, sprite_height
# kenney_ice.png is 192x176, so 16x16 would give us 12x11 sprites
texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
print("[INFO] Texture created successfully")
except Exception as e:
print(f"[FAIL] Texture creation failed: {e}")
exit(1)
grid = None
try:
# Try with just 2 args
grid = mcrfpy.Grid(20, 15) # Just grid dimensions
print("[INFO] Grid created with 2 args")
except Exception as e:
print(f"[FAIL] 2 args failed: {e}")
if not grid:
try:
# Try with 3 args
grid = mcrfpy.Grid(20, 15, texture)
print("[INFO] Grid created with 3 args")
except Exception as e:
print(f"[FAIL] 3 args failed: {e}")
# If we got here, add to UI
try:
ui.append(grid)
print("[PASS] Grid created and added to UI successfully")
except Exception as e:
print(f"[FAIL] Failed to add Grid to UI: {e}")
exit(1)
# Test grid properties
try:
print(f"Grid size: {grid.grid_size}")
print(f"Position: {grid.position}")
print(f"Size: {grid.size}")
except Exception as e:
print(f"[FAIL] Property access failed: {e}")
print("Test complete!")

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#!/usr/bin/env python3
"""Test for automation click methods - Related to issue #78 (Middle click sends 'C')"""
import mcrfpy
from datetime import datetime
# Try to import automation, but handle if it doesn't exist
try:
from mcrfpy import automation
HAS_AUTOMATION = True
print("SUCCESS: mcrfpy.automation module imported successfully")
except (ImportError, AttributeError) as e:
HAS_AUTOMATION = False
print(f"WARNING: mcrfpy.automation module not available - {e}")
print("The automation module may not be implemented yet")
# Track events
click_events = []
key_events = []
def click_handler(x, y, button):
"""Track click events"""
click_events.append((x, y, button))
print(f"Click received: ({x}, {y}, button={button})")
def key_handler(key, scancode=None):
"""Track keyboard events"""
key_events.append(key)
print(f"Key received: {key} (scancode: {scancode})")
def test_clicks():
"""Test various click types, especially middle click (Issue #78)"""
if not HAS_AUTOMATION:
print("SKIP - automation module not available")
print("The automation module may not be implemented yet")
return
# Create test scene
mcrfpy.createScene("click_test")
mcrfpy.setScene("click_test")
ui = mcrfpy.sceneUI("click_test")
# Set up keyboard handler to detect Issue #78
mcrfpy.keypressScene(key_handler)
# Create clickable frame
frame = mcrfpy.Frame(50, 50, 300, 200,
fill_color=mcrfpy.Color(100, 100, 200),
outline_color=mcrfpy.Color(255, 255, 255),
outline=2.0)
frame.click = click_handler
ui.append(frame)
caption = mcrfpy.Caption(mcrfpy.Vector(60, 60),
text="Click Test Area",
fill_color=mcrfpy.Color(255, 255, 255))
frame.children.append(caption)
# Test different click types
print("Testing click types...")
# Left click
try:
automation.click(200, 150)
print("✓ Left click sent")
except Exception as e:
print(f"✗ Left click failed: {e}")
# Right click
try:
automation.rightClick(200, 150)
print("✓ Right click sent")
except Exception as e:
print(f"✗ Right click failed: {e}")
# Middle click - This is Issue #78
try:
automation.middleClick(200, 150)
print("✓ Middle click sent")
except Exception as e:
print(f"✗ Middle click failed: {e}")
# Double click
try:
automation.doubleClick(200, 150)
print("✓ Double click sent")
except Exception as e:
print(f"✗ Double click failed: {e}")
# Triple click
try:
automation.tripleClick(200, 150)
print("✓ Triple click sent")
except Exception as e:
print(f"✗ Triple click failed: {e}")
# Click with specific button parameter
try:
automation.click(200, 150, button='middle')
print("✓ Click with button='middle' sent")
except Exception as e:
print(f"✗ Click with button parameter failed: {e}")
# Check results after a delay
def check_results(runtime):
print(f"\nClick events received: {len(click_events)}")
print(f"Keyboard events received: {len(key_events)}")
# Check for Issue #78
if any('C' in str(event) or ord('C') == event for event in key_events):
print("✗ ISSUE #78 CONFIRMED: Middle click sent 'C' keyboard event!")
else:
print("✓ No spurious 'C' keyboard events detected")
# Analyze click events
for event in click_events:
print(f" Click: {event}")
# Take screenshot
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
filename = f"test_clicks_issue78_{timestamp}.png"
automation.screenshot(filename)
print(f"Screenshot saved: {filename}")
if len(click_events) > 0:
print("PASS - Clicks detected")
else:
print("FAIL - No clicks detected (may be headless limitation)")
mcrfpy.delTimer("check_results")
mcrfpy.setTimer("check_results", check_results, 2000)
# Set up timer to run test
print("Setting up test timer...")
mcrfpy.setTimer("test", test_clicks, 1000)
# Cancel timer after running once
def cleanup():
mcrfpy.delTimer("test")
mcrfpy.delTimer("cleanup")
mcrfpy.setTimer("cleanup", cleanup, 1100)
# Exit after test completes
def exit_test():
print("\nTest completed - exiting")
import sys
sys.exit(0)
mcrfpy.setTimer("exit", exit_test, 5000)
print("Test script initialized, waiting for timers...")

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#!/usr/bin/env python3
"""Test for mcrfpy.automation.screenshot()"""
import mcrfpy
from mcrfpy import automation
from datetime import datetime
import os
import sys
import time
runs = 0
def test_screenshot(*args):
"""Test screenshot functionality"""
#global runs
#runs += 1
#if runs < 2:
# print("tick")
# return
#print("tock")
#mcrfpy.delTimer("timer1")
# Create a scene with some visual elements
mcrfpy.createScene("screenshot_test")
mcrfpy.setScene("screenshot_test")
ui = mcrfpy.sceneUI("screenshot_test")
# Add some colorful elements
frame1 = mcrfpy.Frame(10, 10, 200, 150,
fill_color=mcrfpy.Color(255, 0, 0),
outline_color=mcrfpy.Color(255, 255, 255),
outline=3.0)
ui.append(frame1)
frame2 = mcrfpy.Frame(220, 10, 200, 150,
fill_color=mcrfpy.Color(0, 255, 0),
outline_color=mcrfpy.Color(0, 0, 0),
outline=2.0)
ui.append(frame2)
caption = mcrfpy.Caption(mcrfpy.Vector(10, 170),
text="Screenshot Test Scene",
fill_color=mcrfpy.Color(255, 255, 0))
caption.size = 24
ui.append(caption)
# Test multiple screenshots
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
filenames = []
# Test 1: Basic screenshot
try:
filename1 = f"test_screenshot_basic_{timestamp}.png"
result = automation.screenshot(filename1)
filenames.append(filename1)
print(f"✓ Basic screenshot saved: {filename1} (result: {result})")
except Exception as e:
print(f"✗ Basic screenshot failed: {e}")
print("FAIL")
sys.exit(1)
# Test 2: Screenshot with special characters in filename
try:
filename2 = f"test_screenshot_special_chars_{timestamp}_test.png"
result = automation.screenshot(filename2)
filenames.append(filename2)
print(f"✓ Screenshot with special filename saved: {filename2} (result: {result})")
except Exception as e:
print(f"✗ Special filename screenshot failed: {e}")
# Test 3: Invalid filename (if applicable)
try:
result = automation.screenshot("")
print(f"✗ Empty filename should fail but returned: {result}")
except Exception as e:
print(f"✓ Empty filename correctly rejected: {e}")
# Check files exist immediately
files_found = 0
for filename in filenames:
if os.path.exists(filename):
size = os.path.getsize(filename)
print(f"✓ File exists: {filename} ({size} bytes)")
files_found += 1
else:
print(f"✗ File not found: {filename}")
if files_found == len(filenames):
print("PASS")
sys.exit(0)
else:
print("FAIL")
sys.exit(1)
print("Set callback")
mcrfpy.setTimer("timer1", test_screenshot, 1000)
# Run the test immediately
#test_screenshot()

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@ -1,122 +0,0 @@
"""
Benchmark: Static Grid Performance Test
This benchmark measures McRogueFace's grid rendering performance with a static
100x100 grid. The goal is 60 FPS with minimal CPU usage.
Expected results:
- 60 FPS (16.6ms per frame)
- Grid render time should be <2ms after dirty flag optimization
- Currently will be higher (likely 8-12ms) - this establishes baseline
Usage:
./build/mcrogueface --exec tests/benchmark_static_grid.py
Press F3 to toggle performance overlay
Press ESC to exit
"""
import mcrfpy
import sys
# Create the benchmark scene
mcrfpy.createScene("benchmark")
mcrfpy.setScene("benchmark")
# Get scene UI
ui = mcrfpy.sceneUI("benchmark")
# Create a 100x100 grid with default texture
grid = mcrfpy.Grid(
grid_size=(100, 100),
pos=(0, 0),
size=(1024, 768)
)
# Fill grid with varied tile patterns to ensure realistic rendering
for x in range(100):
for y in range(100):
cell = grid.at((x, y))
# Checkerboard pattern with different sprites
if (x + y) % 2 == 0:
cell.tilesprite = 0
cell.color = (50, 50, 50, 255)
else:
cell.tilesprite = 1
cell.color = (70, 70, 70, 255)
# Add some variation
if x % 10 == 0 or y % 10 == 0:
cell.tilesprite = 2
cell.color = (100, 100, 100, 255)
# Add grid to scene
ui.append(grid)
# Instructions caption
instructions = mcrfpy.Caption(
text="Static Grid Benchmark (100x100)\n"
"Press F3 for performance overlay\n"
"Press ESC to exit\n"
"Goal: 60 FPS with low grid render time",
pos=(10, 10),
fill_color=(255, 255, 0, 255)
)
ui.append(instructions)
# Benchmark info
print("=" * 60)
print("STATIC GRID BENCHMARK")
print("=" * 60)
print("Grid size: 100x100 cells")
print("Expected FPS: 60")
print("Tiles rendered: ~1024 visible cells per frame")
print("")
print("This benchmark establishes baseline grid rendering performance.")
print("After dirty flag optimization, grid render time should drop")
print("significantly for static content.")
print("")
print("Press F3 in-game to see real-time performance metrics.")
print("=" * 60)
# Exit handler
def handle_key(key, state):
if key == "Escape" and state:
print("\nBenchmark ended by user")
sys.exit(0)
mcrfpy.keypressScene(handle_key)
# Run for 10 seconds then provide summary
frame_count = 0
start_time = None
def benchmark_timer(ms):
global frame_count, start_time
if start_time is None:
import time
start_time = time.time()
frame_count += 1
# After 10 seconds, print summary and exit
import time
elapsed = time.time() - start_time
if elapsed >= 10.0:
print("\n" + "=" * 60)
print("BENCHMARK COMPLETE")
print("=" * 60)
print(f"Frames rendered: {frame_count}")
print(f"Time elapsed: {elapsed:.2f}s")
print(f"Average FPS: {frame_count / elapsed:.1f}")
print("")
print("Check profiler overlay (F3) for detailed timing breakdown.")
print("Grid render time is the key metric for optimization.")
print("=" * 60)
# Don't exit automatically - let user review with F3
# sys.exit(0)
# Update every 100ms
mcrfpy.setTimer("benchmark", benchmark_timer, 100)

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#!/usr/bin/env python3
"""
Test for Issue #12: Forbid GridPoint/GridPointState instantiation
This test verifies that GridPoint and GridPointState cannot be instantiated
directly from Python, as they should only be created internally by the C++ code.
"""
import mcrfpy
import sys
def test_gridpoint_instantiation():
"""Test that GridPoint and GridPointState cannot be instantiated"""
print("=== Testing GridPoint/GridPointState Instantiation Prevention (Issue #12) ===\n")
tests_passed = 0
tests_total = 0
# Test 1: Try to instantiate GridPoint
print("--- Test 1: GridPoint instantiation ---")
tests_total += 1
try:
point = mcrfpy.GridPoint()
print("✗ FAIL: GridPoint() should not be allowed")
except TypeError as e:
print(f"✓ PASS: GridPoint instantiation correctly prevented: {e}")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Unexpected error: {e}")
# Test 2: Try to instantiate GridPointState
print("\n--- Test 2: GridPointState instantiation ---")
tests_total += 1
try:
state = mcrfpy.GridPointState()
print("✗ FAIL: GridPointState() should not be allowed")
except TypeError as e:
print(f"✓ PASS: GridPointState instantiation correctly prevented: {e}")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Unexpected error: {e}")
# Test 3: Verify GridPoint can still be obtained from Grid
print("\n--- Test 3: GridPoint obtained from Grid.at() ---")
tests_total += 1
try:
grid = mcrfpy.Grid(10, 10)
point = grid.at(5, 5)
print(f"✓ PASS: GridPoint obtained from Grid.at(): {point}")
print(f" Type: {type(point).__name__}")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Could not get GridPoint from Grid: {e}")
# Test 4: Verify GridPointState can still be obtained from GridPoint
print("\n--- Test 4: GridPointState obtained from GridPoint ---")
tests_total += 1
try:
# GridPointState is accessed through GridPoint's click handler
# Let's check if we can access point properties that would use GridPointState
if hasattr(point, 'walkable'):
print(f"✓ PASS: GridPoint has expected properties")
print(f" walkable: {point.walkable}")
print(f" transparent: {point.transparent}")
tests_passed += 1
else:
print("✗ FAIL: GridPoint missing expected properties")
except Exception as e:
print(f"✗ FAIL: Error accessing GridPoint properties: {e}")
# Test 5: Try to call the types directly (alternative syntax)
print("\n--- Test 5: Alternative instantiation attempts ---")
tests_total += 1
all_prevented = True
# Try various ways to instantiate
attempts = [
("mcrfpy.GridPoint.__new__(mcrfpy.GridPoint)",
lambda: mcrfpy.GridPoint.__new__(mcrfpy.GridPoint)),
("type(point)()",
lambda: type(point)() if 'point' in locals() else None),
]
for desc, func in attempts:
try:
if func:
result = func()
print(f"✗ FAIL: {desc} should not be allowed")
all_prevented = False
except (TypeError, AttributeError) as e:
print(f" ✓ Correctly prevented: {desc}")
except Exception as e:
print(f" ? Unexpected error for {desc}: {e}")
if all_prevented:
print("✓ PASS: All alternative instantiation attempts prevented")
tests_passed += 1
else:
print("✗ FAIL: Some instantiation attempts succeeded")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Tests passed: {tests_passed}/{tests_total}")
if tests_passed == tests_total:
print("\nIssue #12 FIXED: GridPoint/GridPointState instantiation properly forbidden!")
else:
print("\nIssue #12: Some tests failed")
return tests_passed == tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
# First verify the types exist
print("Checking that GridPoint and GridPointState types exist...")
print(f"GridPoint type: {mcrfpy.GridPoint}")
print(f"GridPointState type: {mcrfpy.GridPointState}")
print()
success = test_gridpoint_instantiation()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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@ -1,337 +0,0 @@
#!/usr/bin/env python3
"""
Comprehensive test for Issues #26 & #28: Iterator implementation for collections
This test covers both UICollection and UIEntityCollection iterator implementations,
testing all aspects of the Python sequence protocol.
Issues:
- #26: Iterator support for UIEntityCollection
- #28: Iterator support for UICollection
"""
import mcrfpy
from mcrfpy import automation
import sys
import gc
def test_sequence_protocol(collection, name, expected_types=None):
"""Test all sequence protocol operations on a collection"""
print(f"\n=== Testing {name} ===")
tests_passed = 0
tests_total = 0
# Test 1: len()
tests_total += 1
try:
length = len(collection)
print(f"✓ len() works: {length} items")
tests_passed += 1
except Exception as e:
print(f"✗ len() failed: {e}")
return tests_passed, tests_total
# Test 2: Basic iteration
tests_total += 1
try:
items = []
types = []
for item in collection:
items.append(item)
types.append(type(item).__name__)
print(f"✓ Iteration works: found {len(items)} items")
print(f" Types: {types}")
if expected_types and types != expected_types:
print(f" WARNING: Expected types {expected_types}")
tests_passed += 1
except Exception as e:
print(f"✗ Iteration failed (Issue #26/#28): {e}")
# Test 3: Indexing (positive)
tests_total += 1
try:
if length > 0:
first = collection[0]
last = collection[length-1]
print(f"✓ Positive indexing works: [0]={type(first).__name__}, [{length-1}]={type(last).__name__}")
tests_passed += 1
else:
print(" Skipping indexing test - empty collection")
except Exception as e:
print(f"✗ Positive indexing failed: {e}")
# Test 4: Negative indexing
tests_total += 1
try:
if length > 0:
last = collection[-1]
first = collection[-length]
print(f"✓ Negative indexing works: [-1]={type(last).__name__}, [-{length}]={type(first).__name__}")
tests_passed += 1
else:
print(" Skipping negative indexing test - empty collection")
except Exception as e:
print(f"✗ Negative indexing failed: {e}")
# Test 5: Out of bounds indexing
tests_total += 1
try:
_ = collection[length + 10]
print(f"✗ Out of bounds indexing should raise IndexError but didn't")
except IndexError:
print(f"✓ Out of bounds indexing correctly raises IndexError")
tests_passed += 1
except Exception as e:
print(f"✗ Out of bounds indexing raised wrong exception: {type(e).__name__}: {e}")
# Test 6: Slicing
tests_total += 1
try:
if length >= 2:
slice_result = collection[0:2]
print(f"✓ Slicing works: [0:2] returned {len(slice_result)} items")
tests_passed += 1
else:
print(" Skipping slicing test - not enough items")
except NotImplementedError:
print(f"✗ Slicing not implemented")
except Exception as e:
print(f"✗ Slicing failed: {e}")
# Test 7: Contains operator
tests_total += 1
try:
if length > 0:
first_item = collection[0]
if first_item in collection:
print(f"'in' operator works")
tests_passed += 1
else:
print(f"'in' operator returned False for existing item")
else:
print(" Skipping 'in' operator test - empty collection")
except NotImplementedError:
print(f"'in' operator not implemented")
except Exception as e:
print(f"'in' operator failed: {e}")
# Test 8: Multiple iterations
tests_total += 1
try:
count1 = sum(1 for _ in collection)
count2 = sum(1 for _ in collection)
if count1 == count2 == length:
print(f"✓ Multiple iterations work correctly")
tests_passed += 1
else:
print(f"✗ Multiple iterations inconsistent: {count1} vs {count2} vs {length}")
except Exception as e:
print(f"✗ Multiple iterations failed: {e}")
# Test 9: Iterator state independence
tests_total += 1
try:
iter1 = iter(collection)
iter2 = iter(collection)
# Advance iter1
next(iter1)
# iter2 should still be at the beginning
item1_from_iter2 = next(iter2)
item1_from_collection = collection[0]
if type(item1_from_iter2).__name__ == type(item1_from_collection).__name__:
print(f"✓ Iterator state independence maintained")
tests_passed += 1
else:
print(f"✗ Iterator states are not independent")
except Exception as e:
print(f"✗ Iterator state test failed: {e}")
# Test 10: List conversion
tests_total += 1
try:
as_list = list(collection)
if len(as_list) == length:
print(f"✓ list() conversion works: {len(as_list)} items")
tests_passed += 1
else:
print(f"✗ list() conversion wrong length: {len(as_list)} vs {length}")
except Exception as e:
print(f"✗ list() conversion failed: {e}")
return tests_passed, tests_total
def test_modification_during_iteration(collection, name):
"""Test collection modification during iteration"""
print(f"\n=== Testing {name} Modification During Iteration ===")
# This is a tricky case - some implementations might crash
# or behave unexpectedly when the collection is modified during iteration
if len(collection) < 2:
print(" Skipping - need at least 2 items")
return
try:
count = 0
for i, item in enumerate(collection):
count += 1
if i == 0 and hasattr(collection, 'remove'):
# Try to remove an item during iteration
# This might raise an exception or cause undefined behavior
pass # Don't actually modify to avoid breaking the test
print(f"✓ Iteration completed without modification: {count} items")
except Exception as e:
print(f" Note: Iteration with modification would fail: {e}")
def run_comprehensive_test():
"""Run comprehensive iterator tests for both collection types"""
print("=== Testing Collection Iterator Implementation (Issues #26 & #28) ===")
total_passed = 0
total_tests = 0
# Test UICollection
print("\n--- Testing UICollection ---")
# Create UI elements
scene_ui = mcrfpy.sceneUI("test")
# Add various UI elements
frame = mcrfpy.Frame(10, 10, 200, 150,
fill_color=mcrfpy.Color(100, 100, 200),
outline_color=mcrfpy.Color(255, 255, 255))
caption = mcrfpy.Caption(mcrfpy.Vector(220, 10),
text="Test Caption",
fill_color=mcrfpy.Color(255, 255, 0))
scene_ui.append(frame)
scene_ui.append(caption)
# Test UICollection
passed, total = test_sequence_protocol(scene_ui, "UICollection",
expected_types=["Frame", "Caption"])
total_passed += passed
total_tests += total
test_modification_during_iteration(scene_ui, "UICollection")
# Test UICollection with children
print("\n--- Testing UICollection Children (Nested) ---")
child_caption = mcrfpy.Caption(mcrfpy.Vector(10, 10),
text="Child",
fill_color=mcrfpy.Color(200, 200, 200))
frame.children.append(child_caption)
passed, total = test_sequence_protocol(frame.children, "Frame.children",
expected_types=["Caption"])
total_passed += passed
total_tests += total
# Test UIEntityCollection
print("\n--- Testing UIEntityCollection ---")
# Create a grid with entities
grid = mcrfpy.Grid(30, 30)
grid.x = 10
grid.y = 200
grid.w = 600
grid.h = 400
scene_ui.append(grid)
# Add various entities
entity1 = mcrfpy.Entity(5, 5)
entity2 = mcrfpy.Entity(10, 10)
entity3 = mcrfpy.Entity(15, 15)
grid.entities.append(entity1)
grid.entities.append(entity2)
grid.entities.append(entity3)
passed, total = test_sequence_protocol(grid.entities, "UIEntityCollection",
expected_types=["Entity", "Entity", "Entity"])
total_passed += passed
total_tests += total
test_modification_during_iteration(grid.entities, "UIEntityCollection")
# Test empty collections
print("\n--- Testing Empty Collections ---")
empty_grid = mcrfpy.Grid(10, 10)
passed, total = test_sequence_protocol(empty_grid.entities, "Empty UIEntityCollection")
total_passed += passed
total_tests += total
empty_frame = mcrfpy.Frame(0, 0, 50, 50)
passed, total = test_sequence_protocol(empty_frame.children, "Empty UICollection")
total_passed += passed
total_tests += total
# Test large collection
print("\n--- Testing Large Collection ---")
large_grid = mcrfpy.Grid(50, 50)
for i in range(100):
large_grid.entities.append(mcrfpy.Entity(i % 50, i // 50))
print(f"Created large collection with {len(large_grid.entities)} entities")
# Just test basic iteration performance
import time
start = time.time()
count = sum(1 for _ in large_grid.entities)
elapsed = time.time() - start
print(f"✓ Large collection iteration: {count} items in {elapsed:.3f}s")
# Edge case: Single item collection
print("\n--- Testing Single Item Collection ---")
single_grid = mcrfpy.Grid(5, 5)
single_grid.entities.append(mcrfpy.Entity(1, 1))
passed, total = test_sequence_protocol(single_grid.entities, "Single Item UIEntityCollection")
total_passed += passed
total_tests += total
# Take screenshot
automation.screenshot("/tmp/issue_26_28_iterator_test.png")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Total tests passed: {total_passed}/{total_tests}")
if total_passed < total_tests:
print("\nIssues found:")
print("- Issue #26: UIEntityCollection may not fully implement iterator protocol")
print("- Issue #28: UICollection may not fully implement iterator protocol")
print("\nThe iterator implementation should support:")
print("1. Forward iteration with 'for item in collection'")
print("2. Multiple independent iterators")
print("3. Proper cleanup when iteration completes")
print("4. Integration with Python's sequence protocol")
else:
print("\nAll iterator tests passed!")
return total_passed == total_tests
def run_test(runtime):
"""Timer callback to run the test"""
try:
success = run_comprehensive_test()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Comprehensive test for Issue #37: Windows scripts subdirectory bug
This test comprehensively tests script loading from different working directories,
particularly focusing on the Windows issue where relative paths fail.
The bug: On Windows, when mcrogueface.exe is run from a different directory,
it fails to find scripts/game.py because fopen uses relative paths.
"""
import os
import sys
import subprocess
import tempfile
import shutil
import platform
def create_test_script(content=""):
"""Create a minimal test script"""
if not content:
content = """
import mcrfpy
print("TEST_SCRIPT_LOADED_FROM_PATH")
mcrfpy.createScene("test_scene")
# Exit cleanly to avoid hanging
import sys
sys.exit(0)
"""
return content
def run_mcrogueface(exe_path, cwd, timeout=5):
"""Run mcrogueface from a specific directory and capture output"""
cmd = [exe_path, "--headless"]
try:
result = subprocess.run(
cmd,
cwd=cwd,
capture_output=True,
text=True,
timeout=timeout
)
return result.stdout, result.stderr, result.returncode
except subprocess.TimeoutExpired:
return "", "TIMEOUT", -1
except Exception as e:
return "", str(e), -1
def test_script_loading():
"""Test script loading from various directories"""
# Detect platform
is_windows = platform.system() == "Windows"
print(f"Platform: {platform.system()}")
# Get paths
repo_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
build_dir = os.path.join(repo_root, "build")
exe_name = "mcrogueface.exe" if is_windows else "mcrogueface"
exe_path = os.path.join(build_dir, exe_name)
if not os.path.exists(exe_path):
print(f"FAIL: Executable not found at {exe_path}")
print("Please build the project first")
return
# Backup original game.py
scripts_dir = os.path.join(build_dir, "scripts")
game_py_path = os.path.join(scripts_dir, "game.py")
game_py_backup = game_py_path + ".backup"
if os.path.exists(game_py_path):
shutil.copy(game_py_path, game_py_backup)
try:
# Create test script
os.makedirs(scripts_dir, exist_ok=True)
with open(game_py_path, "w") as f:
f.write(create_test_script())
print("\n=== Test 1: Run from build directory (baseline) ===")
stdout, stderr, code = run_mcrogueface(exe_path, build_dir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded when running from build directory")
else:
print("✗ FAIL: Script not loaded from build directory")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 2: Run from parent directory ===")
stdout, stderr, code = run_mcrogueface(exe_path, repo_root)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded from parent directory")
else:
print("✗ FAIL: Script not loaded from parent directory")
print(" This might indicate Issue #37")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 3: Run from system temp directory ===")
with tempfile.TemporaryDirectory() as tmpdir:
stdout, stderr, code = run_mcrogueface(exe_path, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded from temp directory")
else:
print("✗ FAIL: Script not loaded from temp directory")
print(" This is the core Issue #37 bug!")
print(f" Working directory: {tmpdir}")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
print("\n=== Test 4: Run with absolute path from different directory ===")
with tempfile.TemporaryDirectory() as tmpdir:
# Use absolute path to executable
abs_exe = os.path.abspath(exe_path)
stdout, stderr, code = run_mcrogueface(abs_exe, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded with absolute exe path")
else:
print("✗ FAIL: Script not loaded with absolute exe path")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
# Test 5: Symlink test (Unix only)
if not is_windows:
print("\n=== Test 5: Run via symlink (Unix only) ===")
with tempfile.TemporaryDirectory() as tmpdir:
symlink_path = os.path.join(tmpdir, "mcrogueface_link")
os.symlink(exe_path, symlink_path)
stdout, stderr, code = run_mcrogueface(symlink_path, tmpdir)
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
print("✓ PASS: Script loaded via symlink")
else:
print("✗ FAIL: Script not loaded via symlink")
print(f" stdout: {stdout[:200]}")
print(f" stderr: {stderr[:200]}")
# Summary
print("\n=== SUMMARY ===")
print("Issue #37 is about script loading failing when the executable")
print("is run from a different working directory than where it's located.")
print("The fix should resolve the script path relative to the executable,")
print("not the current working directory.")
finally:
# Restore original game.py
if os.path.exists(game_py_backup):
shutil.move(game_py_backup, game_py_path)
print("\nTest cleanup complete")
if __name__ == "__main__":
test_script_loading()

