Extends the five existing targets to cover the remaining gaps from #312
without new files:
- property_types Line/Circle/Arc setters, Scene.children collection ops
(index/count/find/insert/slice/pop), module functions
find/find_all/bresenham/lock. Benchmark triplet excluded
(end_benchmark writes a file per call).
- grid_entity grid.at / [x,y] / entities_in_radius / center_camera /
hovered_cell, and GridPoint named-layer __getattr__/
__setattr__.
- pathfinding_behavior Grid.find_path + full AStarPath (peek/__len__/__bool__/
iteration) that path_from didn't reach.
- fov ColorLayer perspective (apply/update/clear_perspective)
and draw_fov.
- maps_procgen ColorLayer/TileLayer apply_threshold/apply_ranges/
apply_gradient from HeightMap sources.
The full instrumented campaign surfaced five new bugs, filed as #321 (HIGH
ColorLayer.draw_fov bad-free), #322 (WangSet.terrain_enum error-pending
abort), #323/#324/#325 (float->int UB in pitch_shift/hsl_shift/Vector). Per
decision, this issue delivers fuzz coverage only; the bugs are tracked
separately.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
New targets under tests/fuzz/, wired into Makefile FUZZ_TARGETS, each with a
seed corpus (parser seeds are real fixtures prefixed with a loader selector
byte):
- fuzz_audio_dsp SoundBuffer factories + 14 DSP effects + concat/mix.
Self-contained (CPU sample math, no device).
- fuzz_import_parsers TileSetFile/TileMapFile/LdtkProject. Loaders take a
path, so each iteration writes mutated bytes to a temp
file; OSError (IOError) is swallowed as an expected
parse-failure outcome.
- fuzz_texture_factory Texture.from_bytes/composite/hsl_shift byte ingestion.
Multiplication-overflow path documented as out of scope
(would OOM, not crash cleanly).
- fuzz_shader_bindings uniforms[] + PropertyBinding/CallableBinding lifetime,
target Drawable destroyed mid-flight (#270/#271/#277
pattern). Degrades to pure binding-lifetime fuzzing if
shaders are unavailable.
All four signature-validated against the live mcrfpy API before running.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
The sanitizer build paths passed multi-word flags as an unquoted string, so
the cmake invocation word-split "-fsanitize=address,undefined
-fno-omit-frame-pointer" and handed -fno-omit-frame-pointer to cmake as a
bare unknown argument ("CMake Error: Unknown argument"). Switch to a bash
array so each -DCMAKE_*_FLAGS value stays a single argument. Unblocks
rebuilding the instrumented __lib_debug libraries the fuzz build links.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
The Caption class docstring listed `font` under its Attributes, but no getter
existed -- the PyUICaptionObject.font slot was GC-managed yet never populated by
init(). Wire it up:
- init() now stores the supplied Font (incref) or, when none/None was given, a
wrapper around the engine default font, so the getter reflects what is
actually rendered rather than returning None.
- New read-only `font` getset (consistent with Sprite.texture being read-only).
Regenerated API docs/stubs/man page and rebaselined the api-surface snapshot
(one added line: Caption `prop font: Font (ro)`). Frozen docstring gate 100%,
suite 297/297.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
test_animation_raii and test_animation_property_locking called the
mcrfpy.Animation(...) constructor, which was removed from the module export
during the API freeze. The Animation type still exists (returned by
drawable.animate()) and every behavior these tests check is intact:
- hasValidTarget()/complete()/stop() on the returned handle (weak-target RAII)
- conflict_mode 'replace'/'queue'/'error' + invalid-mode ValueError (#120)
Ported both to drawable.animate(prop, target, seconds, easing, conflict_mode=).
This file is the suite's only conflict_mode coverage, so it was rewritten rather
than deleted. Durations converted ms -> s. Suite now 297/297.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
The frozen docstring advertised Caption(pos, font, text, ...) -- font as the
2nd positional, text the 3rd -- matching the Sprite/Entity convention. But
UICaption::init laid its two positional slots out as (pos, text) with font
keyword-only (format "|Oz$...", kwlist {"pos","text",...}), so:
- Caption((x,y), None, "text") raised "at most 2 positional arguments"
- Caption((x,y), "string") bound the string to text, not font
Reorder the positional-or-keyword slots to (pos, font, text) so the impl
matches its public, #314-locked docstring and its sibling constructors.
Behavior change (audited safe): Caption((x,y), "string") now binds the string
to font (-> TypeError, font must be a Font). Zero live callers use the old
(pos, text) 2-positional form; the legacy (text, x, y) callers in
src/scripts/text_input_widget*.py already fail under the current impl.
Adds tests/regression/issue_320_caption_positional_font_test.py (11 checks).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
#317/#318/#319 (the #314 verify-pass code bugs) are fixed and merged; moved from
Active Follow-Ups to Recently Shipped. #312 remains the sole active follow-up.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
Three small bugs surfaced by the #314 docstring-accuracy verify pass:
#317 automation.scroll() dropped the x of its position argument: scroll()
resolved (x, y) but called injectMouseEvent(MouseWheelScrolled, clicks, y),
passing the scroll amount as x. injectMouseEvent now takes the scroll delta as
its own parameter and scroll() forwards the real x/y.
#318 GridView.texture always returned None (a TODO stub). It now returns a
Texture wrapper sharing the underlying shared_ptr<PyTexture>, mirroring
Grid.texture. (mcrfpy.Grid and mcrfpy.GridView are the same type post-#252, so
this fixes both names.)
#319 Entity.visible_entities(radius=None) raised TypeError: radius was parsed
with the 'i' format code, which rejects None. It now parses radius as an object
and treats None / omitted / -1 as "use the grid's default fov_radius"; a
non-int, non-None radius raises a clear TypeError.
- regression tests for each under tests/regression/
- api_surface snapshot re-baselined (visible_entities signature; texture
property now Texture | None) and docs/stubs regenerated; frozen docstring
gate still 100%
closes#317closes#318closes#319
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
Clip the demote+promote passes in updateVisibility() to an AABB sized to
fov_radius instead of two full-W*H walks per entity. A prev_fov window cache
demotes last tick's promoted rect (not the current one) so a moving entity
leaves no trailing "ghost vision". On a 1000x1000 grid the Phase 5.2 benchmark's
flat ~25-36 ms/entity writeback overhead collapses to single-digit microseconds
(384x-6577x speedup on the cheap algorithms; below timing noise on the rest).
Adversarial verify caught a regression the happy-path test missed: the
documented from_bytes -> assign -> update_visibility() load/resume path left
permanent ghost-VISIBLE cells, because prev_fov only bounds engine-promoted
cells. Fixed with a one-shot perspective_full_demote_pending flag (full demote
only on the tick after an external assignment; per-turn hot path stays
windowed). Documented the engine-owned demote contract on the perspective_map
property.
- src/UIEntity.cpp/.h: windowed demote/promote, prev_fov cache, demote flag
- src/DiscreteMap.cpp/.h: demoteVisibleRect(x0, y0, x1, y1)
- tests/regression/issue_316_sparse_perspective_test.py: 7-section regression
(equivalence matrix, radius-0, moving disjoint, trailing-edge, grid resize,
load/resume assignment, AABB margin lock)
- docs regenerated for the perspective_map docstring change
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
API audit follow-through done: F15 macro conversion (289 slots, 20 frozen
files, 100% compliant), accuracy-corrected, and locked by a strict
frozen-docstring gate in the doc pipeline. Verify-pass code bugs tracked as
#317/#318/#319.
closes#314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
generate_all_docs.sh now runs check_frozen_docstrings.sh as a hard gate after
doc generation: the frozen (non-3D) binding surface must stay 100% MCRF_*
macro compliant, or the doc build fails. This is the docstring analog of the
API-surface snapshot test -- it prevents future raw docstrings from silently
regressing the frozen 1.0 documentation contract. Skipped gracefully when
.venv-audit is absent; experimental src/3d/ bindings remain exempt.
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Follow-up to the macro conversion: an adversarial verify pass (one agent per
file vs. the C++ implementation + stubs) found 62 content issues; the real
ones are fixed here.
Callbacks (centralized):
- on_click: receives (pos, MouseButton, InputState), not str (8 files).
- on_enter/on_exit/on_move (UIBase.h): hover passes only (pos) -- removed the
fictional button/action args.
- bounds/global_bounds (UIBase.h): mark (tuple, read-only).
Signatures / types:
- Grid.find_path: document heuristic + weight; get_dijkstra_map: document roots;
compute_fov: FOV | int = FOV.BASIC (not the C constant FOV_BASIC) + Returns;
at/is_in_fov: document (pos) and (x, y) call forms.
- get_metrics: document all 16 returned dict keys (was 8); bresenham: drop the
bogus '*' keyword-only separator.
- Nullable defaults typed correctly: BSP seed/size, ColorLayer draw_fov/
apply_perspective Color|None, Entity.visible_entities radius int=-1 (None is
rejected by the 'i' parser -> see #319).
- Type-token fixes: GridView.center -> Vector; GridView.texture -> (None,
read-only) (unimplemented, #318); GridPoint.grid_pos -> (tuple, read-only);
EntityCollection.find -> Entity | list[Entity] | None; extend RuntimeError;
UniformCollection.values -> list[float | tuple | None].
- automation: onScreen (x, y) form documented; scroll notes x is ignored (#317).
Also: correct stale AStarPath/DijkstraMap signatures in docs/api-audit-2026-04.md
(the bindings were right, the audit table was outdated). Rebaseline the API
snapshot golden and regenerate docs/stubs.
Code-level bugs surfaced by the pass are filed as #317, #318, #319.
Refs #314, #317, #318, #319
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Convert 289 raw PyMethodDef/PyGetSetDef docstring slots to MCRF_METHOD /
MCRF_PROPERTY across the 20 frozen (non-3D) binding files, bringing the
frozen surface to 100% macro compliance (check_frozen_docstrings.sh PASS).
Done via a one-agent-per-file workflow gated by validate_file_docstrings.sh
and per-wave build/doc-rebuild checks.
- Adds #include "McRFPy_Doc.h" where missing; fills the lone genuine doc
gap (UIGrid.at, which was MISSING a doc field in two arrays).
- McRFPy_Doc.h: comment documenting the MCRF_METHOD_DOC comma rule (the
trap that broke the GridLayers conversion mid-run).
- Rebaseline api_surface golden: property types now resolve to real types
instead of "Any" (e.g. grid_pos: Vector, on_cell_click: Callable | None),
and 11 properties correctly flip rw->ro now that their docstrings carry
"read-only" (collections, grid_size, hovered_cell, texture, view — all
verified against NULL setter slots).
- Regenerate docs/stubs/man page from the new docstrings.
Module-level functions use MCRF_METHOD(<name>, ...) (expands identically to
the intended MCRF_FUNCTION; the audit's compliance set is METHOD/PROPERTY).
Experimental 3D/Voxel bindings (src/3d/) remain exempt from the freeze.
Pre-existing failures unrelated to this change: test_animation_*,
test_constructor_comprehensive (reference the removed mcrfpy.Animation and
old constructor arity).
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- validate_file_docstrings.sh: per-file MCRF_* compliance check (PASS/FAIL),
the completion signal for one-agent-per-file docstring conversion.
- check_frozen_docstrings.sh: strict gate over the frozen (non-3D) binding
surface; locks F15 against regression (mirrors the API-surface snapshot test).
Both wrap tools/audit_pymethoddef.py (tree-sitter, .venv-audit).
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
#313 merged to master (UIEntity::grid -> GridData, entity.texture).
#314 API-surface snapshot test landed; remaining doc loop (F15 macro
conversion + regen/verify against the 93-item catalog) now in progress.
Open-issue count 25 -> 24.
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Version bumped to 0.2.8-7DRL-2026
- Note API-surface snapshot regression test locking freeze decisions (#314)
- Move #313 (UIEntity::grid -> shared_ptr<GridData>, new entity.texture) and
#314 to an "On Deck (pending merge)" section; trim from Active Follow-Ups
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UIEntity now depends on the grid DATA layer only:
- GridData gains cell_width_px/cell_height_px (mirrored from the grid
texture in UIGrid's 5-arg ctor; texture is write-once) so entity
tile<->pixel math no longer reaches into rendering (getTexture()).
- GridData gains markDirty()/markCompositeDirty(): set the flag on the
UIGrid subobject AND notify owning_view, covering both render paths.
UIGrid disambiguates via 'using UIDrawable::markDirty' so all
pre-existing UIGrid-receiver calls resolve exactly as before.
- The three Python wrappers that still need the full UIGrid (GridPoint
from entity.at(), the _GridData fallback in get_grid, find_path's temp
wrapper) reconstruct it via a single aliasing-downcast helper
(grid_as_uigrid) that documents the never-independently-allocated
GridData invariant; init/set_grid simplify (share grid_data directly).
Removing the casts is deferred to #252.
entity.texture (new, frozen surface +1): thin get/set over the entity's
own UISprite. Entities render with their OWN texture (default_texture
fallback at construction); the grid's texture only determines cell size.
Setter preserves sprite_index; rejects non-Texture (TypeError),
null-data Texture wrappers (ValueError), and deletion.
Adversarial review fixes folded in:
- set_texture/get_texture guard uninitialized Entity wrappers
(RuntimeError), isinstance errors, and null-data Textures.