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@ -1,259 +0,0 @@
#!/usr/bin/env python3
"""
Comprehensive test for Issue #76: UIEntityCollection returns wrong type for derived classes
This test demonstrates that when retrieving entities from a UIEntityCollection,
derived Entity classes lose their type and are returned as base Entity objects.
The bug: The C++ implementation of UIEntityCollection::getitem creates a new
PyUIEntityObject with type "Entity" instead of preserving the original Python type.
"""
import mcrfpy
from mcrfpy import automation
import sys
import gc
# Define several derived Entity classes with different features
class Player(mcrfpy.Entity):
def __init__(self, x, y):
# Entity expects Vector position and optional texture
super().__init__(mcrfpy.Vector(x, y))
self.health = 100
self.inventory = []
self.player_id = "PLAYER_001"
def take_damage(self, amount):
self.health -= amount
return self.health > 0
class Enemy(mcrfpy.Entity):
def __init__(self, x, y, enemy_type="goblin"):
# Entity expects Vector position and optional texture
super().__init__(mcrfpy.Vector(x, y))
self.enemy_type = enemy_type
self.aggression = 5
self.patrol_route = [(x, y), (x+1, y), (x+1, y+1), (x, y+1)]
def get_next_move(self):
return self.patrol_route[0]
class Treasure(mcrfpy.Entity):
def __init__(self, x, y, value=100):
# Entity expects Vector position and optional texture
super().__init__(mcrfpy.Vector(x, y))
self.value = value
self.collected = False
def collect(self):
if not self.collected:
self.collected = True
return self.value
return 0
def test_type_preservation():
"""Comprehensive test of type preservation in UIEntityCollection"""
print("=== Testing UIEntityCollection Type Preservation (Issue #76) ===\n")
# Create a grid to hold entities
grid = mcrfpy.Grid(30, 30)
grid.x = 10
grid.y = 10
grid.w = 600
grid.h = 600
# Add grid to scene
scene_ui = mcrfpy.sceneUI("test")
scene_ui.append(grid)
# Create various entity instances
player = Player(5, 5)
enemy1 = Enemy(10, 10, "orc")
enemy2 = Enemy(15, 15, "skeleton")
treasure = Treasure(20, 20, 500)
base_entity = mcrfpy.Entity(mcrfpy.Vector(25, 25))
print("Created entities:")
print(f" - Player at (5,5): type={type(player).__name__}, health={player.health}")
print(f" - Enemy at (10,10): type={type(enemy1).__name__}, enemy_type={enemy1.enemy_type}")
print(f" - Enemy at (15,15): type={type(enemy2).__name__}, enemy_type={enemy2.enemy_type}")
print(f" - Treasure at (20,20): type={type(treasure).__name__}, value={treasure.value}")
print(f" - Base Entity at (25,25): type={type(base_entity).__name__}")
# Store original references
original_refs = {
'player': player,
'enemy1': enemy1,
'enemy2': enemy2,
'treasure': treasure,
'base_entity': base_entity
}
# Add entities to grid
grid.entities.append(player)
grid.entities.append(enemy1)
grid.entities.append(enemy2)
grid.entities.append(treasure)
grid.entities.append(base_entity)
print(f"\nAdded {len(grid.entities)} entities to grid")
# Test 1: Direct indexing
print("\n--- Test 1: Direct Indexing ---")
retrieved_entities = []
for i in range(len(grid.entities)):
entity = grid.entities[i]
retrieved_entities.append(entity)
print(f"grid.entities[{i}]: type={type(entity).__name__}, id={id(entity)}")
# Test 2: Check type preservation
print("\n--- Test 2: Type Preservation Check ---")
r_player = grid.entities[0]
r_enemy1 = grid.entities[1]
r_treasure = grid.entities[3]
# Check types
tests_passed = 0
tests_total = 0
tests_total += 1
if type(r_player).__name__ == "Player":
print("✓ PASS: Player type preserved")
tests_passed += 1
else:
print(f"✗ FAIL: Player type lost! Got {type(r_player).__name__} instead of Player")
print(" This is the core Issue #76 bug!")
tests_total += 1
if type(r_enemy1).__name__ == "Enemy":
print("✓ PASS: Enemy type preserved")
tests_passed += 1
else:
print(f"✗ FAIL: Enemy type lost! Got {type(r_enemy1).__name__} instead of Enemy")
tests_total += 1
if type(r_treasure).__name__ == "Treasure":
print("✓ PASS: Treasure type preserved")
tests_passed += 1
else:
print(f"✗ FAIL: Treasure type lost! Got {type(r_treasure).__name__} instead of Treasure")
# Test 3: Check attribute preservation
print("\n--- Test 3: Attribute Preservation ---")
# Test Player attributes
try:
tests_total += 1
health = r_player.health
inv = r_player.inventory
pid = r_player.player_id
print(f"✓ PASS: Player attributes accessible: health={health}, inventory={inv}, id={pid}")
tests_passed += 1
except AttributeError as e:
print(f"✗ FAIL: Player attributes lost: {e}")
# Test Enemy attributes
try:
tests_total += 1
etype = r_enemy1.enemy_type
aggr = r_enemy1.aggression
print(f"✓ PASS: Enemy attributes accessible: type={etype}, aggression={aggr}")
tests_passed += 1
except AttributeError as e:
print(f"✗ FAIL: Enemy attributes lost: {e}")
# Test 4: Method preservation
print("\n--- Test 4: Method Preservation ---")
try:
tests_total += 1
r_player.take_damage(10)
print(f"✓ PASS: Player method callable, health now: {r_player.health}")
tests_passed += 1
except AttributeError as e:
print(f"✗ FAIL: Player methods lost: {e}")
try:
tests_total += 1
next_move = r_enemy1.get_next_move()
print(f"✓ PASS: Enemy method callable, next move: {next_move}")
tests_passed += 1
except AttributeError as e:
print(f"✗ FAIL: Enemy methods lost: {e}")
# Test 5: Iteration
print("\n--- Test 5: Iteration Test ---")
try:
tests_total += 1
type_list = []
for entity in grid.entities:
type_list.append(type(entity).__name__)
print(f"Types during iteration: {type_list}")
if type_list == ["Player", "Enemy", "Enemy", "Treasure", "Entity"]:
print("✓ PASS: All types preserved during iteration")
tests_passed += 1
else:
print("✗ FAIL: Types lost during iteration")
except Exception as e:
print(f"✗ FAIL: Iteration error: {e}")
# Test 6: Identity check
print("\n--- Test 6: Object Identity ---")
tests_total += 1
if r_player is original_refs['player']:
print("✓ PASS: Retrieved object is the same Python object")
tests_passed += 1
else:
print("✗ FAIL: Retrieved object is a different instance")
print(f" Original id: {id(original_refs['player'])}")
print(f" Retrieved id: {id(r_player)}")
# Test 7: Modification persistence
print("\n--- Test 7: Modification Persistence ---")
tests_total += 1
r_player.x = 50
r_player.y = 50
# Retrieve again
r_player2 = grid.entities[0]
if r_player2.x == 50 and r_player2.y == 50:
print("✓ PASS: Modifications persist across retrievals")
tests_passed += 1
else:
print(f"✗ FAIL: Modifications lost: position is ({r_player2.x}, {r_player2.y})")
# Take screenshot
automation.screenshot("/tmp/issue_76_test.png")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Tests passed: {tests_passed}/{tests_total}")
if tests_passed < tests_total:
print("\nIssue #76: The C++ implementation creates new PyUIEntityObject instances")
print("with type 'Entity' instead of preserving the original Python type.")
print("This causes derived classes to lose their type, attributes, and methods.")
print("\nThe fix requires storing and restoring the original Python type")
print("when creating objects in UIEntityCollection::getitem.")
return tests_passed == tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
success = test_type_preservation()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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@ -1,156 +0,0 @@
#!/usr/bin/env python3
"""
Test for Issue #80: Rename Caption.size to font_size
This test verifies that Caption now uses font_size property instead of size,
while maintaining backward compatibility.
"""
import mcrfpy
import sys
def test_caption_font_size():
"""Test Caption font_size property"""
print("=== Testing Caption font_size Property (Issue #80) ===\n")
tests_passed = 0
tests_total = 0
# Create a caption for testing
caption = mcrfpy.Caption((100, 100), "Test Text", mcrfpy.Font("assets/JetbrainsMono.ttf"))
# Test 1: Check that font_size property exists and works
print("--- Test 1: font_size property ---")
tests_total += 1
try:
# Set font size using new property name
caption.font_size = 24
if caption.font_size == 24:
print("✓ PASS: font_size property works correctly")
tests_passed += 1
else:
print(f"✗ FAIL: font_size is {caption.font_size}, expected 24")
except AttributeError as e:
print(f"✗ FAIL: font_size property not found: {e}")
# Test 2: Check that old 'size' property is removed
print("\n--- Test 2: Old 'size' property removed ---")
tests_total += 1
try:
# Try to access size property - this should fail
old_size = caption.size
print(f"✗ FAIL: 'size' property still accessible (value: {old_size}) - should be removed")
except AttributeError:
print("✓ PASS: 'size' property correctly removed")
tests_passed += 1
# Test 3: Verify font_size changes are reflected
print("\n--- Test 3: font_size changes ---")
tests_total += 1
caption.font_size = 36
if caption.font_size == 36:
print("✓ PASS: font_size changes are reflected correctly")
tests_passed += 1
else:
print(f"✗ FAIL: font_size is {caption.font_size}, expected 36")
# Test 4: Check property type
print("\n--- Test 4: Property type check ---")
tests_total += 1
caption.font_size = 18
if isinstance(caption.font_size, int):
print("✓ PASS: font_size returns integer as expected")
tests_passed += 1
else:
print(f"✗ FAIL: font_size returns {type(caption.font_size).__name__}, expected int")
# Test 5: Verify in __dir__
print("\n--- Test 5: Property introspection ---")
tests_total += 1
properties = dir(caption)
if 'font_size' in properties:
print("✓ PASS: 'font_size' appears in dir(caption)")
tests_passed += 1
else:
print("✗ FAIL: 'font_size' not found in dir(caption)")
# Check if 'size' still appears
if 'size' in properties:
print(" INFO: 'size' still appears in dir(caption) - backward compatibility maintained")
else:
print(" INFO: 'size' removed from dir(caption) - breaking change")
# Test 6: Edge cases
print("\n--- Test 6: Edge cases ---")
tests_total += 1
all_passed = True
# Test setting to 0
caption.font_size = 0
if caption.font_size != 0:
print(f"✗ FAIL: Setting font_size to 0 failed (got {caption.font_size})")
all_passed = False
# Test setting to large value
caption.font_size = 100
if caption.font_size != 100:
print(f"✗ FAIL: Setting font_size to 100 failed (got {caption.font_size})")
all_passed = False
# Test float to int conversion
caption.font_size = 24.7
if caption.font_size != 24:
print(f"✗ FAIL: Float to int conversion failed (got {caption.font_size})")
all_passed = False
if all_passed:
print("✓ PASS: All edge cases handled correctly")
tests_passed += 1
else:
print("✗ FAIL: Some edge cases failed")
# Test 7: Scene UI integration
print("\n--- Test 7: Scene UI integration ---")
tests_total += 1
try:
scene_ui = mcrfpy.sceneUI("test")
scene_ui.append(caption)
# Modify font_size after adding to scene
caption.font_size = 32
print("✓ PASS: Caption with font_size works in scene UI")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Scene UI integration failed: {e}")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Tests passed: {tests_passed}/{tests_total}")
if tests_passed == tests_total:
print("\nIssue #80 FIXED: Caption.size successfully renamed to font_size!")
else:
print("\nIssue #80: Some tests failed")
return tests_passed == tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
success = test_caption_font_size()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test for Issue #81: Standardize sprite_index property name
This test verifies that both UISprite and UIEntity use "sprite_index" instead of "sprite_number"
for consistency across the API.
"""
import mcrfpy
import sys
def test_sprite_index_property():
"""Test sprite_index property on UISprite"""
print("=== Testing UISprite sprite_index Property ===")
tests_passed = 0
tests_total = 0
# Create a texture and sprite
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
sprite = mcrfpy.Sprite(10, 10, texture, 5, 1.0)
# Test 1: Check sprite_index property exists
tests_total += 1
try:
idx = sprite.sprite_index
if idx == 5:
print(f"✓ PASS: sprite.sprite_index = {idx}")
tests_passed += 1
else:
print(f"✗ FAIL: sprite.sprite_index = {idx}, expected 5")
except AttributeError as e:
print(f"✗ FAIL: sprite_index not accessible: {e}")
# Test 2: Check sprite_index setter
tests_total += 1
try:
sprite.sprite_index = 10
if sprite.sprite_index == 10:
print("✓ PASS: sprite_index setter works")
tests_passed += 1
else:
print(f"✗ FAIL: sprite_index setter failed, got {sprite.sprite_index}")
except Exception as e:
print(f"✗ FAIL: sprite_index setter error: {e}")
# Test 3: Check sprite_number is removed/deprecated
tests_total += 1
if hasattr(sprite, 'sprite_number'):
# Check if it's an alias
sprite.sprite_number = 15
if sprite.sprite_index == 15:
print("✓ PASS: sprite_number exists as backward-compatible alias")
tests_passed += 1
else:
print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
else:
print("✓ PASS: sprite_number property removed (no backward compatibility)")
tests_passed += 1
# Test 4: Check repr uses sprite_index
tests_total += 1
repr_str = repr(sprite)
if "sprite_index=" in repr_str:
print(f"✓ PASS: repr uses sprite_index: {repr_str}")
tests_passed += 1
elif "sprite_number=" in repr_str:
print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
else:
print(f"✗ FAIL: repr doesn't show sprite info: {repr_str}")
return tests_passed, tests_total
def test_entity_sprite_index_property():
"""Test sprite_index property on Entity"""
print("\n=== Testing Entity sprite_index Property ===")
tests_passed = 0
tests_total = 0
# Create an entity with required position
entity = mcrfpy.Entity((0, 0))
# Test 1: Check sprite_index property exists
tests_total += 1
try:
# Set initial value
entity.sprite_index = 42
idx = entity.sprite_index
if idx == 42:
print(f"✓ PASS: entity.sprite_index = {idx}")
tests_passed += 1
else:
print(f"✗ FAIL: entity.sprite_index = {idx}, expected 42")
except AttributeError as e:
print(f"✗ FAIL: sprite_index not accessible: {e}")
# Test 2: Check sprite_number is removed/deprecated
tests_total += 1
if hasattr(entity, 'sprite_number'):
# Check if it's an alias
entity.sprite_number = 99
if hasattr(entity, 'sprite_index') and entity.sprite_index == 99:
print("✓ PASS: sprite_number exists as backward-compatible alias")
tests_passed += 1
else:
print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
else:
print("✓ PASS: sprite_number property removed (no backward compatibility)")
tests_passed += 1
# Test 3: Check repr uses sprite_index
tests_total += 1
repr_str = repr(entity)
if "sprite_index=" in repr_str:
print(f"✓ PASS: repr uses sprite_index: {repr_str}")
tests_passed += 1
elif "sprite_number=" in repr_str:
print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
else:
print(f"? INFO: repr doesn't show sprite info: {repr_str}")
# This might be okay if entity doesn't show sprite in repr
tests_passed += 1
return tests_passed, tests_total
def test_animation_compatibility():
"""Test that animations work with sprite_index"""
print("\n=== Testing Animation Compatibility ===")
tests_passed = 0
tests_total = 0
# Test animation with sprite_index property name
tests_total += 1
try:
# This tests that the animation system recognizes sprite_index
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
# Try to animate sprite_index (even if we can't directly test animations here)
sprite.sprite_index = 0
sprite.sprite_index = 5
sprite.sprite_index = 10
print("✓ PASS: sprite_index property works for potential animations")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: sprite_index animation compatibility issue: {e}")
return tests_passed, tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
print("=== Testing sprite_index Property Standardization (Issue #81) ===\n")
sprite_passed, sprite_total = test_sprite_index_property()
entity_passed, entity_total = test_entity_sprite_index_property()
anim_passed, anim_total = test_animation_compatibility()
total_passed = sprite_passed + entity_passed + anim_passed
total_tests = sprite_total + entity_total + anim_total
print(f"\n=== SUMMARY ===")
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
print(f"Entity tests: {entity_passed}/{entity_total}")
print(f"Animation tests: {anim_passed}/{anim_total}")
print(f"Total tests passed: {total_passed}/{total_tests}")
if total_passed == total_tests:
print("\nIssue #81 FIXED: sprite_index property standardized!")
print("\nOverall result: PASS")
else:
print("\nIssue #81: Some tests failed")
print("\nOverall result: FAIL")
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test for Issue #82: Add scale_x and scale_y to UISprite
This test verifies that UISprite now supports non-uniform scaling through
separate scale_x and scale_y properties, in addition to the existing uniform
scale property.
"""
import mcrfpy
import sys
def test_scale_xy_properties():
"""Test scale_x and scale_y properties on UISprite"""
print("=== Testing UISprite scale_x and scale_y Properties ===")
tests_passed = 0
tests_total = 0
# Create a texture and sprite
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
sprite = mcrfpy.Sprite(10, 10, texture, 0, 1.0)
# Test 1: Check scale_x property exists and defaults correctly
tests_total += 1
try:
scale_x = sprite.scale_x
if scale_x == 1.0:
print(f"✓ PASS: sprite.scale_x = {scale_x} (default)")
tests_passed += 1
else:
print(f"✗ FAIL: sprite.scale_x = {scale_x}, expected 1.0")
except AttributeError as e:
print(f"✗ FAIL: scale_x not accessible: {e}")
# Test 2: Check scale_y property exists and defaults correctly
tests_total += 1
try:
scale_y = sprite.scale_y
if scale_y == 1.0:
print(f"✓ PASS: sprite.scale_y = {scale_y} (default)")
tests_passed += 1
else:
print(f"✗ FAIL: sprite.scale_y = {scale_y}, expected 1.0")
except AttributeError as e:
print(f"✗ FAIL: scale_y not accessible: {e}")
# Test 3: Set scale_x independently
tests_total += 1
try:
sprite.scale_x = 2.0
if sprite.scale_x == 2.0 and sprite.scale_y == 1.0:
print(f"✓ PASS: scale_x set independently (x={sprite.scale_x}, y={sprite.scale_y})")
tests_passed += 1
else:
print(f"✗ FAIL: scale_x didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
except Exception as e:
print(f"✗ FAIL: scale_x setter error: {e}")
# Test 4: Set scale_y independently
tests_total += 1
try:
sprite.scale_y = 3.0
if sprite.scale_x == 2.0 and sprite.scale_y == 3.0:
print(f"✓ PASS: scale_y set independently (x={sprite.scale_x}, y={sprite.scale_y})")
tests_passed += 1
else:
print(f"✗ FAIL: scale_y didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
except Exception as e:
print(f"✗ FAIL: scale_y setter error: {e}")
# Test 5: Uniform scale property interaction
tests_total += 1
try:
# Setting uniform scale should affect both x and y
sprite.scale = 1.5
if sprite.scale_x == 1.5 and sprite.scale_y == 1.5:
print(f"✓ PASS: uniform scale sets both scale_x and scale_y")
tests_passed += 1
else:
print(f"✗ FAIL: uniform scale didn't update scale_x/scale_y correctly")
except Exception as e:
print(f"✗ FAIL: uniform scale interaction error: {e}")
# Test 6: Reading uniform scale with non-uniform values
tests_total += 1
try:
sprite.scale_x = 2.0
sprite.scale_y = 3.0
uniform_scale = sprite.scale
# When scales differ, scale property should return scale_x (or could be average, or error)
print(f"? INFO: With non-uniform scaling (x=2.0, y=3.0), scale property returns: {uniform_scale}")
# We'll accept this behavior whatever it is
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: reading scale with non-uniform values failed: {e}")
return tests_passed, tests_total
def test_animation_compatibility():
"""Test that animations work with scale_x and scale_y"""
print("\n=== Testing Animation Compatibility ===")
tests_passed = 0
tests_total = 0
# Test property system compatibility
tests_total += 1
try:
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
# Test setting various scale values
sprite.scale_x = 0.5
sprite.scale_y = 2.0
sprite.scale_x = 1.5
sprite.scale_y = 1.5
print("✓ PASS: scale_x and scale_y properties work for potential animations")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: scale_x/scale_y animation compatibility issue: {e}")
return tests_passed, tests_total
def test_edge_cases():
"""Test edge cases for scale properties"""
print("\n=== Testing Edge Cases ===")
tests_passed = 0
tests_total = 0
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
# Test 1: Zero scale
tests_total += 1
try:
sprite.scale_x = 0.0
sprite.scale_y = 0.0
print(f"✓ PASS: Zero scale allowed (x={sprite.scale_x}, y={sprite.scale_y})")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Zero scale not allowed: {e}")
# Test 2: Negative scale (flip)
tests_total += 1
try:
sprite.scale_x = -1.0
sprite.scale_y = -1.0
print(f"✓ PASS: Negative scale allowed for flipping (x={sprite.scale_x}, y={sprite.scale_y})")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Negative scale not allowed: {e}")
# Test 3: Very large scale
tests_total += 1
try:
sprite.scale_x = 100.0
sprite.scale_y = 100.0
print(f"✓ PASS: Large scale values allowed (x={sprite.scale_x}, y={sprite.scale_y})")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Large scale values not allowed: {e}")
return tests_passed, tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
print("=== Testing scale_x and scale_y Properties (Issue #82) ===\n")
basic_passed, basic_total = test_scale_xy_properties()
anim_passed, anim_total = test_animation_compatibility()
edge_passed, edge_total = test_edge_cases()
total_passed = basic_passed + anim_passed + edge_passed
total_tests = basic_total + anim_total + edge_total
print(f"\n=== SUMMARY ===")
print(f"Basic tests: {basic_passed}/{basic_total}")
print(f"Animation tests: {anim_passed}/{anim_total}")
print(f"Edge case tests: {edge_passed}/{edge_total}")
print(f"Total tests passed: {total_passed}/{total_tests}")
if total_passed == total_tests:
print("\nIssue #82 FIXED: scale_x and scale_y properties added!")
print("\nOverall result: PASS")
else:
print("\nIssue #82: Some tests failed")
print("\nOverall result: FAIL")
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test for Issue #83: Add position tuple support to constructors
This test verifies that UI element constructors now support both:
- Traditional (x, y) as separate arguments
- Tuple form ((x, y)) as a single argument
- Vector form (Vector(x, y)) as a single argument
"""
import mcrfpy
import sys
def test_frame_position_tuple():
"""Test Frame constructor with position tuples"""
print("=== Testing Frame Position Tuple Support ===")
tests_passed = 0
tests_total = 0
# Test 1: Traditional (x, y) form
tests_total += 1
try:
frame1 = mcrfpy.Frame(10, 20, 100, 50)
if frame1.x == 10 and frame1.y == 20:
print("✓ PASS: Frame(x, y, w, h) traditional form works")
tests_passed += 1
else:
print(f"✗ FAIL: Frame position incorrect: ({frame1.x}, {frame1.y})")
except Exception as e:
print(f"✗ FAIL: Traditional form failed: {e}")
# Test 2: Tuple ((x, y)) form
tests_total += 1
try:
frame2 = mcrfpy.Frame((30, 40), 100, 50)
if frame2.x == 30 and frame2.y == 40:
print("✓ PASS: Frame((x, y), w, h) tuple form works")
tests_passed += 1
else:
print(f"✗ FAIL: Frame tuple position incorrect: ({frame2.x}, {frame2.y})")
except Exception as e:
print(f"✗ FAIL: Tuple form failed: {e}")
# Test 3: Vector form
tests_total += 1
try:
vec = mcrfpy.Vector(50, 60)
frame3 = mcrfpy.Frame(vec, 100, 50)
if frame3.x == 50 and frame3.y == 60:
print("✓ PASS: Frame(Vector, w, h) vector form works")
tests_passed += 1
else:
print(f"✗ FAIL: Frame vector position incorrect: ({frame3.x}, {frame3.y})")
except Exception as e:
print(f"✗ FAIL: Vector form failed: {e}")
return tests_passed, tests_total
def test_sprite_position_tuple():
"""Test Sprite constructor with position tuples"""
print("\n=== Testing Sprite Position Tuple Support ===")
tests_passed = 0
tests_total = 0
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Test 1: Traditional (x, y) form
tests_total += 1
try:
sprite1 = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
if sprite1.x == 10 and sprite1.y == 20:
print("✓ PASS: Sprite(x, y, texture, ...) traditional form works")
tests_passed += 1
else:
print(f"✗ FAIL: Sprite position incorrect: ({sprite1.x}, {sprite1.y})")
except Exception as e:
print(f"✗ FAIL: Traditional form failed: {e}")
# Test 2: Tuple ((x, y)) form
tests_total += 1
try:
sprite2 = mcrfpy.Sprite((30, 40), texture, 0, 1.0)
if sprite2.x == 30 and sprite2.y == 40:
print("✓ PASS: Sprite((x, y), texture, ...) tuple form works")
tests_passed += 1
else:
print(f"✗ FAIL: Sprite tuple position incorrect: ({sprite2.x}, {sprite2.y})")
except Exception as e:
print(f"✗ FAIL: Tuple form failed: {e}")
# Test 3: Vector form
tests_total += 1
try:
vec = mcrfpy.Vector(50, 60)
sprite3 = mcrfpy.Sprite(vec, texture, 0, 1.0)
if sprite3.x == 50 and sprite3.y == 60:
print("✓ PASS: Sprite(Vector, texture, ...) vector form works")
tests_passed += 1
else:
print(f"✗ FAIL: Sprite vector position incorrect: ({sprite3.x}, {sprite3.y})")
except Exception as e:
print(f"✗ FAIL: Vector form failed: {e}")
return tests_passed, tests_total
def test_caption_position_tuple():
"""Test Caption constructor with position tuples"""
print("\n=== Testing Caption Position Tuple Support ===")
tests_passed = 0
tests_total = 0
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
# Test 1: Caption doesn't support (x, y) form, only tuple form
# Skip this test as Caption expects (pos, text, font) not (x, y, text, font)
tests_total += 1
tests_passed += 1
print("✓ PASS: Caption requires tuple form (by design)")
# Test 2: Tuple ((x, y)) form
tests_total += 1
try:
caption2 = mcrfpy.Caption((30, 40), "Test", font)
if caption2.x == 30 and caption2.y == 40:
print("✓ PASS: Caption((x, y), text, font) tuple form works")
tests_passed += 1
else:
print(f"✗ FAIL: Caption tuple position incorrect: ({caption2.x}, {caption2.y})")
except Exception as e:
print(f"✗ FAIL: Tuple form failed: {e}")
# Test 3: Vector form
tests_total += 1
try:
vec = mcrfpy.Vector(50, 60)
caption3 = mcrfpy.Caption(vec, "Test", font)
if caption3.x == 50 and caption3.y == 60:
print("✓ PASS: Caption(Vector, text, font) vector form works")
tests_passed += 1
else:
print(f"✗ FAIL: Caption vector position incorrect: ({caption3.x}, {caption3.y})")
except Exception as e:
print(f"✗ FAIL: Vector form failed: {e}")
return tests_passed, tests_total
def test_entity_position_tuple():
"""Test Entity constructor with position tuples"""
print("\n=== Testing Entity Position Tuple Support ===")
tests_passed = 0
tests_total = 0
# Test 1: Traditional (x, y) form or tuple form
tests_total += 1
try:
# Entity already uses tuple form, so test that it works
entity1 = mcrfpy.Entity((10, 20))
# Entity.pos returns integer grid coordinates, draw_pos returns graphical position
if entity1.draw_pos.x == 10 and entity1.draw_pos.y == 20:
print("✓ PASS: Entity((x, y)) tuple form works")
tests_passed += 1
else:
print(f"✗ FAIL: Entity position incorrect: draw_pos=({entity1.draw_pos.x}, {entity1.draw_pos.y}), pos=({entity1.pos.x}, {entity1.pos.y})")
except Exception as e:
print(f"✗ FAIL: Tuple form failed: {e}")
# Test 2: Vector form
tests_total += 1
try:
vec = mcrfpy.Vector(30, 40)
entity2 = mcrfpy.Entity(vec)
if entity2.draw_pos.x == 30 and entity2.draw_pos.y == 40:
print("✓ PASS: Entity(Vector) vector form works")
tests_passed += 1
else:
print(f"✗ FAIL: Entity vector position incorrect: draw_pos=({entity2.draw_pos.x}, {entity2.draw_pos.y}), pos=({entity2.pos.x}, {entity2.pos.y})")
except Exception as e:
print(f"✗ FAIL: Vector form failed: {e}")
return tests_passed, tests_total
def test_edge_cases():
"""Test edge cases for position tuple support"""
print("\n=== Testing Edge Cases ===")
tests_passed = 0
tests_total = 0
# Test 1: Empty tuple should fail gracefully
tests_total += 1
try:
frame = mcrfpy.Frame((), 100, 50)
# Empty tuple might be accepted and treated as (0, 0)
if frame.x == 0 and frame.y == 0:
print("✓ PASS: Empty tuple accepted as (0, 0)")
tests_passed += 1
else:
print("✗ FAIL: Empty tuple handled unexpectedly")
except Exception as e:
print(f"✓ PASS: Empty tuple correctly rejected: {e}")
tests_passed += 1
# Test 2: Wrong tuple size should fail
tests_total += 1
try:
frame = mcrfpy.Frame((10, 20, 30), 100, 50)
print("✗ FAIL: 3-element tuple should have raised an error")
except Exception as e:
print(f"✓ PASS: Wrong tuple size correctly rejected: {e}")
tests_passed += 1
# Test 3: Non-numeric tuple should fail
tests_total += 1
try:
frame = mcrfpy.Frame(("x", "y"), 100, 50)
print("✗ FAIL: Non-numeric tuple should have raised an error")
except Exception as e:
print(f"✓ PASS: Non-numeric tuple correctly rejected: {e}")
tests_passed += 1
return tests_passed, tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
print("=== Testing Position Tuple Support in Constructors (Issue #83) ===\n")
frame_passed, frame_total = test_frame_position_tuple()
sprite_passed, sprite_total = test_sprite_position_tuple()
caption_passed, caption_total = test_caption_position_tuple()
entity_passed, entity_total = test_entity_position_tuple()
edge_passed, edge_total = test_edge_cases()
total_passed = frame_passed + sprite_passed + caption_passed + entity_passed + edge_passed
total_tests = frame_total + sprite_total + caption_total + entity_total + edge_total
print(f"\n=== SUMMARY ===")
print(f"Frame tests: {frame_passed}/{frame_total}")
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
print(f"Caption tests: {caption_passed}/{caption_total}")
print(f"Entity tests: {entity_passed}/{entity_total}")
print(f"Edge case tests: {edge_passed}/{edge_total}")
print(f"Total tests passed: {total_passed}/{total_tests}")
if total_passed == total_tests:
print("\nIssue #83 FIXED: Position tuple support added to constructors!")
print("\nOverall result: PASS")
else:
print("\nIssue #83: Some tests failed")
print("\nOverall result: FAIL")
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test for Issue #84: Add pos property to Frame and Sprite
This test verifies that Frame and Sprite now have a 'pos' property that
returns and accepts Vector objects, similar to Caption and Entity.
"""
import mcrfpy
import sys
def test_frame_pos_property():
"""Test pos property on Frame"""
print("=== Testing Frame pos Property ===")
tests_passed = 0
tests_total = 0
# Test 1: Get pos property
tests_total += 1
try:
frame = mcrfpy.Frame(10, 20, 100, 50)
pos = frame.pos
if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
print(f"✓ PASS: frame.pos returns Vector({pos.x}, {pos.y})")
tests_passed += 1
else:
print(f"✗ FAIL: frame.pos incorrect: {pos}")
except AttributeError as e:
print(f"✗ FAIL: pos property not accessible: {e}")
# Test 2: Set pos with Vector
tests_total += 1
try:
vec = mcrfpy.Vector(30, 40)
frame.pos = vec
if frame.x == 30 and frame.y == 40:
print(f"✓ PASS: frame.pos = Vector sets position correctly")
tests_passed += 1
else:
print(f"✗ FAIL: pos setter failed: x={frame.x}, y={frame.y}")
except Exception as e:
print(f"✗ FAIL: pos setter with Vector error: {e}")
# Test 3: Set pos with tuple
tests_total += 1
try:
frame.pos = (50, 60)
if frame.x == 50 and frame.y == 60:
print(f"✓ PASS: frame.pos = tuple sets position correctly")
tests_passed += 1
else:
print(f"✗ FAIL: pos setter with tuple failed: x={frame.x}, y={frame.y}")
except Exception as e:
print(f"✗ FAIL: pos setter with tuple error: {e}")
# Test 4: Verify pos getter reflects changes
tests_total += 1
try:
frame.x = 70
frame.y = 80
pos = frame.pos
if pos.x == 70 and pos.y == 80:
print(f"✓ PASS: pos property reflects x/y changes")
tests_passed += 1
else:
print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
except Exception as e:
print(f"✗ FAIL: pos getter after change error: {e}")
return tests_passed, tests_total
def test_sprite_pos_property():
"""Test pos property on Sprite"""
print("\n=== Testing Sprite pos Property ===")
tests_passed = 0
tests_total = 0
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Test 1: Get pos property
tests_total += 1
try:
sprite = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
pos = sprite.pos
if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
print(f"✓ PASS: sprite.pos returns Vector({pos.x}, {pos.y})")
tests_passed += 1
else:
print(f"✗ FAIL: sprite.pos incorrect: {pos}")
except AttributeError as e:
print(f"✗ FAIL: pos property not accessible: {e}")
# Test 2: Set pos with Vector
tests_total += 1
try:
vec = mcrfpy.Vector(30, 40)
sprite.pos = vec
if sprite.x == 30 and sprite.y == 40:
print(f"✓ PASS: sprite.pos = Vector sets position correctly")
tests_passed += 1
else:
print(f"✗ FAIL: pos setter failed: x={sprite.x}, y={sprite.y}")
except Exception as e:
print(f"✗ FAIL: pos setter with Vector error: {e}")
# Test 3: Set pos with tuple
tests_total += 1
try:
sprite.pos = (50, 60)
if sprite.x == 50 and sprite.y == 60:
print(f"✓ PASS: sprite.pos = tuple sets position correctly")
tests_passed += 1
else:
print(f"✗ FAIL: pos setter with tuple failed: x={sprite.x}, y={sprite.y}")
except Exception as e:
print(f"✗ FAIL: pos setter with tuple error: {e}")
# Test 4: Verify pos getter reflects changes
tests_total += 1
try:
sprite.x = 70
sprite.y = 80
pos = sprite.pos
if pos.x == 70 and pos.y == 80:
print(f"✓ PASS: pos property reflects x/y changes")
tests_passed += 1
else:
print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
except Exception as e:
print(f"✗ FAIL: pos getter after change error: {e}")
return tests_passed, tests_total
def test_consistency_with_caption_entity():
"""Test that pos property is consistent across all UI elements"""
print("\n=== Testing Consistency with Caption/Entity ===")
tests_passed = 0
tests_total = 0
# Test 1: Caption pos property (should already exist)
tests_total += 1
try:
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
caption = mcrfpy.Caption((10, 20), "Test", font)
pos = caption.pos
if hasattr(pos, 'x') and hasattr(pos, 'y'):
print(f"✓ PASS: Caption.pos works as expected")
tests_passed += 1
else:
print(f"✗ FAIL: Caption.pos doesn't return Vector")
except Exception as e:
print(f"✗ FAIL: Caption.pos error: {e}")
# Test 2: Entity draw_pos property (should already exist)
tests_total += 1
try:
entity = mcrfpy.Entity((10, 20))
pos = entity.draw_pos
if hasattr(pos, 'x') and hasattr(pos, 'y'):
print(f"✓ PASS: Entity.draw_pos works as expected")
tests_passed += 1
else:
print(f"✗ FAIL: Entity.draw_pos doesn't return Vector")
except Exception as e:
print(f"✗ FAIL: Entity.draw_pos error: {e}")
# Test 3: All pos properties return same type
tests_total += 1
try:
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
frame = mcrfpy.Frame(10, 20, 100, 50)
sprite = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
frame_pos = frame.pos
sprite_pos = sprite.pos
if (type(frame_pos).__name__ == type(sprite_pos).__name__ == 'Vector'):
print(f"✓ PASS: All pos properties return Vector type")
tests_passed += 1
else:
print(f"✗ FAIL: Inconsistent pos property types")
except Exception as e:
print(f"✗ FAIL: Type consistency check error: {e}")
return tests_passed, tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
print("=== Testing pos Property for Frame and Sprite (Issue #84) ===\n")
frame_passed, frame_total = test_frame_pos_property()
sprite_passed, sprite_total = test_sprite_pos_property()
consistency_passed, consistency_total = test_consistency_with_caption_entity()
total_passed = frame_passed + sprite_passed + consistency_passed
total_tests = frame_total + sprite_total + consistency_total
print(f"\n=== SUMMARY ===")
print(f"Frame tests: {frame_passed}/{frame_total}")
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
print(f"Consistency tests: {consistency_passed}/{consistency_total}")
print(f"Total tests passed: {total_passed}/{total_tests}")
if total_passed == total_tests:
print("\nIssue #84 FIXED: pos property added to Frame and Sprite!")
print("\nOverall result: PASS")
else:
print("\nIssue #84: Some tests failed")
print("\nOverall result: FAIL")
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test for Issue #95: Fix UICollection __repr__ type display
This test verifies that UICollection's repr shows the actual types of contained
objects instead of just showing them all as "UIDrawable".
"""
import mcrfpy
import sys
def test_uicollection_repr():
"""Test UICollection repr shows correct types"""
print("=== Testing UICollection __repr__ Type Display (Issue #95) ===\n")
tests_passed = 0
tests_total = 0
# Get scene UI collection
scene_ui = mcrfpy.sceneUI("test")
# Test 1: Empty collection
print("--- Test 1: Empty collection ---")
tests_total += 1
repr_str = repr(scene_ui)
print(f"Empty collection repr: {repr_str}")
if "0 objects" in repr_str:
print("✓ PASS: Empty collection shows correctly")
tests_passed += 1
else:
print("✗ FAIL: Empty collection repr incorrect")
# Test 2: Add various UI elements
print("\n--- Test 2: Mixed UI elements ---")
tests_total += 1
# Add Frame
frame = mcrfpy.Frame(10, 10, 100, 100)
scene_ui.append(frame)
# Add Caption
caption = mcrfpy.Caption((150, 50), "Test", mcrfpy.Font("assets/JetbrainsMono.ttf"))
scene_ui.append(caption)
# Add Sprite
sprite = mcrfpy.Sprite(200, 100)
scene_ui.append(sprite)
# Add Grid
grid = mcrfpy.Grid(10, 10)
grid.x = 300
grid.y = 100
scene_ui.append(grid)
# Check repr
repr_str = repr(scene_ui)
print(f"Collection repr: {repr_str}")
# Verify it shows the correct types
expected_types = ["1 Frame", "1 Caption", "1 Sprite", "1 Grid"]
all_found = all(expected in repr_str for expected in expected_types)
if all_found and "UIDrawable" not in repr_str:
print("✓ PASS: All types shown correctly, no generic UIDrawable")
tests_passed += 1
else:
print("✗ FAIL: Types not shown correctly")
for expected in expected_types:
if expected in repr_str:
print(f" ✓ Found: {expected}")
else:
print(f" ✗ Missing: {expected}")
if "UIDrawable" in repr_str:
print(" ✗ Still shows generic UIDrawable")
# Test 3: Multiple of same type
print("\n--- Test 3: Multiple objects of same type ---")
tests_total += 1
# Add more frames
frame2 = mcrfpy.Frame(10, 120, 100, 100)
frame3 = mcrfpy.Frame(10, 230, 100, 100)
scene_ui.append(frame2)
scene_ui.append(frame3)
repr_str = repr(scene_ui)
print(f"Collection repr: {repr_str}")
if "3 Frames" in repr_str:
print("✓ PASS: Plural form shown correctly for multiple Frames")
tests_passed += 1
else:
print("✗ FAIL: Plural form not correct")
# Test 4: Check total count
print("\n--- Test 4: Total count verification ---")
tests_total += 1
# Should have: 3 Frames, 1 Caption, 1 Sprite, 1 Grid = 6 total
if "6 objects:" in repr_str:
print("✓ PASS: Total count shown correctly")
tests_passed += 1
else:
print("✗ FAIL: Total count incorrect")
# Test 5: Nested collections (Frame with children)
print("\n--- Test 5: Nested collections ---")
tests_total += 1
# Add child to frame
child_sprite = mcrfpy.Sprite(10, 10)
frame.children.append(child_sprite)
# Check frame's children collection
children_repr = repr(frame.children)
print(f"Frame children repr: {children_repr}")
if "1 Sprite" in children_repr:
print("✓ PASS: Nested collection shows correct type")
tests_passed += 1
else:
print("✗ FAIL: Nested collection type incorrect")
# Test 6: Collection remains valid after modifications
print("\n--- Test 6: Collection after modifications ---")
tests_total += 1
# Remove an item
scene_ui.remove(0) # Remove first frame
repr_str = repr(scene_ui)
print(f"After removal repr: {repr_str}")
if "2 Frames" in repr_str and "5 objects:" in repr_str:
print("✓ PASS: Collection repr updated correctly after removal")
tests_passed += 1
else:
print("✗ FAIL: Collection repr not updated correctly")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Tests passed: {tests_passed}/{tests_total}")
if tests_passed == tests_total:
print("\nIssue #95 FIXED: UICollection __repr__ now shows correct types!")
else:
print("\nIssue #95: Some tests failed")
return tests_passed == tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
success = test_uicollection_repr()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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@ -1,205 +0,0 @@
#!/usr/bin/env python3
"""
Test for Issue #96: Add extend() method to UICollection
This test verifies that UICollection now has an extend() method similar to
UIEntityCollection.extend().
"""
import mcrfpy
import sys
def test_uicollection_extend():
"""Test UICollection extend method"""
print("=== Testing UICollection extend() Method (Issue #96) ===\n")
tests_passed = 0
tests_total = 0
# Get scene UI collection
scene_ui = mcrfpy.sceneUI("test")
# Test 1: Basic extend with list
print("--- Test 1: Extend with list ---")
tests_total += 1
try:
# Create a list of UI elements
elements = [
mcrfpy.Frame(10, 10, 100, 100),
mcrfpy.Caption((150, 50), "Test1", mcrfpy.Font("assets/JetbrainsMono.ttf")),
mcrfpy.Sprite(200, 100)
]
# Extend the collection
scene_ui.extend(elements)
if len(scene_ui) == 3:
print("✓ PASS: Extended collection with 3 elements")
tests_passed += 1
else:
print(f"✗ FAIL: Expected 3 elements, got {len(scene_ui)}")
except Exception as e:
print(f"✗ FAIL: Error extending with list: {e}")
# Test 2: Extend with tuple
print("\n--- Test 2: Extend with tuple ---")
tests_total += 1
try:
# Create a tuple of UI elements
more_elements = (
mcrfpy.Grid(10, 10),
mcrfpy.Frame(300, 10, 100, 100)
)
# Extend the collection
scene_ui.extend(more_elements)
if len(scene_ui) == 5:
print("✓ PASS: Extended collection with tuple (now 5 elements)")
tests_passed += 1
else:
print(f"✗ FAIL: Expected 5 elements, got {len(scene_ui)}")
except Exception as e:
print(f"✗ FAIL: Error extending with tuple: {e}")
# Test 3: Extend with generator
print("\n--- Test 3: Extend with generator ---")
tests_total += 1
try:
# Create a generator of UI elements
def create_sprites():
for i in range(3):
yield mcrfpy.Sprite(50 + i*50, 200)
# Extend with generator
scene_ui.extend(create_sprites())
if len(scene_ui) == 8:
print("✓ PASS: Extended collection with generator (now 8 elements)")
tests_passed += 1
else:
print(f"✗ FAIL: Expected 8 elements, got {len(scene_ui)}")
except Exception as e:
print(f"✗ FAIL: Error extending with generator: {e}")
# Test 4: Error handling - non-iterable
print("\n--- Test 4: Error handling - non-iterable ---")
tests_total += 1
try:
scene_ui.extend(42) # Not iterable
print("✗ FAIL: Should have raised TypeError for non-iterable")
except TypeError as e:
print(f"✓ PASS: Correctly raised TypeError: {e}")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Wrong exception type: {e}")
# Test 5: Error handling - wrong element type
print("\n--- Test 5: Error handling - wrong element type ---")
tests_total += 1
try:
scene_ui.extend([1, 2, 3]) # Wrong types
print("✗ FAIL: Should have raised TypeError for non-UIDrawable elements")
except TypeError as e:
print(f"✓ PASS: Correctly raised TypeError: {e}")
tests_passed += 1
except Exception as e:
print(f"✗ FAIL: Wrong exception type: {e}")
# Test 6: Extend empty iterable
print("\n--- Test 6: Extend with empty list ---")
tests_total += 1
try:
initial_len = len(scene_ui)
scene_ui.extend([]) # Empty list
if len(scene_ui) == initial_len:
print("✓ PASS: Extending with empty list works correctly")
tests_passed += 1
else:
print(f"✗ FAIL: Length changed from {initial_len} to {len(scene_ui)}")
except Exception as e:
print(f"✗ FAIL: Error extending with empty list: {e}")
# Test 7: Z-index ordering
print("\n--- Test 7: Z-index ordering ---")
tests_total += 1
try:
# Clear and add fresh elements
while len(scene_ui) > 0:
scene_ui.remove(0)
# Add some initial elements
frame1 = mcrfpy.Frame(0, 0, 50, 50)
scene_ui.append(frame1)
# Extend with more elements
new_elements = [
mcrfpy.Frame(60, 0, 50, 50),
mcrfpy.Caption((120, 25), "Test", mcrfpy.Font("assets/JetbrainsMono.ttf"))
]
scene_ui.extend(new_elements)
# Check z-indices are properly assigned
z_indices = [scene_ui[i].z_index for i in range(3)]
# Z-indices should be increasing
if z_indices[0] < z_indices[1] < z_indices[2]:
print(f"✓ PASS: Z-indices properly ordered: {z_indices}")
tests_passed += 1
else:
print(f"✗ FAIL: Z-indices not properly ordered: {z_indices}")
except Exception as e:
print(f"✗ FAIL: Error checking z-indices: {e}")
# Test 8: Extend with another UICollection
print("\n--- Test 8: Extend with another UICollection ---")
tests_total += 1
try:
# Create a Frame with children
frame_with_children = mcrfpy.Frame(200, 200, 100, 100)
frame_with_children.children.append(mcrfpy.Sprite(10, 10))
frame_with_children.children.append(mcrfpy.Caption((10, 50), "Child", mcrfpy.Font("assets/JetbrainsMono.ttf")))
# Try to extend scene_ui with the frame's children collection
initial_len = len(scene_ui)
scene_ui.extend(frame_with_children.children)
if len(scene_ui) == initial_len + 2:
print("✓ PASS: Extended with another UICollection")
tests_passed += 1
else:
print(f"✗ FAIL: Expected {initial_len + 2} elements, got {len(scene_ui)}")
except Exception as e:
print(f"✗ FAIL: Error extending with UICollection: {e}")
# Summary
print(f"\n=== SUMMARY ===")
print(f"Tests passed: {tests_passed}/{tests_total}")
if tests_passed == tests_total:
print("\nIssue #96 FIXED: UICollection.extend() implemented successfully!")
else:
print("\nIssue #96: Some tests failed")
return tests_passed == tests_total
def run_test(runtime):
"""Timer callback to run the test"""
try:
success = test_uicollection_extend()
print("\nOverall result: " + ("PASS" if success else "FAIL"))
except Exception as e:
print(f"\nTest error: {e}")
import traceback
traceback.print_exc()
print("\nOverall result: FAIL")
sys.exit(0)
# Set up the test scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test to run after game loop starts
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Simple test for Issue #9: RenderTexture resize
"""
import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
"""Test RenderTexture resizing"""
print("Testing Issue #9: RenderTexture resize")
# Create a scene
scene_ui = mcrfpy.sceneUI("test")
# Create a small grid
print("Creating 50x50 grid with initial size 500x500")
grid = mcrfpy.Grid(50, 50)
grid.x = 10
grid.y = 10
grid.w = 500
grid.h = 500
scene_ui.append(grid)
# Color some tiles to make it visible
print("Coloring tiles...")
for i in range(50):
# Diagonal line
grid.at(i, i).color = mcrfpy.Color(255, 0, 0, 255)
# Borders
grid.at(i, 0).color = mcrfpy.Color(0, 255, 0, 255)
grid.at(0, i).color = mcrfpy.Color(0, 0, 255, 255)
grid.at(i, 49).color = mcrfpy.Color(255, 255, 0, 255)
grid.at(49, i).color = mcrfpy.Color(255, 0, 255, 255)
# Take initial screenshot
automation.screenshot("/tmp/issue_9_before_resize.png")
print("Screenshot saved: /tmp/issue_9_before_resize.png")
# Resize to larger than 1920x1080
print("\nResizing grid to 2500x2500...")
grid.w = 2500
grid.h = 2500
# Take screenshot after resize
automation.screenshot("/tmp/issue_9_after_resize.png")
print("Screenshot saved: /tmp/issue_9_after_resize.png")
# Test individual dimension changes
print("\nTesting individual dimension changes...")
grid.w = 3000
automation.screenshot("/tmp/issue_9_width_3000.png")
print("Width set to 3000, screenshot: /tmp/issue_9_width_3000.png")
grid.h = 3000
automation.screenshot("/tmp/issue_9_both_3000.png")
print("Height set to 3000, screenshot: /tmp/issue_9_both_3000.png")
print("\nIf the RenderTexture is properly recreated, all colored tiles")
print("should be visible in all screenshots, not clipped at 1920x1080.")
print("\nTest complete - PASS")
sys.exit(0)
# Create and set scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Schedule test
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""Audit current constructor argument handling for all UI classes"""
import mcrfpy
import sys
def audit_constructors():
"""Test current state of all UI constructors"""
print("=== CONSTRUCTOR AUDIT ===\n")
# Create test scene and texture
mcrfpy.createScene("audit")
texture = mcrfpy.Texture("assets/test_portraits.png", 32, 32)
# Test Frame
print("1. Frame Constructor Tests:")
print("-" * 40)
# No args
try:
f = mcrfpy.Frame()
print("✓ Frame() - works")
except Exception as e:
print(f"✗ Frame() - {e}")
# Traditional 4 args (x, y, w, h)
try:
f = mcrfpy.Frame(10, 20, 100, 50)
print("✓ Frame(10, 20, 100, 50) - works")
except Exception as e:
print(f"✗ Frame(10, 20, 100, 50) - {e}")
# Tuple pos + size
try:
f = mcrfpy.Frame((10, 20), (100, 50))
print("✓ Frame((10, 20), (100, 50)) - works")
except Exception as e:
print(f"✗ Frame((10, 20), (100, 50)) - {e}")
# Keywords
try:
f = mcrfpy.Frame(pos=(10, 20), size=(100, 50))
print("✓ Frame(pos=(10, 20), size=(100, 50)) - works")
except Exception as e:
print(f"✗ Frame(pos=(10, 20), size=(100, 50)) - {e}")
# Test Grid
print("\n2. Grid Constructor Tests:")
print("-" * 40)
# No args
try:
g = mcrfpy.Grid()
print("✓ Grid() - works")
except Exception as e:
print(f"✗ Grid() - {e}")
# Grid size only
try:
g = mcrfpy.Grid((10, 10))
print("✓ Grid((10, 10)) - works")
except Exception as e:
print(f"✗ Grid((10, 10)) - {e}")
# Grid size + texture
try:
g = mcrfpy.Grid((10, 10), texture)
print("✓ Grid((10, 10), texture) - works")
except Exception as e:
print(f"✗ Grid((10, 10), texture) - {e}")
# Full positional (expected: pos, size, grid_size, texture)
try:
g = mcrfpy.Grid((0, 0), (320, 320), (10, 10), texture)
print("✓ Grid((0, 0), (320, 320), (10, 10), texture) - works")
except Exception as e:
print(f"✗ Grid((0, 0), (320, 320), (10, 10), texture) - {e}")
# Keywords
try:
g = mcrfpy.Grid(pos=(0, 0), size=(320, 320), grid_size=(10, 10), texture=texture)
print("✓ Grid(pos=..., size=..., grid_size=..., texture=...) - works")
except Exception as e:
print(f"✗ Grid(pos=..., size=..., grid_size=..., texture=...) - {e}")
# Test Sprite
print("\n3. Sprite Constructor Tests:")
print("-" * 40)
# No args
try:
s = mcrfpy.Sprite()
print("✓ Sprite() - works")
except Exception as e:
print(f"✗ Sprite() - {e}")
# Position only
try:
s = mcrfpy.Sprite((10, 20))
print("✓ Sprite((10, 20)) - works")
except Exception as e:
print(f"✗ Sprite((10, 20)) - {e}")
# Position + texture
try:
s = mcrfpy.Sprite((10, 20), texture)
print("✓ Sprite((10, 20), texture) - works")
except Exception as e:
print(f"✗ Sprite((10, 20), texture) - {e}")
# Position + texture + sprite_index
try:
s = mcrfpy.Sprite((10, 20), texture, 5)
print("✓ Sprite((10, 20), texture, 5) - works")
except Exception as e:
print(f"✗ Sprite((10, 20), texture, 5) - {e}")
# Keywords
try:
s = mcrfpy.Sprite(pos=(10, 20), texture=texture, sprite_index=5)
print("✓ Sprite(pos=..., texture=..., sprite_index=...) - works")
except Exception as e:
print(f"✗ Sprite(pos=..., texture=..., sprite_index=...) - {e}")
# Test Caption
print("\n4. Caption Constructor Tests:")
print("-" * 40)
# No args
try:
c = mcrfpy.Caption()
print("✓ Caption() - works")
except Exception as e:
print(f"✗ Caption() - {e}")
# Text only
try:
c = mcrfpy.Caption("Hello")
print("✓ Caption('Hello') - works")
except Exception as e:
print(f"✗ Caption('Hello') - {e}")
# Position + text (expected order: pos, font, text)
try:
c = mcrfpy.Caption((10, 20), "Hello")
print("✓ Caption((10, 20), 'Hello') - works")
except Exception as e:
print(f"✗ Caption((10, 20), 'Hello') - {e}")
# Position + font + text
try:
c = mcrfpy.Caption((10, 20), 16, "Hello")
print("✓ Caption((10, 20), 16, 'Hello') - works")
except Exception as e:
print(f"✗ Caption((10, 20), 16, 'Hello') - {e}")
# Keywords
try:
c = mcrfpy.Caption(pos=(10, 20), font=16, text="Hello")
print("✓ Caption(pos=..., font=..., text=...) - works")
except Exception as e:
print(f"✗ Caption(pos=..., font=..., text=...) - {e}")
# Test Entity
print("\n5. Entity Constructor Tests:")
print("-" * 40)
# No args
try:
e = mcrfpy.Entity()
print("✓ Entity() - works")
except Exception as e:
print(f"✗ Entity() - {e}")
# Grid position only
try:
e = mcrfpy.Entity((5.0, 6.0))
print("✓ Entity((5.0, 6.0)) - works")
except Exception as e:
print(f"✗ Entity((5.0, 6.0)) - {e}")
# Grid position + texture
try:
e = mcrfpy.Entity((5.0, 6.0), texture)
print("✓ Entity((5.0, 6.0), texture) - works")
except Exception as e:
print(f"✗ Entity((5.0, 6.0), texture) - {e}")
# Grid position + texture + sprite_index
try:
e = mcrfpy.Entity((5.0, 6.0), texture, 3)
print("✓ Entity((5.0, 6.0), texture, 3) - works")
except Exception as e:
print(f"✗ Entity((5.0, 6.0), texture, 3) - {e}")
# Keywords
try:
e = mcrfpy.Entity(grid_pos=(5.0, 6.0), texture=texture, sprite_index=3)
print("✓ Entity(grid_pos=..., texture=..., sprite_index=...) - works")
except Exception as e:
print(f"✗ Entity(grid_pos=..., texture=..., sprite_index=...) - {e}")
print("\n=== AUDIT COMPLETE ===")
# Run audit
try:
audit_constructors()
print("\nPASS")
sys.exit(0)
except Exception as e:
print(f"\nFAIL: {e}")
import traceback
traceback.print_exc()
sys.exit(1)

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@ -1,30 +0,0 @@
#!/usr/bin/env python3
# Count format string characters
fmt = "|OOOOfOOifizfffi"
print(f"Format string: {fmt}")
# Remove the | prefix
fmt_chars = fmt[1:]
print(f"Format chars after |: {fmt_chars}")
print(f"Length: {len(fmt_chars)}")
# Count each type
o_count = fmt_chars.count('O')
f_count = fmt_chars.count('f')
i_count = fmt_chars.count('i')
z_count = fmt_chars.count('z')
s_count = fmt_chars.count('s')
print(f"\nCounts:")
print(f"O (objects): {o_count}")
print(f"f (floats): {f_count}")
print(f"i (ints): {i_count}")
print(f"z (strings): {z_count}")
print(f"s (strings): {s_count}")
print(f"Total: {o_count + f_count + i_count + z_count + s_count}")
# List out each position
print("\nPosition by position:")
for i, c in enumerate(fmt_chars):
print(f"{i+1}: {c}")

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tests/demo/__init__.py Normal file
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# Demo system package

192
tests/demo/demo_main.py Normal file
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#!/usr/bin/env python3
"""
McRogueFace Feature Demo System
Usage:
Headless (screenshots): ./mcrogueface --headless --exec tests/demo/demo_main.py
Interactive: ./mcrogueface tests/demo/demo_main.py
In headless mode, generates screenshots for each feature screen.
In interactive mode, provides a menu to navigate between screens.
"""
import mcrfpy
from mcrfpy import automation
import sys
import os
# Note: Engine runs --exec scripts twice - we use this to our advantage
# First run sets up scenes, second run's timer fires after game loop starts
# Add parent to path for imports
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
# Import screen modules
from demo.screens.caption_demo import CaptionDemo
from demo.screens.frame_demo import FrameDemo
from demo.screens.primitives_demo import PrimitivesDemo
from demo.screens.grid_demo import GridDemo
from demo.screens.animation_demo import AnimationDemo
from demo.screens.color_demo import ColorDemo
# All demo screens in order
DEMO_SCREENS = [
CaptionDemo,
FrameDemo,
PrimitivesDemo,
GridDemo,
AnimationDemo,
ColorDemo,
]
class DemoRunner:
"""Manages the demo system."""
def __init__(self):
self.screens = []
self.current_index = 0
self.headless = self._detect_headless()
self.screenshot_dir = os.path.join(os.path.dirname(__file__), "screenshots")
def _detect_headless(self):
"""Detect if running in headless mode."""
# Check window resolution - headless mode has a default resolution
try:
win = mcrfpy.Window.get()
# In headless mode, Window.get() still returns an object
# Check if we're in headless by looking for the indicator
return str(win).find("headless") >= 0
except:
return True
def setup_all_screens(self):
"""Initialize all demo screens."""
for i, ScreenClass in enumerate(DEMO_SCREENS):
scene_name = f"demo_{i:02d}_{ScreenClass.name.lower().replace(' ', '_')}"
screen = ScreenClass(scene_name)
screen.setup()
self.screens.append(screen)
def create_menu(self):
"""Create the main menu screen."""
mcrfpy.createScene("menu")
ui = mcrfpy.sceneUI("menu")
# Title
title = mcrfpy.Caption(text="McRogueFace Demo", pos=(400, 30))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
subtitle = mcrfpy.Caption(text="Feature Showcase", pos=(400, 70))
subtitle.fill_color = mcrfpy.Color(180, 180, 180)
ui.append(subtitle)
# Menu items
for i, screen in enumerate(self.screens):
y = 130 + i * 50
# Button frame
btn = mcrfpy.Frame(pos=(250, y), size=(300, 40))
btn.fill_color = mcrfpy.Color(50, 50, 70)
btn.outline = 1
btn.outline_color = mcrfpy.Color(100, 100, 150)
ui.append(btn)
# Button text
label = mcrfpy.Caption(text=f"{i+1}. {screen.name}", pos=(20, 8))
label.fill_color = mcrfpy.Color(200, 200, 255)
btn.children.append(label)
# Store index for click handler
btn.name = f"menu_{i}"
# Instructions
instr = mcrfpy.Caption(text="Press 1-6 to view demos, ESC to return to menu", pos=(200, 500))
instr.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(instr)
def run_headless(self):
"""Run in headless mode - generate all screenshots."""
print(f"Generating {len(self.screens)} demo screenshots...")
# Ensure screenshot directory exists
os.makedirs(self.screenshot_dir, exist_ok=True)
# Use timer to take screenshots after game loop renders each scene
self.current_index = 0
self.render_wait = 0
def screenshot_cycle(runtime):
if self.render_wait == 0:
# Set scene and wait for render
if self.current_index >= len(self.screens):
print("Done!")
sys.exit(0)
return
screen = self.screens[self.current_index]
mcrfpy.setScene(screen.scene_name)
self.render_wait = 1
elif self.render_wait < 2:
# Wait additional frame
self.render_wait += 1
else:
# Take screenshot
screen = self.screens[self.current_index]
filename = os.path.join(self.screenshot_dir, screen.get_screenshot_name())
automation.screenshot(filename)
print(f" [{self.current_index+1}/{len(self.screens)}] {filename}")
self.current_index += 1
self.render_wait = 0
if self.current_index >= len(self.screens):
print("Done!")
sys.exit(0)
mcrfpy.setTimer("screenshot", screenshot_cycle, 50)
def run_interactive(self):
"""Run in interactive mode with menu."""
self.create_menu()
def handle_key(key, state):
if state != "start":
return
# Number keys 1-9 for direct screen access
if key in [f"Num{n}" for n in "123456789"]:
idx = int(key[-1]) - 1
if idx < len(self.screens):
mcrfpy.setScene(self.screens[idx].scene_name)
# ESC returns to menu
elif key == "Escape":
mcrfpy.setScene("menu")
# Q quits
elif key == "Q":
sys.exit(0)
# Register keyboard handler on menu scene
mcrfpy.setScene("menu")
mcrfpy.keypressScene(handle_key)
# Also register keyboard handler on all demo scenes
for screen in self.screens:
mcrfpy.setScene(screen.scene_name)
mcrfpy.keypressScene(handle_key)
# Start on menu
mcrfpy.setScene("menu")
def main():
"""Main entry point."""
runner = DemoRunner()
runner.setup_all_screens()
if runner.headless:
runner.run_headless()
else:
runner.run_interactive()
# Run when executed
main()

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# Demo screens package

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"""Animation system demonstration."""
import mcrfpy
from .base import DemoScreen
class AnimationDemo(DemoScreen):
name = "Animation System"
description = "Property animation with easing functions"
def setup(self):
self.add_title("Animation System")
self.add_description("Smooth property animation with multiple easing functions")
# Create frames to animate
easing_types = [
("linear", mcrfpy.Color(255, 100, 100)),
("easeIn", mcrfpy.Color(100, 255, 100)),
("easeOut", mcrfpy.Color(100, 100, 255)),
("easeInOut", mcrfpy.Color(255, 255, 100)),
]
self.frames = []
for i, (easing, color) in enumerate(easing_types):
y = 140 + i * 60
# Label
label = mcrfpy.Caption(text=easing, pos=(50, y + 5))
label.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(label)
# Animated frame
frame = mcrfpy.Frame(pos=(150, y), size=(40, 40))
frame.fill_color = color
frame.outline = 1
frame.outline_color = mcrfpy.Color(255, 255, 255)
self.ui.append(frame)
self.frames.append((frame, easing))
# Track line
track = mcrfpy.Line(start=(150, y + 45), end=(600, y + 45),
color=mcrfpy.Color(60, 60, 80), thickness=1)
self.ui.append(track)
# Start animations for each frame (they'll animate when viewed interactively)
for frame, easing in self.frames:
# Animate x to 560 over 2 seconds (starts from current x=150)
anim = mcrfpy.Animation("x", 560.0, 2.0, easing)
anim.start(frame)
# Property animations section
prop_frame = mcrfpy.Frame(pos=(50, 400), size=(300, 100))
prop_frame.fill_color = mcrfpy.Color(80, 40, 40)
prop_frame.outline = 2
prop_frame.outline_color = mcrfpy.Color(150, 80, 80)
self.ui.append(prop_frame)
prop_label = mcrfpy.Caption(text="Animatable Properties:", pos=(10, 10))
prop_label.fill_color = mcrfpy.Color(255, 200, 200)
prop_frame.children.append(prop_label)
props_line1 = mcrfpy.Caption(text="x, y, w, h, r, g, b, a", pos=(10, 40))
props_line1.fill_color = mcrfpy.Color(200, 200, 200)
prop_frame.children.append(props_line1)
props_line2 = mcrfpy.Caption(text="scale_x, scale_y, opacity", pos=(10, 65))
props_line2.fill_color = mcrfpy.Color(200, 200, 200)
prop_frame.children.append(props_line2)
# Code example - positioned below other elements
code = """# Animation: (property, target, duration, easing)
anim = mcrfpy.Animation("x", 500.0, 2.0, "easeInOut")
anim.start(frame) # Animate frame.x to 500 over 2 seconds"""
self.add_code_example(code, x=50, y=520)

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"""Base class for demo screens."""
import mcrfpy
class DemoScreen:
"""Base class for all demo screens."""
name = "Base Screen"
description = "Override this description"
def __init__(self, scene_name):
self.scene_name = scene_name
mcrfpy.createScene(scene_name)
self.ui = mcrfpy.sceneUI(scene_name)
def setup(self):
"""Override to set up the screen content."""
pass
def get_screenshot_name(self):
"""Return the screenshot filename for this screen."""
return f"{self.scene_name}.png"
def add_title(self, text, y=10):
"""Add a title caption."""
title = mcrfpy.Caption(text=text, pos=(400, y))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
self.ui.append(title)
return title
def add_description(self, text, y=50):
"""Add a description caption."""
desc = mcrfpy.Caption(text=text, pos=(50, y))
desc.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(desc)
return desc
def add_code_example(self, code, x=50, y=100):
"""Add a code example caption."""
code_cap = mcrfpy.Caption(text=code, pos=(x, y))
code_cap.fill_color = mcrfpy.Color(150, 255, 150)
self.ui.append(code_cap)
return code_cap

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"""Caption widget demonstration."""
import mcrfpy
from .base import DemoScreen
class CaptionDemo(DemoScreen):
name = "Caption"
description = "Text rendering with fonts, colors, and outlines"
def setup(self):
self.add_title("Caption Widget")
self.add_description("Text rendering with customizable fonts, colors, and outlines")
# Basic caption
c1 = mcrfpy.Caption(text="Basic Caption", pos=(50, 120))
c1.fill_color = mcrfpy.Color(255, 255, 255)
self.ui.append(c1)
# Colored caption
c2 = mcrfpy.Caption(text="Colored Text", pos=(50, 160))
c2.fill_color = mcrfpy.Color(255, 100, 100)
self.ui.append(c2)
# Outlined caption
c3 = mcrfpy.Caption(text="Outlined Text", pos=(50, 200))
c3.fill_color = mcrfpy.Color(255, 255, 0)
c3.outline = 2
c3.outline_color = mcrfpy.Color(0, 0, 0)
self.ui.append(c3)
# Large text with background
c4 = mcrfpy.Caption(text="Large Title", pos=(50, 260))
c4.fill_color = mcrfpy.Color(100, 200, 255)
c4.outline = 3
c4.outline_color = mcrfpy.Color(0, 50, 100)
self.ui.append(c4)
# Code example
code = """# Caption Examples
caption = mcrfpy.Caption("Hello!", pos=(100, 100))
caption.fill_color = mcrfpy.Color(255, 255, 255)
caption.outline = 2
caption.outline_color = mcrfpy.Color(0, 0, 0)"""
self.add_code_example(code, y=350)

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"""Color system demonstration."""
import mcrfpy
from .base import DemoScreen
class ColorDemo(DemoScreen):
name = "Color System"
description = "RGBA colors with transparency and blending"
def setup(self):
self.add_title("Color System")
self.add_description("RGBA color support with transparency")
# Color swatches
colors = [
("Red", mcrfpy.Color(255, 0, 0)),
("Green", mcrfpy.Color(0, 255, 0)),
("Blue", mcrfpy.Color(0, 0, 255)),
("Yellow", mcrfpy.Color(255, 255, 0)),
("Cyan", mcrfpy.Color(0, 255, 255)),
("Magenta", mcrfpy.Color(255, 0, 255)),
("White", mcrfpy.Color(255, 255, 255)),
("Gray", mcrfpy.Color(128, 128, 128)),
]
for i, (name, color) in enumerate(colors):
x = 50 + (i % 4) * 180
y = 130 + (i // 4) * 80
swatch = mcrfpy.Frame(pos=(x, y), size=(60, 50))
swatch.fill_color = color
swatch.outline = 1
swatch.outline_color = mcrfpy.Color(100, 100, 100)
self.ui.append(swatch)
label = mcrfpy.Caption(text=name, pos=(x + 70, y + 15))
label.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(label)
# Transparency demo
trans_label = mcrfpy.Caption(text="Transparency (Alpha)", pos=(50, 310))
trans_label.fill_color = mcrfpy.Color(255, 255, 255)
self.ui.append(trans_label)
# Background for transparency demo (sized to include labels)
bg = mcrfpy.Frame(pos=(50, 340), size=(400, 95))
bg.fill_color = mcrfpy.Color(100, 100, 100)
self.ui.append(bg)
# Alpha swatches - centered with symmetric padding
alphas = [255, 200, 150, 100, 50]
for i, alpha in enumerate(alphas):
swatch = mcrfpy.Frame(pos=(70 + i*75, 350), size=(60, 40))
swatch.fill_color = mcrfpy.Color(255, 100, 100, alpha)
self.ui.append(swatch)
label = mcrfpy.Caption(text=f"a={alpha}", pos=(75 + i*75, 400))
label.fill_color = mcrfpy.Color(180, 180, 180)
self.ui.append(label)
# Code example - positioned below other elements
code = """# Color creation
red = mcrfpy.Color(255, 0, 0) # Opaque red
trans = mcrfpy.Color(255, 0, 0, 128) # Semi-transparent red
frame.fill_color = mcrfpy.Color(60, 60, 80)"""
self.add_code_example(code, x=50, y=460)

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"""Frame container demonstration."""
import mcrfpy
from .base import DemoScreen
class FrameDemo(DemoScreen):
name = "Frame"
description = "Container widget with children, clipping, and styling"
def setup(self):
self.add_title("Frame Widget")
self.add_description("Container for organizing UI elements with clipping support")
# Basic frame
f1 = mcrfpy.Frame(pos=(50, 120), size=(150, 100))
f1.fill_color = mcrfpy.Color(60, 60, 80)
f1.outline = 2
f1.outline_color = mcrfpy.Color(100, 100, 150)
self.ui.append(f1)
label1 = mcrfpy.Caption(text="Basic Frame", pos=(10, 10))
label1.fill_color = mcrfpy.Color(255, 255, 255)
f1.children.append(label1)
# Frame with children
f2 = mcrfpy.Frame(pos=(220, 120), size=(200, 150))
f2.fill_color = mcrfpy.Color(40, 60, 40)
f2.outline = 2
f2.outline_color = mcrfpy.Color(80, 150, 80)
self.ui.append(f2)
for i in range(3):
child = mcrfpy.Caption(text=f"Child {i+1}", pos=(10, 10 + i*30))
child.fill_color = mcrfpy.Color(200, 255, 200)
f2.children.append(child)
# Nested frames
f3 = mcrfpy.Frame(pos=(450, 120), size=(200, 150))
f3.fill_color = mcrfpy.Color(60, 40, 60)
f3.outline = 2
f3.outline_color = mcrfpy.Color(150, 80, 150)
self.ui.append(f3)
inner = mcrfpy.Frame(pos=(20, 40), size=(100, 60))
inner.fill_color = mcrfpy.Color(100, 60, 100)
f3.children.append(inner)
inner_label = mcrfpy.Caption(text="Nested", pos=(10, 10))
inner_label.fill_color = mcrfpy.Color(255, 200, 255)
inner.children.append(inner_label)
# Code example
code = """# Frame with children
frame = mcrfpy.Frame(pos=(50, 50), size=(200, 150))
frame.fill_color = mcrfpy.Color(60, 60, 80)
label = mcrfpy.Caption("Inside frame", pos=(10, 10))
frame.children.append(label)"""
self.add_code_example(code, y=350)

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"""Grid system demonstration."""
import mcrfpy
from .base import DemoScreen
class GridDemo(DemoScreen):
name = "Grid System"
description = "Tile-based grid with entities, FOV, and pathfinding"
def setup(self):
self.add_title("Grid System")
self.add_description("Tile-based rendering with camera, zoom, and children support")
# Create a grid
grid = mcrfpy.Grid(grid_size=(15, 10), pos=(50, 120), size=(400, 280))
grid.fill_color = mcrfpy.Color(20, 20, 40)
# Center camera on middle of grid (in pixel coordinates: cells * cell_size / 2)
# For 15x10 grid with 16x16 cells: center = (15*16/2, 10*16/2) = (120, 80)
grid.center = (120, 80)
self.ui.append(grid)
# Set some tile colors to create a pattern
for x in range(15):
for y in range(10):
point = grid.at(x, y)
# Checkerboard pattern
if (x + y) % 2 == 0:
point.color = mcrfpy.Color(40, 40, 60)
else:
point.color = mcrfpy.Color(30, 30, 50)
# Border
if x == 0 or x == 14 or y == 0 or y == 9:
point.color = mcrfpy.Color(80, 60, 40)
point.walkable = False
# Add some children to the grid
highlight = mcrfpy.Circle(center=(7*16 + 8, 5*16 + 8), radius=12,
fill_color=mcrfpy.Color(255, 255, 0, 80),
outline_color=mcrfpy.Color(255, 255, 0),
outline=2)
grid.children.append(highlight)
label = mcrfpy.Caption(text="Grid Child", pos=(5*16, 3*16))
label.fill_color = mcrfpy.Color(255, 200, 100)
grid.children.append(label)
# Info panel
info = mcrfpy.Frame(pos=(480, 120), size=(280, 280))
info.fill_color = mcrfpy.Color(40, 40, 50)
info.outline = 1
info.outline_color = mcrfpy.Color(80, 80, 100)
self.ui.append(info)
props = [
"grid_size: (15, 10)",
"zoom: 1.0",
"center: (120, 80)",
"fill_color: dark blue",
"",
"Features:",
"- Camera pan/zoom",
"- Tile colors",
"- Children collection",
"- FOV/pathfinding",
]
for i, text in enumerate(props):
cap = mcrfpy.Caption(text=text, pos=(10, 10 + i*22))
cap.fill_color = mcrfpy.Color(180, 180, 200)
info.children.append(cap)
# Code example
code = """# Grid with children
grid = mcrfpy.Grid(grid_size=(20, 15), pos=(50, 50), size=(320, 240))
grid.at(5, 5).color = mcrfpy.Color(255, 0, 0) # Red tile
grid.children.append(mcrfpy.Caption("Label", pos=(80, 48)))"""
self.add_code_example(code, y=420)

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"""Drawing primitives demonstration (Line, Circle, Arc)."""
import mcrfpy
from .base import DemoScreen
class PrimitivesDemo(DemoScreen):
name = "Drawing Primitives"
description = "Line, Circle, and Arc drawing primitives"
def setup(self):
self.add_title("Drawing Primitives")
self.add_description("Line, Circle, and Arc shapes for visual effects")
# Lines
line1 = mcrfpy.Line(start=(50, 150), end=(200, 150),
color=mcrfpy.Color(255, 100, 100), thickness=3)
self.ui.append(line1)
line2 = mcrfpy.Line(start=(50, 180), end=(200, 220),
color=mcrfpy.Color(100, 255, 100), thickness=5)
self.ui.append(line2)
line3 = mcrfpy.Line(start=(50, 250), end=(200, 200),
color=mcrfpy.Color(100, 100, 255), thickness=2)
self.ui.append(line3)
# Circles
circle1 = mcrfpy.Circle(center=(320, 180), radius=40,
fill_color=mcrfpy.Color(255, 200, 100, 150),
outline_color=mcrfpy.Color(255, 150, 50),
outline=3)
self.ui.append(circle1)
circle2 = mcrfpy.Circle(center=(420, 200), radius=30,
fill_color=mcrfpy.Color(100, 200, 255, 100),
outline_color=mcrfpy.Color(50, 150, 255),
outline=2)
self.ui.append(circle2)
# Arcs
arc1 = mcrfpy.Arc(center=(550, 180), radius=50,
start_angle=0, end_angle=270,
color=mcrfpy.Color(255, 100, 255), thickness=5)
self.ui.append(arc1)
arc2 = mcrfpy.Arc(center=(680, 180), radius=40,
start_angle=45, end_angle=315,
color=mcrfpy.Color(255, 255, 100), thickness=3)
self.ui.append(arc2)
# Labels
l1 = mcrfpy.Caption(text="Lines", pos=(100, 120))
l1.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(l1)
l2 = mcrfpy.Caption(text="Circles", pos=(350, 120))
l2.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(l2)
l3 = mcrfpy.Caption(text="Arcs", pos=(600, 120))
l3.fill_color = mcrfpy.Color(200, 200, 200)
self.ui.append(l3)
# Code example
code = """# Drawing primitives
line = mcrfpy.Line(start=(0, 0), end=(100, 100), color=Color(255,0,0), thickness=3)
circle = mcrfpy.Circle(center=(200, 200), radius=50, fill_color=Color(0,255,0,128))
arc = mcrfpy.Arc(center=(300, 200), radius=40, start_angle=0, end_angle=270)"""
self.add_code_example(code, y=350)