- PyUIGridViewType tp_dealloc no longer unconditionally severs
GridData::owning_view: gated on last-owner (#251 use_count pattern)
plus owning-view identity. Previously ANY Grid wrapper GC while the
view lived (e.g. scene.children.append(mcrfpy.Grid(...))) silently
broke entity.grid -> Grid identity and data-layer dirty notification.
Tests: tests/regression/issue_313_entity_grid_data_test.py (texture
semantics, grid-cell-size invariance, entity.grid identity, #251 gate
survival, GridPoint outliving teardown, review-fix guards, owning_view
survival) + tests/unit/entity_texture_test.py. API snapshot golden
re-baselined: exactly +1 surface line (Entity.texture) + writability
probe flip. Docs/stubs regenerated. Native + Emscripten builds verified.
Known edges recorded in docs/api-audit-2026-04.md: texture read-back is
a fresh wrapper each get (no Texture __eq__); sprite_index not
re-validated against a new atlas. Multi-view markDirty broadcast and
pure-GridData wrappers remain deferred to #252. Addresses #314.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1 of the #314/#313 plan (docs/plan-313-314.md): commit a deterministic
full-public-API-surface snapshot as the regression net BEFORE the #313
UIEntity::grid -> GridData refactor, so that refactor reduces to a reviewable diff.
tests/unit/api_surface_snapshot_test.py enumerates the complete public mcrfpy
surface (exported types' methods/properties with docstring-derived type + ro/rw,
12 enums with int values, module functions, singletons, the automation submodule)
and diffs it against tests/snapshots/api_surface.golden.txt. Re-baseline with
MCRF_UPDATE_API_SNAPSHOT=1.
Key design points (verified against source + live introspection):
- mcrfpy.Grid IS mcrfpy.GridView and delegates its real API to an internal
_GridData via tp_getattro -- invisible to dir(). The test walks grid.grid_data
AND probes delegation integrity on a live instance (69/69 members resolve).
- Behavioral writability probes compensate for docstring-derived ro/rw inference.
- Every exported class is classified FROZEN vs EXPERIMENTAL; the snapshot captures
the classification so future additions force a deliberate freeze decision.
Freeze decisions recorded in docs/api-audit-2026-04.md:
- F3: grid_pos is the canonical cell-position name (matches the constructor kwarg);
cell_pos/cell_x/cell_y documented as aliases. Docstrings aligned in UIEntity.cpp.
- F12: deprecated set_scale KEPT in the 1.0 surface (removal would be a new break).
- automation camelCase EXEMPT from the snake_case rule.
- EXPERIMENTAL (exempt): 3D/Voxel, Tiled/LDtk import, Shader, binding helpers.
- FROZEN: core UI/Grid/Entity/value types, enums, procgen (BSP/HeightMap/
NoiseSource/DijkstraMap/AStarPath), Drawable (root).
Doc/stub regeneration and the entity.texture addition are deferred to Phase 2
(the #313 refactor). Addresses #314.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CLAUDE.md had Audio as Stubbed for the SDL2/WASM build, but
SDL2_mixer is fully wired up via -sUSE_SDL_MIXER=2. Update table
to reflect current state (discovered during blog draft review).
Also commits previously-staged triage completion notes in
docs/ISSUE_TRIAGE_2026-04.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Timers never fire in --headless --exec mode (the game loop runs but
does not process the timer queue without explicit step() calls).
Replace the Timer-based screenshot with a step() loop that advances
the engine 30 ticks at 10ms each before calling automation.screenshot().
This fix was discovered and applied as part of blog post 0033 publication
(Kanboard #209 / #345).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Group A flagged that Grid lacked the parent= kwarg added to all other UI
drawables. Grid is also a UIDrawable that can live in a Scene's or Frame's
children -- closing the gap for full constructor consistency.
Implementation handles parent= uniformly across both Grid init modes:
Mode 1 (explicit view of existing GridData): grid=existing_grid
Mode 2 (factory mode): grid_size=(w, h)
UIGridView::init now strips parent= from the kwds (using a dict copy --
caller's kwds is never mutated), dispatches to the appropriate mode helper,
and applies UIDRAWABLE_ATTACH_TO_PARENT on success. The mode-1 inline body
moved to a new init_explicit_view helper for clean separation.
Group A of the API freeze pass. No backward-compat shims.
Added parent= kwarg to Frame, Caption, Sprite, Line, Circle, Arc:
mcrfpy.Frame(pos=(0,0), size=(100,100), parent=scene)
Validates against Frame/Scene/Grid/GridView and auto-appends to
parent.children. New UIDRAWABLE_ATTACH_TO_PARENT macro in UIBase.h
keeps the six call sites one-liners.
Added grid= kwarg to ColorLayer, TileLayer:
mcrfpy.ColorLayer(name='fog', grid=g)
Routes through grid.add_layer(self) and matches the existing
Entity(grid=...) attachment pattern.
Reordered:
Circle: (center, radius, ...) -- was (radius, center, ...)
ColorLayer / TileLayer: (name, z_index, ...) -- was (z_index, name, ...)
Caption font is now keyword-only via PyArg_ParseTupleAndKeywords '$'
separator. Positional order is now (pos, text); font, fill_color,
outline_color, etc. must be passed as kwargs.
Test impact: test_constructor_comprehensive.py:77 uses positional
Caption(pos, None, text), which now fails. Other test sites use
kwargs and survive.
Group A: parent= auto-attach kwarg
- Added parent= to Frame, Caption, Sprite, Line, Circle, Arc.
Validates against Frame/Scene/Grid/GridView and appends self
to parent.children. Mirrors the existing Entity(grid=...) pattern.
Implemented as a UIDRAWABLE_ATTACH_TO_PARENT macro in UIBase.h
so all six call sites stay one-liners.
- Added grid= to ColorLayer and TileLayer. Validates against Grid /
GridView and routes through grid.add_layer(self).
Sub-changes (also pre-1.0 breakage, no shims):
- Circle: positional order swapped from (radius, center, ...) to
(center, radius, ...). Old positional callers will now fail at
PyArg_ParseTupleAndKeywords with a TypeError.
- Caption: font is now keyword-only. kwlist reordered to put pos
and text first; the '$' separator in the format string makes
everything that follows (font, fill_color, ...) keyword-only.
- ColorLayer / TileLayer: kwlist reordered so that name comes
before z_index. Format strings updated to match.
UIBase.h gains a UIDRAWABLE_ATTACH_TO_PARENT macro that mirrors
the existing UIDRAWABLE_PROCESS_ALIGNMENT pattern: type-check,
fetch .children, call append, propagate any error as -1.
Old positional callers across the codebase (Caption with positional
font, Circle with positional radius-first) will need to be updated
separately. No backward-compat shims have been added.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pre-1.0 API freeze (Group B). Pythonic subscript access on ColorLayer,
TileLayer, and Grid mirrors the existing dunder support on HeightMap and
DiscreteMap. Existing .at() / .set() methods unchanged.
* ColorLayer[x, y] -> Color; assignment via Color or (r,g,b[,a]) tuple
* TileLayer[x, y] -> int (sprite index)
* Grid[x, y] -> GridPoint (assignment raises TypeError -- a
GridPoint is a view; mutate its properties instead)
Keys must be 2-tuples; anything else raises TypeError. Out-of-bounds
coordinates raise IndexError.
Implements __getitem__/__setitem__ on ColorLayer, TileLayer, and Grid
(GridView) for ergonomic cell access, mirroring the existing pattern on
HeightMap and DiscreteMap. Part of the 1.0 API freeze ergonomic pass --
no existing .at() / .set() methods are removed or changed.
* ColorLayer[x, y] returns mcrfpy.Color; assignment accepts a Color or a
3/4-tuple via PyColor::fromPy.
* TileLayer[x, y] returns / accepts an int (sprite index, -1 transparent).
* Grid[x, y] returns the same GridPoint as Grid.at(x, y); assignment raises
TypeError because GridPoints are views, not assignable values.
* Internal _GridData (PyUIGridType) gets the same TypeError-raising setitem
for consistency.
Keys are 2-tuples (x, y); anything else raises TypeError. Out-of-bounds
coordinates raise IndexError. Subscript on Grid (the user-facing GridView,
#252) delegates to its underlying GridData via aliasing shared_ptr, the
same way UIGridView::get_grid wraps the data.
Pre-1.0 API freeze (Group C). PyAnimationType moves from exported_types[]
to internal_types[]; drawable.animate(...) and mcrfpy.animations remain
unchanged because they construct/return Animation via C++ (make_shared +
tp_alloc), not via the Python module attribute.
mcrfpy.Animation(...) is intentionally gone — Animation lifetime is bound
to a single target object, which is more naturally expressed as
obj.animate(...). No backward-compat shim per the freeze policy.
Tests that import mcrfpy.Animation will fail and need updating in a
separate pass.
Move PyAnimationType from exported_types[] to internal_types[] in
McRFPy_API.cpp. The C++ Animation class continues to exist; it is
constructed internally by drawable.animate(...) via std::make_shared
and wrapped via tp_alloc against the (still PyType_Ready'd) type.
Direct construction via mcrfpy.Animation(...) is removed because every
Animation is bound to a target object, which is more naturally
expressed as obj.animate(...). Pre-1.0 API freeze, no compat shim.
Tests using mcrfpy.Animation(...) will need to be updated separately.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds tools/audit_pymethoddef.py for the pre-1.0 doc-macro audit (Group D).
Baseline on master: 45.0% MCRF_METHOD/MCRF_PROPERTY compliance (340 of 755
entries). 413 raw-string docstrings to migrate; 2 entries with no docstring
at all (src/UIGridPyMethods.cpp:883 and :987).
Static-analysis tool for the pre-1.0 API freeze: walks src/**/*.cpp with
tree-sitter-cpp, locates every PyMethodDef and PyGetSetDef array initializer,
and classifies each entry's docstring slot as MACRO / RAW_STRING / NULL /
MISSING. The MACRO classification (MCRF_METHOD or MCRF_PROPERTY from
McRFPy_Doc.h) is the project's compliance target; raw string literals and
NULL docs predate the macro system and need migration before the 1.0 freeze.
Features:
- Per-file table (file:line, array, entry, classification) plus summary
footer with totals, per-kind breakdown, % MACRO compliance, and a
ranked list of the worst-offender files.
- --strict exits nonzero when any non-MACRO entries are present (CI use).
- --quiet suppresses per-file tables and prints only the summary.
- --paths PATH [PATH ...] limits the scan to specific files / directories.
- Sentinel terminator entries ({NULL}, {0}) are filtered out.
- Concatenated string literals and parenthesized expressions are handled.
Dependencies live in a project-local .venv-audit (added to .gitignore) so
no system Python pollution. tools/generate_all_docs.sh now invokes the
auditor at the end (informational, no --strict) so doc regeneration
surfaces compliance drift alongside the generated docs themselves.
Initial baseline on the current tree: 755 entries scanned, 340 MACRO
compliant (45.0%). Top offenders: UIEntity.cpp (51), 3d/PyVoxelGrid.cpp
(36), 3d/Viewport3D.cpp (31), UIGridPyProperties.cpp (30),
3d/Entity3D.cpp (28).
Refs pre-1.0 documentation freeze.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
tests/demo/screens/pathfinding_demo.py runs three panels side-by-side:
Panel 1 - A* with selectable heuristic. Keys 1-5 cycle EUCLIDEAN, MANHATTAN,
CHEBYSHEV, DIAGONAL, ZERO. Q/W bump the weight by 0.25 to show
weighted A* behaviour.
Panel 2 - Dijkstra flood from a cursor-controlled root. Arrow keys move the
cursor; the distance field re-renders as a blue gradient.
Panel 3 - Multi-root FLEE: three guard entities flee from a shared set of
threats using an inverted multi-root DijkstraMap, animated one
step per timer tick. T adds a new threat; R resets.
Exercises the new surface: mcrfpy.Heuristic, Grid.find_path(heuristic=,
weight=), Grid.get_dijkstra_map(roots=...), DijkstraMap.invert(), and
DijkstraMap.descent_step().
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EntityBehavior no longer holds a direct DijkstraMap reference. A new
PathProvider interface has three concrete implementations:
- DijkstraProvider: steps along a (possibly inverted) DijkstraMap. SEEK
descends a normal map toward roots; FLEE descends an inverted map away
from threats.
- AStarProvider: follows a pre-computed AStarPath step-by-step.
- TargetProvider: takes a single (x, y) target and picks the Chebyshev
neighbor closest to it each turn.
Entity.set_behavior() gains a pathfinder= kwarg accepting any of the above
(DijkstraMap, AStarPath, or (x, y) tuple). The old executeSeek/executeFlee
helpers collapse into a single executeProviderStep() that delegates to the
provider.
EntityBehavior.h forward-declares PathProvider so the header stays light.
EntityBehavior::reset() moves out of line to avoid pulling PathProvider
into the header.
New tests: tests/regression/issue_315_path_provider_test.py covers all three
providers driving SEEK, FLEE via inverted DijkstraMap, mid-run pathfinder
swap, and invalid-argument handling. grid_step_bench baseline refreshed
against the new provider dispatch path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase A (Python surface):
- New mcrfpy.Heuristic IntEnum: EUCLIDEAN, MANHATTAN, CHEBYSHEV, DIAGONAL, ZERO
- Grid.find_path() accepts heuristic= and weight= kwargs (weighted A*)
- Grid.get_dijkstra_map() accepts roots= (list of positions or DiscreteMap mask)
Phase B (FLEE primitives):
- DijkstraMap.invert() returns a new map with inverted distance field
- DijkstraMap.descent_step(pos) returns steepest-descent neighbor or None
DijkstraMap internally switched from the C++ TCODDijkstra wrapper to the C API
(TCOD_dijkstra_*) because multi-root compute and invert/get_descent are not
exposed on the wrapper. Single-root Dijkstra cache is preserved for backward
compatibility; multi-root and mask paths bypass the cache since cache keys
would be ill-defined.