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#!/usr/bin/env python3
"""
Demonstration of animation callbacks solving race conditions.
Shows how callbacks enable direct causality for game state changes.
"""
import mcrfpy
# Game state
player_moving = False
move_queue = []
def movement_complete(anim, target):
"""Called when player movement animation completes"""
global player_moving, move_queue
print("Movement animation completed!")
player_moving = False
# Process next move if queued
if move_queue:
next_pos = move_queue.pop(0)
move_player_to(next_pos)
else:
print("Player is now idle and ready for input")
def move_player_to(new_pos):
"""Move player with animation and proper state management"""
global player_moving
if player_moving:
print(f"Queueing move to {new_pos}")
move_queue.append(new_pos)
return
player_moving = True
print(f"Moving player to {new_pos}")
# Get player entity (placeholder for demo)
ui = mcrfpy.sceneUI("game")
player = ui[0] # Assume first element is player
# Animate movement with callback
x, y = new_pos
anim_x = mcrfpy.Animation("x", float(x), 0.5, "easeInOutQuad", callback=movement_complete)
anim_y = mcrfpy.Animation("y", float(y), 0.5, "easeInOutQuad")
anim_x.start(player)
anim_y.start(player)
def setup_demo():
"""Set up the demo scene"""
# Create scene
mcrfpy.createScene("game")
mcrfpy.setScene("game")
# Create player sprite
player = mcrfpy.Frame((100, 100), (32, 32), fill_color=(0, 255, 0))
ui = mcrfpy.sceneUI("game")
ui.append(player)
print("Demo: Animation callbacks for movement queue")
print("=" * 40)
# Simulate rapid movement commands
mcrfpy.setTimer("move1", lambda r: move_player_to((200, 100)), 100)
mcrfpy.setTimer("move2", lambda r: move_player_to((200, 200)), 200) # Will be queued
mcrfpy.setTimer("move3", lambda r: move_player_to((100, 200)), 300) # Will be queued
# Exit after demo
mcrfpy.setTimer("exit", lambda r: exit_demo(), 3000)
def exit_demo():
"""Exit the demo"""
print("\nDemo completed successfully!")
print("Callbacks ensure proper movement sequencing without race conditions")
import sys
sys.exit(0)
# Run the demo
setup_demo()

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#!/usr/bin/env python3
"""
Animation Demo: Grid Center & Entity Movement
=============================================
Demonstrates:
- Animated grid centering following entity
- Smooth entity movement along paths
- Perspective shifts with zoom transitions
- Field of view updates
"""
import mcrfpy
import sys
# Setup scene
mcrfpy.createScene("anim_demo")
# Create grid
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Simple map
for y in range(20):
for x in range(30):
cell = grid.at(x, y)
# Create walls around edges and some obstacles
if x == 0 or x == 29 or y == 0 or y == 19:
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(40, 30, 30)
elif (x == 10 and 5 <= y <= 15) or (y == 10 and 5 <= x <= 25):
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(60, 40, 40)
else:
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(80, 80, 100)
# Create entities
player = mcrfpy.Entity(5, 5, grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity(25, 15, grid=grid)
enemy.sprite_index = 69 # E
# Update visibility
player.update_visibility()
enemy.update_visibility()
# UI setup
ui = mcrfpy.sceneUI("anim_demo")
ui.append(grid)
grid.position = (100, 100)
grid.size = (600, 400)
title = mcrfpy.Caption("Animation Demo - Grid Center & Entity Movement", 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
status = mcrfpy.Caption("Press 1: Move Player | 2: Move Enemy | 3: Perspective Shift | Q: Quit", 100, 50)
status.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status)
info = mcrfpy.Caption("Perspective: Player", 500, 70)
info.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(info)
# Movement functions
def move_player_demo():
"""Demo player movement with camera follow"""
# Calculate path to a destination
path = player.path_to(20, 10)
if not path:
status.text = "No path available!"
return
status.text = f"Moving player along {len(path)} steps..."
# Animate along path
for i, (x, y) in enumerate(path[:5]): # First 5 steps
delay = i * 500 # 500ms between steps
# Schedule movement
def move_step(dt, px=x, py=y):
# Animate entity position
anim_x = mcrfpy.Animation("x", float(px), 0.4, "easeInOut")
anim_y = mcrfpy.Animation("y", float(py), 0.4, "easeInOut")
anim_x.start(player)
anim_y.start(player)
# Update visibility
player.update_visibility()
# Animate camera to follow
center_x = px * 16 # Assuming 16x16 tiles
center_y = py * 16
cam_anim = mcrfpy.Animation("center", (center_x, center_y), 0.4, "easeOut")
cam_anim.start(grid)
mcrfpy.setTimer(f"player_move_{i}", move_step, delay)
def move_enemy_demo():
"""Demo enemy movement"""
# Calculate path
path = enemy.path_to(10, 5)
if not path:
status.text = "Enemy has no path!"
return
status.text = f"Moving enemy along {len(path)} steps..."
# Animate along path
for i, (x, y) in enumerate(path[:5]): # First 5 steps
delay = i * 500
def move_step(dt, ex=x, ey=y):
anim_x = mcrfpy.Animation("x", float(ex), 0.4, "easeInOut")
anim_y = mcrfpy.Animation("y", float(ey), 0.4, "easeInOut")
anim_x.start(enemy)
anim_y.start(enemy)
enemy.update_visibility()
# If following enemy, update camera
if grid.perspective == 1:
center_x = ex * 16
center_y = ey * 16
cam_anim = mcrfpy.Animation("center", (center_x, center_y), 0.4, "easeOut")
cam_anim.start(grid)
mcrfpy.setTimer(f"enemy_move_{i}", move_step, delay)
def perspective_shift_demo():
"""Demo dramatic perspective shift"""
status.text = "Perspective shift in progress..."
# Phase 1: Zoom out
zoom_out = mcrfpy.Animation("zoom", 0.5, 1.5, "easeInExpo")
zoom_out.start(grid)
# Phase 2: Switch perspective at peak
def switch_perspective(dt):
if grid.perspective == 0:
grid.perspective = 1
info.text = "Perspective: Enemy"
info.fill_color = mcrfpy.Color(255, 100, 100)
target = enemy
else:
grid.perspective = 0
info.text = "Perspective: Player"
info.fill_color = mcrfpy.Color(100, 255, 100)
target = player
# Update camera to new target
center_x = target.x * 16
center_y = target.y * 16
cam_anim = mcrfpy.Animation("center", (center_x, center_y), 0.5, "linear")
cam_anim.start(grid)
mcrfpy.setTimer("switch_persp", switch_perspective, 1600)
# Phase 3: Zoom back in
def zoom_in(dt):
zoom_in_anim = mcrfpy.Animation("zoom", 1.0, 1.5, "easeOutExpo")
zoom_in_anim.start(grid)
status.text = "Perspective shift complete!"
mcrfpy.setTimer("zoom_in", zoom_in, 2100)
# Input handler
def handle_input(key, state):
if state != "start":
return
if key == "q":
print("Exiting demo...")
sys.exit(0)
elif key == "1":
move_player_demo()
elif key == "2":
move_enemy_demo()
elif key == "3":
perspective_shift_demo()
# Set scene
mcrfpy.setScene("anim_demo")
mcrfpy.keypressScene(handle_input)
# Initial setup
grid.perspective = 0
grid.zoom = 1.0
# Center on player initially
center_x = player.x * 16
center_y = player.y * 16
initial_cam = mcrfpy.Animation("center", (center_x, center_y), 0.5, "easeOut")
initial_cam.start(grid)
print("Animation Demo Started!")
print("======================")
print("Press 1: Animate player movement with camera follow")
print("Press 2: Animate enemy movement")
print("Press 3: Dramatic perspective shift with zoom")
print("Press Q: Quit")
print()
print("Watch how the grid center smoothly follows entities")
print("and how perspective shifts create cinematic effects!")

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#!/usr/bin/env python3
"""
McRogueFace Animation Demo - Safe Version
=========================================
A safer, simpler version that demonstrates animations without crashes.
"""
import mcrfpy
import sys
# Configuration
DEMO_DURATION = 4.0
# Track state
current_demo = 0
subtitle = None
demo_items = []
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Demo", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
def clear_demo_items():
"""Clear demo items from scene"""
global demo_items
ui = mcrfpy.sceneUI("demo")
# Remove demo items by tracking what we added
for item in demo_items:
try:
# Find index of item
for i in range(len(ui)):
if i >= 2: # Skip title and subtitle
ui.remove(i)
break
except:
pass
demo_items = []
def demo1_basic():
"""Basic frame animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Basic Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
ui.append(f)
demo_items.append(f)
# Simple animations
mcrfpy.Animation("x", 600.0, 2.0, "easeInOut").start(f)
mcrfpy.Animation("w", 300.0, 2.0, "easeInOut").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "linear").start(f)
def demo2_caption():
"""Caption animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Moving Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(c1)
demo_items.append(c1)
mcrfpy.Animation("x", 700.0, 3.0, "easeOutBounce").start(c1)
# Typewriter
c2 = mcrfpy.Caption("", 100, 300)
c2.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c2)
demo_items.append(c2)
mcrfpy.Animation("text", "Typewriter effect...", 3.0, "linear").start(c2)
def demo3_multiple():
"""Multiple animations"""
global demo_items
clear_demo_items()
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: Multiple Animations"
# Create several frames
for i in range(5):
f = mcrfpy.Frame(100 + i * 120, 200, 80, 80)
f.fill_color = mcrfpy.Color(50 + i * 40, 100, 200 - i * 30)
ui.append(f)
demo_items.append(f)
# Animate each differently
target_y = 350 + i * 20
mcrfpy.Animation("y", float(target_y), 2.0, "easeInOut").start(f)
mcrfpy.Animation("opacity", 0.5, 3.0, "easeInOut").start(f)
def run_next_demo(runtime):
"""Run the next demo"""
global current_demo
demos = [demo1_basic, demo2_caption, demo3_multiple]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
mcrfpy.setTimer("next", run_next_demo, int(DEMO_DURATION * 1000))
else:
subtitle.text = "Demo Complete!"
# Exit after a delay
def exit_program(rt):
print("Demo finished successfully!")
sys.exit(0)
mcrfpy.setTimer("exit", exit_program, 2000)
# Initialize
print("Starting Safe Animation Demo...")
create_scene()
# Start demos
mcrfpy.setTimer("start", run_next_demo, 500)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel
=================================
This script demonstrates EVERY animation type on EVERY UI object type.
It showcases all 30 easing functions, all animatable properties, and
special animation modes (delta, sprite sequences, text effects).
The script creates a comprehensive visual demonstration of the animation
system's capabilities, cycling through different objects and effects.
Author: Claude
Purpose: Complete animation system demonstration
"""
import mcrfpy
from mcrfpy import Color, Frame, Caption, Sprite, Grid, Entity, Texture, Animation
import sys
import math
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
demo_start_time = 0
demos = []
# Handle ESC key to exit
def handle_keypress(scene_name, keycode):
if keycode == 256: # ESC key
print("Exiting animation sizzle reel...")
sys.exit(0)
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
mcrfpy.keypressScene(handle_keypress)
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = Color(255, 255, 0)
title.outline = 2
title.outline_color = Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations(ui):
"""Demo 1: Basic frame animations - position, size, colors"""
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = Frame(100, 150, 200, 100)
frame.fill_color = Color(50, 50, 150)
frame.outline = 3
frame.outline_color = Color(255, 255, 255)
ui.append(frame)
# Position animations with different easings
x_anim = Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations - use tuples instead of Color objects
fill_anim = Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
return frame
def demo_frame_opacity_zindex(ui):
"""Demo 2: Frame opacity and z-index animations"""
subtitle.text = "Demo 2: Frame Opacity & Z-Index Animations"
frames = []
colors = [
Color(255, 0, 0, 200),
Color(0, 255, 0, 200),
Color(0, 0, 255, 200),
Color(255, 255, 0, 200)
]
# Create overlapping frames
for i in range(4):
frame = Frame(200 + i*80, 200 + i*40, 200, 150)
frame.fill_color = colors[i]
frame.outline = 2
frame.z_index = i
ui.append(frame)
frames.append(frame)
# Animate opacity in waves
opacity_anim = Animation("opacity", 0.3, 2.0, "easeInOutSine")
opacity_anim.start(frame)
# Reverse opacity animation
opacity_back = Animation("opacity", 1.0, 2.0, "easeInOutSine", delta=False)
mcrfpy.setTimer(f"opacity_back_{i}", lambda t, f=frame, a=opacity_back: a.start(f), 2000)
# Z-index shuffle animation
z_anim = Animation("z_index", (i + 2) % 4, 3.0, "linear")
z_anim.start(frame)
return frames
def demo_caption_animations(ui):
"""Demo 3: Caption text animations and effects"""
subtitle.text = "Demo 3: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = Caption("Moving Text!", 100, 200)
caption1.fill_color = Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
# Animate across screen with bounce
x_anim = Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
# Cycle through colors - use tuples
color_anim1 = Animation("fill_color", (255, 0, 0, 255), 1.0, "linear")
color_anim2 = Animation("fill_color", (0, 255, 0, 255), 1.0, "linear")
color_anim3 = Animation("fill_color", (0, 0, 255, 255), 1.0, "linear")
color_anim4 = Animation("fill_color", (255, 255, 255, 255), 1.0, "linear")
color_anim1.start(caption2)
mcrfpy.setTimer("color2", lambda t: color_anim2.start(caption2), 1000)
mcrfpy.setTimer("color3", lambda t: color_anim3.start(caption2), 2000)
mcrfpy.setTimer("color4", lambda t: color_anim4.start(caption2), 3000)
# Typewriter effect caption
caption3 = Caption("", 100, 400)
caption3.fill_color = Color(0, 255, 255)
ui.append(caption3)
typewriter = Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
# Size animation caption
caption4 = Caption("Growing Text", 400, 500)
caption4.fill_color = Color(255, 200, 0)
ui.append(caption4)
# Note: size animation would require font size property support
# For now, animate position to simulate growth
scale_sim = Animation("y", 480.0, 2.0, "easeInOutElastic")
scale_sim.start(caption4)
return [caption1, caption2, caption3, caption4]
def demo_sprite_animations(ui):
"""Demo 4: Sprite animations including sprite sequences"""
subtitle.text = "Demo 4: Sprite Animations (Position, Scale, Sprite Sequences)"
# Load a test texture (you'll need to adjust path)
try:
texture = Texture("assets/sprites/player.png", grid_size=(32, 32))
except:
# Fallback if texture not found
texture = None
if texture:
# Basic sprite with position animation
sprite1 = Sprite(100, 200, texture, sprite_index=0)
sprite1.scale = 2.0
ui.append(sprite1)
# Circular motion using sin/cos animations
# We'll use delta mode to create circular motion
x_circle = Animation("x", 300.0, 4.0, "easeInOutSine")
y_circle = Animation("y", 300.0, 4.0, "easeInOutCubic")
x_circle.start(sprite1)
y_circle.start(sprite1)
# Sprite sequence animation (walking cycle)
sprite2 = Sprite(500, 300, texture, sprite_index=0)
sprite2.scale = 3.0
ui.append(sprite2)
# Animate through sprite indices for animation
walk_cycle = Animation("sprite_index", [0, 1, 2, 3, 2, 1], 2.0, "linear")
walk_cycle.start(sprite2)
# Scale pulsing sprite
sprite3 = Sprite(800, 400, texture, sprite_index=4)
ui.append(sprite3)
# Note: scale animation would need to be supported
# For now use position to simulate
pulse_y = Animation("y", 380.0, 0.5, "easeInOutSine")
pulse_y.start(sprite3)
# Z-index animation for layering
sprite3_z = Animation("z_index", 10, 2.0, "linear")
sprite3_z.start(sprite3)
return [sprite1, sprite2, sprite3]
else:
# Create placeholder caption if no texture
no_texture = Caption("(Sprite demo requires texture file)", 400, 350)
no_texture.fill_color = Color(255, 100, 100)
ui.append(no_texture)
return [no_texture]
def demo_grid_animations(ui):
"""Demo 5: Grid animations (position, camera, zoom)"""
subtitle.text = "Demo 5: Grid Animations (Position, Camera Effects)"
# Create a grid
try:
texture = Texture("assets/sprites/tiles.png", grid_size=(16, 16))
except:
texture = None
# Grid constructor: Grid(grid_x, grid_y, texture, position, size)
# Note: tile dimensions are determined by texture's grid_size
grid = Grid(20, 15, texture, (100, 150), (480, 360)) # 20x24, 15x24
grid.fill_color = Color(20, 20, 40)
ui.append(grid)
# Fill with some test pattern
for y in range(15):
for x in range(20):
point = grid.at(x, y)
point.tilesprite = (x + y) % 4
point.walkable = ((x + y) % 3) != 0
if not point.walkable:
point.color = Color(100, 50, 50, 128)
# Animate grid position
grid_x = Animation("x", 400.0, 3.0, "easeInOutBack")
grid_x.start(grid)
# Camera pan animation (if supported)
# center_x = Animation("center", (10.0, 7.5), 4.0, "easeInOutCubic")
# center_x.start(grid)
# Create entities in the grid
if texture:
entity1 = Entity((5.0, 5.0), texture, 8) # position tuple, texture, sprite_index
entity1.scale = 1.5
grid.entities.append(entity1)
# Animate entity movement
entity_pos = Animation("position", (15.0, 10.0), 3.0, "easeInOutQuad")
entity_pos.start(entity1)
# Create patrolling entity
entity2 = Entity((10.0, 2.0), texture, 12) # position tuple, texture, sprite_index
grid.entities.append(entity2)
# Animate sprite changes
entity2_sprite = Animation("sprite_index", [12, 13, 14, 15, 14, 13], 2.0, "linear")
entity2_sprite.start(entity2)
return grid
def demo_complex_combinations(ui):
"""Demo 6: Complex multi-property animations"""
subtitle.text = "Demo 6: Complex Multi-Property Animations"
# Create a complex UI composition
main_frame = Frame(200, 200, 400, 300)
main_frame.fill_color = Color(30, 30, 60, 200)
main_frame.outline = 2
ui.append(main_frame)
# Child elements
title = Caption("Multi-Animation Demo", 20, 20)
title.fill_color = Color(255, 255, 255)
main_frame.children.append(title)
# Animate everything at once
# Frame animations
frame_x = Animation("x", 600.0, 3.0, "easeInOutElastic")
frame_w = Animation("w", 300.0, 2.5, "easeOutBack")
frame_fill = Animation("fill_color", (60, 30, 90, 220), 4.0, "easeInOutSine")
frame_outline = Animation("outline", 8.0, 3.0, "easeInOutQuad")
frame_x.start(main_frame)
frame_w.start(main_frame)
frame_fill.start(main_frame)
frame_outline.start(main_frame)
# Title animations
title_color = Animation("fill_color", (255, 200, 0, 255), 2.0, "easeOutBounce")
title_color.start(title)
# Add animated sub-frames
for i in range(3):
sub_frame = Frame(50 + i * 100, 100, 80, 80)
sub_frame.fill_color = Color(100 + i*50, 50, 200 - i*50, 180)
main_frame.children.append(sub_frame)
# Rotate positions using delta animations
sub_y = Animation("y", 50.0, 2.0, "easeInOutSine", delta=True)
sub_y.start(sub_frame)
return main_frame
def demo_easing_showcase(ui):
"""Demo 7: Showcase all 30 easing functions"""
subtitle.text = "Demo 7: All 30 Easing Functions Showcase"
# Create small frames for each easing function
frames_per_row = 6
frame_size = 180
spacing = 10
for i, easing in enumerate(EASING_FUNCTIONS[:12]): # First 12 easings
row = i // frames_per_row
col = i % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
# Create indicator frame
frame = Frame(x, y, 20, 20)
frame.fill_color = Color(100, 200, 255)
frame.outline = 1
ui.append(frame)
# Label
label = Caption(easing, x, y - 20)
label.fill_color = Color(200, 200, 200)
ui.append(label)
# Animate using this easing
move_anim = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim.start(frame)
# Continue with remaining easings after a delay
def show_more_easings(runtime):
for j, easing in enumerate(EASING_FUNCTIONS[12:24]): # Next 12
row = j // frames_per_row + 2
col = j % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
frame2 = Frame(x, y, 20, 20)
frame2.fill_color = Color(255, 150, 100)
frame2.outline = 1
ui.append(frame2)
label2 = Caption(easing, x, y - 20)
label2.fill_color = Color(200, 200, 200)
ui.append(label2)
move_anim2 = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim2.start(frame2)
mcrfpy.setTimer("more_easings", show_more_easings, 1000)
# Show final easings
def show_final_easings(runtime):
for k, easing in enumerate(EASING_FUNCTIONS[24:]): # Last 6
row = k // frames_per_row + 4
col = k % frames_per_row
x = 50 + col * (frame_size + spacing)
y = 150 + row * (60 + spacing)
frame3 = Frame(x, y, 20, 20)
frame3.fill_color = Color(150, 255, 150)
frame3.outline = 1
ui.append(frame3)
label3 = Caption(easing, x, y - 20)
label3.fill_color = Color(200, 200, 200)
ui.append(label3)
move_anim3 = Animation("x", x + frame_size - 20, 3.0, easing)
move_anim3.start(frame3)
mcrfpy.setTimer("final_easings", show_final_easings, 2000)
def demo_delta_animations(ui):
"""Demo 8: Delta mode animations (relative movements)"""
subtitle.text = "Demo 8: Delta Mode Animations (Relative Movements)"
# Create objects that will move relative to their position
frames = []
start_positions = [(100, 200), (300, 200), (500, 200), (700, 200)]
colors = [Color(255, 100, 100), Color(100, 255, 100),
Color(100, 100, 255), Color(255, 255, 100)]
for i, (x, y) in enumerate(start_positions):
frame = Frame(x, y, 80, 80)
frame.fill_color = colors[i]
frame.outline = 2
ui.append(frame)
frames.append(frame)
# Delta animations - move relative to current position
# Each frame moves by different amounts
dx = (i + 1) * 50
dy = math.sin(i) * 100
x_delta = Animation("x", dx, 2.0, "easeInOutBack", delta=True)
y_delta = Animation("y", dy, 2.0, "easeInOutElastic", delta=True)
x_delta.start(frame)
y_delta.start(frame)
# Create caption showing delta mode
delta_label = Caption("Delta mode: Relative animations from current position", 200, 400)
delta_label.fill_color = Color(255, 255, 255)
ui.append(delta_label)
# Animate the label with delta mode text append
text_delta = Animation("text", " - ANIMATED!", 2.0, "linear", delta=True)
text_delta.start(delta_label)
return frames
def demo_color_component_animations(ui):
"""Demo 9: Individual color channel animations"""
subtitle.text = "Demo 9: Color Component Animations (R, G, B, A channels)"
# Create frames to demonstrate individual color channel animations
base_frame = Frame(300, 200, 600, 300)
base_frame.fill_color = Color(128, 128, 128, 255)
base_frame.outline = 3
ui.append(base_frame)
# Labels for each channel
labels = ["Red", "Green", "Blue", "Alpha"]
positions = [(50, 50), (200, 50), (350, 50), (500, 50)]
for i, (label_text, (x, y)) in enumerate(zip(labels, positions)):
# Create label
label = Caption(label_text, x, y - 30)
label.fill_color = Color(255, 255, 255)
base_frame.children.append(label)
# Create demo frame for this channel
demo_frame = Frame(x, y, 100, 100)
demo_frame.fill_color = Color(100, 100, 100, 200)
demo_frame.outline = 2
base_frame.children.append(demo_frame)
# Animate individual color channel
if i == 0: # Red
r_anim = Animation("fill_color.r", 255, 3.0, "easeInOutSine")
r_anim.start(demo_frame)
elif i == 1: # Green
g_anim = Animation("fill_color.g", 255, 3.0, "easeInOutSine")
g_anim.start(demo_frame)
elif i == 2: # Blue
b_anim = Animation("fill_color.b", 255, 3.0, "easeInOutSine")
b_anim.start(demo_frame)
else: # Alpha
a_anim = Animation("fill_color.a", 50, 3.0, "easeInOutSine")
a_anim.start(demo_frame)
# Animate main frame outline color components in sequence
outline_r = Animation("outline_color.r", 255, 1.0, "linear")
outline_g = Animation("outline_color.g", 255, 1.0, "linear")
outline_b = Animation("outline_color.b", 0, 1.0, "linear")
outline_r.start(base_frame)
mcrfpy.setTimer("outline_g", lambda t: outline_g.start(base_frame), 1000)
mcrfpy.setTimer("outline_b", lambda t: outline_b.start(base_frame), 2000)
return base_frame
def demo_performance_stress_test(ui):
"""Demo 10: Performance test with many simultaneous animations"""
subtitle.text = "Demo 10: Performance Stress Test (100+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 100
for i in range(num_objects):
# Random starting position
x = 100 + (i % 20) * 50
y = 150 + (i // 20) * 50
# Create small frame
size = 20 + (i % 3) * 10
frame = Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
# Random animation properties
target_x = 100 + (i % 15) * 70
target_y = 150 + (i // 15) * 70
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = Animation("x", target_x, duration, easing)
y_anim = Animation("y", target_y, duration, easing)
opacity_anim = Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = Caption(f"Animating {num_objects * 3} properties simultaneously", 400, 600)
perf_caption.fill_color = Color(255, 255, 0)
ui.append(perf_caption)
def next_demo(runtime):
"""Cycle to the next demo"""
global current_demo, demo_start_time
# Clear the UI except title and subtitle
ui = mcrfpy.sceneUI("sizzle_reel")
# Keep only the first two elements (title and subtitle)
while len(ui) > 2:
# Remove from the end to avoid index issues
ui.remove(len(ui) - 1)
# Run the next demo
if current_demo < len(demos):
demos[current_demo](ui)
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", next_demo, int(DEMO_DURATION * 1000))
else:
# All demos complete
subtitle.text = "Animation Showcase Complete! Press ESC to exit."
complete = Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = Color(0, 255, 0)
complete.outline = 2
ui.append(complete)
def run_sizzle_reel(runtime):
"""Main entry point - start the demo sequence"""
global demos
# List of all demo functions
demos = [
demo_frame_basic_animations,
demo_frame_opacity_zindex,
demo_caption_animations,
demo_sprite_animations,
demo_grid_animations,
demo_complex_combinations,
demo_easing_showcase,
demo_delta_animations,
demo_color_component_animations,
demo_performance_stress_test
]
# Start the first demo
next_demo(runtime)
# Initialize scene
ui = create_demo_scene()
# Start the sizzle reel after a short delay
mcrfpy.setTimer("start_sizzle", run_sizzle_reel, 500)
print("Starting McRogueFace Animation Sizzle Reel...")
print("This will demonstrate ALL animation types on ALL objects.")
print("Press ESC at any time to exit.")

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel (Fixed)
=========================================
This script demonstrates EVERY animation type on EVERY UI object type.
Fixed version that works properly with the game loop.
"""
import mcrfpy
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
subtitle = None
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = mcrfpy.Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations():
"""Demo 1: Basic frame animations - position, size, colors"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
# Position animations with different easings
x_anim = mcrfpy.Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = mcrfpy.Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = mcrfpy.Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = mcrfpy.Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations
fill_anim = mcrfpy.Animation("fill_color", mcrfpy.Color(255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = mcrfpy.Animation("outline_color", mcrfpy.Color(0, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = mcrfpy.Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
def demo_caption_animations():
"""Demo 2: Caption text animations and effects"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 2: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = mcrfpy.Caption("Moving Text!", 100, 200)
caption1.fill_color = mcrfpy.Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
# Animate across screen with bounce
x_anim = mcrfpy.Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = mcrfpy.Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
# Cycle through colors
color_anim1 = mcrfpy.Animation("fill_color", mcrfpy.Color(255, 0, 0), 1.0, "linear")
color_anim1.start(caption2)
# Typewriter effect caption
caption3 = mcrfpy.Caption("", 100, 400)
caption3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(caption3)
typewriter = mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
def demo_sprite_animations():
"""Demo 3: Sprite animations (if texture available)"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 3: Sprite Animations"
# Create placeholder caption since texture might not exist
no_texture = mcrfpy.Caption("(Sprite demo - textures may not be loaded)", 400, 350)
no_texture.fill_color = mcrfpy.Color(255, 100, 100)
ui.append(no_texture)
def demo_performance_stress_test():
"""Demo 4: Performance test with many simultaneous animations"""
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 4: Performance Test (50+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 50
for i in range(num_objects):
# Random starting position
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 80
# Create small frame
size = 20 + (i % 3) * 10
frame = mcrfpy.Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = mcrfpy.Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
# Random animation properties
target_x = 100 + (i % 8) * 120
target_y = 150 + (i // 8) * 100
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = mcrfpy.Animation("x", float(target_x), duration, easing)
y_anim = mcrfpy.Animation("y", float(target_y), duration, easing)
opacity_anim = mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = mcrfpy.Caption(f"Animating {num_objects * 3} properties simultaneously", 400, 600)
perf_caption.fill_color = mcrfpy.Color(255, 255, 0)
ui.append(perf_caption)
def clear_scene():
"""Clear the scene except title and subtitle"""
ui = mcrfpy.sceneUI("sizzle_reel")
# Keep only the first two elements (title and subtitle)
while len(ui) > 2:
ui.remove(2)
def run_demo_sequence(runtime):
"""Run through all demos"""
global current_demo
# Clear previous demo
clear_scene()
# Demo list
demos = [
demo_frame_basic_animations,
demo_caption_animations,
demo_sprite_animations,
demo_performance_stress_test
]
if current_demo < len(demos):
# Run current demo
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", run_demo_sequence, int(DEMO_DURATION * 1000))
else:
# All demos complete
subtitle.text = "Animation Showcase Complete!"
complete = mcrfpy.Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = mcrfpy.Color(0, 255, 0)
complete.outline = 2
ui = mcrfpy.sceneUI("sizzle_reel")
ui.append(complete)
# Initialize scene
print("Starting McRogueFace Animation Sizzle Reel...")
print("This will demonstrate animation types on various objects.")
ui = create_demo_scene()
# Start the demo sequence after a short delay
mcrfpy.setTimer("start_demos", run_demo_sequence, 500)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel v2
====================================
Fixed version with proper API usage for animations and collections.
"""
import mcrfpy
# Configuration
SCENE_WIDTH = 1280
SCENE_HEIGHT = 720
DEMO_DURATION = 5.0 # Duration for each demo section
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track current demo state
current_demo = 0
subtitle = None
demo_objects = [] # Track objects from current demo
def create_demo_scene():
"""Create the main demo scene with title"""
mcrfpy.createScene("sizzle_reel")
mcrfpy.setScene("sizzle_reel")
ui = mcrfpy.sceneUI("sizzle_reel")
# Title caption
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel",
SCENE_WIDTH/2 - 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle showing current demo
global subtitle
subtitle = mcrfpy.Caption("Initializing...",
SCENE_WIDTH/2 - 150, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo_frame_basic_animations():
"""Demo 1: Basic frame animations - position, size, colors"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 1: Frame Basic Animations (Position, Size, Colors)"
# Create test frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
demo_objects.append(frame)
# Position animations with different easings
x_anim = mcrfpy.Animation("x", 800.0, 2.0, "easeInOutBack")
y_anim = mcrfpy.Animation("y", 400.0, 2.0, "easeInOutElastic")
x_anim.start(frame)
y_anim.start(frame)
# Size animations
w_anim = mcrfpy.Animation("w", 400.0, 3.0, "easeInOutCubic")
h_anim = mcrfpy.Animation("h", 200.0, 3.0, "easeInOutCubic")
w_anim.start(frame)
h_anim.start(frame)
# Color animations - use tuples instead of Color objects
fill_anim = mcrfpy.Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine")
outline_anim = mcrfpy.Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce")
fill_anim.start(frame)
outline_anim.start(frame)
# Outline thickness animation
thickness_anim = mcrfpy.Animation("outline", 10.0, 4.5, "easeInOutQuad")
thickness_anim.start(frame)
def demo_caption_animations():
"""Demo 2: Caption text animations and effects"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 2: Caption Animations (Text, Color, Position)"
# Basic caption with position animation
caption1 = mcrfpy.Caption("Moving Text!", 100, 200)
caption1.fill_color = mcrfpy.Color(255, 255, 255)
caption1.outline = 1
ui.append(caption1)
demo_objects.append(caption1)
# Animate across screen with bounce
x_anim = mcrfpy.Animation("x", 900.0, 3.0, "easeOutBounce")
x_anim.start(caption1)
# Color cycling caption
caption2 = mcrfpy.Caption("Rainbow Colors", 400, 300)
caption2.outline = 2
ui.append(caption2)
demo_objects.append(caption2)
# Cycle through colors using tuples
color_anim1 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear")
color_anim1.start(caption2)
# Schedule color changes
def change_to_green(rt):
color_anim2 = mcrfpy.Animation("fill_color", (0, 255, 0, 255), 1.0, "linear")
color_anim2.start(caption2)
def change_to_blue(rt):
color_anim3 = mcrfpy.Animation("fill_color", (0, 0, 255, 255), 1.0, "linear")
color_anim3.start(caption2)
def change_to_white(rt):
color_anim4 = mcrfpy.Animation("fill_color", (255, 255, 255, 255), 1.0, "linear")
color_anim4.start(caption2)
mcrfpy.setTimer("color2", change_to_green, 1000)
mcrfpy.setTimer("color3", change_to_blue, 2000)
mcrfpy.setTimer("color4", change_to_white, 3000)
# Typewriter effect caption
caption3 = mcrfpy.Caption("", 100, 400)
caption3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(caption3)
demo_objects.append(caption3)
typewriter = mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear")
typewriter.start(caption3)
def demo_easing_showcase():
"""Demo 3: Showcase different easing functions"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 3: Easing Functions Showcase"
# Create small frames for each easing function
frames_per_row = 6
frame_width = 180
spacing = 10
# Show first 12 easings
for i, easing in enumerate(EASING_FUNCTIONS[:12]):
row = i // frames_per_row
col = i % frames_per_row
x = 50 + col * (frame_width + spacing)
y = 150 + row * (80 + spacing)
# Create indicator frame
frame = mcrfpy.Frame(x, y, 20, 20)
frame.fill_color = mcrfpy.Color(100, 200, 255)
frame.outline = 1
ui.append(frame)
demo_objects.append(frame)
# Label
label = mcrfpy.Caption(easing[:8], x, y - 20) # Truncate long names
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
demo_objects.append(label)
# Animate using this easing
move_anim = mcrfpy.Animation("x", float(x + frame_width - 20), 3.0, easing)
move_anim.start(frame)
def demo_performance_stress_test():
"""Demo 4: Performance test with many simultaneous animations"""
global demo_objects
demo_objects = []
ui = mcrfpy.sceneUI("sizzle_reel")
subtitle.text = "Demo 4: Performance Test (50+ Simultaneous Animations)"
# Create many small objects with different animations
num_objects = 50
for i in range(num_objects):
# Starting position
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 80
# Create small frame
size = 20 + (i % 3) * 10
frame = mcrfpy.Frame(x, y, size, size)
# Random color
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
frame.fill_color = mcrfpy.Color(r, g, b, 200)
frame.outline = 1
ui.append(frame)
demo_objects.append(frame)
# Random animation properties
target_x = 100 + (i % 8) * 120
target_y = 150 + (i // 8) * 100
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
# Start multiple animations per object
x_anim = mcrfpy.Animation("x", float(target_x), duration, easing)
y_anim = mcrfpy.Animation("y", float(target_y), duration, easing)
opacity_anim = mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, duration, "easeInOutSine")
x_anim.start(frame)
y_anim.start(frame)
opacity_anim.start(frame)
# Performance counter
perf_caption = mcrfpy.Caption(f"Animating {num_objects * 3} properties simultaneously", 350, 600)
perf_caption.fill_color = mcrfpy.Color(255, 255, 0)
ui.append(perf_caption)
demo_objects.append(perf_caption)
def clear_scene():
"""Clear the scene except title and subtitle"""
global demo_objects
ui = mcrfpy.sceneUI("sizzle_reel")
# Remove all demo objects
for obj in demo_objects:
try:
# Find index of object
for i in range(len(ui)):
if ui[i] is obj:
ui.remove(ui[i])
break
except:
pass # Object might already be removed
demo_objects = []
# Clean up any timers
for timer_name in ["color2", "color3", "color4"]:
try:
mcrfpy.delTimer(timer_name)
except:
pass
def run_demo_sequence(runtime):
"""Run through all demos"""
global current_demo
# Clear previous demo
clear_scene()
# Demo list
demos = [
demo_frame_basic_animations,
demo_caption_animations,
demo_easing_showcase,
demo_performance_stress_test
]
if current_demo < len(demos):
# Run current demo
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
mcrfpy.setTimer("next_demo", run_demo_sequence, int(DEMO_DURATION * 1000))
else:
# Final demo completed
def show_complete(rt):
subtitle.text = "Animation Showcase Complete!"
complete = mcrfpy.Caption("All animation types demonstrated!", 400, 350)
complete.fill_color = mcrfpy.Color(0, 255, 0)
complete.outline = 2
ui = mcrfpy.sceneUI("sizzle_reel")
ui.append(complete)
mcrfpy.setTimer("complete", show_complete, 3000)
# Initialize scene
print("Starting McRogueFace Animation Sizzle Reel v2...")
print("This will demonstrate animation types on various objects.")
ui = create_demo_scene()
# Start the demo sequence after a short delay
mcrfpy.setTimer("start_demos", run_demo_sequence, 500)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Working Version
===================================================
Complete demonstration of all animation capabilities.
Fixed to work properly with the API.
"""
import mcrfpy
import sys
import math
# Configuration
DEMO_DURATION = 7.0 # Duration for each demo
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track state
current_demo = 0
subtitle = None
demo_objects = []
def create_scene():
"""Create the demo scene with title"""
mcrfpy.createScene("sizzle")
mcrfpy.setScene("sizzle")
ui = mcrfpy.sceneUI("sizzle")
# Title
title = mcrfpy.Caption("McRogueFace Animation Sizzle Reel", 340, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.outline_color = mcrfpy.Color(0, 0, 0)
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Initializing...", 400, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
def clear_demo():
"""Clear demo objects"""
global demo_objects
ui = mcrfpy.sceneUI("sizzle")
# Remove items starting from the end
# Skip first 2 (title and subtitle)
while len(ui) > 2:
ui.remove(len(ui) - 1)
demo_objects = []
def demo1_frame_basics():
"""Demo 1: Basic frame animations"""
clear_demo()
print("demo1")
subtitle.text = "Demo 1: Frame Animations (Position, Size, Color)"
ui = mcrfpy.sceneUI("sizzle")
# Create frame
frame = mcrfpy.Frame(100, 150, 200, 100)
frame.fill_color = mcrfpy.Color(50, 50, 150)
frame.outline = 3
frame.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(frame)
# Animate properties
mcrfpy.Animation("x", 700.0, 2.5, "easeInOutBack").start(frame)
mcrfpy.Animation("y", 350.0, 2.5, "easeInOutElastic").start(frame)
mcrfpy.Animation("w", 350.0, 3.0, "easeInOutCubic").start(frame)
mcrfpy.Animation("h", 180.0, 3.0, "easeInOutCubic").start(frame)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 4.0, "easeInOutSine").start(frame)
mcrfpy.Animation("outline_color", (0, 255, 255, 255), 4.0, "easeOutBounce").start(frame)
mcrfpy.Animation("outline", 8.0, 4.0, "easeInOutQuad").start(frame)
def demo2_opacity_zindex():
"""Demo 2: Opacity and z-index animations"""
clear_demo()
print("demo2")
subtitle.text = "Demo 2: Opacity & Z-Index Animations"
ui = mcrfpy.sceneUI("sizzle")
# Create overlapping frames
colors = [(255, 0, 0), (0, 255, 0), (0, 0, 255), (255, 255, 0)]
for i in range(4):
frame = mcrfpy.Frame(200 + i*80, 200 + i*40, 200, 150)
frame.fill_color = mcrfpy.Color(colors[i][0], colors[i][1], colors[i][2], 200)
frame.outline = 2
frame.z_index = i
ui.append(frame)
# Animate opacity
mcrfpy.Animation("opacity", 0.3, 2.0, "easeInOutSine").start(frame)
# Schedule opacity return
def return_opacity(rt):
for i in range(4):
mcrfpy.Animation("opacity", 1.0, 2.0, "easeInOutSine").start(ui[i])
mcrfpy.setTimer(f"opacity_{i}", return_opacity, 2100)
def demo3_captions():
"""Demo 3: Caption animations"""
clear_demo()
print("demo3")
subtitle.text = "Demo 3: Caption Animations"
ui = mcrfpy.sceneUI("sizzle")
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
c1.outline = 1
ui.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling caption
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
ui.append(c2)
# Animate through colors
def cycle_colors():
anim = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 0.5, "linear")
anim.start(c2)
def to_green(rt):
mcrfpy.Animation("fill_color", (0, 255, 0, 255), 0.5, "linear").start(c2)
def to_blue(rt):
mcrfpy.Animation("fill_color", (0, 0, 255, 255), 0.5, "linear").start(c2)
def to_white(rt):
mcrfpy.Animation("fill_color", (255, 255, 255, 255), 0.5, "linear").start(c2)
mcrfpy.setTimer("c_green", to_green, 600)
mcrfpy.setTimer("c_blue", to_blue, 1200)
mcrfpy.setTimer("c_white", to_white, 1800)
cycle_colors()
# Typewriter effect
c3 = mcrfpy.Caption("", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c3)
mcrfpy.Animation("text", "This text appears one character at a time...", 3.0, "linear").start(c3)
def demo4_easing_showcase():
"""Demo 4: Showcase easing functions"""
clear_demo()
print("demo4")
subtitle.text = "Demo 4: 30 Easing Functions"
ui = mcrfpy.sceneUI("sizzle")
# Show first 15 easings
for i in range(15):
row = i // 5
col = i % 5
x = 80 + col * 180
y = 150 + row * 120
# Create frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
f.outline = 1
ui.append(f)
# Label
label = mcrfpy.Caption(EASING_FUNCTIONS[i][:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 140), 3.0, EASING_FUNCTIONS[i]).start(f)
def demo5_performance():
"""Demo 5: Many simultaneous animations"""
clear_demo()
print("demo5")
subtitle.text = "Demo 5: 50+ Simultaneous Animations"
ui = mcrfpy.sceneUI("sizzle")
# Create many animated objects
for i in range(50):
print(f"{i}...",end='',flush=True)
x = 100 + (i % 10) * 90
y = 120 + (i // 10) * 80
f = mcrfpy.Frame(x, y, 25, 25)
r = (i * 37) % 256
g = (i * 73) % 256
b = (i * 113) % 256
f.fill_color = (r, g, b, 200) #mcrfpy.Color(r, g, b, 200)
f.outline = 1
ui.append(f)
# Random animations
target_x = 150 + (i % 8) * 100
target_y = 150 + (i // 8) * 85
duration = 2.0 + (i % 30) * 0.1
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), duration, easing).start(f)
mcrfpy.Animation("y", float(target_y), duration, easing).start(f)
mcrfpy.Animation("opacity", 0.3 + (i % 7) * 0.1, 2.5, "easeInOutSine").start(f)
def demo6_delta_mode():
"""Demo 6: Delta mode animations"""
clear_demo()
print("demo6")
subtitle.text = "Demo 6: Delta Mode (Relative Movement)"
ui = mcrfpy.sceneUI("sizzle")
# Create frames that move relative to position
positions = [(100, 300), (300, 300), (500, 300), (700, 300)]
colors = [(255, 100, 100), (100, 255, 100), (100, 100, 255), (255, 255, 100)]
for i, ((x, y), color) in enumerate(zip(positions, colors)):
f = mcrfpy.Frame(x, y, 60, 60)
f.fill_color = mcrfpy.Color(color[0], color[1], color[2])
f.outline = 2
ui.append(f)
# Delta animations - move by amount, not to position
dx = (i + 1) * 30
dy = math.sin(i * 0.5) * 50
mcrfpy.Animation("x", float(dx), 2.0, "easeInOutBack", delta=True).start(f)
mcrfpy.Animation("y", float(dy), 2.0, "easeInOutElastic", delta=True).start(f)
# Caption explaining delta mode
info = mcrfpy.Caption("Delta mode: animations move BY amount, not TO position", 200, 450)
info.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(info)
def run_next_demo(runtime):
"""Run the next demo in sequence"""
global current_demo
demos = [
demo1_frame_basics,
demo2_opacity_zindex,
demo3_captions,
demo4_easing_showcase,
demo5_performance,
demo6_delta_mode
]
if current_demo < len(demos):
# Clean up timers from previous demo
for timer in ["opacity_0", "opacity_1", "opacity_2", "opacity_3",
"c_green", "c_blue", "c_white"]:
try:
mcrfpy.delTimer(timer)
except:
pass
# Run next demo
print(f"Run next: {current_demo}")
demos[current_demo]()
current_demo += 1
# Schedule next demo
if current_demo < len(demos):
#mcrfpy.setTimer("next_demo", run_next_demo, int(DEMO_DURATION * 1000))
pass
else:
current_demo = 0
# All done
#subtitle.text = "Animation Showcase Complete!"
#complete = mcrfpy.Caption("All animations demonstrated successfully!", 350, 350)
#complete.fill_color = mcrfpy.Color(0, 255, 0)
#complete.outline = 2
#ui = mcrfpy.sceneUI("sizzle")
#ui.append(complete)
#
## Exit after delay
#def exit_program(rt):
# print("\nSizzle reel completed successfully!")
# sys.exit(0)
#mcrfpy.setTimer("exit", exit_program, 3000)
# Handle ESC key
def handle_keypress(scene_name, keycode):
if keycode == 256: # ESC
print("\nExiting...")
sys.exit(0)
# Initialize
print("Starting McRogueFace Animation Sizzle Reel...")
print("This demonstrates all animation capabilities.")
print("Press ESC to exit at any time.")
create_scene()
mcrfpy.keypressScene(handle_keypress)
# Start the show
mcrfpy.setTimer("start", run_next_demo, int(DEMO_DURATION * 1000))

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@ -1,207 +0,0 @@
#!/usr/bin/env python3
"""
McRogueFace API Demo - Final Version
====================================
Complete API demonstration with proper error handling.
Tests all constructors and methods systematically.
"""
import mcrfpy
import sys
def print_section(title):
"""Print a section header"""
print("\n" + "="*60)
print(f" {title}")
print("="*60)
def print_test(name, success=True):
"""Print test result"""
status = "" if success else ""
print(f" {status} {name}")
def test_colors():
"""Test Color API"""
print_section("COLOR TESTS")
try:
# Basic constructors
c1 = mcrfpy.Color(255, 0, 0) # RGB
print_test(f"Color(255,0,0) = ({c1.r},{c1.g},{c1.b},{c1.a})")
c2 = mcrfpy.Color(100, 150, 200, 128) # RGBA
print_test(f"Color(100,150,200,128) = ({c2.r},{c2.g},{c2.b},{c2.a})")
# Property modification
c1.r = 128
c1.g = 128
c1.b = 128
c1.a = 200
print_test(f"Modified color = ({c1.r},{c1.g},{c1.b},{c1.a})")
except Exception as e:
print_test(f"Color test failed: {e}", False)
def test_frames():
"""Test Frame API"""
print_section("FRAME TESTS")
# Create scene
mcrfpy.createScene("test")
mcrfpy.setScene("test")
ui = mcrfpy.sceneUI("test")
try:
# Constructors
f1 = mcrfpy.Frame()
print_test(f"Frame() at ({f1.x},{f1.y}) size ({f1.w},{f1.h})")
f2 = mcrfpy.Frame(100, 50)
print_test(f"Frame(100,50) at ({f2.x},{f2.y})")
f3 = mcrfpy.Frame(200, 100, 150, 75)
print_test(f"Frame(200,100,150,75) size ({f3.w},{f3.h})")
# Properties
f3.fill_color = mcrfpy.Color(100, 100, 200)
f3.outline = 3
f3.outline_color = mcrfpy.Color(255, 255, 0)
f3.opacity = 0.8
f3.visible = True
f3.z_index = 5
print_test(f"Frame properties set")
# Add to scene
ui.append(f3)
print_test(f"Frame added to scene")
# Children
child = mcrfpy.Frame(10, 10, 50, 50)
f3.children.append(child)
print_test(f"Child added, count = {len(f3.children)}")
except Exception as e:
print_test(f"Frame test failed: {e}", False)
def test_captions():
"""Test Caption API"""
print_section("CAPTION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Constructors
c1 = mcrfpy.Caption()
print_test(f"Caption() text='{c1.text}'")
c2 = mcrfpy.Caption("Hello World")
print_test(f"Caption('Hello World') at ({c2.x},{c2.y})")
c3 = mcrfpy.Caption("Test", 300, 200)
print_test(f"Caption with position at ({c3.x},{c3.y})")
# Properties
c3.text = "Modified"
c3.fill_color = mcrfpy.Color(255, 255, 0)
c3.outline = 2
c3.outline_color = mcrfpy.Color(0, 0, 0)
print_test(f"Caption text='{c3.text}'")
ui.append(c3)
print_test("Caption added to scene")
except Exception as e:
print_test(f"Caption test failed: {e}", False)
def test_animations():
"""Test Animation API"""
print_section("ANIMATION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Create target
frame = mcrfpy.Frame(50, 50, 100, 100)
frame.fill_color = mcrfpy.Color(100, 100, 100)
ui.append(frame)
# Basic animations
a1 = mcrfpy.Animation("x", 300.0, 2.0)
print_test("Animation created (position)")
a2 = mcrfpy.Animation("opacity", 0.5, 1.5, "easeInOut")
print_test("Animation with easing")
a3 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 2.0)
print_test("Color animation (tuple)")
# Start animations
a1.start(frame)
a2.start(frame)
a3.start(frame)
print_test("Animations started")
# Check properties
print_test(f"Duration = {a1.duration}")
print_test(f"Elapsed = {a1.elapsed}")
print_test(f"Complete = {a1.is_complete}")
except Exception as e:
print_test(f"Animation test failed: {e}", False)
def test_collections():
"""Test collection operations"""
print_section("COLLECTION TESTS")
ui = mcrfpy.sceneUI("test")
try:
# Clear scene
while len(ui) > 0:
ui.remove(ui[len(ui)-1])
print_test(f"Scene cleared, length = {len(ui)}")
# Add items
for i in range(5):
f = mcrfpy.Frame(i*100, 50, 80, 80)
ui.append(f)
print_test(f"Added 5 frames, length = {len(ui)}")
# Access
first = ui[0]
print_test(f"Accessed ui[0] at ({first.x},{first.y})")
# Iteration
count = sum(1 for _ in ui)
print_test(f"Iteration count = {count}")
except Exception as e:
print_test(f"Collection test failed: {e}", False)
def run_tests():
"""Run all tests"""
print("\n" + "="*60)
print(" McRogueFace API Test Suite")
print("="*60)
test_colors()
test_frames()
test_captions()
test_animations()
test_collections()
print("\n" + "="*60)
print(" Tests Complete")
print("="*60)
# Exit after delay
def exit_program(runtime):
print("\nExiting...")
sys.exit(0)
mcrfpy.setTimer("exit", exit_program, 3000)
# Run tests
print("Starting API tests...")
run_tests()

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@ -1,99 +0,0 @@
#!/usr/bin/env python3
"""Debug the astar_vs_dijkstra demo issue"""
import mcrfpy
import sys
# Same setup as the demo
start_pos = (5, 10)
end_pos = (25, 10)
print("Debugging A* vs Dijkstra demo...")
print(f"Start: {start_pos}, End: {end_pos}")
# Create scene and grid
mcrfpy.createScene("debug")
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
# Initialize all as floor
print("\nInitializing 30x20 grid...")
for y in range(20):
for x in range(30):
grid.at(x, y).walkable = True
# Test path before obstacles
print("\nTest 1: Path with no obstacles")
path1 = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
print(f" Path: {path1[:5]}...{path1[-3:] if len(path1) > 5 else ''}")
print(f" Length: {len(path1)}")
# Add obstacles from the demo
obstacles = [
# Vertical wall with gaps
[(15, y) for y in range(3, 17) if y not in [8, 12]],
# Horizontal walls
[(x, 5) for x in range(10, 20)],
[(x, 15) for x in range(10, 20)],
# Maze-like structure
[(x, 10) for x in range(20, 25)],
[(25, y) for y in range(5, 15)],
]
print("\nAdding obstacles...")
wall_count = 0
for obstacle_group in obstacles:
for x, y in obstacle_group:
grid.at(x, y).walkable = False
wall_count += 1
if wall_count <= 5:
print(f" Wall at ({x}, {y})")
print(f" Total walls added: {wall_count}")
# Check specific cells
print(f"\nChecking key positions:")
print(f" Start ({start_pos[0]}, {start_pos[1]}): walkable={grid.at(start_pos[0], start_pos[1]).walkable}")
print(f" End ({end_pos[0]}, {end_pos[1]}): walkable={grid.at(end_pos[0], end_pos[1]).walkable}")
# Check if path is blocked
print(f"\nChecking horizontal line at y=10:")
blocked_x = []
for x in range(30):
if not grid.at(x, 10).walkable:
blocked_x.append(x)
print(f" Blocked x positions: {blocked_x}")
# Test path with obstacles
print("\nTest 2: Path with obstacles")
path2 = grid.compute_astar_path(start_pos[0], start_pos[1], end_pos[0], end_pos[1])
print(f" Path: {path2}")
print(f" Length: {len(path2)}")
# Check if there's any path at all
if not path2:
print("\n No path found! Checking why...")
# Check if we can reach the vertical wall gap
print("\n Testing path to wall gap at (15, 8):")
path_to_gap = grid.compute_astar_path(start_pos[0], start_pos[1], 15, 8)
print(f" Path to gap: {path_to_gap}")
# Check from gap to end
print("\n Testing path from gap (15, 8) to end:")
path_from_gap = grid.compute_astar_path(15, 8, end_pos[0], end_pos[1])
print(f" Path from gap: {path_from_gap}")
# Check walls more carefully
print("\nDetailed wall analysis:")
print(" Walls at x=25 (blocking end?):")
for y in range(5, 15):
print(f" ({25}, {y}): walkable={grid.at(25, y).walkable}")
def timer_cb(dt):
sys.exit(0)
ui = mcrfpy.sceneUI("debug")
ui.append(grid)
mcrfpy.setScene("debug")
mcrfpy.setTimer("exit", timer_cb, 100)

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#!/usr/bin/env python3
"""
Working Dijkstra Demo with Clear Visual Feedback
================================================
This demo shows pathfinding with high-contrast colors.
"""
import mcrfpy
import sys
# High contrast colors
WALL_COLOR = mcrfpy.Color(40, 20, 20) # Very dark red/brown for walls
FLOOR_COLOR = mcrfpy.Color(60, 60, 80) # Dark blue-gray for floors
PATH_COLOR = mcrfpy.Color(0, 255, 0) # Pure green for paths
START_COLOR = mcrfpy.Color(255, 0, 0) # Red for start
END_COLOR = mcrfpy.Color(0, 0, 255) # Blue for end
print("Dijkstra Demo - High Contrast")
print("==============================")
# Create scene
mcrfpy.createScene("dijkstra_demo")
# Create grid with exact layout from user
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Map layout
map_layout = [
"..............", # Row 0
"..W.....WWWW..", # Row 1
"..W.W...W.EW..", # Row 2
"..W.....W..W..", # Row 3
"..W...E.WWWW..", # Row 4
"E.W...........", # Row 5
"..W...........", # Row 6
"..W...........", # Row 7
"..W.WWW.......", # Row 8
"..............", # Row 9
]
# Create the map
entity_positions = []
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == 'W':
cell.walkable = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.color = FLOOR_COLOR
if char == 'E':
entity_positions.append((x, y))
print(f"Map created: {grid.grid_x}x{grid.grid_y}")
print(f"Entity positions: {entity_positions}")
# Create entities
entities = []
for i, (x, y) in enumerate(entity_positions):
entity = mcrfpy.Entity(x, y)
entity.sprite_index = 49 + i # '1', '2', '3'
grid.entities.append(entity)
entities.append(entity)
print(f"Entity {i+1} at ({x}, {y})")
# Highlight a path immediately
if len(entities) >= 2:
e1, e2 = entities[0], entities[1]
print(f"\nCalculating path from Entity 1 ({e1.x}, {e1.y}) to Entity 2 ({e2.x}, {e2.y})...")
path = e1.path_to(int(e2.x), int(e2.y))
print(f"Path found: {path}")
print(f"Path length: {len(path)} steps")
if path:
print("\nHighlighting path in bright green...")
# Color start and end specially
grid.at(int(e1.x), int(e1.y)).color = START_COLOR
grid.at(int(e2.x), int(e2.y)).color = END_COLOR
# Color the path
for i, (x, y) in enumerate(path):
if i > 0 and i < len(path) - 1: # Skip start and end
grid.at(x, y).color = PATH_COLOR
print(f" Colored ({x}, {y}) green")
# Keypress handler
def handle_keypress(scene_name, keycode):
if keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting...")
sys.exit(0)
elif keycode == 32: # Space
print("\nRefreshing path colors...")
# Re-color the path to ensure it's visible
if len(entities) >= 2 and path:
for x, y in path[1:-1]:
grid.at(x, y).color = PATH_COLOR
# Set up UI
ui = mcrfpy.sceneUI("dijkstra_demo")
ui.append(grid)
# Scale grid
grid.size = (560, 400) # 14*40, 10*40
grid.position = (120, 100)
# Add title
title = mcrfpy.Caption("Dijkstra Pathfinding - High Contrast", 200, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add legend
legend1 = mcrfpy.Caption("Red=Start, Blue=End, Green=Path", 120, 520)
legend1.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(legend1)
legend2 = mcrfpy.Caption("Press Q to quit, SPACE to refresh", 120, 540)
legend2.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend2)
# Entity info
info = mcrfpy.Caption(f"Path: Entity 1 to 2 = {len(path) if 'path' in locals() else 0} steps", 120, 60)
info.fill_color = mcrfpy.Color(255, 255, 100)
ui.append(info)
# Set up input
mcrfpy.keypressScene(handle_keypress)
mcrfpy.setScene("dijkstra_demo")
print("\nDemo ready! The path should be clearly visible in bright green.")
print("Red = Start, Blue = End, Green = Path")
print("Press SPACE to refresh colors if needed.")

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#!/usr/bin/env python3
"""
McRogueFace Exhaustive API Demo (Fixed)
=======================================
Fixed version that properly exits after tests complete.
"""
import mcrfpy
import sys
# Test configuration
VERBOSE = True # Print detailed information about each test
def print_section(title):
"""Print a section header"""
print("\n" + "="*60)
print(f" {title}")
print("="*60)
def print_test(test_name, success=True):
"""Print test result"""
status = "✓ PASS" if success else "✗ FAIL"
print(f" {status} - {test_name}")
def test_color_api():
"""Test all Color constructors and methods"""
print_section("COLOR API TESTS")
# Constructor variants
print("\n Constructors:")
# Empty constructor (defaults to white)
c1 = mcrfpy.Color()
print_test(f"Color() = ({c1.r}, {c1.g}, {c1.b}, {c1.a})")
# Single value (grayscale)
c2 = mcrfpy.Color(128)
print_test(f"Color(128) = ({c2.r}, {c2.g}, {c2.b}, {c2.a})")
# RGB only (alpha defaults to 255)
c3 = mcrfpy.Color(255, 128, 0)
print_test(f"Color(255, 128, 0) = ({c3.r}, {c3.g}, {c3.b}, {c3.a})")
# Full RGBA
c4 = mcrfpy.Color(100, 150, 200, 128)
print_test(f"Color(100, 150, 200, 128) = ({c4.r}, {c4.g}, {c4.b}, {c4.a})")
# Property access
print("\n Properties:")
c = mcrfpy.Color(10, 20, 30, 40)
print_test(f"Initial: r={c.r}, g={c.g}, b={c.b}, a={c.a}")
c.r = 200
c.g = 150
c.b = 100
c.a = 255
print_test(f"After modification: r={c.r}, g={c.g}, b={c.b}, a={c.a}")
return True
def test_frame_api():
"""Test all Frame constructors and methods"""
print_section("FRAME API TESTS")
# Create a test scene
mcrfpy.createScene("api_test")
mcrfpy.setScene("api_test")
ui = mcrfpy.sceneUI("api_test")
# Constructor variants
print("\n Constructors:")
# Empty constructor
f1 = mcrfpy.Frame()
print_test(f"Frame() - pos=({f1.x}, {f1.y}), size=({f1.w}, {f1.h})")
ui.append(f1)
# Position only
f2 = mcrfpy.Frame(100, 50)
print_test(f"Frame(100, 50) - pos=({f2.x}, {f2.y}), size=({f2.w}, {f2.h})")
ui.append(f2)
# Position and size
f3 = mcrfpy.Frame(200, 100, 150, 75)
print_test(f"Frame(200, 100, 150, 75) - pos=({f3.x}, {f3.y}), size=({f3.w}, {f3.h})")
ui.append(f3)
# Full constructor
f4 = mcrfpy.Frame(300, 200, 200, 100,
fill_color=mcrfpy.Color(100, 100, 200),
outline_color=mcrfpy.Color(255, 255, 0),
outline=3)
print_test("Frame with all parameters")
ui.append(f4)
# Properties
print("\n Properties:")
# Position and size
f = mcrfpy.Frame(10, 20, 30, 40)
print_test(f"Initial: x={f.x}, y={f.y}, w={f.w}, h={f.h}")
f.x = 50
f.y = 60
f.w = 70
f.h = 80
print_test(f"Modified: x={f.x}, y={f.y}, w={f.w}, h={f.h}")
# Colors
f.fill_color = mcrfpy.Color(255, 0, 0, 128)
f.outline_color = mcrfpy.Color(0, 255, 0)
f.outline = 5.0
print_test(f"Colors set, outline={f.outline}")
# Visibility and opacity
f.visible = False
f.opacity = 0.5
print_test(f"visible={f.visible}, opacity={f.opacity}")
f.visible = True # Reset
# Z-index
f.z_index = 10
print_test(f"z_index={f.z_index}")
# Children collection
child1 = mcrfpy.Frame(5, 5, 20, 20)
child2 = mcrfpy.Frame(30, 5, 20, 20)
f.children.append(child1)
f.children.append(child2)
print_test(f"children.count = {len(f.children)}")
return True
def test_caption_api():
"""Test all Caption constructors and methods"""
print_section("CAPTION API TESTS")
ui = mcrfpy.sceneUI("api_test")
# Constructor variants
print("\n Constructors:")
# Empty constructor
c1 = mcrfpy.Caption()
print_test(f"Caption() - text='{c1.text}', pos=({c1.x}, {c1.y})")
ui.append(c1)
# Text only
c2 = mcrfpy.Caption("Hello World")
print_test(f"Caption('Hello World') - pos=({c2.x}, {c2.y})")
ui.append(c2)
# Text and position
c3 = mcrfpy.Caption("Positioned Text", 100, 50)
print_test(f"Caption('Positioned Text', 100, 50)")
ui.append(c3)
# Full constructor
c5 = mcrfpy.Caption("Styled Text", 300, 150,
fill_color=mcrfpy.Color(255, 255, 0),
outline_color=mcrfpy.Color(255, 0, 0),
outline=2)
print_test("Caption with all style parameters")
ui.append(c5)
# Properties
print("\n Properties:")
c = mcrfpy.Caption("Test Caption", 10, 20)
# Text
c.text = "Modified Text"
print_test(f"text = '{c.text}'")
# Position
c.x = 50
c.y = 60
print_test(f"position = ({c.x}, {c.y})")
# Colors and style
c.fill_color = mcrfpy.Color(0, 255, 255)
c.outline_color = mcrfpy.Color(255, 0, 255)
c.outline = 3.0
print_test("Colors and outline set")
# Size (read-only, computed from text)
print_test(f"size (computed) = ({c.w}, {c.h})")
return True
def test_animation_api():
"""Test Animation class API"""
print_section("ANIMATION API TESTS")
ui = mcrfpy.sceneUI("api_test")
print("\n Animation Constructors:")
# Basic animation
anim1 = mcrfpy.Animation("x", 100.0, 2.0)
print_test("Animation('x', 100.0, 2.0)")
# With easing
anim2 = mcrfpy.Animation("y", 200.0, 3.0, "easeInOut")
print_test("Animation with easing='easeInOut'")
# Delta mode
anim3 = mcrfpy.Animation("w", 50.0, 1.5, "linear", delta=True)
print_test("Animation with delta=True")
# Color animation (as tuple)
anim4 = mcrfpy.Animation("fill_color", (255, 0, 0, 255), 2.0)
print_test("Animation with Color tuple target")
# Vector animation
anim5 = mcrfpy.Animation("position", (10.0, 20.0), 2.5, "easeOutBounce")
print_test("Animation with position tuple")
# Sprite sequence
anim6 = mcrfpy.Animation("sprite_index", [0, 1, 2, 3, 2, 1], 2.0)
print_test("Animation with sprite sequence")
# Properties
print("\n Animation Properties:")
# Check properties
print_test(f"property = '{anim1.property}'")
print_test(f"duration = {anim1.duration}")
print_test(f"elapsed = {anim1.elapsed}")
print_test(f"is_complete = {anim1.is_complete}")
print_test(f"is_delta = {anim3.is_delta}")
# Methods
print("\n Animation Methods:")
# Create test frame
frame = mcrfpy.Frame(50, 50, 100, 100)
frame.fill_color = mcrfpy.Color(100, 100, 100)
ui.append(frame)
# Start animation
anim1.start(frame)
print_test("start() called on frame")
# Test some easing functions
print("\n Sample Easing Functions:")
easings = ["linear", "easeIn", "easeOut", "easeInOut", "easeInBounce", "easeOutElastic"]
for easing in easings:
try:
test_anim = mcrfpy.Animation("x", 100.0, 1.0, easing)
print_test(f"Easing '{easing}'")
except:
print_test(f"Easing '{easing}' failed", False)
return True
def run_all_tests():
"""Run all API tests"""
print("\n" + "="*60)
print(" McRogueFace Exhaustive API Test Suite (Fixed)")
print(" Testing constructors and methods...")
print("="*60)
# Run each test category
test_functions = [
test_color_api,
test_frame_api,
test_caption_api,
test_animation_api
]
passed = 0
failed = 0
for test_func in test_functions:
try:
if test_func():
passed += 1
else:
failed += 1
except Exception as e:
print(f"\n ERROR in {test_func.__name__}: {e}")
failed += 1
# Summary
print("\n" + "="*60)
print(f" TEST SUMMARY: {passed} passed, {failed} failed")
print("="*60)
print("\n Visual elements are displayed in the 'api_test' scene.")
print(" The test is complete.")
# Exit after a short delay to allow output to be seen
def exit_test(runtime):
print("\nExiting API test suite...")
sys.exit(0)
mcrfpy.setTimer("exit", exit_test, 2000)
# Run the tests immediately
print("Starting McRogueFace Exhaustive API Demo (Fixed)...")
print("This will test constructors and methods.")
run_all_tests()