New tests: heuristic_enum_test, find_path_heuristic_test, multi_root_dijkstra_test,
dijkstra_flee_test. Baseline JSONs for dijkstra_bench and gridview_render_bench
refreshed against the new implementation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Regenerate HTML/Markdown API reference, man page, and type stubs against
current committed HEAD (post API-freeze pass #304-#308, #252 overhaul, and
Phase 3/4/5.1/5.2 changes).
The previous tools/generate_stubs_v2.py hand-maintained hardcoded strings,
which drifted badly: stubs still contained removed module functions
(setScale, findAll, getMetrics, setDevConsole), lacked new types (GridView,
Behavior, Trigger, DiscreteMap, Viewport3D, Entity3D, Model3D, Billboard,
NoiseSource, WangSet, LdtkProject, HeightMap, DijkstraMap, AStarPath,
ColorLayer, TileLayer, etc.), and missed post-overhaul properties
(tile_width/tile_height, sprite_grid, perspective_map, cell_pos, labels,
turn_order, move_speed, etc.).
Rewrite the generator as a runtime-introspection script mirroring
generate_dynamic_docs.py's approach:
- classify mcrfpy members (classes, enums, functions, constants, submodules)
- parse signatures from docstring first line with proper paren-depth tracking
- translate multi-form signatures (foo(x,y) or foo(pos)) to *args/**kwargs
- sanitize docstring '...' placeholder params into '**kwargs'
- emit IntEnum blocks for int-subclass types with uppercase members
- discover delegated methods via instance probing (Grid/GridView -> _GridData)
- conservative property type inference (only accept recognized primitives
and CapitalCase class names in parenthesized hints)
Resulting stubs/mcrfpy.pyi (2069 lines) parses as valid Python.
Markdown/HTML/man-page regeneration is otherwise timestamp-only since the
introspection path was already current -- the stubs were the stale artifact.
Adds 6 benchmark scripts in tests/benchmarks/ covering all 5 scenarios from
Kanboard #37, plus a shared baseline helper:
grid_step_bench.py 100 ent / 100x100 grid / 1000 grid.step() rounds
mix of IDLE/NOISE8/SEEK/FLEE behaviors
fov_opt_bench.py 100 ent / 1000x1000 grid; entity.update_visibility()
(with DiscreteMap perspective writeback) vs bare
grid.compute_fov() (no writeback) across FOV
algorithms BASIC/SHADOW/SYMMETRIC_SHADOWCAST and
radii 8/16/32
spatial_hash_bench.py entities_in_radius() at radii (1,5,10,50) x
entity counts (100,1k,10k); compares against
naive O(n) baseline with hit-count validation
pathfinding_bench.py A* across grid sizes/densities/heuristics/weights,
plus with-vs-without `collide=` collision-label
comparison (0/10/100 blockers on 100x100)
gridview_render_bench.py 1/2/4 GridViews on shared grid; uses
automation.screenshot() to force real renders in
headless mode (mcrfpy.step alone is render-stubbed)
dijkstra_bench.py single-root, multi-root, mask, invert, descent
_baseline.py writes baseline JSON to baseline/phase5_2/
All scripts emit JSON to stdout and write a baseline copy under
tests/benchmarks/baseline/phase5_2/ for regression comparison. All run
headless; pure time.perf_counter() timing for compute benches, screenshot
wall-time for the render bench (start/end_benchmark would only capture the
no-op headless game loop, so direct timing is used).
Notable findings captured in baselines:
- spatial hash: 5x to >300x speedup over naive O(n), hits validated identical
- update_visibility: ~25-37 ms/entity perspective writeback overhead on
1000x1000 grid (full-grid demote+promote loop in UIEntity::updateVisibility)
dominates over the actual TCOD FOV cost (~3-24 ms). Worth a follow-up issue
for sparse perspective updating.
- gridview render: per-view cost scales near-linearly down (~78ms total for
1, 2, or 4 views) -- the multi-view system shares state efficiently.
Refs Kanboard #37.
tests/integration/grid_entity_e2e_test.py exercises the full
Grid + GridView + EntityBehavior stack over 100 turns with four
simultaneous entities on a 20x20 walled grid:
Player turn_order=0 manual placement, excluded from step()
Guard PATROL waypoints + target_label="player" + sight_radius=5
step() callback switches to SEEK on TARGET trigger
NPC NOISE8 random 8-directional wander
Trap SLEEP turns=10, DONE callback fires then reverts to IDLE
Player is placed near the (15,15) waypoint so the Guard both
patrols (visits >=1 waypoint) and engages SEEK once in sight.
Verifies trigger count, DONE step index, behavior_type reversion,
and no crashes / Python exceptions over the full 100-turn run.
Kanboard card 36.
Per-entity FOV memory moves from std::vector<UIGridPointState> (two-bool
visible/discovered pairs) to a 3-state DiscreteMap (0=UNKNOWN, 1=DISCOVERED,
2=VISIBLE), exposed as entity.perspective_map. The invariant
visible-subset-of-discovered becomes structural (single value per cell), and
the map is a live, serializable, first-class object rather than an implicit
internal array.
Changes:
- New DiscreteMap C++ class with shared ownership; PyDiscreteMapObject now
holds shared_ptr<DiscreteMap>. UIEntity holds the same shared_ptr.
- New mcrfpy.Perspective IntEnum (UNKNOWN/DISCOVERED/VISIBLE), modelled on
PyInputState.
- entity.perspective_map: lazy-allocated on first access with a grid;
setter validates size against grid and raises ValueError on mismatch;
None clears (next access lazy-reallocates fresh).
- updateVisibility() now demotes 2->1 then promotes visible cells to 2.
- entity.at(x, y) returns grid.at(x, y) when VISIBLE, else None.
- Fog-of-war rendering in UIGridView and UIGrid reads the 3-state map.
- Removed: UIEntity::gridstate, ensureGridstate(), entity.gridstate getter,
UIGridPointState struct + PyUIGridPointStateType.
- Obsolete tests deleted (test_gridpointstate_point,
issue_265_gridpointstate_dangle); 4 new tests cover lazy allocation,
identity, serialization round-trip, size validation, and the
visible-subset-of-discovered invariant.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
DijkstraMap.distance, .path_from, and .step_from forwarded their
coordinate arguments straight into TCOD's dijkstra routines, which
assert and abort() the entire process on out-of-bounds input. No
recoverable Python exception; the whole interpreter dies.
Validate at the binding layer. Out-of-range coordinates raise
IndexError with a message identifying the map dimensions.
Fuzz corpus crash
tests/fuzz/crashes/pathfinding_behavior-crash-b7ea442fd31774b9b16c8ae99c728f609c8c25d8
now runs cleanly.
closes#311
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The compute_fov binding parsed its `algorithm` argument as a raw int and
cast it directly to TCOD_fov_algorithm_t. Out-of-range values (e.g. -49
reinterpreted as 4294967247) triggered UBSan's "invalid enum load" deep
in GridData::computeFOV.
PyFOV::from_arg already does the right validation for every other
algorithm entry point: accepts the FOV IntEnum, ints in
[0, NB_FOV_ALGORITHMS), or None (default BASIC); raises ValueError
otherwise. Route the binding through it.
Fuzz corpus crash
tests/fuzz/crashes/fov-crash-d5da064d802ae2b5691c520907cd692d04de8bb2
now runs cleanly.
closes#310
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The `outline` and `font_size` property setters (and the matching kwargs
in __init__) passed a raw float straight into SFML's setOutlineThickness
and setCharacterSize. setCharacterSize takes unsigned int, so any
negative or out-of-range float produced undefined behavior — UBSan's
"value outside the representable range" report.
Clamp before the cast. Negative outline is also nonsensical, so it's
clamped to 0 for consistency (not UB, but wrong).
Fuzz corpus crash
tests/fuzz/crashes/property_types-crash-1f7141d732736d04b99d20261abd766194246ea6
now runs cleanly.
closes#309
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fuzzes grid.get_dijkstra_map with random roots/diagonal_cost/collide,
DijkstraMap.distance/path_from/step_from/to_heightmap queries, and
grid.step() with entity behavior callbacks that mutate the entity
list mid-iteration (adjacent to #273).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fuzzes procgen through its standardized data-container interface: direct
HeightMap and DiscreteMap operations (scalar, binary, bitwise, subscript)
plus one-directional conversions NoiseSource.sample -> HeightMap,
BSP.to_heightmap, DiscreteMap.from_heightmap, and dm.to_heightmap.
Treating HM/DM as the unified surface covers every procgen system
without fuzzing each individually.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #269 (PythonObjectCache race), #270 (GridLayer dangling parent),
#275 (UIEntity missing tp_dealloc), #277 (GridChunk dangling parent).
Exercises timer/animation callbacks that mutate scene and drawable
lifetimes across firing boundaries, including scene swap mid-callback
and closure captures that can survive past their target's lifetime.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #267 (PyObject_GetAttrString reference leaks), #268 (sfVector2f
NULL deref), #272 (UniformCollection weak_ptr). Exercises every exposed
property on Frame/Caption/Sprite/Grid/Entity/TileLayer/ColorLayer/Color/
Vector with both correct-type and deliberately-wrong-type values, plus
hot-loop repeated GetAttrString to stress refcount sites.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Random compute_fov/is_in_fov exercises with varying origin, radius,
light_walls, algorithm params including out-of-bounds origins and
extreme radii. Toggles grid.at(x,y).transparent between computes to
stress stale fov-state bugs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #258-#263 (gridstate overflow on entity transfer between
differently-sized grids), #273 (entity.die during iteration), #274
(spatial hash on set_grid). Dispatches 13 operations driven by
ByteStream from fuzz_common.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pivots away from atheris (which lacks Python 3.14 support) to a single
libFuzzer-linked executable that embeds CPython, registers mcrfpy, and
dispatches each iteration to a Python fuzz_one_input(data: bytes) function
loaded from tests/fuzz/fuzz_<target>.py by MCRF_FUZZ_TARGET env var.
libFuzzer instruments the C++ engine code where all #258-#278 bugs live;
Python drives the fuzzing logic via an in-house ByteStream replacement
for atheris.FuzzedDataProvider. Python-level exceptions are caught; only
ASan/UBSan signal real bugs.
CMake
- MCRF_FUZZER=ON builds mcrfpy_fuzz from all src/*.cpp except main.cpp
plus tests/fuzz/fuzz_common.cpp, linked with -fsanitize=fuzzer,address,
undefined. Asset+lib post-build copy added so the embedded interpreter
finds its stdlib and default_font/default_texture load.
Makefile
- fuzz-build builds only mcrfpy_fuzz (fast iterate)
- fuzz loops over six targets setting MCRF_FUZZ_TARGET for each
- fuzz-long TARGET=x SECONDS=n for deep manual runs
- fuzz-repro TARGET=x CRASH=path for crash reproduction
- Shared ASAN_OPTIONS / PYTHONHOME env via FUZZ_ENV define
tests/fuzz
- fuzz_common.cpp: LLVMFuzzerInitialize bootstraps Python, imports target,
resolves fuzz_one_input. LLVMFuzzerTestOneInput wraps bytes as PyBytes,
calls target, swallows Python errors.
- fuzz_common.py: ByteStream byte consumer + safe_reset() + EXPECTED_EXCEPTIONS
- Six target stubs (grid_entity, property_types, anim_timer_scene,
maps_procgen, fov, pathfinding_behavior) to be fleshed out in follow-up
- README with build/run/triage instructions
Verified end-to-end: make fuzz-build produces build-fuzz/mcrfpy_fuzz,
make fuzz FUZZ_SECONDS=3 ran all six targets (~2400-9800 exec/s each,
667-1883 coverage edges), make fuzz-repro loaded and replayed a corpus
input cleanly. No crashes from the stubs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- CMakeLists MCRF_FUZZER option (clang-only, -fsanitize=fuzzer-no-link)
- Makefile fuzz-build/fuzz/fuzz-long/fuzz-repro/clean-fuzz targets
- CommandLineParser -- passthrough after --exec for forwarding libFuzzer argv
- McRFPy_API: forward script_args to sys.argv in --exec mode so atheris.Setup()
sees libFuzzer flags; set sys.argv[0] to the exec script path to match Python
script-mode conventions
- .gitignore build-fuzz/ and corpora/crashes dirs
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Entities can now specify per-tile sprite indices via the sprite_grid
property. When set, each tile in a multi-tile entity renders its own
sprite from the texture atlas instead of the single entity sprite.
API:
entity.tile_size = (3, 2)
entity.sprite_grid = [[10, 11, 12], [20, 21, 22]]
entity.sprite_grid = None # revert to single sprite
Accepts nested lists, flat lists, or tuples. Use -1 for empty tiles.
Dimensions must match tile_width x tile_height.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
CMake: Add MCRF_FREE_THREADED_PYTHON option to link python3.14t with
Py_GIL_DISABLED. Extends __lib_debug/ link path for free-threaded builds.
Makefile: Add `make tsan` and `make tsan-test` targets for ThreadSanitizer
builds using free-threaded CPython. Add build-tsan to clean-debug.