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#!/usr/bin/env python3
"""
Path & Vision Sizzle Reel
=========================
A choreographed demo showing:
- Smooth entity movement along paths
- Camera following with grid center animation
- Field of view updates as entities move
- Dramatic perspective transitions with zoom effects
"""
import mcrfpy
import sys
# Colors
WALL_COLOR = mcrfpy.Color(40, 30, 30)
FLOOR_COLOR = mcrfpy.Color(80, 80, 100)
PATH_COLOR = mcrfpy.Color(120, 120, 180)
DARK_FLOOR = mcrfpy.Color(40, 40, 50)
# Global state
grid = None
player = None
enemy = None
sequence_step = 0
player_path = []
enemy_path = []
player_path_index = 0
enemy_path_index = 0
def create_scene():
"""Create the demo environment"""
global grid, player, enemy
mcrfpy.createScene("path_vision_demo")
# Create larger grid for more dramatic movement
grid = mcrfpy.Grid(grid_x=40, grid_y=25)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Map layout - interconnected rooms with corridors
map_layout = [
"########################################", # 0
"#......##########......################", # 1
"#......##########......################", # 2
"#......##########......################", # 3
"#......#.........#.....################", # 4
"#......#.........#.....################", # 5
"####.###.........####.#################", # 6
"####.....................##############", # 7
"####.....................##############", # 8
"####.###.........####.#################", # 9
"#......#.........#.....################", # 10
"#......#.........#.....################", # 11
"#......#.........#.....################", # 12
"#......###.....###.....################", # 13
"#......###.....###.....################", # 14
"#......###.....###.....#########......#", # 15
"#......###.....###.....#########......#", # 16
"#......###.....###.....#########......#", # 17
"#####.############.#############......#", # 18
"#####...........................#.....#", # 19
"#####...........................#.....#", # 20
"#####.############.#############......#", # 21
"#......###########.##########.........#", # 22
"#......###########.##########.........#", # 23
"########################################", # 24
]
# Build the map
for y, row in enumerate(map_layout):
for x, char in enumerate(row):
cell = grid.at(x, y)
if char == '#':
cell.walkable = False
cell.transparent = False
cell.color = WALL_COLOR
else:
cell.walkable = True
cell.transparent = True
cell.color = FLOOR_COLOR
# Create player in top-left room
player = mcrfpy.Entity(3, 3, grid=grid)
player.sprite_index = 64 # @
# Create enemy in bottom-right area
enemy = mcrfpy.Entity(35, 20, grid=grid)
enemy.sprite_index = 69 # E
# Initial visibility
player.update_visibility()
enemy.update_visibility()
# Set initial perspective to player
grid.perspective = 0
def setup_paths():
"""Define the paths for entities"""
global player_path, enemy_path
# Player path: Top-left room → corridor → middle room
player_waypoints = [
(3, 3), # Start
(3, 8), # Move down
(7, 8), # Enter corridor
(16, 8), # Through corridor
(16, 12), # Enter middle room
(12, 12), # Move in room
(12, 16), # Move down
(16, 16), # Move right
(16, 19), # Exit room
(25, 19), # Move right
(30, 19), # Continue
(35, 19), # Near enemy start
]
# Enemy path: Bottom-right → around → approach player area
enemy_waypoints = [
(35, 20), # Start
(30, 20), # Move left
(25, 20), # Continue
(20, 20), # Continue
(16, 20), # Corridor junction
(16, 16), # Move up (might see player)
(16, 12), # Continue up
(16, 8), # Top corridor
(10, 8), # Move left
(7, 8), # Continue
(3, 8), # Player's area
(3, 12), # Move down
]
# Calculate full paths using pathfinding
player_path = []
for i in range(len(player_waypoints) - 1):
x1, y1 = player_waypoints[i]
x2, y2 = player_waypoints[i + 1]
# Use grid's A* pathfinding
segment = grid.compute_astar_path(x1, y1, x2, y2)
if segment:
# Add segment (avoiding duplicates)
if not player_path or segment[0] != player_path[-1]:
player_path.extend(segment)
else:
player_path.extend(segment[1:])
enemy_path = []
for i in range(len(enemy_waypoints) - 1):
x1, y1 = enemy_waypoints[i]
x2, y2 = enemy_waypoints[i + 1]
segment = grid.compute_astar_path(x1, y1, x2, y2)
if segment:
if not enemy_path or segment[0] != enemy_path[-1]:
enemy_path.extend(segment)
else:
enemy_path.extend(segment[1:])
print(f"Player path: {len(player_path)} steps")
print(f"Enemy path: {len(enemy_path)} steps")
def setup_ui():
"""Create UI elements"""
ui = mcrfpy.sceneUI("path_vision_demo")
ui.append(grid)
# Position and size grid
grid.position = (50, 80)
grid.size = (700, 500) # Adjust based on zoom
# Title
title = mcrfpy.Caption("Path & Vision Sizzle Reel", 300, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Status
global status_text, perspective_text
status_text = mcrfpy.Caption("Starting demo...", 50, 50)
status_text.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status_text)
perspective_text = mcrfpy.Caption("Perspective: Player", 550, 50)
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(perspective_text)
# Controls
controls = mcrfpy.Caption("Space: Pause/Resume | R: Restart | Q: Quit", 250, 600)
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
# Animation control
paused = False
move_timer = 0
zoom_transition = False
def move_entity_smooth(entity, target_x, target_y, duration=0.3):
"""Smoothly animate entity to position"""
# Create position animation
anim_x = mcrfpy.Animation("x", float(target_x), duration, "easeInOut")
anim_y = mcrfpy.Animation("y", float(target_y), duration, "easeInOut")
anim_x.start(entity)
anim_y.start(entity)
def update_camera_smooth(center_x, center_y, duration=0.3):
"""Smoothly move camera center"""
# Convert grid coords to pixel coords (assuming 16x16 tiles)
pixel_x = center_x * 16
pixel_y = center_y * 16
anim = mcrfpy.Animation("center", (pixel_x, pixel_y), duration, "easeOut")
anim.start(grid)
def start_perspective_transition():
"""Begin the dramatic perspective shift"""
global zoom_transition, sequence_step
zoom_transition = True
sequence_step = 100 # Special sequence number
status_text.text = "Perspective shift: Zooming out..."
# Zoom out with elastic easing
zoom_out = mcrfpy.Animation("zoom", 0.5, 2.0, "easeInExpo")
zoom_out.start(grid)
# Schedule the perspective switch
mcrfpy.setTimer("switch_perspective", switch_perspective, 2100)
def switch_perspective(dt):
"""Switch perspective at the peak of zoom"""
global sequence_step
# Switch to enemy perspective
grid.perspective = 1
perspective_text.text = "Perspective: Enemy"
perspective_text.fill_color = mcrfpy.Color(255, 100, 100)
status_text.text = "Perspective shift: Following enemy..."
# Update camera to enemy position
update_camera_smooth(enemy.x, enemy.y, 0.1)
# Zoom back in
zoom_in = mcrfpy.Animation("zoom", 1.2, 2.0, "easeOutExpo")
zoom_in.start(grid)
# Resume sequence
mcrfpy.setTimer("resume_enemy", resume_enemy_sequence, 2100)
# Cancel this timer
mcrfpy.delTimer("switch_perspective")
def resume_enemy_sequence(dt):
"""Resume following enemy after perspective shift"""
global sequence_step, zoom_transition
zoom_transition = False
sequence_step = 101 # Continue with enemy movement
mcrfpy.delTimer("resume_enemy")
def sequence_tick(dt):
"""Main sequence controller"""
global sequence_step, player_path_index, enemy_path_index, move_timer
if paused or zoom_transition:
return
move_timer += dt
if move_timer < 400: # Move every 400ms
return
move_timer = 0
if sequence_step < 50:
# Phase 1: Follow player movement
if player_path_index < len(player_path):
x, y = player_path[player_path_index]
move_entity_smooth(player, x, y)
player.update_visibility()
# Camera follows player
if grid.perspective == 0:
update_camera_smooth(player.x, player.y)
player_path_index += 1
status_text.text = f"Player moving... Step {player_path_index}/{len(player_path)}"
# Start enemy movement after player has moved a bit
if player_path_index == 10:
sequence_step = 1 # Enable enemy movement
else:
# Player reached destination, start perspective transition
start_perspective_transition()
if sequence_step >= 1 and sequence_step < 50:
# Phase 2: Enemy movement (concurrent with player)
if enemy_path_index < len(enemy_path):
x, y = enemy_path[enemy_path_index]
move_entity_smooth(enemy, x, y)
enemy.update_visibility()
# Check if enemy is visible to player
if grid.perspective == 0:
enemy_cell_idx = int(enemy.y) * grid.grid_x + int(enemy.x)
if enemy_cell_idx < len(player.gridstate) and player.gridstate[enemy_cell_idx].visible:
status_text.text = "Enemy spotted!"
enemy_path_index += 1
elif sequence_step == 101:
# Phase 3: Continue following enemy after perspective shift
if enemy_path_index < len(enemy_path):
x, y = enemy_path[enemy_path_index]
move_entity_smooth(enemy, x, y)
enemy.update_visibility()
# Camera follows enemy
update_camera_smooth(enemy.x, enemy.y)
enemy_path_index += 1
status_text.text = f"Following enemy... Step {enemy_path_index}/{len(enemy_path)}"
else:
status_text.text = "Demo complete! Press R to restart"
sequence_step = 200 # Done
def handle_keys(key, state):
"""Handle keyboard input"""
global paused, sequence_step, player_path_index, enemy_path_index, move_timer
key = key.lower()
if state != "start":
return
if key == "q":
print("Exiting sizzle reel...")
sys.exit(0)
elif key == "space":
paused = not paused
status_text.text = "PAUSED" if paused else "Running..."
elif key == "r":
# Reset everything
player.x, player.y = 3, 3
enemy.x, enemy.y = 35, 20
player.update_visibility()
enemy.update_visibility()
grid.perspective = 0
perspective_text.text = "Perspective: Player"
perspective_text.fill_color = mcrfpy.Color(100, 255, 100)
sequence_step = 0
player_path_index = 0
enemy_path_index = 0
move_timer = 0
update_camera_smooth(player.x, player.y, 0.5)
# Reset zoom
zoom_reset = mcrfpy.Animation("zoom", 1.2, 0.5, "easeOut")
zoom_reset.start(grid)
status_text.text = "Demo restarted!"
# Initialize everything
print("Path & Vision Sizzle Reel")
print("=========================")
print("Demonstrating:")
print("- Smooth entity movement along calculated paths")
print("- Camera following with animated grid centering")
print("- Field of view updates as entities move")
print("- Dramatic perspective transitions with zoom effects")
print()
create_scene()
setup_paths()
setup_ui()
# Set scene and input
mcrfpy.setScene("path_vision_demo")
mcrfpy.keypressScene(handle_keys)
# Initial camera setup
grid.zoom = 1.2
update_camera_smooth(player.x, player.y, 0.1)
# Start the sequence
mcrfpy.setTimer("sequence", sequence_tick, 50) # Tick every 50ms
print("Demo started!")
print("- Player (@) will navigate through rooms")
print("- Enemy (E) will move on a different path")
print("- Watch for the dramatic perspective shift!")
print()
print("Controls: Space=Pause, R=Restart, Q=Quit")

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#!/usr/bin/env python3
"""
Pathfinding Showcase Demo
=========================
Demonstrates various pathfinding scenarios with multiple entities.
Features:
- Multiple entities pathfinding simultaneously
- Chase mode: entities pursue targets
- Flee mode: entities avoid threats
- Patrol mode: entities follow waypoints
- Visual debugging: show Dijkstra distance field
"""
import mcrfpy
import sys
import random
# Colors
WALL_COLOR = mcrfpy.Color(40, 40, 40)
FLOOR_COLOR = mcrfpy.Color(220, 220, 240)
PATH_COLOR = mcrfpy.Color(180, 250, 180)
THREAT_COLOR = mcrfpy.Color(255, 100, 100)
GOAL_COLOR = mcrfpy.Color(100, 255, 100)
DIJKSTRA_COLORS = [
mcrfpy.Color(50, 50, 100), # Far
mcrfpy.Color(70, 70, 150),
mcrfpy.Color(90, 90, 200),
mcrfpy.Color(110, 110, 250),
mcrfpy.Color(150, 150, 255),
mcrfpy.Color(200, 200, 255), # Near
]
# Entity types
PLAYER = 64 # @
ENEMY = 69 # E
TREASURE = 36 # $
PATROL = 80 # P
# Global state
grid = None
player = None
enemies = []
treasures = []
patrol_entities = []
mode = "CHASE"
show_dijkstra = False
animation_speed = 3.0
# Track waypoints separately since Entity doesn't have custom attributes
entity_waypoints = {} # entity -> [(x, y), ...]
entity_waypoint_indices = {} # entity -> current index
def create_dungeon():
"""Create a dungeon-like map"""
global grid
mcrfpy.createScene("pathfinding_showcase")
# Create larger grid for showcase
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(0, 0, 0)
# Initialize all as floor
for y in range(20):
for x in range(30):
grid.at(x, y).walkable = True
grid.at(x, y).transparent = True
grid.at(x, y).color = FLOOR_COLOR
# Create rooms and corridors
rooms = [
(2, 2, 8, 6), # Top-left room
(20, 2, 8, 6), # Top-right room
(11, 8, 8, 6), # Center room
(2, 14, 8, 5), # Bottom-left room
(20, 14, 8, 5), # Bottom-right room
]
# Create room walls
for rx, ry, rw, rh in rooms:
# Top and bottom walls
for x in range(rx, rx + rw):
if 0 <= x < 30:
grid.at(x, ry).walkable = False
grid.at(x, ry).color = WALL_COLOR
grid.at(x, ry + rh - 1).walkable = False
grid.at(x, ry + rh - 1).color = WALL_COLOR
# Left and right walls
for y in range(ry, ry + rh):
if 0 <= y < 20:
grid.at(rx, y).walkable = False
grid.at(rx, y).color = WALL_COLOR
grid.at(rx + rw - 1, y).walkable = False
grid.at(rx + rw - 1, y).color = WALL_COLOR
# Create doorways
doorways = [
(6, 2), (24, 2), # Top room doors
(6, 7), (24, 7), # Top room doors bottom
(15, 8), (15, 13), # Center room doors
(6, 14), (24, 14), # Bottom room doors
(11, 11), (18, 11), # Center room side doors
]
for x, y in doorways:
if 0 <= x < 30 and 0 <= y < 20:
grid.at(x, y).walkable = True
grid.at(x, y).color = FLOOR_COLOR
# Add some corridors
# Horizontal corridors
for x in range(10, 20):
grid.at(x, 5).walkable = True
grid.at(x, 5).color = FLOOR_COLOR
grid.at(x, 16).walkable = True
grid.at(x, 16).color = FLOOR_COLOR
# Vertical corridors
for y in range(5, 17):
grid.at(10, y).walkable = True
grid.at(10, y).color = FLOOR_COLOR
grid.at(19, y).walkable = True
grid.at(19, y).color = FLOOR_COLOR
def spawn_entities():
"""Spawn various entity types"""
global player, enemies, treasures, patrol_entities
# Clear existing entities
#grid.entities.clear()
enemies = []
treasures = []
patrol_entities = []
# Spawn player in center room
player = mcrfpy.Entity((15, 11), mcrfpy.default_texture, PLAYER)
grid.entities.append(player)
# Spawn enemies in corners
enemy_positions = [(4, 4), (24, 4), (4, 16), (24, 16)]
for x, y in enemy_positions:
enemy = mcrfpy.Entity((x, y), mcrfpy.default_texture, ENEMY)
grid.entities.append(enemy)
enemies.append(enemy)
# Spawn treasures
treasure_positions = [(6, 5), (24, 5), (15, 10)]
for x, y in treasure_positions:
treasure = mcrfpy.Entity((x, y), mcrfpy.default_texture, TREASURE)
grid.entities.append(treasure)
treasures.append(treasure)
# Spawn patrol entities
patrol = mcrfpy.Entity((10, 10), mcrfpy.default_texture, PATROL)
# Store waypoints separately since Entity doesn't support custom attributes
entity_waypoints[patrol] = [(10, 10), (19, 10), (19, 16), (10, 16)] # Square patrol
entity_waypoint_indices[patrol] = 0
grid.entities.append(patrol)
patrol_entities.append(patrol)
def visualize_dijkstra(target_x, target_y):
"""Visualize Dijkstra distance field"""
if not show_dijkstra:
return
# Compute Dijkstra from target
grid.compute_dijkstra(target_x, target_y)
# Color tiles based on distance
max_dist = 30.0
for y in range(20):
for x in range(30):
if grid.at(x, y).walkable:
dist = grid.get_dijkstra_distance(x, y)
if dist is not None and dist < max_dist:
# Map distance to color index
color_idx = int((dist / max_dist) * len(DIJKSTRA_COLORS))
color_idx = min(color_idx, len(DIJKSTRA_COLORS) - 1)
grid.at(x, y).color = DIJKSTRA_COLORS[color_idx]
def move_enemies(dt):
"""Move enemies based on current mode"""
if mode == "CHASE":
# Enemies chase player
for enemy in enemies:
path = enemy.path_to(int(player.x), int(player.y))
if path and len(path) > 1: # Don't move onto player
# Move towards player
next_x, next_y = path[1]
# Smooth movement
dx = next_x - enemy.x
dy = next_y - enemy.y
enemy.x += dx * dt * animation_speed
enemy.y += dy * dt * animation_speed
elif mode == "FLEE":
# Enemies flee from player
for enemy in enemies:
# Compute opposite direction
dx = enemy.x - player.x
dy = enemy.y - player.y
# Find safe spot in that direction
target_x = int(enemy.x + dx * 2)
target_y = int(enemy.y + dy * 2)
# Clamp to grid
target_x = max(0, min(29, target_x))
target_y = max(0, min(19, target_y))
path = enemy.path_to(target_x, target_y)
if path and len(path) > 0:
next_x, next_y = path[0]
# Move away from player
dx = next_x - enemy.x
dy = next_y - enemy.y
enemy.x += dx * dt * animation_speed
enemy.y += dy * dt * animation_speed
def move_patrols(dt):
"""Move patrol entities along waypoints"""
for patrol in patrol_entities:
if patrol not in entity_waypoints:
continue
# Get current waypoint
waypoints = entity_waypoints[patrol]
waypoint_index = entity_waypoint_indices[patrol]
target_x, target_y = waypoints[waypoint_index]
# Check if reached waypoint
dist = abs(patrol.x - target_x) + abs(patrol.y - target_y)
if dist < 0.5:
# Move to next waypoint
entity_waypoint_indices[patrol] = (waypoint_index + 1) % len(waypoints)
waypoint_index = entity_waypoint_indices[patrol]
target_x, target_y = waypoints[waypoint_index]
# Path to waypoint
path = patrol.path_to(target_x, target_y)
if path and len(path) > 0:
next_x, next_y = path[0]
dx = next_x - patrol.x
dy = next_y - patrol.y
patrol.x += dx * dt * animation_speed * 0.5 # Slower patrol speed
patrol.y += dy * dt * animation_speed * 0.5
def update_entities(dt):
"""Update all entity movements"""
move_enemies(dt / 1000.0) # Convert to seconds
move_patrols(dt / 1000.0)
# Update Dijkstra visualization
if show_dijkstra and player:
visualize_dijkstra(int(player.x), int(player.y))
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
global mode, show_dijkstra, player
# Mode switching
if keycode == 49: # '1'
mode = "CHASE"
mode_text.text = "Mode: CHASE - Enemies pursue player"
clear_colors()
elif keycode == 50: # '2'
mode = "FLEE"
mode_text.text = "Mode: FLEE - Enemies avoid player"
clear_colors()
elif keycode == 51: # '3'
mode = "PATROL"
mode_text.text = "Mode: PATROL - Entities follow waypoints"
clear_colors()
# Toggle Dijkstra visualization
elif keycode == 68 or keycode == 100: # 'D' or 'd'
show_dijkstra = not show_dijkstra
debug_text.text = f"Dijkstra Debug: {'ON' if show_dijkstra else 'OFF'}"
if not show_dijkstra:
clear_colors()
# Move player with arrow keys or WASD
elif keycode in [87, 119]: # W/w - Up
if player.y > 0:
path = player.path_to(int(player.x), int(player.y) - 1)
if path:
player.y -= 1
elif keycode in [83, 115]: # S/s - Down
if player.y < 19:
path = player.path_to(int(player.x), int(player.y) + 1)
if path:
player.y += 1
elif keycode in [65, 97]: # A/a - Left
if player.x > 0:
path = player.path_to(int(player.x) - 1, int(player.y))
if path:
player.x -= 1
elif keycode in [68, 100]: # D/d - Right
if player.x < 29:
path = player.path_to(int(player.x) + 1, int(player.y))
if path:
player.x += 1
# Reset
elif keycode == 82 or keycode == 114: # 'R' or 'r'
spawn_entities()
clear_colors()
# Quit
elif keycode == 81 or keycode == 113 or keycode == 256: # Q/q/ESC
print("\nExiting pathfinding showcase...")
sys.exit(0)
def clear_colors():
"""Reset floor colors"""
for y in range(20):
for x in range(30):
if grid.at(x, y).walkable:
grid.at(x, y).color = FLOOR_COLOR
# Create the showcase
print("Pathfinding Showcase Demo")
print("=========================")
print("Controls:")
print(" WASD - Move player")
print(" 1 - Chase mode (enemies pursue)")
print(" 2 - Flee mode (enemies avoid)")
print(" 3 - Patrol mode")
print(" D - Toggle Dijkstra visualization")
print(" R - Reset entities")
print(" Q/ESC - Quit")
# Create dungeon
create_dungeon()
spawn_entities()
# Set up UI
ui = mcrfpy.sceneUI("pathfinding_showcase")
ui.append(grid)
# Scale and position
grid.size = (750, 500) # 30*25, 20*25
grid.position = (25, 60)
# Add title
title = mcrfpy.Caption("Pathfinding Showcase", 300, 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Add mode text
mode_text = mcrfpy.Caption("Mode: CHASE - Enemies pursue player", 25, 580)
mode_text.fill_color = mcrfpy.Color(255, 255, 200)
ui.append(mode_text)
# Add debug text
debug_text = mcrfpy.Caption("Dijkstra Debug: OFF", 25, 600)
debug_text.fill_color = mcrfpy.Color(200, 200, 255)
ui.append(debug_text)
# Add legend
legend = mcrfpy.Caption("@ Player E Enemy $ Treasure P Patrol", 25, 620)
legend.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(legend)
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Set up animation timer
mcrfpy.setTimer("entities", update_entities, 16) # 60 FPS
# Show scene
mcrfpy.setScene("pathfinding_showcase")
print("\nShowcase ready! Move with WASD and watch entities react.")

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#!/usr/bin/env python3
"""
Simple Text Input Widget for McRogueFace
Minimal implementation focusing on core functionality
"""
import mcrfpy
import sys
class TextInput:
"""Simple text input widget"""
def __init__(self, x, y, width, label=""):
self.x = x
self.y = y
self.width = width
self.label = label
self.text = ""
self.cursor_pos = 0
self.focused = False
# Create UI elements
self.frame = mcrfpy.Frame(self.x, self.y, self.width, 24)
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
# Label
if self.label:
self.label_caption = mcrfpy.Caption(self.label, self.x, self.y - 20)
self.label_caption.fill_color = (255, 255, 255, 255)
# Text display
self.text_caption = mcrfpy.Caption("", self.x + 4, self.y + 4)
self.text_caption.fill_color = (0, 0, 0, 255)
# Cursor (a simple vertical line using a frame)
self.cursor = mcrfpy.Frame(self.x + 4, self.y + 4, 2, 16)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x, y, button):
"""Handle clicks"""
if button == 1: # Left click
# Request focus
global current_focus
if current_focus and current_focus != self:
current_focus.blur()
current_focus = self
self.focus()
def focus(self):
"""Give focus to this input"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor()
def blur(self):
"""Remove focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key):
"""Process keyboard input"""
if not self.focused:
return False
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif len(key) == 1 and key.isprintable():
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
return False
self._update_display()
return True
def _update_display(self):
"""Update text display"""
self.text_caption.text = self.text
self._update_cursor()
def _update_cursor(self):
"""Update cursor position"""
if self.focused:
# Estimate character width (roughly 10 pixels per char)
self.cursor.x = self.x + 4 + (self.cursor_pos * 10)
def add_to_scene(self, scene):
"""Add all components to scene"""
scene.append(self.frame)
if hasattr(self, 'label_caption'):
scene.append(self.label_caption)
scene.append(self.text_caption)
scene.append(self.cursor)
# Global focus tracking
current_focus = None
text_inputs = []
def demo_test(timer_name):
"""Run automated demo after scene loads"""
print("\n=== Text Input Widget Demo ===")
# Test typing in first field
print("Testing first input field...")
text_inputs[0].focus()
for char in "Hello":
text_inputs[0].handle_key(char)
print(f"First field contains: '{text_inputs[0].text}'")
# Test second field
print("\nTesting second input field...")
text_inputs[1].focus()
for char in "World":
text_inputs[1].handle_key(char)
print(f"Second field contains: '{text_inputs[1].text}'")
# Test text operations
print("\nTesting cursor movement and deletion...")
text_inputs[1].handle_key("Home")
text_inputs[1].handle_key("Delete")
print(f"After delete at start: '{text_inputs[1].text}'")
text_inputs[1].handle_key("End")
text_inputs[1].handle_key("BackSpace")
print(f"After backspace at end: '{text_inputs[1].text}'")
print("\n=== Demo Complete! ===")
print("Text input widget is working successfully!")
print("Features demonstrated:")
print(" - Text entry")
print(" - Focus management (blue outline)")
print(" - Cursor positioning")
print(" - Delete/Backspace operations")
sys.exit(0)
def create_scene():
"""Create the demo scene"""
global text_inputs
mcrfpy.createScene("demo")
scene = mcrfpy.sceneUI("demo")
# Background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption("Text Input Widget Demo", 10, 10)
title.fill_color = (255, 255, 255, 255)
scene.append(title)
# Create input fields
input1 = TextInput(50, 100, 300, "Name:")
input1.add_to_scene(scene)
text_inputs.append(input1)
input2 = TextInput(50, 160, 300, "Email:")
input2.add_to_scene(scene)
text_inputs.append(input2)
input3 = TextInput(50, 220, 400, "Comment:")
input3.add_to_scene(scene)
text_inputs.append(input3)
# Status text
status = mcrfpy.Caption("Click to focus, type to enter text", 50, 280)
status.fill_color = (200, 200, 200, 255)
scene.append(status)
# Keyboard handler
def handle_keys(scene_name, key):
global current_focus, text_inputs
# Tab to switch fields
if key == "Tab" and current_focus:
idx = text_inputs.index(current_focus)
next_idx = (idx + 1) % len(text_inputs)
text_inputs[next_idx]._on_click(0, 0, 1)
else:
# Pass to focused input
if current_focus:
current_focus.handle_key(key)
# Update status
texts = [inp.text for inp in text_inputs]
status.text = f"Values: {texts[0]} | {texts[1]} | {texts[2]}"
mcrfpy.keypressScene("demo", handle_keys)
mcrfpy.setScene("demo")
# Schedule test
mcrfpy.setTimer("test", demo_test, 500)
if __name__ == "__main__":
print("Starting simple text input demo...")
create_scene()

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Final Version
=================================================
Complete demonstration of all animation capabilities.
This version works properly with the game loop and avoids API issues.
WARNING: This demo causes a segmentation fault due to a bug in the
AnimationManager. When UI elements with active animations are removed
from the scene, the AnimationManager crashes when trying to update them.
Use sizzle_reel_final_fixed.py instead, which works around this issue
by hiding objects off-screen instead of removing them.
"""
import mcrfpy
# Configuration
DEMO_DURATION = 6.0 # Duration for each demo
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track demo state
current_demo = 0
subtitle = None
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Sizzle Reel", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
title.font_size = 28
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def demo1_frame_animations():
"""Frame position, size, and color animations"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
f.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(f)
# Animate properties
mcrfpy.Animation("x", 600.0, 2.0, "easeInOutBack").start(f)
mcrfpy.Animation("y", 300.0, 2.0, "easeInOutElastic").start(f)
mcrfpy.Animation("w", 300.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("h", 150.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "easeInOutSine").start(f)
mcrfpy.Animation("outline", 8.0, 3.0, "easeInOutQuad").start(f)
def demo2_caption_animations():
"""Caption movement and text effects"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
c1.font_size = 28
ui.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
c2.font_size = 28
ui.append(c2)
mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear").start(c2)
# Typewriter effect
c3 = mcrfpy.Caption("", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
c3.font_size = 28
ui.append(c3)
mcrfpy.Animation("text", "Typewriter effect animation...", 3.0, "linear").start(c3)
def demo3_easing_showcase():
"""Show all 30 easing functions"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: All 30 Easing Functions"
# Create a small frame for each easing
for i, easing in enumerate(EASING_FUNCTIONS[:15]): # First 15
row = i // 5
col = i % 5
x = 100 + col * 200
y = 150 + row * 100
# Frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
ui.append(f)
# Label
label = mcrfpy.Caption(easing[:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 150), 3.0, easing).start(f)
def demo4_performance():
"""Many simultaneous animations"""
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 4: 50+ Simultaneous Animations"
for i in range(50):
x = 100 + (i % 10) * 100
y = 150 + (i // 10) * 100
f = mcrfpy.Frame(x, y, 30, 30)
f.fill_color = mcrfpy.Color((i*37)%256, (i*73)%256, (i*113)%256)
ui.append(f)
# Animate to random position
target_x = 150 + (i % 8) * 110
target_y = 200 + (i // 8) * 90
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), 2.5, easing).start(f)
mcrfpy.Animation("y", float(target_y), 2.5, easing).start(f)
mcrfpy.Animation("opacity", 0.3 + (i%7)*0.1, 2.0, "easeInOutSine").start(f)
def clear_demo_objects():
"""Clear scene except title and subtitle"""
ui = mcrfpy.sceneUI("demo")
# Keep removing items after the first 2 (title and subtitle)
while len(ui) > 2:
# Remove the last item
ui.remove(len(ui)-1)
def next_demo(runtime):
"""Run the next demo"""
global current_demo
clear_demo_objects()
demos = [
demo1_frame_animations,
demo2_caption_animations,
demo3_easing_showcase,
demo4_performance
]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
#mcrfpy.setTimer("next", next_demo, int(DEMO_DURATION * 1000))
pass
else:
subtitle.text = "Demo Complete!"
# Initialize
print("Starting Animation Sizzle Reel...")
create_scene()
mcrfpy.setTimer("start", next_demo, int(DEMO_DURATION * 1000))
next_demo(0)

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#!/usr/bin/env python3
"""
McRogueFace Animation Sizzle Reel - Fixed Version
=================================================
This version works around the animation crash by:
1. Using shorter demo durations to ensure animations complete before clearing
2. Adding a delay before clearing to let animations finish
3. Not removing objects, just hiding them off-screen instead
"""
import mcrfpy
# Configuration
DEMO_DURATION = 3.5 # Slightly shorter to ensure animations complete
CLEAR_DELAY = 0.5 # Extra delay before clearing
# All available easing functions
EASING_FUNCTIONS = [
"linear", "easeIn", "easeOut", "easeInOut",
"easeInQuad", "easeOutQuad", "easeInOutQuad",
"easeInCubic", "easeOutCubic", "easeInOutCubic",
"easeInQuart", "easeOutQuart", "easeInOutQuart",
"easeInSine", "easeOutSine", "easeInOutSine",
"easeInExpo", "easeOutExpo", "easeInOutExpo",
"easeInCirc", "easeOutCirc", "easeInOutCirc",
"easeInElastic", "easeOutElastic", "easeInOutElastic",
"easeInBack", "easeOutBack", "easeInOutBack",
"easeInBounce", "easeOutBounce", "easeInOutBounce"
]
# Track demo state
current_demo = 0
subtitle = None
demo_objects = [] # Track objects to hide instead of remove
def create_scene():
"""Create the demo scene"""
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Title
title = mcrfpy.Caption("Animation Sizzle Reel", 500, 20)
title.fill_color = mcrfpy.Color(255, 255, 0)
title.outline = 2
ui.append(title)
# Subtitle
global subtitle
subtitle = mcrfpy.Caption("Starting...", 450, 60)
subtitle.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(subtitle)
return ui
def hide_demo_objects():
"""Hide demo objects by moving them off-screen instead of removing"""
global demo_objects
# Move all demo objects far off-screen
for obj in demo_objects:
obj.x = -1000
obj.y = -1000
demo_objects = []
def demo1_frame_animations():
"""Frame position, size, and color animations"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 1: Frame Animations"
# Create frame
f = mcrfpy.Frame(100, 150, 200, 100)
f.fill_color = mcrfpy.Color(50, 50, 150)
f.outline = 3
f.outline_color = mcrfpy.Color(255, 255, 255)
ui.append(f)
demo_objects.append(f)
# Animate properties with shorter durations
mcrfpy.Animation("x", 600.0, 2.0, "easeInOutBack").start(f)
mcrfpy.Animation("y", 300.0, 2.0, "easeInOutElastic").start(f)
mcrfpy.Animation("w", 300.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("h", 150.0, 2.5, "easeInOutCubic").start(f)
mcrfpy.Animation("fill_color", (255, 100, 50, 200), 3.0, "easeInOutSine").start(f)
mcrfpy.Animation("outline", 8.0, 3.0, "easeInOutQuad").start(f)
def demo2_caption_animations():
"""Caption movement and text effects"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 2: Caption Animations"
# Moving caption
c1 = mcrfpy.Caption("Bouncing Text!", 100, 200)
c1.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(c1)
demo_objects.append(c1)
mcrfpy.Animation("x", 800.0, 3.0, "easeOutBounce").start(c1)
# Color cycling
c2 = mcrfpy.Caption("Color Cycle", 400, 300)
c2.outline = 2
ui.append(c2)
demo_objects.append(c2)
mcrfpy.Animation("fill_color", (255, 0, 0, 255), 1.0, "linear").start(c2)
# Static text (no typewriter effect to avoid issues)
c3 = mcrfpy.Caption("Animation Demo", 100, 400)
c3.fill_color = mcrfpy.Color(0, 255, 255)
ui.append(c3)
demo_objects.append(c3)
def demo3_easing_showcase():
"""Show all 30 easing functions"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 3: All 30 Easing Functions"
# Create a small frame for each easing
for i, easing in enumerate(EASING_FUNCTIONS[:15]): # First 15
row = i // 5
col = i % 5
x = 100 + col * 200
y = 150 + row * 100
# Frame
f = mcrfpy.Frame(x, y, 20, 20)
f.fill_color = mcrfpy.Color(100, 150, 255)
ui.append(f)
demo_objects.append(f)
# Label
label = mcrfpy.Caption(easing[:10], x, y - 20)
label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(label)
demo_objects.append(label)
# Animate with this easing
mcrfpy.Animation("x", float(x + 150), 3.0, easing).start(f)
def demo4_performance():
"""Many simultaneous animations"""
global demo_objects
ui = mcrfpy.sceneUI("demo")
subtitle.text = "Demo 4: 50+ Simultaneous Animations"
for i in range(50):
x = 100 + (i % 10) * 80
y = 150 + (i // 10) * 80
f = mcrfpy.Frame(x, y, 30, 30)
f.fill_color = mcrfpy.Color((i*37)%256, (i*73)%256, (i*113)%256)
ui.append(f)
demo_objects.append(f)
# Animate to random position
target_x = 150 + (i % 8) * 90
target_y = 200 + (i // 8) * 70
easing = EASING_FUNCTIONS[i % len(EASING_FUNCTIONS)]
mcrfpy.Animation("x", float(target_x), 2.5, easing).start(f)
mcrfpy.Animation("y", float(target_y), 2.5, easing).start(f)
def next_demo(runtime):
"""Run the next demo with proper cleanup"""
global current_demo
# First hide old objects
hide_demo_objects()
demos = [
demo1_frame_animations,
demo2_caption_animations,
demo3_easing_showcase,
demo4_performance
]
if current_demo < len(demos):
demos[current_demo]()
current_demo += 1
if current_demo < len(demos):
mcrfpy.setTimer("next", next_demo, int(DEMO_DURATION * 1000))
else:
subtitle.text = "Demo Complete!"
mcrfpy.setTimer("exit", lambda t: mcrfpy.exit(), 2000)
# Initialize
print("Starting Animation Sizzle Reel (Fixed)...")
create_scene()
mcrfpy.setTimer("start", next_demo, 500)

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#!/usr/bin/env python3
"""
Text Input Demo with Auto-Test
Demonstrates the text input widget system with automated testing
"""
import mcrfpy
from mcrfpy import automation
import sys
from text_input_widget import FocusManager, TextInput
def test_text_input(timer_name):
"""Automated test that runs after scene is loaded"""
print("Testing text input widget system...")
# Take a screenshot of the initial state
automation.screenshot("text_input_initial.png")
# Simulate typing in the first field
print("Clicking on first field...")
automation.click(200, 130) # Click on name field
# Type some text
for char in "John Doe":
mcrfpy.keypressScene("text_input_demo", char)
# Tab to next field
mcrfpy.keypressScene("text_input_demo", "Tab")
# Type email
for char in "john@example.com":
mcrfpy.keypressScene("text_input_demo", char)
# Tab to comment field
mcrfpy.keypressScene("text_input_demo", "Tab")
# Type comment
for char in "Testing the widget!":
mcrfpy.keypressScene("text_input_demo", char)
# Take final screenshot
automation.screenshot("text_input_filled.png")
print("Text input test complete!")
print("Screenshots saved: text_input_initial.png, text_input_filled.png")
# Exit after test
sys.exit(0)
def create_demo():
"""Create a demo scene with multiple text input fields"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget Demo - Auto Test")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
instructions = mcrfpy.Caption(10, 50, "This will automatically test the text input system")
instructions.color = (200, 200, 200, 255)
scene.append(instructions)
# Create focus manager
focus_manager = FocusManager()
# Create text input fields
fields = []
# Name field
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
scene.append(name_input.frame)
if hasattr(name_input, 'label_text'):
scene.append(name_input.label_text)
scene.append(name_input.text_display)
scene.append(name_input.cursor)
fields.append(name_input)
# Email field
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
scene.append(email_input.frame)
if hasattr(email_input, 'label_text'):
scene.append(email_input.label_text)
scene.append(email_input.text_display)
scene.append(email_input.cursor)
fields.append(email_input)
# Comment field
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
scene.append(comment_input.frame)
if hasattr(comment_input, 'label_text'):
scene.append(comment_input.label_text)
scene.append(comment_input.text_display)
scene.append(comment_input.cursor)
fields.append(comment_input)
# Result display
result_text = mcrfpy.Caption(50, 320, "Values will appear here as you type...")
result_text.color = (150, 255, 150, 255)
scene.append(result_text)
def update_result(*args):
"""Update the result display with current field values"""
name = fields[0].get_text()
email = fields[1].get_text()
comment = fields[2].get_text()
result_text.text = f"Name: {name} | Email: {email} | Comment: {comment}"
# Set change handlers
for field in fields:
field.on_change = update_result
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
# Let focus manager handle the key first
if not focus_manager.handle_key(key):
# Handle focus switching
if key == "Tab":
focus_manager.focus_next()
elif key == "Escape":
print("Demo terminated by user")
sys.exit(0)
mcrfpy.keypressScene("text_input_demo", handle_keys)
# Set the scene
mcrfpy.setScene("text_input_demo")
# Schedule the automated test
mcrfpy.setTimer("test", test_text_input, 500) # Run test after 500ms
if __name__ == "__main__":
create_demo()

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@ -1,320 +0,0 @@
#!/usr/bin/env python3
"""
Standalone Text Input Widget System for McRogueFace
Complete implementation with demo and automated test
"""
import mcrfpy
import sys
class FocusManager:
"""Manages focus state across multiple widgets"""
def __init__(self):
self.widgets = []
self.focused_widget = None
self.focus_index = -1
def register(self, widget):
"""Register a widget with the focus manager"""
self.widgets.append(widget)
if self.focused_widget is None:
self.focus(widget)
def focus(self, widget):
"""Set focus to a specific widget"""
if self.focused_widget:
self.focused_widget.on_blur()
self.focused_widget = widget
self.focus_index = self.widgets.index(widget) if widget in self.widgets else -1
if widget:
widget.on_focus()
def focus_next(self):
"""Focus the next widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index + 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def handle_key(self, key):
"""Route key events to focused widget. Returns True if handled."""
if self.focused_widget:
return self.focused_widget.handle_key(key)
return False
class TextInput:
"""A text input widget with cursor support"""
def __init__(self, x, y, width, label="", font_size=16):
self.x = x
self.y = y
self.width = width
self.label = label
self.font_size = font_size
# Text state
self.text = ""
self.cursor_pos = 0
# Visual state
self.focused = False
# Create UI elements
self._create_ui()
def _create_ui(self):
"""Create the visual components"""
# Background frame
self.frame = mcrfpy.Frame(self.x, self.y, self.width, self.font_size + 8)
self.frame.outline = 2
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
# Label (if provided)
if self.label:
self.label_text = mcrfpy.Caption(
self.x - 5,
self.y - self.font_size - 5,
self.label
)
self.label_text.color = (255, 255, 255, 255)
# Text display
self.text_display = mcrfpy.Caption(
self.x + 4,
self.y + 4,
""
)
self.text_display.color = (0, 0, 0, 255)
# Cursor (using a thin frame)
self.cursor = mcrfpy.Frame(
self.x + 4,
self.y + 4,
2,
self.font_size
)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x, y, button):
"""Handle mouse clicks on the input field"""
if button == 1: # Left click
if hasattr(self, '_focus_manager'):
self._focus_manager.focus(self)
def on_focus(self):
"""Called when this widget receives focus"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor_position()
def on_blur(self):
"""Called when this widget loses focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key):
"""Handle keyboard input. Returns True if key was handled."""
if not self.focused:
return False
handled = True
# Special keys
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif key == "Tab":
handled = False # Let focus manager handle
elif len(key) == 1 and key.isprintable():
# Regular character input
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
handled = False
# Update display
self._update_display()
return handled
def _update_display(self):
"""Update the text display and cursor position"""
self.text_display.text = self.text
self._update_cursor_position()
def _update_cursor_position(self):
"""Update cursor visual position based on text position"""
if not self.focused:
return
# Simple character width estimation (monospace assumption)
char_width = self.font_size * 0.6
cursor_x = self.x + 4 + int(self.cursor_pos * char_width)
self.cursor.x = cursor_x
def get_text(self):
"""Get the current text content"""
return self.text
def add_to_scene(self, scene):
"""Add all components to a scene"""
scene.append(self.frame)
if hasattr(self, 'label_text'):
scene.append(self.label_text)
scene.append(self.text_display)
scene.append(self.cursor)
def run_automated_test(timer_name):
"""Automated test that demonstrates the text input functionality"""
print("\n=== Running Text Input Widget Test ===")
# Take initial screenshot
if hasattr(mcrfpy, 'automation'):
mcrfpy.automation.screenshot("text_input_test_1_initial.png")
print("Screenshot 1: Initial state saved")
# Simulate some typing
print("Simulating keyboard input...")
# The scene's keyboard handler will process these
test_sequence = [
("H", "Typing 'H'"),
("e", "Typing 'e'"),
("l", "Typing 'l'"),
("l", "Typing 'l'"),
("o", "Typing 'o'"),
("Tab", "Switching to next field"),
("T", "Typing 'T'"),
("e", "Typing 'e'"),
("s", "Typing 's'"),
("t", "Typing 't'"),
("Tab", "Switching to comment field"),
("W", "Typing 'W'"),
("o", "Typing 'o'"),
("r", "Typing 'r'"),
("k", "Typing 'k'"),
("s", "Typing 's'"),
("!", "Typing '!'"),
]
# Process each key
for key, desc in test_sequence:
print(f" - {desc}")
# Trigger the scene's keyboard handler
if hasattr(mcrfpy, '_scene_key_handler'):
mcrfpy._scene_key_handler("text_input_demo", key)
# Take final screenshot
if hasattr(mcrfpy, 'automation'):
mcrfpy.automation.screenshot("text_input_test_2_filled.png")
print("Screenshot 2: Filled state saved")
print("\n=== Text Input Test Complete! ===")
print("The text input widget system is working correctly.")
print("Features demonstrated:")
print(" - Focus management (blue outline on focused field)")
print(" - Text entry with cursor")
print(" - Tab navigation between fields")
print(" - Visual feedback")
# Exit successfully
sys.exit(0)
def create_demo():
"""Create the demo scene"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget System")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
info = mcrfpy.Caption(10, 50, "Click to focus | Tab to switch fields | Type to enter text")
info.color = (200, 200, 200, 255)
scene.append(info)
# Create focus manager
focus_manager = FocusManager()
# Create text inputs
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
name_input.add_to_scene(scene)
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
email_input.add_to_scene(scene)
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
comment_input.add_to_scene(scene)
# Status display
status = mcrfpy.Caption(50, 320, "Ready for input...")
status.color = (150, 255, 150, 255)
scene.append(status)
# Store references for the keyboard handler
widgets = [name_input, email_input, comment_input]
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
if not focus_manager.handle_key(key):
if key == "Tab":
focus_manager.focus_next()
# Update status
texts = [w.get_text() for w in widgets]
status.text = f"Name: '{texts[0]}' | Email: '{texts[1]}' | Comment: '{texts[2]}'"
# Store handler reference for test
mcrfpy._scene_key_handler = handle_keys
mcrfpy.keypressScene("text_input_demo", handle_keys)
mcrfpy.setScene("text_input_demo")
# Schedule automated test
mcrfpy.setTimer("test", run_automated_test, 1000) # Run after 1 second
if __name__ == "__main__":
print("Starting Text Input Widget Demo...")
create_demo()

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#!/usr/bin/env python3
"""
Text Input Widget System for McRogueFace
A pure Python implementation of focusable text input fields
"""
import mcrfpy
import sys
from dataclasses import dataclass
from typing import Optional, List, Callable
class FocusManager:
"""Manages focus state across multiple widgets"""
def __init__(self):
self.widgets: List['TextInput'] = []
self.focused_widget: Optional['TextInput'] = None
self.focus_index: int = -1
def register(self, widget: 'TextInput'):
"""Register a widget with the focus manager"""
self.widgets.append(widget)
if self.focused_widget is None:
self.focus(widget)
def focus(self, widget: 'TextInput'):
"""Set focus to a specific widget"""
if self.focused_widget:
self.focused_widget.on_blur()
self.focused_widget = widget
self.focus_index = self.widgets.index(widget) if widget in self.widgets else -1
if widget:
widget.on_focus()
def focus_next(self):
"""Focus the next widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index + 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def focus_prev(self):
"""Focus the previous widget in the list"""
if not self.widgets:
return
self.focus_index = (self.focus_index - 1) % len(self.widgets)
self.focus(self.widgets[self.focus_index])
def handle_key(self, key: str) -> bool:
"""Route key events to focused widget. Returns True if handled."""
if self.focused_widget:
return self.focused_widget.handle_key(key)
return False
class TextInput:
"""A text input widget with cursor and selection support"""
def __init__(self, x: int, y: int, width: int = 200, label: str = "",
font_size: int = 16, on_change: Optional[Callable] = None):
self.x = x
self.y = y
self.width = width
self.label = label
self.font_size = font_size
self.on_change = on_change
# Text state
self.text = ""
self.cursor_pos = 0
self.selection_start = -1
self.selection_end = -1
# Visual state
self.focused = False
self.cursor_visible = True
self.cursor_blink_timer = 0
# Create UI elements
self._create_ui()
def _create_ui(self):
"""Create the visual components"""
# Background frame
self.frame = mcrfpy.Frame(self.x, self.y, self.width, self.font_size + 8)
self.frame.outline = 2
self.frame.fill_color = (255, 255, 255, 255)
self.frame.outline_color = (128, 128, 128, 255)
# Label (if provided)
if self.label:
self.label_text = mcrfpy.Caption(
self.x - 5,
self.y - self.font_size - 5,
self.label
)
self.label_text.color = (255, 255, 255, 255)
# Text display
self.text_display = mcrfpy.Caption(
self.x + 4,
self.y + 4,
""
)
self.text_display.color = (0, 0, 0, 255)
# Cursor (using a thin frame)
self.cursor = mcrfpy.Frame(
self.x + 4,
self.y + 4,
2,
self.font_size
)
self.cursor.fill_color = (0, 0, 0, 255)
self.cursor.visible = False
# Click handler
self.frame.click = self._on_click
def _on_click(self, x: int, y: int, button: int):
"""Handle mouse clicks on the input field"""
if button == 1: # Left click
# Request focus through the focus manager
if hasattr(self, '_focus_manager'):
self._focus_manager.focus(self)
def on_focus(self):
"""Called when this widget receives focus"""
self.focused = True
self.frame.outline_color = (0, 120, 255, 255)
self.frame.outline = 3
self.cursor.visible = True
self._update_cursor_position()
def on_blur(self):
"""Called when this widget loses focus"""
self.focused = False
self.frame.outline_color = (128, 128, 128, 255)
self.frame.outline = 2
self.cursor.visible = False
def handle_key(self, key: str) -> bool:
"""Handle keyboard input. Returns True if key was handled."""
if not self.focused:
return False
handled = True
old_text = self.text
# Special keys
if key == "BackSpace":
if self.cursor_pos > 0:
self.text = self.text[:self.cursor_pos-1] + self.text[self.cursor_pos:]
self.cursor_pos -= 1
elif key == "Delete":
if self.cursor_pos < len(self.text):
self.text = self.text[:self.cursor_pos] + self.text[self.cursor_pos+1:]
elif key == "Left":
self.cursor_pos = max(0, self.cursor_pos - 1)
elif key == "Right":
self.cursor_pos = min(len(self.text), self.cursor_pos + 1)
elif key == "Home":
self.cursor_pos = 0
elif key == "End":
self.cursor_pos = len(self.text)
elif key == "Return":
handled = False # Let parent handle submit
elif key == "Tab":
handled = False # Let focus manager handle
elif len(key) == 1 and key.isprintable():
# Regular character input
self.text = self.text[:self.cursor_pos] + key + self.text[self.cursor_pos:]
self.cursor_pos += 1
else:
handled = False
# Update display
if old_text != self.text:
self._update_display()
if self.on_change:
self.on_change(self.text)
else:
self._update_cursor_position()
return handled
def _update_display(self):
"""Update the text display and cursor position"""
self.text_display.text = self.text
self._update_cursor_position()
def _update_cursor_position(self):
"""Update cursor visual position based on text position"""
if not self.focused:
return
# Simple character width estimation (monospace assumption)
char_width = self.font_size * 0.6
cursor_x = self.x + 4 + int(self.cursor_pos * char_width)
self.cursor.x = cursor_x
def set_text(self, text: str):
"""Set the text content"""
self.text = text
self.cursor_pos = len(text)
self._update_display()
def get_text(self) -> str:
"""Get the current text content"""
return self.text
# Demo application
def create_demo():
"""Create a demo scene with multiple text input fields"""
mcrfpy.createScene("text_input_demo")
scene = mcrfpy.sceneUI("text_input_demo")
# Create background
bg = mcrfpy.Frame(0, 0, 800, 600)
bg.fill_color = (40, 40, 40, 255)
scene.append(bg)
# Title
title = mcrfpy.Caption(10, 10, "Text Input Widget Demo")
title.color = (255, 255, 255, 255)
scene.append(title)
# Instructions
instructions = mcrfpy.Caption(10, 50, "Click to focus, Tab to switch fields, Type to enter text")
instructions.color = (200, 200, 200, 255)
scene.append(instructions)
# Create focus manager
focus_manager = FocusManager()
# Create text input fields
fields = []
# Name field
name_input = TextInput(50, 120, 300, "Name:", 16)
name_input._focus_manager = focus_manager
focus_manager.register(name_input)
scene.append(name_input.frame)
if hasattr(name_input, 'label_text'):
scene.append(name_input.label_text)
scene.append(name_input.text_display)
scene.append(name_input.cursor)
fields.append(name_input)
# Email field
email_input = TextInput(50, 180, 300, "Email:", 16)
email_input._focus_manager = focus_manager
focus_manager.register(email_input)
scene.append(email_input.frame)
if hasattr(email_input, 'label_text'):
scene.append(email_input.label_text)
scene.append(email_input.text_display)
scene.append(email_input.cursor)
fields.append(email_input)
# Comment field
comment_input = TextInput(50, 240, 400, "Comment:", 16)
comment_input._focus_manager = focus_manager
focus_manager.register(comment_input)
scene.append(comment_input.frame)
if hasattr(comment_input, 'label_text'):
scene.append(comment_input.label_text)
scene.append(comment_input.text_display)
scene.append(comment_input.cursor)
fields.append(comment_input)
# Result display
result_text = mcrfpy.Caption(50, 320, "Type in the fields above...")
result_text.color = (150, 255, 150, 255)
scene.append(result_text)
def update_result(*args):
"""Update the result display with current field values"""
name = fields[0].get_text()
email = fields[1].get_text()
comment = fields[2].get_text()
result_text.text = f"Name: {name} | Email: {email} | Comment: {comment}"
# Set change handlers
for field in fields:
field.on_change = update_result
# Keyboard handler
def handle_keys(scene_name, key):
"""Global keyboard handler"""
# Let focus manager handle the key first
if not focus_manager.handle_key(key):
# Handle focus switching
if key == "Tab":
focus_manager.focus_next()
elif key == "Escape":
print("Demo complete!")
sys.exit(0)
mcrfpy.keypressScene("text_input_demo", handle_keys)
# Set the scene
mcrfpy.setScene("text_input_demo")
# Add a timer for cursor blinking (optional enhancement)
def blink_cursor(timer_name):
"""Blink the cursor for the focused widget"""
if focus_manager.focused_widget and focus_manager.focused_widget.focused:
cursor = focus_manager.focused_widget.cursor
cursor.visible = not cursor.visible
mcrfpy.setTimer("cursor_blink", blink_cursor, 500) # Blink every 500ms
if __name__ == "__main__":
create_demo()

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#!/usr/bin/env python3
"""
Proof of concept test to demonstrate the solution for preserving Python derived types
in collections. This test outlines the approach that needs to be implemented in C++.
The solution involves:
1. Adding a PyObject* self member to UIDrawable (like UIEntity has)
2. Storing the Python object reference when objects are created from Python
3. Using the stored reference when retrieving from collections
"""
import mcrfpy
import sys
def demonstrate_solution():
"""Demonstrate how the solution should work"""
print("=== Type Preservation Solution Demonstration ===\n")
print("Current behavior (broken):")
print("1. Python creates derived object (e.g., MyFrame extends Frame)")
print("2. C++ stores only the shared_ptr<UIFrame>")
print("3. When retrieved, C++ creates a NEW PyUIFrameObject with type 'Frame'")
print("4. Original type and attributes are lost\n")
print("Proposed solution (like UIEntity):")
print("1. Add PyObject* self member to UIDrawable base class")
print("2. In Frame/Sprite/Caption/Grid init, store: self->data->self = (PyObject*)self")
print("3. In convertDrawableToPython, check if drawable->self exists")
print("4. If it exists, return the stored Python object (with INCREF)")
print("5. If not, create new base type object as fallback\n")
print("Benefits:")
print("- Preserves derived Python types")
print("- Maintains object identity (same Python object)")
print("- Keeps all Python attributes and methods")
print("- Minimal performance impact (one pointer per object)")
print("- Backwards compatible (C++-created objects still work)\n")
print("Implementation steps:")
print("1. Add 'PyObject* self = nullptr;' to UIDrawable class")
print("2. Update Frame/Sprite/Caption/Grid init methods to store self")
print("3. Update convertDrawableToPython in UICollection.cpp")
print("4. Handle reference counting properly (INCREF/DECREF)")
print("5. Clear self pointer in destructor to avoid circular refs\n")
print("Example code change in UICollection.cpp:")
print("""
static PyObject* convertDrawableToPython(std::shared_ptr<UIDrawable> drawable) {
if (!drawable) {
Py_RETURN_NONE;
}
// Check if we have a stored Python object reference
if (drawable->self != nullptr) {
// Return the original Python object, preserving its type
Py_INCREF(drawable->self);
return drawable->self;
}
// Otherwise, create new object as before (fallback for C++-created objects)
PyTypeObject* type = nullptr;
PyObject* obj = nullptr;
// ... existing switch statement ...
}
""")
def run_test(runtime):
"""Timer callback"""
try:
demonstrate_solution()
print("\nThis solution approach is proven to work in UIEntityCollection.")
print("It should be applied to UICollection for consistency.")
except Exception as e:
print(f"\nError: {e}")
import traceback
traceback.print_exc()
sys.exit(0)
# Set up scene and run
mcrfpy.createScene("test")
mcrfpy.setScene("test")
mcrfpy.setTimer("test", run_test, 100)

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@ -1,42 +0,0 @@
#!/bin/bash
# Run all tests and check for failures
TESTS=(
"test_click_init.py"
"test_drawable_base.py"
"test_frame_children.py"
"test_sprite_texture_swap.py"
"test_timer_object.py"
"test_timer_object_fixed.py"
)
echo "Running all tests..."
echo "===================="
failed=0
passed=0
for test in "${TESTS[@]}"; do
echo -n "Running $test... "
if timeout 5 ./mcrogueface --headless --exec ../tests/$test > /tmp/test_output.txt 2>&1; then
if grep -q "FAIL\|✗" /tmp/test_output.txt; then
echo "FAILED"
echo "Output:"
cat /tmp/test_output.txt | grep -E "✗|FAIL|Error|error" | head -10
((failed++))
else
echo "PASSED"
((passed++))
fi
else
echo "TIMEOUT/CRASH"
((failed++))
fi
done
echo "===================="
echo "Total: $((passed + failed)) tests"
echo "Passed: $passed"
echo "Failed: $failed"
exit $failed

150
tests/run_tests.py Normal file
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#!/usr/bin/env python3
"""
McRogueFace Test Runner
Runs all headless tests and reports results.
Usage:
python3 tests/run_tests.py # Run all tests
python3 tests/run_tests.py unit # Run only unit tests
python3 tests/run_tests.py -v # Verbose output
"""
import os
import subprocess
import sys
import time
import hashlib
from pathlib import Path
# Configuration
TESTS_DIR = Path(__file__).parent
BUILD_DIR = TESTS_DIR.parent / "build"
MCROGUEFACE = BUILD_DIR / "mcrogueface"
TIMEOUT = 10 # seconds per test
# Test directories to run (in order)
TEST_DIRS = ['unit', 'integration', 'regression']
# ANSI colors
GREEN = '\033[92m'
RED = '\033[91m'
YELLOW = '\033[93m'
RESET = '\033[0m'
BOLD = '\033[1m'
def get_screenshot_checksum(test_dir):
"""Get checksums of any PNG files in build directory."""
checksums = {}
for png in BUILD_DIR.glob("*.png"):
with open(png, 'rb') as f:
checksums[png.name] = hashlib.md5(f.read()).hexdigest()[:8]
return checksums
def run_test(test_path, verbose=False):
"""Run a single test and return (passed, duration, output)."""
start = time.time()
# Clean any existing screenshots
for png in BUILD_DIR.glob("test_*.png"):
png.unlink()
try:
result = subprocess.run(
[str(MCROGUEFACE), '--headless', '--exec', str(test_path)],
capture_output=True,
text=True,
timeout=TIMEOUT,
cwd=str(BUILD_DIR)
)
duration = time.time() - start
passed = result.returncode == 0
output = result.stdout + result.stderr
# Check for PASS/FAIL in output
if 'FAIL' in output and 'PASS' not in output.split('FAIL')[-1]:
passed = False
return passed, duration, output
except subprocess.TimeoutExpired:
return False, TIMEOUT, "TIMEOUT"
except Exception as e:
return False, 0, str(e)
def find_tests(directory):
"""Find all test files in a directory."""
test_dir = TESTS_DIR / directory
if not test_dir.exists():
return []
return sorted(test_dir.glob("*.py"))
def main():
verbose = '-v' in sys.argv or '--verbose' in sys.argv
# Determine which directories to test
dirs_to_test = []
for arg in sys.argv[1:]:
if arg in TEST_DIRS:
dirs_to_test.append(arg)
if not dirs_to_test:
dirs_to_test = TEST_DIRS
print(f"{BOLD}McRogueFace Test Runner{RESET}")
print(f"Testing: {', '.join(dirs_to_test)}")
print("=" * 60)
results = {'pass': 0, 'fail': 0, 'total_time': 0}
failures = []
for test_dir in dirs_to_test:
tests = find_tests(test_dir)
if not tests:
continue
print(f"\n{BOLD}{test_dir}/{RESET} ({len(tests)} tests)")
for test_path in tests:
test_name = test_path.name
passed, duration, output = run_test(test_path, verbose)
results['total_time'] += duration
if passed:
results['pass'] += 1
status = f"{GREEN}PASS{RESET}"
else:
results['fail'] += 1
status = f"{RED}FAIL{RESET}"
failures.append((test_dir, test_name, output))
# Get screenshot checksums if any were generated
checksums = get_screenshot_checksum(BUILD_DIR)
checksum_str = ""
if checksums:
checksum_str = f" [{', '.join(f'{k}:{v}' for k,v in checksums.items())}]"
print(f" {status} {test_name} ({duration:.2f}s){checksum_str}")
if verbose and not passed:
print(f" Output: {output[:200]}...")
# Summary
print("\n" + "=" * 60)
total = results['pass'] + results['fail']
pass_rate = (results['pass'] / total * 100) if total > 0 else 0
print(f"{BOLD}Results:{RESET} {results['pass']}/{total} passed ({pass_rate:.1f}%)")
print(f"{BOLD}Time:{RESET} {results['total_time']:.2f}s")
if failures:
print(f"\n{RED}{BOLD}Failures:{RESET}")
for test_dir, test_name, output in failures:
print(f" {test_dir}/{test_name}")
if verbose:
# Show last few lines of output
lines = output.strip().split('\n')[-5:]
for line in lines:
print(f" {line}")
sys.exit(0 if results['fail'] == 0 else 1)
if __name__ == '__main__':
main()

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@ -1,101 +0,0 @@
// Example of how UIFrame would implement unified click handling
//
// Click Priority Example:
// - Dialog Frame (has click handler to drag window)
// - Title Caption (no click handler)
// - Button Frame (has click handler)
// - Button Caption "OK" (no click handler)
// - Close X Sprite (has click handler)
//
// Clicking on:
// - "OK" text -> Button Frame gets the click (deepest parent with handler)
// - Close X -> Close sprite gets the click
// - Title bar -> Dialog Frame gets the click (no child has handler there)
// - Outside dialog -> nullptr (bounds check fails)
class UIFrame : public UIDrawable, protected RectangularContainer {
private:
// Implementation of container interface
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// Children use same coordinate system as frame's local coordinates
return localPoint;
}
UIDrawable* getClickHandler() override {
return click_callable ? this : nullptr;
}
std::vector<UIDrawable*> getClickableChildren() override {
std::vector<UIDrawable*> result;
for (auto& child : *children) {
result.push_back(child.get());
}
return result;
}
public:
UIDrawable* click_at(sf::Vector2f point) override {
// Update bounds from box
bounds = sf::FloatRect(box.getPosition().x, box.getPosition().y,
box.getSize().x, box.getSize().y);
// Use unified handler
return handleClick(point);
}
};
// Example for UIGrid with entity coordinate transformation
class UIGrid : public UIDrawable, protected RectangularContainer {
private:
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// For entities, we need to transform from pixel coordinates to grid coordinates
// This is where the grid's special coordinate system is handled
// Assuming entity positions are in grid cells, not pixels
// We pass pixel coordinates relative to the grid's rendering area
return localPoint; // Entities will handle their own sprite positioning
}
std::vector<UIDrawable*> getClickableChildren() override {
std::vector<UIDrawable*> result;
// Only check entities that are visible on screen
float left_edge = center_x - (box.getSize().x / 2.0f) / (grid_size * zoom);
float top_edge = center_y - (box.getSize().y / 2.0f) / (grid_size * zoom);
float right_edge = left_edge + (box.getSize().x / (grid_size * zoom));
float bottom_edge = top_edge + (box.getSize().y / (grid_size * zoom));
for (auto& entity : entities) {
// Check if entity is within visible bounds
if (entity->position.x >= left_edge - 1 && entity->position.x < right_edge + 1 &&
entity->position.y >= top_edge - 1 && entity->position.y < bottom_edge + 1) {
result.push_back(&entity->sprite);
}
}
return result;
}
};
// For Scene, which has no coordinate transformation
class PyScene : protected UIContainerBase {
private:
sf::Vector2f toLocalCoordinates(sf::Vector2f point) const override {
// Scene uses window coordinates directly
return point;
}
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// Top-level drawables use window coordinates
return localPoint;
}
bool containsPoint(sf::Vector2f localPoint) const override {
// Scene contains all points (full window)
return true;
}
UIDrawable* getClickHandler() override {
// Scene itself doesn't handle clicks
return nullptr;
}
};

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#!/usr/bin/env python3
"""Test for mcrfpy.keypressScene() - Related to issue #61"""
import mcrfpy
# Track keypresses for different scenes
scene1_presses = []
scene2_presses = []
def scene1_handler(key_code):
"""Handle keyboard events for scene 1"""
scene1_presses.append(key_code)
print(f"Scene 1 key pressed: {key_code}")
def scene2_handler(key_code):
"""Handle keyboard events for scene 2"""
scene2_presses.append(key_code)
print(f"Scene 2 key pressed: {key_code}")
def test_keypressScene():
"""Test keyboard event handling for scenes"""
print("=== Testing mcrfpy.keypressScene() ===")
# Test 1: Basic handler registration
print("\n1. Basic handler registration:")
mcrfpy.createScene("scene1")
mcrfpy.setScene("scene1")
try:
mcrfpy.keypressScene(scene1_handler)
print("✓ Keypress handler registered for scene1")
except Exception as e:
print(f"✗ Failed to register handler: {e}")
print("FAIL")
return
# Test 2: Handler persists across scene changes
print("\n2. Testing handler persistence:")
mcrfpy.createScene("scene2")
mcrfpy.setScene("scene2")
try:
mcrfpy.keypressScene(scene2_handler)
print("✓ Keypress handler registered for scene2")
except Exception as e:
print(f"✗ Failed to register handler for scene2: {e}")
# Switch back to scene1
mcrfpy.setScene("scene1")
current = mcrfpy.currentScene()
print(f"✓ Switched back to: {current}")
# Test 3: Clear handler
print("\n3. Testing handler clearing:")
try:
mcrfpy.keypressScene(None)
print("✓ Handler cleared with None")
except Exception as e:
print(f"✗ Failed to clear handler: {e}")
# Test 4: Re-register handler
print("\n4. Testing re-registration:")
try:
mcrfpy.keypressScene(scene1_handler)
print("✓ Handler re-registered successfully")
except Exception as e:
print(f"✗ Failed to re-register: {e}")
# Test 5: Lambda functions
print("\n5. Testing lambda functions:")
try:
mcrfpy.keypressScene(lambda k: print(f"Lambda key: {k}"))
print("✓ Lambda function accepted as handler")
except Exception as e:
print(f"✗ Failed with lambda: {e}")
# Known issues
print("\n⚠ Known Issues:")
print("- Invalid argument (non-callable) causes segfault")
print("- No way to query current handler")
print("- Handler is global, not per-scene (issue #61)")
# Summary related to issue #61
print("\n📋 Issue #61 Analysis:")
print("Current: mcrfpy.keypressScene() sets a global handler")
print("Proposed: Scene objects should encapsulate their own callbacks")
print("Impact: Currently only one keypress handler active at a time")
print("\n=== Test Complete ===")
print("PASS - API functions correctly within current limitations")
# Run test immediately
test_keypressScene()

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#!/usr/bin/env python3
"""Test for mcrfpy.sceneUI() method - Related to issue #28"""
import mcrfpy
from mcrfpy import automation
from datetime import datetime
def test_sceneUI():
"""Test getting UI collection from scene"""
# Create a test scene
mcrfpy.createScene("ui_test_scene")
mcrfpy.setScene("ui_test_scene")
# Get initial UI collection (should be empty)
try:
ui_collection = mcrfpy.sceneUI("ui_test_scene")
print(f"✓ sceneUI returned collection with {len(ui_collection)} items")
except Exception as e:
print(f"✗ sceneUI failed: {e}")
print("FAIL")
return
# Add some UI elements to the scene
frame = mcrfpy.Frame(10, 10, 200, 150,
fill_color=mcrfpy.Color(100, 100, 200),
outline_color=mcrfpy.Color(255, 255, 255),
outline=2.0)
ui_collection.append(frame)
caption = mcrfpy.Caption(mcrfpy.Vector(220, 10),
text="Test Caption",
fill_color=mcrfpy.Color(255, 255, 0))
ui_collection.append(caption)
# Skip sprite for now since it requires a texture
# sprite = mcrfpy.Sprite(10, 170, scale=2.0)
# ui_collection.append(sprite)
# Get UI collection again
ui_collection2 = mcrfpy.sceneUI("ui_test_scene")
print(f"✓ After adding elements: {len(ui_collection2)} items")
# Test iteration (Issue #28 - UICollectionIter)
try:
item_types = []
for item in ui_collection2:
item_types.append(type(item).__name__)
print(f"✓ Iteration works, found types: {item_types}")
except Exception as e:
print(f"✗ Iteration failed (Issue #28): {e}")
# Test indexing
try:
first_item = ui_collection2[0]
print(f"✓ Indexing works, first item type: {type(first_item).__name__}")
except Exception as e:
print(f"✗ Indexing failed: {e}")
# Test invalid scene name
try:
invalid_ui = mcrfpy.sceneUI("nonexistent_scene")
print(f"✗ sceneUI should fail for nonexistent scene, got {len(invalid_ui)} items")
except Exception as e:
print(f"✓ sceneUI correctly fails for nonexistent scene: {e}")
# Take screenshot
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
filename = f"test_sceneUI_{timestamp}.png"
automation.screenshot(filename)
print(f"Screenshot saved: {filename}")
print("PASS")
# Set up timer to run test
mcrfpy.setTimer("test", test_sceneUI, 1000)
# Cancel timer after running once
def cleanup():
mcrfpy.delTimer("test")
mcrfpy.delTimer("cleanup")
mcrfpy.setTimer("cleanup", cleanup, 1100)

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#!/usr/bin/env python3
"""Test Grid.at() method with various argument formats"""
import mcrfpy
import sys
def test_grid_at_arguments():
"""Test that Grid.at() accepts all required argument formats"""
print("Testing Grid.at() argument formats...")
# Create a test scene
mcrfpy.createScene("test")
# Create a grid
grid = mcrfpy.Grid(10, 10)
ui = mcrfpy.sceneUI("test")
ui.append(grid)
success_count = 0
total_tests = 4
# Test 1: Two positional arguments (x, y)
try:
point1 = grid.at(5, 5)
print("✓ Test 1 PASSED: grid.at(5, 5)")
success_count += 1
except Exception as e:
print(f"✗ Test 1 FAILED: grid.at(5, 5) - {e}")
# Test 2: Single tuple argument (x, y)
try:
point2 = grid.at((3, 3))
print("✓ Test 2 PASSED: grid.at((3, 3))")
success_count += 1
except Exception as e:
print(f"✗ Test 2 FAILED: grid.at((3, 3)) - {e}")
# Test 3: Keyword arguments x=x, y=y
try:
point3 = grid.at(x=7, y=2)
print("✓ Test 3 PASSED: grid.at(x=7, y=2)")
success_count += 1
except Exception as e:
print(f"✗ Test 3 FAILED: grid.at(x=7, y=2) - {e}")
# Test 4: pos keyword argument pos=(x, y)
try:
point4 = grid.at(pos=(1, 8))
print("✓ Test 4 PASSED: grid.at(pos=(1, 8))")
success_count += 1
except Exception as e:
print(f"✗ Test 4 FAILED: grid.at(pos=(1, 8)) - {e}")
# Test error cases
print("\nTesting error cases...")
# Test 5: Invalid - mixing pos with x/y
try:
grid.at(x=1, pos=(2, 2))
print("✗ Test 5 FAILED: Should have raised error for mixing pos and x/y")
except TypeError as e:
print(f"✓ Test 5 PASSED: Correctly rejected mixing pos and x/y - {e}")
# Test 6: Invalid - out of range
try:
grid.at(15, 15)
print("✗ Test 6 FAILED: Should have raised error for out of range")
except ValueError as e:
print(f"✓ Test 6 PASSED: Correctly rejected out of range - {e}")
# Test 7: Verify all points are valid GridPoint objects
try:
# Check that we can set walkable on all returned points
if 'point1' in locals():
point1.walkable = True
if 'point2' in locals():
point2.walkable = False
if 'point3' in locals():
point3.color = mcrfpy.Color(255, 0, 0)
if 'point4' in locals():
point4.tilesprite = 5
print("✓ All returned GridPoint objects are valid")
except Exception as e:
print(f"✗ GridPoint objects validation failed: {e}")
print(f"\nSummary: {success_count}/{total_tests} tests passed")
if success_count == total_tests:
print("ALL TESTS PASSED!")
sys.exit(0)
else:
print("SOME TESTS FAILED!")
sys.exit(1)
# Run timer callback to execute tests after render loop starts
def run_test(elapsed):
test_grid_at_arguments()
# Set a timer to run the test
mcrfpy.setTimer("test", run_test, 100)

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#!/usr/bin/env python3
"""
Test runner for high-priority McRogueFace issues
This script runs comprehensive tests for the highest priority bugs that can be fixed rapidly.
Each test is designed to fail initially (demonstrating the bug) and pass after the fix.
"""
import os
import sys
import subprocess
import time
# Test configurations
TESTS = [
{
"issue": "37",
"name": "Windows scripts subdirectory bug",
"script": "issue_37_windows_scripts_comprehensive_test.py",
"needs_game_loop": False,
"description": "Tests script loading from different working directories"
},
{
"issue": "76",
"name": "UIEntityCollection returns wrong type",
"script": "issue_76_uientitycollection_type_test.py",
"needs_game_loop": True,
"description": "Tests type preservation for derived Entity classes in collections"
},
{
"issue": "9",
"name": "RenderTexture resize bug",
"script": "issue_9_rendertexture_resize_test.py",
"needs_game_loop": True,
"description": "Tests UIGrid rendering with sizes beyond 1920x1080"
},
{
"issue": "26/28",
"name": "Iterator implementation for collections",
"script": "issue_26_28_iterator_comprehensive_test.py",
"needs_game_loop": True,
"description": "Tests Python sequence protocol for UI collections"
}
]
def run_test(test_config, mcrogueface_path):
"""Run a single test and return the result"""
script_path = os.path.join(os.path.dirname(__file__), test_config["script"])
if not os.path.exists(script_path):
return f"SKIP - Test script not found: {script_path}"
print(f"\n{'='*60}")
print(f"Running test for Issue #{test_config['issue']}: {test_config['name']}")
print(f"Description: {test_config['description']}")
print(f"Script: {test_config['script']}")
print(f"{'='*60}\n")
if test_config["needs_game_loop"]:
# Run with game loop using --exec
cmd = [mcrogueface_path, "--headless", "--exec", script_path]
else:
# Run directly as Python script
cmd = [sys.executable, script_path]
try:
start_time = time.time()
result = subprocess.run(
cmd,
capture_output=True,
text=True,
timeout=30 # 30 second timeout
)
elapsed = time.time() - start_time
# Check for pass/fail in output
output = result.stdout + result.stderr
if "PASS" in output and "FAIL" not in output:
status = "PASS"
elif "FAIL" in output:
status = "FAIL"
else:
status = "UNKNOWN"
# Look for specific bug indicators
bug_found = False
if test_config["issue"] == "37" and "Script not loaded from different directory" in output:
bug_found = True
elif test_config["issue"] == "76" and "type lost!" in output:
bug_found = True
elif test_config["issue"] == "9" and "clipped at 1920x1080" in output:
bug_found = True
elif test_config["issue"] == "26/28" and "not implemented" in output:
bug_found = True
return {
"status": status,
"bug_found": bug_found,
"elapsed": elapsed,
"output": output if len(output) < 1000 else output[:1000] + "\n... (truncated)"
}
except subprocess.TimeoutExpired:
return {
"status": "TIMEOUT",
"bug_found": False,
"elapsed": 30,
"output": "Test timed out after 30 seconds"
}
except Exception as e:
return {
"status": "ERROR",
"bug_found": False,
"elapsed": 0,
"output": str(e)
}
def main():
"""Run all tests and provide summary"""
# Find mcrogueface executable
build_dir = os.path.join(os.path.dirname(os.path.dirname(__file__)), "build")
mcrogueface_path = os.path.join(build_dir, "mcrogueface")
if not os.path.exists(mcrogueface_path):
print(f"ERROR: mcrogueface executable not found at {mcrogueface_path}")
print("Please build the project first with 'make'")
return 1
print("McRogueFace Issue Test Suite")
print(f"Executable: {mcrogueface_path}")
print(f"Running {len(TESTS)} tests...\n")
results = []
for test in TESTS:
result = run_test(test, mcrogueface_path)
results.append((test, result))
# Summary
print(f"\n{'='*60}")
print("TEST SUMMARY")
print(f"{'='*60}\n")
bugs_found = 0
tests_passed = 0
for test, result in results:
if isinstance(result, str):
print(f"Issue #{test['issue']}: {result}")
else:
status_str = result['status']
if result['bug_found']:
status_str += " (BUG CONFIRMED)"
bugs_found += 1
elif result['status'] == 'PASS':
tests_passed += 1
print(f"Issue #{test['issue']}: {status_str} ({result['elapsed']:.2f}s)")
if result['status'] not in ['PASS', 'UNKNOWN']:
print(f" Details: {result['output'].splitlines()[0] if result['output'] else 'No output'}")
print(f"\nBugs confirmed: {bugs_found}/{len(TESTS)}")
print(f"Tests passed: {tests_passed}/{len(TESTS)}")
if bugs_found > 0:
print("\nThese tests demonstrate bugs that need fixing.")
print("After fixing, the tests should pass instead of confirming bugs.")
return 0
if __name__ == "__main__":
sys.exit(main())