The instrumented libtcod build script (tools/build_debug_libs.sh) was
included in the prior commit - it builds libtcod-headless with ASan/TSan
instrumentation for full sanitizer coverage.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers build issues, runtime debugging, browser dev tools, deployment
sizing, embedding, and known limitations for Emscripten/WebAssembly builds.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds MCRF_WASM_DEBUG CMake option that enables -g4, -gsource-map, and
--emit-symbol-map for WASM builds. New Makefile targets: wasm-debug,
playground-debug, serve-wasm-debug, serve-playground-debug.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Entities can now span multiple grid cells via tile_width and tile_height
properties (default 1x1). Frustum culling accounts for entity footprint,
and spatial hash queries return multi-tile entities for all covered cells.
API: entity.tile_size = (2, 2) or entity.tile_width = 2; entity.tile_height = 3
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Textures can now specify display_size and display_origin to crop sprite
rendering to a sub-region within each atlas cell. This supports texture
atlases where content doesn't fill the entire cell (e.g., 16x24 sprites
centered in 32x32 cells).
API: Texture("sprites.png", 32, 32, display_size=(16, 24), display_origin=(8, 4))
Properties: display_width, display_height, display_offset_x, display_offset_y
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers #268 (sfVector2f_to_PyObject NULL propagation) and #272
(UniformCollection weak_ptr validity check). Combined with existing
tests for #258-#278, this completes regression coverage for the
full memory safety audit.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add stairs position to occupied set to prevent enemy/item overlap
- Remove old fog layer before creating new one on level transitions
- Reset fog_layer reference on new game to avoid stale grid reference
- Wrap FS.mkdir('/save') in try/catch for page reload resilience
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers two previously untested bug families from the memory safety audit:
- #265: GridPointState references after entity grid transfer
- #267, #275: Reference count leaks in collection/property access loops
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
to_bytes() returns raw uint8 cell data as Python bytes object.
from_bytes(data, size, enum=None) is a classmethod that constructs
a new DiscreteMap from serialized data with dimension validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIFrame, UICaption, and UISprite now accept "pos" as an alias for "position"
in the animation property system. UICaption and UISprite gain Vector2f
setProperty/getProperty overrides enabling animate("pos", (x, y), duration).
Color compound animation (fill_color, outline_color) was already supported.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Verifies that die() during grid.entities iteration raises RuntimeError
(iterator invalidation protection), that the safe collect-then-die
pattern works, and that die() properly removes from spatial hash.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When transferring an entity to a new grid via entity.grid = new_grid,
the entity was removed from the old grid's spatial hash but never
inserted into the new one. This made it invisible to spatial queries
on the destination grid.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIEntity::setProperty() now calls spatial_hash.update() when draw_x/draw_y
change, matching the Python property setter behavior. Added
enable_shared_from_this<UIEntity> to support shared_from_this() in the
setProperty path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GridLayer, UIGridPoint, and GridChunk each stored a raw GridData* that
could dangle if the grid was destroyed while external shared_ptrs
(e.g. Python layer wrappers) still referenced child objects. The
destructor now nulls all parent_grid pointers before cleanup. All
usage sites already had null guards, so this completes the fix.
These were the last three unfixed bugs from the memory safety audit.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#286: Change detect_leaks=0 to detect_leaks=1 in asan-test target.
LSAN suppressions for CPython intentional leaks (interned strings, type
objects, small int cache, etc.) were already in sanitizers/asan.supp.
Now that #266 and #275 are fixed, real McRogueFace leaks will be caught.
#284: Add make massif-test target that runs stress_test_suite.py under
Valgrind Massif for heap profiling. Output goes to build-debug/massif.out,
viewable with ms_print.
Closes#286, closes#284
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Breaking API change: removes 4 camelCase function aliases from the mcrfpy
module. The snake_case equivalents (set_scale, find_all, get_metrics,
set_dev_console) remain and are the canonical API going forward.
- Removed setScale, findAll, getMetrics, setDevConsole from mcrfpyMethods[]
- Updated game scripts to use snake_case names
- Updated test scripts to use snake_case names
- Removed camelCase entries from type stubs
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Layers with z_index <= 0 now render below entities (ground level), and
only layers with z_index > 0 render above entities. Previously z_index=0
was treated as "above entities" which was unintuitive -- entities stand
on ground level (z=0) with their feet, so z=0 layers should be beneath.
Changed in both UIGrid.cpp and UIGridView.cpp render methods:
- "z_index >= 0" to "z_index > 0" for break condition
- "z_index < 0" to "z_index <= 0" for skip condition
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fixes a systemic bug where Python tp_getset property setters bypassed the
render cache dirty flag system (#144). The animation/C++ setProperty() path
had correct dirty propagation, but direct Python property assignments
(e.g. frame.x = 50, caption.text = "Hello") did not invalidate the parent
Frame's render cache when clip_children or cache_subtree was enabled.
Changes by file:
- UIDrawable.cpp: Add markCompositeDirty() to set_float_member (x/y),
set_pos, set_grid_pos; add markDirty() for w/h resize
- UICaption.cpp: Add markDirty() to set_text, set_color_member,
set_float_member (outline/font_size); markCompositeDirty() for position
- UICollection.cpp: Add markContentDirty() on owner in append, remove,
pop, insert, extend, setitem, and slice assignment/deletion
- UISprite.cpp: Add markDirty() to scale/sprite_index/texture setters;
markCompositeDirty() to position setters
- UICircle.cpp: Add markDirty() to radius/fill_color/outline_color/outline;
markCompositeDirty() to center setter
- UILine.cpp: Add markDirty() to start/end/color/thickness setters
- UIArc.cpp: Add markDirty() to radius/angles/color/thickness setters;
markCompositeDirty() to center setter
- UIGrid.cpp: Add markDirty() to center/zoom/camera_rotation/fill_color/
size/perspective/fov setters
Closes#288, closes#289, closes#290, closes#291
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Create self-contained demo game script (src/scripts_demo/game.py) showcasing:
BSP dungeon generation, Wang tile autotiling, FOV with fog of war,
turn-based bump combat, enemy AI, items/treasure, title screen
- Add MCRF_DEMO CMake option for building with demo scripts
- Add web/index.html landing page with dark theme, controls reference,
feature list, and links to GitHub/Gitea
- Build with: emcmake cmake -DMCRF_SDL2=ON -DMCRF_DEMO=ON -DMCRF_GAME_SHELL=ON
Note: Makefile wasm-demo/serve-demo targets also added locally but Makefile
is gitignored. Use CMake directly or force-add the Makefile to track it.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Categorize open issues #53–#304 into 14 system-related groups,
prioritized by impact. Recommends tackling dirty-flag bugs (#288-#291)
and dangling-pointer bugs (#270, #271, #277) first.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
All tutorial parts (1-13) used the old string-based key/action
comparison API removed in 6d5e99a. Every handle_keys function now
uses mcrfpy.Key.* and mcrfpy.InputState.PRESSED enums.
Additional fixes across all parts:
- Replace manual FOV computation with ColorLayer.draw_fov() which
handles FOV calculation and explored-state tracking in one call
- Replace old grid.add_layer("color") with ColorLayer() constructor
- Fix entity removal bug: entities.remove(index) -> remove(entity_ref)
- Remove manual exploration tracking (draw_fov handles it internally)
- Use tuple positions for compute_fov/is_in_fov: (x, y) not x, y
All 14 parts (0-13) tested and passing in headless mode.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Removed custom __eq__/__ne__ that allowed comparing enums to legacy string
names (e.g., Key.ESCAPE == "Escape"). Removed _legacy_names dicts and
to_legacy_string() functions. Kept from_legacy_string() in PyKey.cpp as
it's used by C++ event dispatch. Updated ~50 Python test/demo/cookbook
files to use enum members instead of string comparisons. Also updates
grid.position -> grid.pos in files that had both types of changes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Grid.position was a redundant alias for Grid.pos. Removed get_position/
set_position functions, getsetters entry, and setProperty/getProperty/
hasProperty branches. Updated all tests to use grid.pos.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
sprite_number was a legacy alias for sprite_index. All code should use
sprite_index directly. Removed from getsetters, setProperty/getProperty/
hasProperty in UISprite and UIEntity, animation property handling, and
type stubs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Review of session 1b14b941 found two issues:
- Exported type count was 44 in audit doc but array has 46 entries
(EntityCollection3DIterType and one other were not counted)
- No regression test existed for the Color.__eq__/__ne__ fix
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The previous label IDs were incorrect (possibly from an older state).
Updated to match the live Gitea API as of 2026-04-09. Key differences:
- ID 2 is Minor Feature (was Alpha Release)
- ID 3 is Tiny Feature (was Bugfix)
- ID 8 is Bugfix (was tier2-foundation)
- System labels start at 9 (were at 11)
- Priority labels start at 17 (were at 7)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Color had __hash__ but no __eq__/__ne__, violating the Python convention
that hashable objects must support equality comparison. Two Color objects
with identical RGBA values would not compare equal.
Now supports comparison with Color objects, tuples, and lists:
Color(255, 0, 0) == Color(255, 0, 0) # True
Color(255, 0, 0) == (255, 0, 0) # True
Color(255, 0, 0) != (0, 0, 0) # True
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add find_all(), get_metrics(), set_scale(), and set_dev_console() as
snake_case alternatives to the existing camelCase names. The camelCase
versions remain for backward compatibility but their docstrings now
note the preferred snake_case form. All will be removed in 1.0.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace placeholder docstrings ("SFML Vector Object", "SFML Font Object",
etc.) with comprehensive constructor signatures, argument descriptions,
and property listings matching the documentation standard used by other
types like Color and Frame.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
mcrfpy.Grid() now creates a GridView that internally owns a GridData (UIGrid).
The old UIGrid type is renamed to _GridData (internal). Attribute access on Grid
delegates to the underlying UIGrid via tp_getattro/tp_setattro, so all existing
Grid properties (grid_w, grid_h, entities, cells, layers, etc.) work transparently.
Key changes:
- GridView init has two modes: factory (Grid(grid_size=...)) and explicit view
(Grid(grid=existing_grid, ...)) for future multi-view support
- Entity.grid getter returns GridView wrapper via owning_view back-reference
- Entity.grid setter accepts GridView objects
- GridLayer set_grid handles GridView (extracts underlying UIGrid)
- UIDrawable::removeFromParent handles UIGRIDVIEW type correctly
- UIFrame children init accepts GridView objects
- Animation system supports GridView (center, zoom, shader.* properties)
- PythonObjectCache registration preserves subclass identity
- All 263 tests pass (100%)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add `collide` kwarg to Grid.find_path() and Grid.get_dijkstra_map() that
treats entities bearing a given label as impassable obstacles via
mark-and-restore on the TCOD walkability map. Dijkstra cache key now
includes collide label for separate caching. Add Entity.find_path()
convenience method that delegates to the grid.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
frame_children_mutation_test: validates remove(), property mutation via
stored refs, fill_color persistence, iteration mutation, pop(), and
while-loop clearing — with visual screenshot verification.
parent_none_removal_test: validates that setting .parent = None removes
children from Frame.children and scene.children, Entity.grid = None
removal, and Grid overlay children removal.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Generates a network of bezier-curved dirt paths connecting POIs placed
via grid-distributed random selection. Uses minimum spanning tree with
extra fork edges, noise-offset control points for organic curves, and
the "pathways" edge-type Wang set for directional path tiles.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Advances to 83b3e6ce which adds Dijkstra distance maps, multi-root
Dijkstra, A* heuristic functions, and pathfinding demo.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Grid.__init__() now auto-creates a GridView that shares the Grid's
data via aliasing shared_ptr. This enables the Grid/GridView split:
- PyUIGridObject gains a `view` member (shared_ptr<UIGridView>)
- Grid.view property exposes the auto-created GridView (read-only)
- Rendering property setters (center_x/y, zoom, camera_rotation, x, y,
w, h) sync changes to the view automatically
- Grid still works as UIDrawable in scenes (no substitution) — backward
compatible with all existing code and subclasses
- GridView.grid returns the original Grid with identity preservation
- Explicit GridViews (created by user) are independent of Grid's own
rendering properties
Addresses #252. All 260 tests pass, no breaking changes.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
GridView is a new UIDrawable that renders a GridData object independently.
Multiple GridViews can reference the same Grid for split-screen, minimap,
or different camera/zoom perspectives on shared grid state.
- New files: UIGridView.h/cpp with full rendering pipeline (copied from
UIGrid::render, adapted to use grid_data pointer)
- Add UIGRIDVIEW to PyObjectsEnum
- Add UIGRIDVIEW cases to all switch(derived_type()) sites:
Animation.cpp, UICollection.cpp, UIDrawable.cpp, McRFPy_API.cpp,
ImGuiSceneExplorer.cpp
- Python type: mcrfpy.GridView(grid=, pos=, size=, zoom=, fill_color=)
- Properties: grid, center, zoom, fill_color, texture
- Register type with metaclass for callback support
All 258 existing tests pass. New GridView test suite added.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Fix Entity3D self-reference cycle: replace raw `self` pointer with
`pyobject` strong-ref pattern matching UIEntity (closes#266)
- TileLayer inherits Grid texture when none set, in all three attachment
paths: constructor, add_layer(), and .grid property (closes#254)
- Add SpatialHash::queryCell() for O(1) entity-at-cell lookup; fix
missing spatial_hash.insert() in Entity.__init__ grid= kwarg path;
use queryCell in GridPoint.entities (closes#253)
- Add FOV dirty flag and parameter cache to skip redundant computeFOV
calls when map unchanged and params match (closes#292)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Phase 3 fix for #266 removed UIEntity::self which prevented
tp_dealloc from ever running. However, this also allowed Python
subclass wrappers (GameEntity, ZoneExit, etc.) to be GC'd while
the C++ entity lived on in a grid. Later access via grid.entities
returned a base Entity wrapper, losing all subclass methods.
Fix: Add UIEntity::pyobject field that holds a strong reference to
the Python wrapper. Set in init(), cleared when the entity leaves
a grid (die(), set_grid(None), collection removal). This keeps
subclass identity alive while in a grid, but allows proper GC when
the entity is removed. Added releasePyIdentity() helper called at
all grid exit points.
Regression test exercises Liber Noster patterns: subclass hierarchy,
isinstance() checks, combat mixins, tooltip/send methods, GC
survival, die(), pop(), remove(), and stress test with 20 entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UniformCollection accessor methods checked the raw collection pointer
but never checked if the owning object was still alive. Changed owner
field from weak_ptr<UIDrawable> to weak_ptr<void> (type-erased) so
both UIDrawable and UIEntity owners can be tracked. Set owner in both
get_uniforms() paths. All accessors now check owner.lock() before
dereferencing the raw collection pointer.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add mutex lock to PythonObjectCache::lookup() - cache.find() was
unprotected against concurrent modification. Document that entity.die()
must not be called during iteration over grid.entities.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GridPoint and GridPointState Python objects now store (grid, x, y)
coordinates instead of raw C++ pointers. Data addresses are computed
on each property access, preventing dangling pointers after vector
resizes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIEntity::init() stored self->data->self = (PyObject*)self with
Py_INCREF(self), creating a reference cycle that prevented entities
from ever being freed. The matching Py_DECREF never existed.
Fix: Remove the `self` field from UIEntity entirely. Replace all
read sites (iter next, getitem, get_perspective, entities_in_radius)
with PythonObjectCache lookups using serial_number, which uses weak
references and doesn't prevent garbage collection.
Also adds tp_dealloc to PyUIEntityType to properly clean up the
shared_ptr and weak references when the Python wrapper is freed.
Closes#266, closes#275
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace ~230 occurrences of PyObject_GetAttrString(McRFPy_API::mcrf_module, "TypeName")
with direct &mcrfpydef::PyXxxType references across 32 source files.
Each PyObject_GetAttrString call returns a new reference. When used inline
in PyObject_IsInstance(), that reference was immediately leaked. When used
for tp_alloc, the reference required careful Py_DECREF management that was
often missing on error paths.
Direct type references are compile-time constants that never need reference
counting, eliminating ~230 potential leak sites and removing ~100 lines of
Py_DECREF/Py_XDECREF cleanup code.
Also adds extractDrawable() helper in UICollection.cpp to replace repeated
8-way type-check-and-extract chains with a single function call.
Closes#267, closes#268
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add ensureGridstate() helper that unconditionally checks gridstate size
against current grid dimensions and resizes if mismatched. Replace all
lazy-init guards (size == 0) with ensureGridstate() calls.
Previously, gridstate was only initialized when empty. When an entity
moved to a differently-sized grid, gridstate kept the old size, causing
heap buffer overflows when updateVisibility() or at() iterated using the
new grid's dimensions.
Also adds spatial_hash.remove() calls in set_grid() before removing
entities from old grids, and replaces PyObject_GetAttrString type lookup
with direct &mcrfpydef::PyUIGridType reference.
Closes#258, closes#259, closes#260, closes#261, closes#262,
closes#263, closes#274, closes#276, closes#278
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Game code uses standard Python file I/O to mcrfpy.save_dir with no platform
branching. On WASM, builtins.open() is monkeypatched so writes to /save/
auto-sync IDBFS on close, making persistence transparent.
API: mcrfpy.save_dir (str), mcrfpy._sync_storage() (auto-called on WASM)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
New workflow for game developers: run mcrf-init to create a project
directory with symlinks to a pre-built engine, then just write Python
scripts and assets. Games package for distribution (Linux/Windows/WASM)
without ever rebuilding the engine.
mcrf-init.sh creates:
- build/ with symlinked binary and libs, game content in assets/ + scripts/
- build-windows/ (if engine has a Windows build)
- Makefile with run, wasm, dist-linux, dist-windows, dist-wasm targets
- Starter game.py, .gitignore, pyrightconfig.json, VERSION file
CMakeLists.txt: WASM preload paths (assets, scripts) are now
configurable via MCRF_ASSETS_DIR / MCRF_SCRIPTS_DIR cache variables,
so game project Makefiles can point WASM builds at their own content
without modifying the engine.
Also adds pyrightconfig.json for the engine repo itself (IDE support
via stubs/).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- SoundBuffer.gain(factor): new DSP method for amplitude scaling before
mixing (0.5 = half volume, 2.0 = double, clamped to int16 range)
- Fix sfxr square/saw waveform artifacts: phase now wraps at period
boundary instead of growing unbounded; noise buffer refreshes per period
- Fix PySound construction from SoundBuffer on SDL2 backend: use
loadFromSamples() directly instead of copy-assign (deleted on SDL2)
- Add Image::create(w, h, pixels) overload to HeadlessTypes and
SDL2Types for pixel data initialization
- Waveform test suite (62 lines)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Extends the shade_sprite module (for merchant-shade.itch.io character
sprite sheets) with procedural faction generation and asset management:
- FactionGenerator: seed-based faction recipes with Biome, Element,
Aesthetic, and RoleType enums for thematic variety
- AssetLibrary: filesystem scanner that discovers and categorizes
layer PNGs by type (skins, clothes, hair, etc.)
- TextureCache: avoids redundant disk I/O when building many variants
- CharacterAssembler: HSL shift documentation, method improvements
- Demo expanded to 6 interactive scenes (animation viewer, HSL recolor,
character gallery, faction generator, layer compositing, equipment)
- EVALUATION.md: 7DRL readiness assessment of the full module
- 329-line faction generation test suite
Assets themselves are not included -- sprite sheets are external
dependencies, some under commercial license.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
closes#251
Two related bugs where Python garbage collection destroyed callbacks
that were still needed by live C++ objects:
1. **Drawable callbacks (all 8 types)**: tp_dealloc unconditionally called
click_unregister() etc., destroying callbacks even when the C++ object
was still alive in a parent's children vector. Fixed by guarding with
shared_ptr::use_count() <= 1 — only unregister when the Python wrapper
is the last owner.
2. **Timer GC prevention**: Active timers now hold a Py_INCREF'd reference
to their Python wrapper (Timer::py_wrapper), preventing GC while the
timer is registered in the engine. Released on stop(), one-shot fire,
or destruction. mcrfpy.Timer("name", cb, 100) now works without storing
the return value.
Also includes audio synth demo UI fixes: button click handling (don't set
on_click on Caption children), single-column slider layout, improved
Animalese contrast.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
All 27 PyTypeObject declarations in namespace mcrfpydef headers changed
from `static` to `inline` (C++17), ensuring a single global instance
across translation units. This fixes the root cause of stale-type-pointer
segfaults where only the McRFPy_API.cpp copy was PyType_Ready'd.
Replaced ~20 PyTypeCache call sites and 2 PyRAII::PyTypeRef lookups with
direct &mcrfpydef::Type references. Deleted PyTypeCache.h/.cpp,
PyObjectUtils.h, and PyRAII.h (all were workarounds for the static bug).
228/228 tests pass.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The BFS solver couldn't account for obstacles blocking push paths -
knowing the button is reachable doesn't mean the player can get to
the correct side of the boulder. Reverse-pull guarantees solvability
by construction: start with boulder on button, simulate valid
un-pushes to move it away. Each un-push verifies both the new boulder
cell and the player's required push position are walkable.
Also fixes chest clumping: level 2 previously crammed 3 treasures +
boulder + button into a single room. Redesigned all level plans to
spread treasures across rooms (max 1 per room). Updated lv_planner
for procedural levels 9+ with the same constraint.
Level plans no longer specify "boulder" - it's auto-generated from
the button position with min_pulls scaling by depth (2-8).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three bugs that could produce unsolvable puzzles:
1. Feature placement fallback used leaf_center without duplicate checking,
allowing treasures to spawn on the same cell as buttons in dense rooms
(level 2 puts 8 features in one room). Fixed with exhaustive cell scan
fallback.
2. Solvability checker ignored treasure entities entirely. Boulders cannot
be pushed through treasures (TreasureEntity.bump returns False for
non-player entities), so the solver now models them as boulder-blocking
obstacles while allowing player movement through them.
3. Added explicit button-blocked-by-obstacle check before running the
full BFS solver, catching the most common failure mode early.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaces jam-quality code with production engine features (addresses #248):
- cos_level.py: Replace custom BinaryRoomNode/RoomGraph with mcrfpy.BSP
for room generation, using adjacency graph for corridor placement
- cos_solver.py: New Sokoban BFS solvability checker; levels retry up
to 10 times if unsolvable
- game.py: Add ColorLayer fog of war with room-reveal mechanic
(visible/discovered/unknown states), compute_fov per player move
- cos_entities.py: Enemy AI state machine (idle/aggressive/fleeing)
with A* pathfinding, fix duplicate direction bug on line 428/444
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Full screen "wasm-game" for viewport compatibility between desktop and
web interfaces. Viewport modes ("fit", "center", and "stretch") should
now work the same way under WASM/SDL and SFML. This should also enable
android or web-for-mobile aspect ratios to be supported more easily.
Replace no-op audio stubs in SDL2Types.h with real SDL2_mixer-backed
implementations of SoundBuffer, Sound, and Music. This enables audio
playback in the browser with zero changes to Python bindings.
- Add -sUSE_SDL_MIXER=2 to Emscripten compile/link flags (CMakeLists.txt)
- Initialize Mix_OpenAudio in SDL2Renderer::init(), Mix_CloseAudio in shutdown()
- SoundBuffer: Mix_LoadWAV/Mix_LoadWAV_RW with duration computation
- Sound: channel-based playback with Mix_ChannelFinished tracking
- Music: global channel streaming via Mix_LoadMUS/Mix_PlayMusic
- Volume conversion: SFML 0-100 scale to SDL_mixer 0-128 scale
Known limitations on web: Music.duration and Music.position getters
return 0 (SDL_mixer 2.0.2 lacks Mix_MusicDuration/Mix_GetMusicPosition).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaced the NotImplementedError stub with a full animation
implementation. Entity3D now supports animating: x, y, z,
world_x, world_y, world_z, rotation, rot_y, scale, scale_x,
scale_y, scale_z, sprite_index, visible.
Added Entity3D as a third target type in the Animation system
(alongside UIDrawable and UIEntity), with startEntity3D(),
applyValue(Entity3D*), and proper callback support.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
EntityCollection3D now has API parity with UIEntityCollection:
- pop(index=-1): Remove and return entity at index
- find(name): Search by entity name, return Entity3D or None
- extend(iterable): Append multiple Entity3D objects
Also adds `name` property to Entity3D for use with find().
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
screen_to_world() previously only intersected the Y=0 plane.
Now accepts an optional y_plane parameter (default 0.0) for
intersecting arbitrary horizontal planes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Previously enableRenderTexture() silently failed. Now emits a
stderr warning with the requested dimensions, consistent with
the engine's logging pattern.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The root cause was PyViewport3DType being declared `static` in
Viewport3D.h, creating per-translation-unit copies. Entity3D.cpp's
copy was never passed through PyType_Ready, causing segfaults when
tp_alloc was called.
Changed `static` to `inline` (matching PyEntity3DType and
PyModel3DType patterns), and implemented get_viewport using the
standard type->tp_alloc pattern.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add -sUSE_FREETYPE=1 to Emscripten build flags
- Extend Font class with FT_Library, FT_Face, and FT_Stroker handles
- Rewrite FontAtlas to use FreeType with on-demand stroked glyph loading
- Text outlines now use FT_Stroker for vector-based stroking before
rasterization, eliminating gaps at corners with thick outlines
- Use glTexSubImage2D for incremental atlas updates (major perf fix)
- Disable canvas border in shell.html per Emscripten docs (alignment fix)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- src/shell.html: Custom HTML shell with crisp pixel CSS
(image-rendering: pixelated) and zoom prevention on canvas
- src/emscripten_pre.js: Patches browser quirks that cause crashes:
- Intercepts resize/scroll events to ensure e.detail is always 0
- Wraps window properties (innerWidth, outerWidth, etc.) to
always return integers, fixing browser zoom crashes
- CMakeLists.txt: Output as .html, include shell and pre-js files
The pre-JS fix addresses "attempt to write non-integer (undefined)
into integer heap" errors that occurred when users zoomed the browser
via Ctrl+scroll or browser menu.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implements SFML-compatible text outlines using multi-pass rendering:
- Draws text 8 times at offset positions (N, NE, E, SE, S, SW, W, NW)
with outline color, then draws fill text on top
- Uses existing outlineThickness_ and outlineColor_ properties
- Refactored Text::draw() with helper lambda for code reuse
- Removed debug logging code
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
The FontAtlas class was missing move semantics, causing the GPU texture
to be deleted immediately after creation. When FontAtlas was moved into
the cache with std::move(), the default move constructor copied textureId_,
then the original's destructor deleted the texture the cache was using.