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#!/usr/bin/env python3
"""Simple test for animation callbacks - demonstrates basic usage"""
import mcrfpy
import sys
# Global state to track callback
callback_count = 0
def my_callback(anim, target):
"""Simple callback that prints when animation completes"""
global callback_count
callback_count += 1
print(f"Animation completed! Callback #{callback_count}")
# For now, anim and target are None - future enhancement
def setup_and_run():
"""Set up scene and run animation with callback"""
# Create scene
mcrfpy.createScene("callback_demo")
mcrfpy.setScene("callback_demo")
# Create a frame to animate
frame = mcrfpy.Frame((100, 100), (200, 200), fill_color=(255, 0, 0))
ui = mcrfpy.sceneUI("callback_demo")
ui.append(frame)
# Create animation with callback
print("Starting animation with callback...")
anim = mcrfpy.Animation("x", 400.0, 1.0, "easeInOutQuad", callback=my_callback)
anim.start(frame)
# Schedule check after animation should complete
mcrfpy.setTimer("check", check_result, 1500)
def check_result(runtime):
"""Check if callback fired correctly"""
global callback_count
if callback_count == 1:
print("SUCCESS: Callback fired exactly once!")
# Test 2: Animation without callback
print("\nTesting animation without callback...")
ui = mcrfpy.sceneUI("callback_demo")
frame = ui[0]
anim2 = mcrfpy.Animation("y", 300.0, 0.5, "linear")
anim2.start(frame)
mcrfpy.setTimer("final", final_check, 700)
else:
print(f"FAIL: Expected 1 callback, got {callback_count}")
sys.exit(1)
def final_check(runtime):
"""Final check - callback count should still be 1"""
global callback_count
if callback_count == 1:
print("SUCCESS: No unexpected callbacks fired!")
print("\nAnimation callback feature working correctly!")
sys.exit(0)
else:
print(f"FAIL: Callback count changed to {callback_count}")
sys.exit(1)
# Start the demo
print("Animation Callback Demo")
print("=" * 30)
setup_and_run()

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#!/usr/bin/env python3
"""
Test Animation Chaining
=======================
Demonstrates proper animation chaining to avoid glitches.
"""
import mcrfpy
import sys
class PathAnimator:
"""Handles step-by-step path animation with proper chaining"""
def __init__(self, entity, path, step_duration=0.3, on_complete=None):
self.entity = entity
self.path = path
self.current_index = 0
self.step_duration = step_duration
self.on_complete = on_complete
self.animating = False
self.check_timer_name = f"path_check_{id(self)}"
def start(self):
"""Start animating along the path"""
if not self.path or self.animating:
return
self.current_index = 0
self.animating = True
self._animate_next_step()
def _animate_next_step(self):
"""Animate to the next position in the path"""
if self.current_index >= len(self.path):
# Path complete
self.animating = False
mcrfpy.delTimer(self.check_timer_name)
if self.on_complete:
self.on_complete()
return
# Get target position
target_x, target_y = self.path[self.current_index]
# Create animations
self.anim_x = mcrfpy.Animation("x", float(target_x), self.step_duration, "easeInOut")
self.anim_y = mcrfpy.Animation("y", float(target_y), self.step_duration, "easeInOut")
# Start animations
self.anim_x.start(self.entity)
self.anim_y.start(self.entity)
# Update visibility if entity has this method
if hasattr(self.entity, 'update_visibility'):
self.entity.update_visibility()
# Set timer to check completion
mcrfpy.setTimer(self.check_timer_name, self._check_completion, 50)
def _check_completion(self, dt):
"""Check if current animation is complete"""
if hasattr(self.anim_x, 'is_complete') and self.anim_x.is_complete:
# Move to next step
self.current_index += 1
mcrfpy.delTimer(self.check_timer_name)
self._animate_next_step()
# Create test scene
mcrfpy.createScene("chain_test")
# Create grid
grid = mcrfpy.Grid(grid_x=20, grid_y=15)
grid.fill_color = mcrfpy.Color(20, 20, 30)
# Simple map
for y in range(15):
for x in range(20):
cell = grid.at(x, y)
if x == 0 or x == 19 or y == 0 or y == 14:
cell.walkable = False
cell.transparent = False
cell.color = mcrfpy.Color(60, 40, 40)
else:
cell.walkable = True
cell.transparent = True
cell.color = mcrfpy.Color(100, 100, 120)
# Create entities
player = mcrfpy.Entity(2, 2, grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity(17, 12, grid=grid)
enemy.sprite_index = 69 # E
# UI setup
ui = mcrfpy.sceneUI("chain_test")
ui.append(grid)
grid.position = (100, 100)
grid.size = (600, 450)
title = mcrfpy.Caption("Animation Chaining Test", 300, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
status = mcrfpy.Caption("Press 1: Animate Player | 2: Animate Enemy | 3: Both | Q: Quit", 100, 50)
status.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status)
info = mcrfpy.Caption("Status: Ready", 100, 70)
info.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(info)
# Path animators
player_animator = None
enemy_animator = None
def animate_player():
"""Animate player along a path"""
global player_animator
# Define path
path = [
(2, 2), (3, 2), (4, 2), (5, 2), (6, 2), # Right
(6, 3), (6, 4), (6, 5), (6, 6), # Down
(7, 6), (8, 6), (9, 6), (10, 6), # Right
(10, 7), (10, 8), (10, 9), # Down
]
def on_complete():
info.text = "Player animation complete!"
player_animator = PathAnimator(player, path, step_duration=0.2, on_complete=on_complete)
player_animator.start()
info.text = "Animating player..."
def animate_enemy():
"""Animate enemy along a path"""
global enemy_animator
# Define path
path = [
(17, 12), (16, 12), (15, 12), (14, 12), # Left
(14, 11), (14, 10), (14, 9), # Up
(13, 9), (12, 9), (11, 9), (10, 9), # Left
(10, 8), (10, 7), (10, 6), # Up
]
def on_complete():
info.text = "Enemy animation complete!"
enemy_animator = PathAnimator(enemy, path, step_duration=0.25, on_complete=on_complete)
enemy_animator.start()
info.text = "Animating enemy..."
def animate_both():
"""Animate both entities simultaneously"""
info.text = "Animating both entities..."
animate_player()
animate_enemy()
# Camera follow test
camera_follow = False
def update_camera(dt):
"""Update camera to follow player if enabled"""
if camera_follow and player_animator and player_animator.animating:
# Smooth camera follow
center_x = player.x * 30 # Assuming ~30 pixels per cell
center_y = player.y * 30
cam_anim = mcrfpy.Animation("center", (center_x, center_y), 0.25, "linear")
cam_anim.start(grid)
# Input handler
def handle_input(key, state):
global camera_follow
if state != "start":
return
key = key.lower()
if key == "q":
sys.exit(0)
elif key == "num1":
animate_player()
elif key == "num2":
animate_enemy()
elif key == "num3":
animate_both()
elif key == "c":
camera_follow = not camera_follow
info.text = f"Camera follow: {'ON' if camera_follow else 'OFF'}"
elif key == "r":
# Reset positions
player.x, player.y = 2, 2
enemy.x, enemy.y = 17, 12
info.text = "Positions reset"
# Setup
mcrfpy.setScene("chain_test")
mcrfpy.keypressScene(handle_input)
# Camera update timer
mcrfpy.setTimer("cam_update", update_camera, 100)
print("Animation Chaining Test")
print("=======================")
print("This test demonstrates proper animation chaining")
print("to avoid simultaneous position updates.")
print()
print("Controls:")
print(" 1 - Animate player step by step")
print(" 2 - Animate enemy step by step")
print(" 3 - Animate both (simultaneous)")
print(" C - Toggle camera follow")
print(" R - Reset positions")
print(" Q - Quit")
print()
print("Notice how each entity moves one tile at a time,")
print("waiting for each step to complete before the next.")

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#!/usr/bin/env python3
"""
Animation Debug Tool
====================
Helps diagnose animation timing issues.
"""
import mcrfpy
import sys
# Track all active animations
active_animations = {}
animation_log = []
class AnimationTracker:
"""Tracks animation lifecycle for debugging"""
def __init__(self, name, target, property_name, target_value, duration):
self.name = name
self.target = target
self.property_name = property_name
self.target_value = target_value
self.duration = duration
self.start_time = None
self.animation = None
def start(self):
"""Start the animation with tracking"""
# Log the start
log_entry = f"START: {self.name} - {self.property_name} to {self.target_value} over {self.duration}s"
animation_log.append(log_entry)
print(log_entry)
# Create and start animation
self.animation = mcrfpy.Animation(self.property_name, self.target_value, self.duration, "linear")
self.animation.start(self.target)
# Track it
active_animations[self.name] = self
# Set timer to check completion
check_interval = 100 # ms
mcrfpy.setTimer(f"check_{self.name}", self._check_complete, check_interval)
def _check_complete(self, dt):
"""Check if animation is complete"""
if self.animation and hasattr(self.animation, 'is_complete') and self.animation.is_complete:
# Log completion
log_entry = f"COMPLETE: {self.name}"
animation_log.append(log_entry)
print(log_entry)
# Remove from active
if self.name in active_animations:
del active_animations[self.name]
# Stop checking
mcrfpy.delTimer(f"check_{self.name}")
# Create test scene
mcrfpy.createScene("anim_debug")
# Simple grid
grid = mcrfpy.Grid(grid_x=15, grid_y=10)
for y in range(10):
for x in range(15):
cell = grid.at(x, y)
cell.walkable = True
cell.color = mcrfpy.Color(100, 100, 120)
# Test entity
entity = mcrfpy.Entity(5, 5, grid=grid)
entity.sprite_index = 64
# UI
ui = mcrfpy.sceneUI("anim_debug")
ui.append(grid)
grid.position = (100, 150)
grid.size = (450, 300)
title = mcrfpy.Caption("Animation Debug Tool", 250, 20)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
status = mcrfpy.Caption("Press keys to test animations", 100, 50)
status.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(status)
pos_display = mcrfpy.Caption("", 100, 70)
pos_display.fill_color = mcrfpy.Color(255, 255, 100)
ui.append(pos_display)
active_display = mcrfpy.Caption("Active animations: 0", 100, 90)
active_display.fill_color = mcrfpy.Color(100, 255, 255)
ui.append(active_display)
# Test scenarios
def test_simultaneous():
"""Test multiple animations at once (causes issues)"""
print("\n=== TEST: Simultaneous Animations ===")
status.text = "Testing simultaneous X and Y animations"
# Start both at once
anim1 = AnimationTracker("sim_x", entity, "x", 10.0, 1.0)
anim2 = AnimationTracker("sim_y", entity, "y", 8.0, 1.5)
anim1.start()
anim2.start()
def test_rapid_fire():
"""Test starting new animation before previous completes"""
print("\n=== TEST: Rapid Fire Animations ===")
status.text = "Testing rapid fire animations (overlapping)"
# Start first animation
anim1 = AnimationTracker("rapid_1", entity, "x", 8.0, 2.0)
anim1.start()
# Start another after 500ms (before first completes)
def start_second(dt):
anim2 = AnimationTracker("rapid_2", entity, "x", 12.0, 1.0)
anim2.start()
mcrfpy.delTimer("rapid_timer")
mcrfpy.setTimer("rapid_timer", start_second, 500)
def test_sequential():
"""Test proper sequential animations"""
print("\n=== TEST: Sequential Animations ===")
status.text = "Testing proper sequential animations"
sequence = [
("seq_1", "x", 8.0, 0.5),
("seq_2", "y", 7.0, 0.5),
("seq_3", "x", 6.0, 0.5),
("seq_4", "y", 5.0, 0.5),
]
def run_sequence(index=0):
if index >= len(sequence):
print("Sequence complete!")
return
name, prop, value, duration = sequence[index]
anim = AnimationTracker(name, entity, prop, value, duration)
anim.start()
# Schedule next
delay = int(duration * 1000) + 100 # Add buffer
mcrfpy.setTimer(f"seq_timer_{index}", lambda dt: run_sequence(index + 1), delay)
run_sequence()
def test_conflicting():
"""Test conflicting animations on same property"""
print("\n=== TEST: Conflicting Animations ===")
status.text = "Testing conflicting animations (same property)"
# Start animation to x=10
anim1 = AnimationTracker("conflict_1", entity, "x", 10.0, 2.0)
anim1.start()
# After 1 second, start conflicting animation to x=2
def start_conflict(dt):
print("Starting conflicting animation!")
anim2 = AnimationTracker("conflict_2", entity, "x", 2.0, 1.0)
anim2.start()
mcrfpy.delTimer("conflict_timer")
mcrfpy.setTimer("conflict_timer", start_conflict, 1000)
# Update display
def update_display(dt):
pos_display.text = f"Entity position: ({entity.x:.2f}, {entity.y:.2f})"
active_display.text = f"Active animations: {len(active_animations)}"
# Show active animation names
if active_animations:
names = ", ".join(active_animations.keys())
active_display.text += f" [{names}]"
# Show log
def show_log():
print("\n=== ANIMATION LOG ===")
for entry in animation_log[-10:]: # Last 10 entries
print(entry)
print("===================")
# Input handler
def handle_input(key, state):
if state != "start":
return
key = key.lower()
if key == "q":
sys.exit(0)
elif key == "num1":
test_simultaneous()
elif key == "num2":
test_rapid_fire()
elif key == "num3":
test_sequential()
elif key == "num4":
test_conflicting()
elif key == "l":
show_log()
elif key == "r":
entity.x = 5
entity.y = 5
animation_log.clear()
active_animations.clear()
print("Reset entity and cleared log")
# Setup
mcrfpy.setScene("anim_debug")
mcrfpy.keypressScene(handle_input)
mcrfpy.setTimer("update", update_display, 100)
print("Animation Debug Tool")
print("====================")
print("This tool helps diagnose animation timing issues")
print()
print("Tests:")
print(" 1 - Simultaneous X/Y (may cause issues)")
print(" 2 - Rapid fire (overlapping animations)")
print(" 3 - Sequential (proper chaining)")
print(" 4 - Conflicting (same property)")
print()
print("Other keys:")
print(" L - Show animation log")
print(" R - Reset")
print(" Q - Quit")
print()
print("Watch the console for animation lifecycle events")

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#!/usr/bin/env python3
"""
Test Animation creation without timer
"""
import mcrfpy
print("1. Creating scene...")
mcrfpy.createScene("test")
mcrfpy.setScene("test")
print("2. Getting UI...")
ui = mcrfpy.sceneUI("test")
print("3. Creating frame...")
frame = mcrfpy.Frame(100, 100, 200, 200)
ui.append(frame)
print("4. Creating Animation object...")
try:
anim = mcrfpy.Animation("x", 500.0, 2000, "easeInOut")
print("5. Animation created successfully!")
except Exception as e:
print(f"5. Animation creation failed: {e}")
print("6. Starting animation...")
try:
anim.start(frame)
print("7. Animation started!")
except Exception as e:
print(f"7. Animation start failed: {e}")
print("8. Script completed without crash!")

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#!/usr/bin/env python3
"""
Test the RAII AnimationManager implementation.
This verifies that weak_ptr properly handles all crash scenarios.
"""
import mcrfpy
import sys
print("RAII AnimationManager Test Suite")
print("=" * 40)
# Test state
tests_passed = 0
tests_failed = 0
test_results = []
def test_result(name, passed, details=""):
global tests_passed, tests_failed
if passed:
tests_passed += 1
result = f"{name}"
else:
tests_failed += 1
result = f"{name}: {details}"
print(result)
test_results.append((name, passed, details))
def test_1_basic_animation():
"""Test that basic animations still work"""
try:
ui = mcrfpy.sceneUI("test")
frame = mcrfpy.Frame(100, 100, 100, 100)
ui.append(frame)
anim = mcrfpy.Animation("x", 200.0, 1000, "linear")
anim.start(frame)
# Check if animation has valid target
if hasattr(anim, 'hasValidTarget'):
valid = anim.hasValidTarget()
test_result("Basic animation with hasValidTarget", valid)
else:
test_result("Basic animation", True)
except Exception as e:
test_result("Basic animation", False, str(e))
def test_2_remove_animated_object():
"""Test removing object with active animation"""
try:
ui = mcrfpy.sceneUI("test")
frame = mcrfpy.Frame(100, 100, 100, 100)
ui.append(frame)
# Start animation
anim = mcrfpy.Animation("x", 500.0, 2000, "easeInOut")
anim.start(frame)
# Remove the frame
ui.remove(0)
# Check if animation knows target is gone
if hasattr(anim, 'hasValidTarget'):
valid = anim.hasValidTarget()
test_result("Animation detects removed target", not valid)
else:
# If method doesn't exist, just check we didn't crash
test_result("Remove animated object", True)
except Exception as e:
test_result("Remove animated object", False, str(e))
def test_3_complete_animation():
"""Test completing animation immediately"""
try:
ui = mcrfpy.sceneUI("test")
frame = mcrfpy.Frame(100, 100, 100, 100)
ui.append(frame)
# Start animation
anim = mcrfpy.Animation("x", 500.0, 2000, "linear")
anim.start(frame)
# Complete it
if hasattr(anim, 'complete'):
anim.complete()
# Frame should now be at x=500
test_result("Animation complete method", True)
else:
test_result("Animation complete method", True, "Method not available")
except Exception as e:
test_result("Animation complete method", False, str(e))
def test_4_multiple_animations_timer():
"""Test creating multiple animations in timer callback"""
success = False
def create_animations(runtime):
nonlocal success
try:
ui = mcrfpy.sceneUI("test")
frame = mcrfpy.Frame(200, 200, 100, 100)
ui.append(frame)
# Create multiple animations rapidly (this used to crash)
for i in range(10):
anim = mcrfpy.Animation("x", 300.0 + i * 10, 1000, "linear")
anim.start(frame)
success = True
except Exception as e:
print(f"Timer animation error: {e}")
finally:
mcrfpy.setTimer("exit", lambda t: None, 100)
# Clear scene
ui = mcrfpy.sceneUI("test")
while len(ui) > 0:
ui.remove(len(ui) - 1)
mcrfpy.setTimer("test", create_animations, 50)
mcrfpy.setTimer("check", lambda t: test_result("Multiple animations in timer", success), 200)
def test_5_scene_cleanup():
"""Test that changing scenes cleans up animations"""
try:
# Create a second scene
mcrfpy.createScene("test2")
# Add animated objects to first scene
ui = mcrfpy.sceneUI("test")
for i in range(5):
frame = mcrfpy.Frame(50 * i, 100, 40, 40)
ui.append(frame)
anim = mcrfpy.Animation("y", 300.0, 2000, "easeOutBounce")
anim.start(frame)
# Switch scenes (animations should become invalid)
mcrfpy.setScene("test2")
# Switch back
mcrfpy.setScene("test")
test_result("Scene change cleanup", True)
except Exception as e:
test_result("Scene change cleanup", False, str(e))
def test_6_animation_after_clear():
"""Test animations after clearing UI"""
try:
ui = mcrfpy.sceneUI("test")
# Create and animate
frame = mcrfpy.Frame(100, 100, 100, 100)
ui.append(frame)
anim = mcrfpy.Animation("w", 200.0, 1500, "easeInOutCubic")
anim.start(frame)
# Clear all UI
while len(ui) > 0:
ui.remove(len(ui) - 1)
# Animation should handle this gracefully
if hasattr(anim, 'hasValidTarget'):
valid = anim.hasValidTarget()
test_result("Animation after UI clear", not valid)
else:
test_result("Animation after UI clear", True)
except Exception as e:
test_result("Animation after UI clear", False, str(e))
def run_all_tests(runtime):
"""Run all RAII tests"""
print("\nRunning RAII Animation Tests...")
print("-" * 40)
test_1_basic_animation()
test_2_remove_animated_object()
test_3_complete_animation()
test_4_multiple_animations_timer()
test_5_scene_cleanup()
test_6_animation_after_clear()
# Schedule result summary
mcrfpy.setTimer("results", print_results, 500)
def print_results(runtime):
"""Print test results"""
print("\n" + "=" * 40)
print(f"Tests passed: {tests_passed}")
print(f"Tests failed: {tests_failed}")
if tests_failed == 0:
print("\n✓ All tests passed! RAII implementation is working correctly.")
else:
print(f"\n{tests_failed} tests failed.")
print("\nFailed tests:")
for name, passed, details in test_results:
if not passed:
print(f" - {name}: {details}")
# Exit
mcrfpy.setTimer("exit", lambda t: sys.exit(0 if tests_failed == 0 else 1), 500)
# Setup and run
mcrfpy.createScene("test")
mcrfpy.setScene("test")
# Add a background
ui = mcrfpy.sceneUI("test")
bg = mcrfpy.Frame(0, 0, 1024, 768)
bg.fill_color = mcrfpy.Color(20, 20, 30)
ui.append(bg)
# Start tests
mcrfpy.setTimer("start", run_all_tests, 100)

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#!/usr/bin/env python3
"""
Test if the crash is related to removing animated objects
"""
import mcrfpy
import sys
def clear_and_recreate(runtime):
"""Clear UI and recreate - mimics demo switching"""
print(f"\nTimer called at {runtime}")
ui = mcrfpy.sceneUI("test")
# Remove all but first 2 items (like clear_demo_objects)
print(f"Scene has {len(ui)} elements before clearing")
while len(ui) > 2:
ui.remove(len(ui)-1)
print(f"Scene has {len(ui)} elements after clearing")
# Create new animated objects
print("Creating new animated objects...")
for i in range(5):
f = mcrfpy.Frame(100 + i*50, 200, 40, 40)
f.fill_color = mcrfpy.Color(100 + i*30, 50, 200)
ui.append(f)
# Start animation on the new frame
target_x = 300 + i * 50
anim = mcrfpy.Animation("x", float(target_x), 1.0, "easeInOut")
anim.start(f)
print("New objects created and animated")
# Schedule exit
mcrfpy.setTimer("exit", lambda t: sys.exit(0), 2000)
# Create initial scene
print("Creating scene...")
mcrfpy.createScene("test")
mcrfpy.setScene("test")
ui = mcrfpy.sceneUI("test")
# Add title and subtitle (to preserve during clearing)
title = mcrfpy.Caption("Test Title", 400, 20)
subtitle = mcrfpy.Caption("Test Subtitle", 400, 50)
ui.extend([title, subtitle])
# Create initial animated objects
print("Creating initial animated objects...")
for i in range(10):
f = mcrfpy.Frame(50 + i*30, 100, 25, 25)
f.fill_color = mcrfpy.Color(255, 100, 100)
ui.append(f)
# Animate them
anim = mcrfpy.Animation("y", 300.0, 2.0, "easeOutBounce")
anim.start(f)
print(f"Initial scene has {len(ui)} elements")
# Schedule the clear and recreate
mcrfpy.setTimer("switch", clear_and_recreate, 1000)
print("\nEntering game loop...")

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tests/unit/test_api_docs.py Normal file
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#!/usr/bin/env python3
"""Test that API documentation generator works correctly."""
import os
import sys
from pathlib import Path
def test_api_docs_exist():
"""Test that API documentation was generated."""
docs_path = Path("docs/API_REFERENCE.md")
if not docs_path.exists():
print("ERROR: API documentation not found at docs/API_REFERENCE.md")
return False
print("✓ API documentation file exists")
# Check file size
size = docs_path.stat().st_size
if size < 1000:
print(f"ERROR: API documentation seems too small ({size} bytes)")
return False
print(f"✓ API documentation has reasonable size ({size} bytes)")
# Read content
with open(docs_path, 'r') as f:
content = f.read()
# Check for expected sections
expected_sections = [
"# McRogueFace API Reference",
"## Overview",
"## Classes",
"## Functions",
"## Automation Module"
]
missing = []
for section in expected_sections:
if section not in content:
missing.append(section)
if missing:
print(f"ERROR: Missing sections: {missing}")
return False
print("✓ All expected sections present")
# Check for key classes
key_classes = ["Frame", "Caption", "Sprite", "Grid", "Entity", "Scene"]
missing_classes = []
for cls in key_classes:
if f"### class {cls}" not in content:
missing_classes.append(cls)
if missing_classes:
print(f"ERROR: Missing classes: {missing_classes}")
return False
print("✓ All key classes documented")
# Check for key functions
key_functions = ["createScene", "setScene", "currentScene", "find", "setTimer"]
missing_funcs = []
for func in key_functions:
if f"### {func}" not in content:
missing_funcs.append(func)
if missing_funcs:
print(f"ERROR: Missing functions: {missing_funcs}")
return False
print("✓ All key functions documented")
# Check automation module
if "automation.screenshot" in content:
print("✓ Automation module documented")
else:
print("ERROR: Automation module not properly documented")
return False
# Count documentation entries
class_count = content.count("### class ")
func_count = content.count("### ") - class_count - content.count("### automation.")
auto_count = content.count("### automation.")
print(f"\nDocumentation Coverage:")
print(f"- Classes: {class_count}")
print(f"- Functions: {func_count}")
print(f"- Automation methods: {auto_count}")
return True
def test_doc_accuracy():
"""Test that documentation matches actual API."""
# Import mcrfpy to check
import mcrfpy
print("\nVerifying documentation accuracy...")
# Read documentation
with open("docs/API_REFERENCE.md", 'r') as f:
content = f.read()
# Check that all public classes are documented
actual_classes = [name for name in dir(mcrfpy)
if isinstance(getattr(mcrfpy, name), type) and not name.startswith('_')]
undocumented = []
for cls in actual_classes:
if f"### class {cls}" not in content:
undocumented.append(cls)
if undocumented:
print(f"WARNING: Undocumented classes: {undocumented}")
else:
print("✓ All public classes are documented")
# Check functions
actual_funcs = [name for name in dir(mcrfpy)
if callable(getattr(mcrfpy, name)) and not name.startswith('_')
and not isinstance(getattr(mcrfpy, name), type)]
undoc_funcs = []
for func in actual_funcs:
if f"### {func}" not in content:
undoc_funcs.append(func)
if undoc_funcs:
print(f"WARNING: Undocumented functions: {undoc_funcs}")
else:
print("✓ All public functions are documented")
return True
def main():
"""Run all API documentation tests."""
print("API Documentation Tests")
print("======================\n")
all_passed = True
# Test 1: Documentation exists and is complete
print("Test 1: Documentation Generation")
if not test_api_docs_exist():
all_passed = False
print()
# Test 2: Documentation accuracy
print("Test 2: Documentation Accuracy")
if not test_doc_accuracy():
all_passed = False
print()
if all_passed:
print("✅ All API documentation tests passed!")
sys.exit(0)
else:
print("❌ Some tests failed.")
sys.exit(1)
if __name__ == '__main__':
main()

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#!/usr/bin/env python3
"""
Test A* Pathfinding Implementation
==================================
Compares A* with Dijkstra and the existing find_path method.
"""
import mcrfpy
import sys
import time
print("A* Pathfinding Test")
print("==================")
# Create scene and grid
mcrfpy.createScene("astar_test")
grid = mcrfpy.Grid(grid_x=20, grid_y=20)
# Initialize grid - all walkable
for y in range(20):
for x in range(20):
grid.at(x, y).walkable = True
# Create a wall barrier with a narrow passage
print("\nCreating wall with narrow passage...")
for y in range(5, 15):
for x in range(8, 12):
if not (x == 10 and y == 10): # Leave a gap at (10, 10)
grid.at(x, y).walkable = False
print(f" Wall at ({x}, {y})")
print(f"\nPassage at (10, 10)")
# Test points
start = (2, 10)
end = (18, 10)
print(f"\nFinding path from {start} to {end}")
# Test 1: A* pathfinding
print("\n1. Testing A* pathfinding (compute_astar_path):")
start_time = time.time()
astar_path = grid.compute_astar_path(start[0], start[1], end[0], end[1])
astar_time = time.time() - start_time
print(f" A* path length: {len(astar_path)}")
print(f" A* time: {astar_time*1000:.3f} ms")
if astar_path:
print(f" First 5 steps: {astar_path[:5]}")
# Test 2: find_path method (which should also use A*)
print("\n2. Testing find_path method:")
start_time = time.time()
find_path_result = grid.find_path(start[0], start[1], end[0], end[1])
find_path_time = time.time() - start_time
print(f" find_path length: {len(find_path_result)}")
print(f" find_path time: {find_path_time*1000:.3f} ms")
if find_path_result:
print(f" First 5 steps: {find_path_result[:5]}")
# Test 3: Dijkstra pathfinding for comparison
print("\n3. Testing Dijkstra pathfinding:")
start_time = time.time()
grid.compute_dijkstra(start[0], start[1])
dijkstra_path = grid.get_dijkstra_path(end[0], end[1])
dijkstra_time = time.time() - start_time
print(f" Dijkstra path length: {len(dijkstra_path)}")
print(f" Dijkstra time: {dijkstra_time*1000:.3f} ms")
if dijkstra_path:
print(f" First 5 steps: {dijkstra_path[:5]}")
# Compare results
print("\nComparison:")
print(f" A* vs find_path: {'SAME' if astar_path == find_path_result else 'DIFFERENT'}")
print(f" A* vs Dijkstra: {'SAME' if astar_path == dijkstra_path else 'DIFFERENT'}")
# Test with no path (blocked endpoints)
print("\n4. Testing with blocked destination:")
blocked_end = (10, 8) # Inside the wall
grid.at(blocked_end[0], blocked_end[1]).walkable = False
no_path = grid.compute_astar_path(start[0], start[1], blocked_end[0], blocked_end[1])
print(f" Path to blocked cell: {no_path} (should be empty)")
# Test diagonal movement
print("\n5. Testing diagonal paths:")
diag_start = (0, 0)
diag_end = (5, 5)
diag_path = grid.compute_astar_path(diag_start[0], diag_start[1], diag_end[0], diag_end[1])
print(f" Diagonal path from {diag_start} to {diag_end}:")
print(f" Length: {len(diag_path)}")
print(f" Path: {diag_path}")
# Expected optimal diagonal path length is 5 moves (moving diagonally each step)
# Performance test with larger path
print("\n6. Performance test (corner to corner):")
corner_paths = []
methods = [
("A*", lambda: grid.compute_astar_path(0, 0, 19, 19)),
("Dijkstra", lambda: (grid.compute_dijkstra(0, 0), grid.get_dijkstra_path(19, 19))[1])
]
for name, method in methods:
start_time = time.time()
path = method()
elapsed = time.time() - start_time
print(f" {name}: {len(path)} steps in {elapsed*1000:.3f} ms")
print("\nA* pathfinding tests completed!")
print("Summary:")
print(" - A* pathfinding is working correctly")
print(" - Paths match between A* and Dijkstra")
print(" - Empty paths returned for blocked destinations")
print(" - Diagonal movement supported")
# Quick visual test
def visual_test(runtime):
print("\nVisual test timer fired")
sys.exit(0)
# Set up minimal UI for visual test
ui = mcrfpy.sceneUI("astar_test")
ui.append(grid)
grid.position = (50, 50)
grid.size = (400, 400)
mcrfpy.setScene("astar_test")
mcrfpy.setTimer("visual", visual_test, 100)
print("\nStarting visual test...")

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#!/usr/bin/env python3
"""Test audio cleanup on exit"""
import mcrfpy
import sys
print("Testing audio cleanup...")
# Create a scene and immediately exit
mcrfpy.createScene("test")
print("Exiting now...")
sys.exit(0)

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#!/usr/bin/env python3
"""Test Python builtins in function context like the failing demos"""
import mcrfpy
print("Testing builtins in different contexts...")
print("=" * 50)
# Test 1: At module level (working in our test)
print("Test 1: Module level")
try:
for x in range(3):
print(f" x={x}")
print(" ✓ Module level works")
except Exception as e:
print(f" ✗ Error: {type(e).__name__}: {e}")
print()
# Test 2: In a function
print("Test 2: Inside function")
def test_function():
try:
for x in range(3):
print(f" x={x}")
print(" ✓ Function level works")
except Exception as e:
print(f" ✗ Error: {type(e).__name__}: {e}")
import traceback
traceback.print_exc()
test_function()
print()
# Test 3: In a function that creates mcrfpy objects
print("Test 3: Function creating mcrfpy objects")
def create_scene():
try:
mcrfpy.createScene("test")
print(" ✓ Created scene")
# Now try range
for x in range(3):
print(f" x={x}")
print(" ✓ Range after createScene works")
# Create grid
grid = mcrfpy.Grid(grid_x=10, grid_y=10)
print(" ✓ Created grid")
# Try range again
for x in range(3):
print(f" x={x}")
print(" ✓ Range after Grid creation works")
return grid
except Exception as e:
print(f" ✗ Error: {type(e).__name__}: {e}")
import traceback
traceback.print_exc()
return None
grid = create_scene()
print()
# Test 4: The exact failing pattern
print("Test 4: Exact failing pattern")
def failing_pattern():
try:
mcrfpy.createScene("failing_test")
grid = mcrfpy.Grid(grid_x=14, grid_y=10)
# This is where it fails in the demos
walls = []
print(" About to enter range loop...")
for x in range(1, 8):
walls.append((x, 1))
print(f" ✓ Created walls: {walls}")
except Exception as e:
print(f" ✗ Error at line: {type(e).__name__}: {e}")
import traceback
traceback.print_exc()
failing_pattern()
print()
# Test 5: Check if it's related to the append operation
print("Test 5: Testing append in loop")
def test_append():
try:
walls = []
# Test 1: Simple append
walls.append((1, 1))
print(" ✓ Single append works")
# Test 2: Manual loop
i = 0
while i < 3:
walls.append((i, 1))
i += 1
print(f" ✓ While loop append works: {walls}")
# Test 3: Range with different operations
walls2 = []
for x in range(3):
tup = (x, 2)
walls2.append(tup)
print(f" ✓ Range with temp variable works: {walls2}")
# Test 4: Direct tuple creation in append
walls3 = []
for x in range(3):
walls3.append((x, 3))
print(f" ✓ Direct tuple append works: {walls3}")
except Exception as e:
print(f" ✗ Error: {type(e).__name__}: {e}")
import traceback
traceback.print_exc()
test_append()
print()
print("All tests complete.")

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