Added:
- Move constructor that transfers ownership and clears source textureId_
- Move assignment operator with proper cleanup of existing resources
- Deleted copy operations since GPU textures can't be shared
Also cleaned up the text fragment shader to use proper alpha sampling.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
RenderTexture fix:
- Add flippedY_ flag to Texture class for tracking FBO textures
- RenderTexture marks its texture as Y-flipped
- Sprite::draw() flips V coordinates for flipped textures
- This should fix upside-down entities and grid content
Text debug:
- Log first glyph UV coordinates
- Log texture binding in drawTriangles for Text shader
- Warn if Text shader used without texture bound
Co-Authored-By: Claude <noreply@anthropic.com>
- Add Texture::setSize() method for RenderTexture to set its texture dimensions
- RenderTexture::create() now sets texture size (was 0,0 causing Sprite::draw to bail)
- Add debug output to FontAtlas::load showing glyph count and non-zero pixels
- Add debug output to Text::draw showing atlas texture ID and colors
These fixes should enable grid rendering (RenderTexture now has proper size).
Debug output will help diagnose why text shows as solid boxes instead of glyphs.
Co-Authored-By: Claude <noreply@anthropic.com>
Text rendering fix:
- Add ShaderType parameter to drawTriangles() to allow explicit shader selection
- Text::draw() now properly uses text shader (alpha-only sampling)
- Previously drawTriangles() always overrode to sprite shader
RenderTexture fix:
- Add pushRenderState/popRenderState to save/restore viewport and projection
- RenderTexture::clear() now sets viewport/projection to FBO dimensions
- RenderTexture::display() restores previous state
- This fixes grid rendering which uses RenderTexture for tile chunks
Co-Authored-By: Claude <noreply@anthropic.com>
- Sprite::draw(): Textured quad rendering with UV coordinates and color tint
- Text::draw(): Glyph rendering using FontAtlas cache, supports multi-line
- Text::getLocalBounds()/getGlobalBounds(): Calculate text dimensions
- VertexArray::draw(): Full primitive support (Triangles, TriangleFan,
TriangleStrip, Quads, Lines, LineStrip, Points)
- View::getTransform(): Proper camera transform using translate/rotate/scale
Frames and sprites now render in browser. Text shows glyph positions but
texture sampling needs debugging. Grid rendering not yet working.
Co-Authored-By: Claude <noreply@anthropic.com>
Shape rendering now works:
- Shape::draw() generates triangle vertices for fill and outline
- RectangleShape, CircleShape, ConvexShape provide getPointCount()/getPoint()
- Shapes render with correct fill color, outline color, and outline thickness
Transform class fully implemented:
- translate(), rotate(), scale() modify the 3x3 affine matrix
- transformPoint() applies transform to Vector2f
- operator* combines transforms
- getInverse() computes inverse transform
Transformable::getTransform() now computes proper transform from:
- position, rotation, scale, and origin
RenderStates now has transform, blendMode, shader members
Canvas sizing fixed for Emscripten:
- EM_ASM sets canvas size after SDL window creation
- SDL_GL_MakeCurrent called after canvas resize
Result: RectangleShape UI elements render in correct positions!
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Major milestone for issue #158 (Emscripten/WebAssembly build target):
- Python 3.14 successfully initializes and runs in WASM
- mcrfpy module loads and works correctly
- Game scripts execute with full level generation
- Entities (boulders, rats, cyclops, spawn points) placed correctly
Key changes:
- CMakeLists.txt: Add 2MB stack, Emscripten link options, preload files
- platform.h: Add WASM-specific implementations for executable paths
- HeadlessTypes.h: Make Texture/Font/Sound stubs return success
- CommandLineParser.cpp: Guard filesystem operations for WASM
- McRFPy_API.cpp: Add WASM path configuration, debug output
- game.py: Make 'code' module import optional (not available in WASM)
- wasm_stdlib/: Add minimal Python stdlib for WASM (~4MB)
Build with: emmake make (from build-emscripten/)
Test with: node mcrogueface.js
Next steps:
- Integrate VRSFML for actual WebGL rendering
- Create HTML page to host WASM build
- Test in actual browsers
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Major progress on Emscripten build:
- Built Python 3.14.2 for wasm32-emscripten using official Tools/wasm/emscripten
- Add EMSCRIPTEN detection with proper Python headers from cross-build
- Force MCRF_HEADLESS for Emscripten builds (no SFML yet)
- Link against libpython3.14.a (47MB WASM static lib)
Result: ALL 68 C++ source files compile successfully with emcc!
Only blocker remaining: libtcod needs WASM compilation
Build verified:
- Python LONG_BIT errors: FIXED (using wasm32-emscripten pyconfig.h)
- Source compilation: 100% success
- Link stage: fails on libtcod.so (next step)
Contributes to #158
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
First emcc build confirms Python headers are the blocker:
- HeadlessTypes.h stubs compile fine with Emscripten
- Game engine code compiles fine
- Python C API headers fail: LONG_BIT check, 48-bit shifts on 32-bit WASM
Options identified:
1. Pyodide - pre-built Python WASM (recommended)
2. CPython WASM - build ourselves (complex)
3. No-Python mode - test build without scripting (simplest for now)
Contributes to #158
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Refactors the main game loop to support both:
- Desktop: traditional blocking while(running) loop
- Browser: emscripten_set_main_loop_arg() callback (build-time conditional)
Changes:
- Add doFrame() method containing single-frame update logic
- Add isRunning() accessor for Emscripten callback
- run() now conditionally uses #ifdef __EMSCRIPTEN__ for loop selection
- Add emscriptenMainLoopCallback() static function
This is a prerequisite for Emscripten builds - browsers require
cooperative multitasking with callback-based frame updates.
Both normal and headless builds verified working.
Contributes to #158
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit enables McRogueFace to compile without SFML dependencies
when built with -DMCRF_HEADLESS, a prerequisite for Emscripten/WebAssembly
support.
Changes:
- Add src/platform/HeadlessTypes.h (~900 lines of SFML type stubs)
- Consolidate all SFML includes through src/Common.h (15 files fixed)
- Wrap ImGui-SFML with #ifndef MCRF_HEADLESS guards
- Disable debug console/explorer in headless builds
- Add comprehensive research document: docs/EMSCRIPTEN_RESEARCH.md
The headless build compiles successfully but uses stub implementations
that return failure/no-op. This proves the abstraction boundary is clean
and enables future work on alternative backends (VRSFML, Emscripten).
What still works in headless mode:
- Python interpreter and script execution
- libtcod integrations (pathfinding, FOV, noise, BSP, heightmaps)
- Timer system and scene management
- All game logic and data structures
Build commands:
Normal: make
Headless: cmake .. -DCMAKE_CXX_FLAGS="-DMCRF_HEADLESS" && make
Addresses #158
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
When a Grid has a perspective entity set (typically the player), the API
now respects field-of-view by default. Only entities visible to the
perspective entity are returned in /scene responses.
Changes:
- serialize_grid() filters entities using grid.is_in_fov()
- Added ?omniscient=true query param to bypass FOV filtering
- Response includes perspective info with hidden_entities count
- Updated README with perspective documentation
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implements a general-purpose HTTP API that exposes McRogueFace games
to external clients (LLMs, accessibility tools, Twitch integrations,
testing harnesses).
API endpoints:
- GET /scene - Full scene graph with all UI elements
- GET /affordances - Interactive elements with semantic labels
- GET /screenshot - PNG screenshot (binary or base64)
- GET /metadata - Game metadata for LLM context
- GET /wait - Long-poll for state changes
- POST /input - Inject clicks, keys, or affordance clicks
Key features:
- Automatic affordance detection from Frame+Caption+on_click patterns
- Label extraction from caption text with fallback to element.name
- Thread-safe scene access via mcrfpy.lock()
- Fuzzy label matching for click_affordance
- Full input injection via mcrfpy.automation
Usage: from api import start_server; start_server(8765)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add convertDrawableToPython() and convertEntityToPython() helper functions
- Add animationValueToPython() to convert AnimationValue to Python objects
- Rewrite triggerCallback() to pass meaningful data:
- target: The animated Frame/Sprite/Grid/Entity/etc.
- property: String property name like "x", "opacity", "fill_color"
- final_value: float, int, tuple (for colors/vectors), or string
- Update test_animation_callback_simple.py for new signature
closes#229
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add ensureRenderTextureSize() helper that creates/resizes renderTexture to match game resolution
- Add renderTextureSize tracking member to detect when resize is needed
- Call helper in constructor and at start of render() to handle resolution changes
- Clamp maximum size to 4096x4096 (SFML texture limits)
- Only recreate texture when size actually changes (performance optimization)
closes#228
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Proof of concept for shader support on UIFrame:
- Add shader and shader_enabled members to UIFrame
- Add initializeTestShader() with hardcoded wave/glow fragment shader
- Add shader_enabled Python property for toggling
- Apply shader when drawing RenderTexture sprite
- Auto-update time uniform for animated effects
Also fixes position corruption when toggling RenderTexture usage:
- Standard rendering path now uses `position` as source of truth
- Prevents box position from staying at (0,0) after texture render
Test files:
- tests/shader_poc_test.py: Visual test of 6 render variants
- tests/shader_toggle_test.py: Regression test for position bug
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix#223: Use `position` instead of `box.getPosition()` for render_sprite
positioning. The box was being set to (0,0) for texture rendering and
never restored, causing frames to render at wrong positions.
- Fix#224: Add disableRenderTexture() method and call it when toggling
clip_children or cache_subtree off. This properly cleans up the texture
and prevents stale rendering.
- Fix#225: Improve dirty propagation in markContentDirty() to propagate
to parent even when already dirty, if the parent was cleared (rendered)
since last propagation. Prevents child changes from being invisible.
- Fix#226: Add fallback to standard rendering when RenderTexture can't
be created (e.g., zero-size frame). Prevents inconsistent state.
Closes#223, closes#224, closes#225, closes#226
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Game script updates (src/scripts/):
- Migrate Sound/Music API: createSoundBuffer() -> Sound() objects
- Migrate Scene API: sceneUI("name") -> scene.children
- Migrate Timer API: setTimer/delTimer -> Timer objects with stop()
- Fix callback signatures: (x,y,btn,event) -> (pos,btn,action) with Vector
- Fix grid_size unpacking: now returns Vector, use .x/.y with int()
Segfault fix (src/PyTimer.cpp):
- Remove direct map erase in PyTimer::stop() that caused iterator
invalidation when timer.stop() was called from within a callback
- Now just marks timer as stopped; testTimers() handles safe removal
The game now starts and runs without crashes.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
New Features:
- Scene Explorer window (F4) displays hierarchical tree of all scenes
- Shows UIDrawable hierarchy with type, name, and visibility status
- Click scene name to switch active scene
- Double-click drawables to toggle visibility
- Displays Python repr() for cached objects, enabling custom class debugging
- Entity display within Grid nodes
Bug Fixes:
- Fix PythonObjectCache re-registration: when retrieving objects from
collections, newly created Python wrappers are now re-registered in
the cache. Previously, inline-created objects (e.g.,
scene.children.append(Frame(...))) would lose their cache entry when
the temporary Python object was GC'd, causing repeated wrapper
allocation on each access.
- Fix console focus stealing: removed aggressive focus reclaim that
caused title bar flashing when clicking in Scene Explorer
Infrastructure:
- Add GameEngine::getSceneNames() to expose scene list for explorer
- Scene Explorer uses same enabled flag as console (ImGuiConsole::isEnabled())
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add tests/README.md documenting test structure and usage
- Move issue_*_test.py files to tests/regression/ (9 files)
- Move loose test_*.py files to tests/unit/ (18 files)
- tests/ root now contains only pytest infrastructure
Addresses #166
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Remove mcrfpy.libtcod submodule entirely
- Add mcrfpy.bresenham(start, end, include_start=True, include_end=True)
- Accepts tuples or Vector objects for positions
- Returns list of (x, y) tuples along the line
- compute_fov() was redundant with Grid.compute_fov()
- line() functionality now available as top-level bresenham()
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Enables background Python threads to safely modify UI objects by
synchronizing with the render loop at frame boundaries.
Implementation:
- FrameLock class provides mutex/condvar synchronization
- GIL released during window.display() allowing background threads to run
- Safe window opens between frames for synchronized UI updates
- mcrfpy.lock() context manager blocks until safe window, then executes
- Main thread detection: lock() is a no-op when called from callbacks
or script initialization (already synchronized)
Usage:
import threading
import mcrfpy
def background_worker():
with mcrfpy.lock(): # Blocks until safe
player.x = new_x # Safe to modify UI
threading.Thread(target=background_worker).start()
The lock works transparently from any context - background threads get
actual synchronization, main thread calls (callbacks, init) get no-op.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
UIDrawables placed in a Grid's children collection now have:
- grid_pos: Position in tile coordinates (get/set)
- grid_size: Size in tile coordinates (get/set)
Raises RuntimeError if accessed when parent is not a Grid.
UIGrid only gets grid_pos (grid_size conflicts with existing property).
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- MouseButton enum (LEFT, RIGHT, MIDDLE, X1, X2) instead of "left", "right", etc.
- InputState enum (PRESSED, RELEASED) instead of "start", "end"
- Includes fallback to strings if enum creation fails
- Added proper reference counting for args tuple
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- #212: Add GRID_MAX (8192) validation to Grid, ColorLayer, TileLayer
- #213: Validate color components are in 0-255 range
- #214: Add null pointer checks before HeightMap operations
- #216: Change entities_in_radius(x, y, radius) to (pos, radius)
- #217: Fix Entity __repr__ to show actual draw_pos float values
Closes#212, closes#213, closes#214, closes#216, closes#217
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
tests/demo/:
- cookbook_showcase.py: Interactive demo of cookbook recipes
- tutorial_showcase.py: Visual walkthrough of tutorial content
- tutorial_screenshots.py: Automated screenshot generation
- new_features_showcase.py: Demo of modern API features
- procgen_showcase.py: Procedural generation examples
- simple_showcase.py: Minimal working examples
Created during docs modernization to verify cookbook examples work.
🤖 Generated with Claude Code (https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Comprehensive guide to headless mode and mcrfpy.step() testing:
- Time control with step() (seconds, not milliseconds)
- Timer behavior and callback signatures
- Screenshot automation
- Test pattern comparison table
- LLM agent integration patterns
- Best practices for deterministic testing
Based on Frick's draft, updated with patterns from test refactoring.
🤖 Generated with Claude Code (https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts tests from Timer-based async patterns to step()-based sync
patterns, eliminating timeout issues in headless testing.
Refactored tests:
- simple_timer_screenshot_test.py
- test_animation_callback_simple.py
- test_animation_property_locking.py
- test_animation_raii.py
- test_animation_removal.py
- test_timer_callback.py
Also updates KNOWN_ISSUES.md with comprehensive documentation on
the step()-based testing pattern including examples and best practices.
🤖 Generated with Claude Code (https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- margin returns 0 when unset (effective default)
- horiz_margin/vert_margin return -1 (sentinel for unset)
🤖 Generated with Claude Code (https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Safety improvements:
- Generation counter detects stale BSPNode references after clear()/split_recursive()
- GRID_MAX validation prevents oversized BSP trees
- Depth parameter capped at 16 to prevent resource exhaustion
- Iterator checks generation to detect invalidation during mutation
API improvements:
- Changed constructor from bounds=((x,y),(w,h)) to pos=(x,y), size=(w,h)
- Added pos and size properties alongside bounds
- BSPNode __eq__ compares underlying pointers for identity
- BSP __iter__ as shorthand for leaves()
- BSP __len__ returns leaf count
Tests:
- Added tests for stale node detection, GRID_MAX validation, depth cap
- Added tests for __len__, __iter__, and BSPNode equality
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
TileLayer (closes#200):
- apply_threshold(source, range, tile): Set tile index where heightmap value is in range
- apply_ranges(source, ranges): Apply multiple tile assignments in one pass
ColorLayer (closes#201):
- apply_threshold(source, range, color): Set fixed color where value is in range
- apply_gradient(source, range, color_low, color_high): Interpolate colors based on value
- apply_ranges(source, ranges): Apply multiple color assignments (fixed or gradient)
All methods return self for chaining. HeightMap size must match layer dimensions.
Later ranges override earlier ones if overlapping. Cells not matching any range are unchanged.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Rename parameters for clearer semantics:
- dig_hill: depth -> target_height
- dig_bezier: start_depth/end_depth -> start_height/end_height
The libtcod "dig" functions set terrain TO a target height, not
relative to current values. "target_height" makes this clearer.
Also add warnings for likely user errors:
- add_hill/dig_hill/dig_bezier with radius <= 0 (no-op)
- smooth with iterations <= 0 already raises ValueError
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add three methods that create NEW HeightMap objects:
- threshold(range): preserve original values where in range, 0.0 elsewhere
- threshold_binary(range, value=1.0): set uniform value where in range
- inverse(): return (1.0 - value) for each cell
These operations are immutable - they preserve the original HeightMap.
Useful for masking operations with Grid.apply_threshold/apply_ranges.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Position argument flexibility:
- get(), get_interpolated(), get_slope(), get_normal() now accept:
- Two separate args: hmap.get(5, 5)
- Tuple: hmap.get((5, 5))
- List: hmap.get([5, 5])
- Vector: hmap.get(mcrfpy.Vector(5, 5))
- Uses PyPositionHelper for standardized parsing
Subscript support:
- Add __getitem__ as shorthand for get(): hmap[5, 5] or hmap[(5, 5)]
Range validation:
- count_in_range() now raises ValueError when min > max
- count_in_range() accepts both tuple and list
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
PyWeakref_GetObject was deprecated in Python 3.13 and will be removed
in 3.15. The new PyWeakref_GetRef API returns a strong reference directly
and uses integer return codes for error handling.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add methods to apply HeightMap data to Grid walkable/transparent properties:
- apply_threshold(source, range, walkable, transparent): Apply properties
to cells where HeightMap value is in the specified range
- apply_ranges(source, ranges): Apply multiple threshold rules in one pass
Features:
- Size mismatch between HeightMap and Grid raises ValueError
- Both methods return self for chaining
- Uses dynamic type lookup via module for HeightMap type checking
- First matching range wins in apply_ranges
- Cells not matching any range remain unchanged
- TCOD map is synced after changes for FOV/pathfinding
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add methods to query HeightMap values and statistics:
- get(pos): Get height value at integer coordinates
- get_interpolated(pos): Get bilinearly interpolated height at float coords
- get_slope(pos): Get slope angle (0 to pi/2) at position
- get_normal(pos, water_level): Get surface normal vector
- min_max(): Get (min, max) tuple of all values
- count_in_range(range): Count cells with values in range
All methods include proper bounds checking and error messages.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Fixes potential integer overflow and invalid input issues:
- Add GRID_MAX constant (8192) to Common.h for global use
- Validate HeightMap dimensions against GRID_MAX to prevent
integer overflow in w*h calculations (65536*65536 = 0)
- Add min > max validation for clamp() and normalize()
- Add unit tests for all new validation cases
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implement the foundational HeightMap class for procedural generation:
- HeightMap(size, fill=0.0) constructor with libtcod backend
- Immutable size property after construction
- Scalar operations returning self for method chaining:
- fill(value), clear()
- add_constant(value), scale(factor)
- clamp(min=0.0, max=1.0), normalize(min=0.0, max=1.0)
Includes procedural generation spec document and unit tests.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
McRogueFace needs to accept callable objects (properties on C++ objects)
and also support subclassing (getattr on user objects). Only direct
properties were supported previously, now shadowing a callback by name
will allow custom objects to "just work".
- Added CallbackCache struct and is_python_subclass flag to UIDrawable.h
- Created metaclass for tracking class-level callback changes
- Updated all UI type init functions to detect subclasses
- Modified PyScene.cpp event dispatch to try subclass methods
Scene subclasses can now define on_key(self, key, state) methods that
receive keyboard events, matching the existing on_enter, on_exit, and
update lifecycle callbacks.
Changes:
- Rename call_on_keypress to call_on_key (consistent naming with property)
- Add triggerKeyEvent helper in McRFPy_API
- Call triggerKeyEvent from GameEngine when key_callable is not set
- Fix condition to check key_callable.isNone() (not just pointer existence)
- Handle both bound methods and instance-assigned callables
Usage:
class GameScene(mcrfpy.Scene):
def on_key(self, key, state):
if key == "Escape" and state == "end":
quit_game()
Property assignment (scene.on_key = callable) still works and takes
precedence when key_callable is set via the property setter.
Includes comprehensive test: tests/unit/scene_subclass_on_key_test.py
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
After #184/#189 made GridPoint and GridPointState internal-only types,
code using PyObject_GetAttrString(mcrf_module, "GridPoint") would get
NULL and crash when dereferencing.
Fixed by using the type directly via &mcrfpydef::PyUIGridPointType
instead of looking it up in the module.
Affected functions:
- UIGrid::py_at()
- UIGridPointState::get_point()
- UIEntity::at()
- UIGridPointState_to_PyObject()
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Enhanced tp_doc strings for both layer types to include:
- What happens when grid_size=None (inherits from parent Grid)
- That layers are created via Grid.add_layer() rather than directly
- FOV-related methods for ColorLayer
- Tile index -1 meaning no tile/transparent for TileLayer
- fill_rect method documentation
- Comprehensive usage examples
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Major Timer API improvements:
- Add `stopped` flag to Timer C++ class for proper state management
- Add `start()` method to restart stopped timers (preserves callback)
- Add `stop()` method that removes from engine but preserves callback
- Make `active` property read-write (True=start/resume, False=pause)
- Add `start=True` init parameter to create timers in stopped state
- Add `mcrfpy.timers` module-level collection (tuple of active timers)
- One-shot timers now set stopped=true instead of clearing callback
- Remove deprecated `setTimer()` and `delTimer()` module functions
Timer callbacks now receive (timer, runtime) instead of just (runtime).
Updated all tests to use new Timer API and callback signature.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Changes:
- Default Grid center now positions tile (0,0) at widget's top-left corner
- Added center_camera() method to center grid's middle tile at view center
- Added center_camera((tile_x, tile_y)) to position tile at top-left of widget
- Uses NaN as sentinel to detect if user provided center values in kwargs
- Animation-compatible: center_camera() just sets center property, no special state
Behavior:
- center_camera() → grid's center tile at view center
- center_camera((0, 0)) → tile (0,0) at top-left corner
- center_camera((5, 10)) → tile (5,10) at top-left corner
Before: Grid(size=(320,240)) showed 3/4 of content off-screen (center=0,0)
After: Grid(size=(320,240)) shows tile (0,0) at top-left (center=160,120)
Closes#169🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Doc generator fixes (tools/generate_dynamic_docs.py):
- Add types.GetSetDescriptorType detection for C++ extension properties
- All 22 classes with properties now have documented Properties sections
- Read-only detection via "read-only" docstring convention
Scene class documentation (src/PySceneObject.h):
- Expanded tp_doc with constructor, properties, lifecycle callbacks
- Documents key advantage: on_key works on ANY scene
- Includes usage examples for basic and subclass patterns
CLAUDE.md additions:
- New section "Adding Documentation for New Python Types"
- Step-by-step guide for tp_doc, PyMethodDef, PyGetSetDef
- Documentation extraction details and troubleshooting
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Demonstrates the object-oriented Scene API as alternative to module-level
functions. Key features tested:
- Scene object creation and properties (name, active, children)
- scene.activate() vs mcrfpy.setScene()
- scene.on_key property - can be set on ANY scene, not just current
- Scene visual properties (pos, visible, opacity)
- Subclassing for lifecycle callbacks (on_enter, on_exit, update)
The on_key advantage resolves confusion with keypressScene() which only
works on the currently active scene.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Replace module-level audio functions with proper OOP API:
- mcrfpy.Sound: Wraps sf::SoundBuffer + sf::Sound for short effects
- mcrfpy.Music: Wraps sf::Music for streaming long tracks
- Both support: volume, loop, playing, duration, play/pause/stop
- Music adds position property for seeking
Add mcrfpy.keyboard singleton for real-time modifier state:
- shift, ctrl, alt, system properties (bool, read-only)
- Queries sf::Keyboard::isKeyPressed() directly
Add mcrfpy.__version__ = "1.0.0" for version identity
Remove old audio API entirely (no deprecation - unused in codebase):
- createSoundBuffer, loadMusic, playSound
- setMusicVolume, getMusicVolume, setSoundVolume, getSoundVolume
closes#66, closes#160, closes#164🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add action economy system with free (LOOK, SPEAK) vs turn-ending (GO, WAIT, TAKE) actions
- Implement LOOK action with detailed descriptions for doors, objects, entities, directions
- Add SPEAK/ANNOUNCE speech system with room-wide and proximity-based message delivery
- Create multi-tile pathing with FOV interrupt detection (path cancels when new entity visible)
- Implement TAKE action with adjacency requirement and clear error messages
- Add conversation history and error feedback loop so agents learn from failed actions
- Create structured simulation logging for offline viewer replay
- Document offline viewer requirements in OFFLINE_VIEWER_SPEC.md
- Fix import path in 1_multi_agent_demo.py for standalone execution
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
keypressScene() sets the handler for the CURRENT scene, so we must
call setScene() first to make focus_demo the active scene before
registering the key handler.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Implements a comprehensive Python-level focus management system showing:
- FocusManager: central coordinator for keyboard routing, tab cycling, modal stack
- ModifierTracker: workaround for tracking Shift/Ctrl/Alt state (#160)
- FocusableGrid: WASD movement in a grid with player marker
- TextInputWidget: text entry with cursor, backspace, home/end
- MenuIcon: icons that open modal dialogs on Space/Enter
Features demonstrated:
- Click-to-focus on any widget
- Tab/Shift+Tab cycling through focusable widgets
- Visual focus indicators (blue outline)
- Keyboard routing to focused widget
- Modal dialog push/pop stack
- Escape to close modals
Addresses #143🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add to Drawable base class:
- on_click, on_enter, on_exit, on_move callbacks (#140, #141)
- hovered read-only property (#140)
Add to Scene class:
- children property (#151)
- on_key handler property
Discovered while defining implementation details for #143.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add Line, Circle, Arc class definitions to type stubs
- Update UIElement type alias to include new drawable types
- Rename click kwarg to on_click throughout stubs (matches #126 change)
- Update UICollection docstring to list all drawable types
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
BREAKING CHANGE: Constructor keyword argument renamed from `click` to
`on_click` for all UIDrawable types (Frame, Caption, Sprite, Grid, Line,
Circle, Arc).
Before: Frame(pos=(0,0), size=(100,100), click=handler)
After: Frame(pos=(0,0), size=(100,100), on_click=handler)
The property name was already `on_click` - this makes the constructor
kwarg match, completing the callback naming standardization from #139.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add AnimationConflictMode enum with three modes:
- REPLACE (default): Complete existing animation and start new one
- QUEUE: Wait for existing animation to complete before starting
- ERROR: Raise RuntimeError if property is already being animated
Changes:
- AnimationManager now tracks property locks per (target, property) pair
- Animation.start() accepts optional conflict_mode parameter
- Queued animations start automatically when property becomes free
- Updated type stubs with ConflictMode type alias
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add SpatialHash class for efficient spatial queries on entities:
- New SpatialHash.h/cpp with bucket-based spatial hashing
- Grid.entities_in_radius(x, y, radius) method for O(k) queries
- Automatic spatial hash updates on entity add/remove/move
Benchmark results at 2,000 entities:
- Single query: 16.2× faster (0.044ms → 0.003ms)
- N×N visibility: 104.8× faster (74ms → 1ms)
This enables efficient range queries for AI, visibility, and
collision detection without scanning all entities.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Problem: EntityCollection iterator used index-based access on std::list,
causing O(n) traversal per element access (O(n²) total for iteration).
Root cause: Each call to next() started from begin() and advanced index steps:
std::advance(l_begin, self->index-1); // O(index) for linked list!
Solution:
- Store actual std::list iterators (current, end) instead of index
- Increment iterator directly in next() - O(1) operation
- Cache Entity and Iterator type lookups to avoid repeated dict lookups
Benchmark results (2,000 entities):
- Before: 13.577ms via EntityCollection
- After: 0.131ms via EntityCollection
- Speedup: 103×
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Benchmark suite measuring entity performance at scale:
- B1: Entity creation (measures allocation overhead)
- B2: Full iteration (measures cache locality)
- B3: Single range query (measures O(n) scan cost)
- B4: N×N visibility (the "what can everyone see" problem)
- B5: Movement churn (baseline for spatial index overhead)
Key findings at 2,000 entities on 100×100 grid:
- Creation: 75k entities/sec
- Range query: 0.05ms (O(n) - checks all entities)
- N×N visibility: 128ms total (O(n²))
- EntityCollection iteration 60× slower than direct iteration
Addresses #115, addresses #117🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
TurnOrchestrator: Coordinates multi-agent turn-based simulation
- Perspective switching with FOV layer updates
- Screenshot capture per agent per turn
- Pluggable LLM query callback
- SimulationStep/SimulationLog for full context capture
- JSON save/load with replay support
New demos:
- 2_integrated_demo.py: WorldGraph + action execution integration
- 3_multi_turn_demo.py: Complete multi-turn simulation with logging
Updated 1_multi_agent_demo.py with action parser/executor integration.
Tested with Qwen2.5-VL-32B: agents successfully navigate based on
WorldGraph descriptions and VLM visual input.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
ActionParser: Extracts structured actions from LLM text responses
- Regex patterns for GO, WAIT, LOOK, TAKE, DROP, PUSH, USE, etc.
- Direction normalization (N→NORTH, UP→NORTH)
- Handles "Action: GO EAST" and fallback patterns
- 12 unit tests covering edge cases
ActionExecutor: Executes parsed actions in the game world
- Movement with collision detection (walls, entities)
- Boundary checking
- ActionResult with path data for animation replay
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements Python-side room graph data structures for LLM agent environments:
- Room, Door, WorldObject dataclasses with full metadata
- WorldGraph class with spatial queries (room_at, get_exits)
- Deterministic text generation (describe_room, describe_exits)
- Available action enumeration based on room state
- Factory functions for test scenarios (two_room, button_door)
Example output:
"You are in the guard room. The air is musty. On the ground you see
a brass key. Exits: east (the armory)."
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Link to Development Workflow wiki page
- Clarify documentation update procedures
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- grid_demo.py: Updated for new layer-based rendering
- Screenshots: Refreshed demo screenshots
- API docs: Regenerated with latest method signatures
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Co-Authored-By: Claude <noreply@anthropic.com>
- 0_basic_vllm_demo.py: Single agent with FOV, grounded text, VLLM query
- 1_multi_agent_demo.py: Three agents with perspective cycling
Features demonstrated:
- Headless step() + screenshot() for AI-driven gameplay
- ColorLayer.apply_perspective() for per-agent fog of war
- Grounded text generation based on entity visibility
- Sequential VLLM queries with vision model support
- Proper FOV reset between perspective switches
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Co-Authored-By: Claude <noreply@anthropic.com>
The benchmark API captures per-frame data from the game loop, which is
bypassed when using step()-based simulation control. This warning
informs users to use Python's time module for headless performance
measurement instead.
Also adds test_headless_benchmark.py which verifies:
- step() and screenshot() don't produce benchmark frames
- Wall-clock timing for headless operations
- Complex scene throughput measurement
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements Python-controlled simulation advancement for headless mode:
- Add mcrfpy.step(dt) to advance simulation by dt seconds
- step(None) advances to next scheduled event (timer/animation)
- Timers use simulation_time in headless mode for deterministic behavior
- automation.screenshot() now renders synchronously in headless mode
(captures current state, not previous frame)
This enables LLM agent orchestration (#156) by allowing:
- Set perspective, take screenshot, query LLM - all synchronous
- Deterministic simulation control without frame timing issues
- Event-driven advancement with step(None)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
GridPoint.entities (#114):
- Returns list of entities at this grid cell position
- Enables convenient cell-based entity queries without manual iteration
- Example: grid.at(5, 5).entities → [<Entity>, <Entity>]
GridPointState.point (#16):
- Returns GridPoint if entity has discovered this cell, None otherwise
- Respects entity's perspective: undiscovered cells return None
- Enables entity.at(x,y).point.walkable style access
- Live reference: changes to GridPoint are immediately visible
This provides a simpler solution for #16 without the complexity of
caching stale GridPoint copies. The visible/discovered flags indicate
whether the entity "should" trust the data; Python can implement
memory systems if needed.
closes#114, closes#16🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
ColorLayer enhancements:
- fill_rect(x, y, w, h, color): Fill rectangular region
- draw_fov(source, radius, fov, visible, discovered, unknown): One-time FOV draw
- apply_perspective(entity, visible, discovered, unknown): Bind layer to entity
- update_perspective(): Refresh layer from bound entity's gridstate
- clear_perspective(): Remove entity binding
New demo: tests/demo/perspective_patrol_demo.py
- Entity patrols around 10x10 central obstacle
- FOV layer shows visible/discovered/unknown states
- [R] to reset vision, [Space] to pause, [Q] to quit
- Demonstrates fog of war memory system
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Phase 3 of Agent POV Integration:
Entity.updateVisibility() improvements:
- Now uses grid.fov_algorithm and grid.fov_radius instead of hardcoded values
- Updates any ColorLayers bound to this entity via apply_perspective()
- Properly triggers layer FOV recomputation when entity moves
New Entity.visible_entities(fov=None, radius=None) method:
- Returns list of other entities visible from this entity's position
- Optional fov parameter to override grid's FOV algorithm
- Optional radius parameter to override grid's fov_radius
- Useful for AI decision-making and line-of-sight checks
Test coverage in test_perspective_binding.py:
- Tests entity movement with bound layers
- Tests visible_entities with wall occlusion
- Tests radius override limiting visibility
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Co-Authored-By: Claude <noreply@anthropic.com>
- Remove color, color_overlay, tilesprite, tile_overlay, uisprite from
UIGridPoint - these are now accessed through named layers
- Keep only walkable and transparent as protected GridPoint properties
- Update isProtectedLayerName() to only protect walkable/transparent
- Fix default layer z-index to -1 (below entities) instead of 0
- Remove dead rendering code from GridChunk (layers handle rendering)
- Update cos_level.py demo to use explicit layer definitions
- Update UITestScene.cpp to use layer API instead of GridPoint properties
Part of #150 - Grid layer system migration
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add `layers` dict parameter to Grid constructor for explicit layer definitions
- `layers={"ground": "color", "terrain": "tile"}` creates named layers
- `layers={}` creates empty grid (entities + pathfinding only)
- Default creates single TileLayer named "tilesprite" for backward compat
- Implement dynamic GridPoint property access via layer names
- `grid.at(x,y).layer_name = value` routes to corresponding layer
- Protected names (walkable, transparent, etc.) still use GridPoint
- Remove base layer rendering from UIGrid::render()
- Layers are now the sole source of grid rendering
- Old chunk_manager remains for GridPoint data access
- FOV overlay unchanged
- Update test to use explicit `layers={}` parameter
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds a sub-grid system where grids larger than 64x64 cells are automatically
divided into 64x64 chunks, each with its own RenderTexture for incremental
rendering. This significantly improves performance for large grids by:
- Only re-rendering dirty chunks when cells are modified
- Caching rendered chunk textures between frames
- Viewport culling at the chunk level (skip invisible chunks entirely)
Implementation details:
- GridChunk class manages individual 64x64 cell regions with dirty tracking
- ChunkManager organizes chunks and routes cell access appropriately
- UIGrid::at() method transparently routes through chunks for large grids
- UIGrid::render() uses chunk-based blitting for large grids
- Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants
- Small grids (<= 64x64) continue to use flat storage (no regression)
Benchmark results show ~2x improvement in base layer render time for 100x100
grids (0.45ms -> 0.22ms) due to chunk caching.
Note: Dynamic layers (#147) still use full-grid textures; extending chunk
system to layers is tracked separately as #150.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement per-layer dirty tracking and RenderTexture caching for
ColorLayer and TileLayer. Each layer now maintains its own cached
texture and only re-renders when content changes.
Key changes:
- Add dirty flag, cached_texture, and cached_sprite to GridLayer base
- Implement renderToTexture() for both ColorLayer and TileLayer
- Mark layers dirty on: set(), fill(), resize(), texture change
- Viewport changes (center/zoom) just blit cached texture portion
- Fallback to direct rendering if texture creation fails
- Add regression test with performance benchmarks
Expected performance improvement: Static layers render once, then
viewport panning/zooming only requires texture blitting instead of
re-rendering all cells.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements ColorLayer and TileLayer classes with z_index ordering:
- ColorLayer: stores RGBA color per cell for overlays, fog of war, etc.
- TileLayer: stores sprite index per cell with optional texture
- z_index < 0: renders below entities
- z_index >= 0: renders above entities
Python API:
- grid.add_layer(type, z_index, texture) - create layer
- grid.remove_layer(layer) - remove layer
- grid.layers - list of layers sorted by z_index
- grid.layer(z_index) - get layer by z_index
- layer.at(x,y) / layer.set(x,y,value) - cell access
- layer.fill(value) - fill entire layer
Layers are allocated separately from UIGridPoint, reducing memory
for grids that don't need all features. Base grid retains walkable/
transparent arrays for TCOD pathfinding.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
compute_fov() was iterating through the entire grid to build a Python
list of visible cells, causing O(grid_size) performance instead of
O(radius²). On a 1000×1000 grid this was 15.76ms vs 0.48ms.
The fix returns None instead - users should use is_in_fov() to query
visibility, which is the pattern already used by existing code.
Performance: 33x speedup (15.76ms → 0.48ms on 1M cell grid)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add cache_subtree property on Frame for opt-in RenderTexture caching
- Add PyTexture::from_rendered() factory for runtime texture creation
- Add snapshot= parameter to Sprite for creating sprites from Frame content
- Implement content_dirty vs composite_dirty distinction:
- markContentDirty(): content changed, invalidate self and ancestors
- markCompositeDirty(): position changed, ancestors need recomposite only
- Update all UIDrawable position setters to use markCompositeDirty()
- Add quick exit workaround for cleanup segfaults
Benchmark: deep_nesting_cached is 3.7x faster (0.09ms vs 0.35ms)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Track actual work time separately from frame time to determine
system load percentage:
- work_time_ms: Time spent doing actual work before display()
- sleep_time = frame_time_ms - work_time_ms
This allows calculating load percentage:
load% = (work_time / frame_time) * 100
Example at 60fps with light load:
- frame_time: 16.67ms, work_time: 2ms
- load: 12%, sleep: 14.67ms
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add Python API for capturing performance data to JSON files:
- mcrfpy.start_benchmark() - start capturing frame data
- mcrfpy.end_benchmark() - stop and return filename
- mcrfpy.log_benchmark(msg) - add log message to current frame
The benchmark system captures per-frame data including:
- Frame timing (frame_time_ms, fps, timestamp)
- Detailed timing breakdown (grid_render, entity_render, python, animation, fov)
- Draw call and element counts
- User log messages attached to frames
Output JSON format supports analysis tools and includes:
- Benchmark metadata (PID, timestamps, duration, total frames)
- Full frame-by-frame metrics array
Also refactors ProfilingMetrics from nested GameEngine struct to
top-level struct for easier forward declaration.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements multiple mouse event improvements for UI elements:
- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
callbacks with cell coordinates (x, y), plus hovered_cell property
Includes comprehensive tests for all new functionality.
Closes#140, closes#111, closes#141, closes#142🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
C++ additions:
- get_global_bounds(): returns bounds in screen coordinates
- contains_point(x, y): hit test using global bounds
Python properties (on all UIDrawable types):
- bounds: (x, y, w, h) tuple in local coordinates
- global_bounds: (x, y, w, h) tuple in screen coordinates
These enable the mouse event system (#140, #141, #142) by providing
a way to determine which drawable is under the mouse cursor.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Breaking change: callback property standardized to on_* pattern.
- `drawable.click` → `drawable.on_click`
Updated all C++ bindings (8 files) and Python test usages.
Note: src/scripts changes tracked separately (in .gitignore).
This establishes the naming pattern for future callbacks:
on_click, on_enter, on_exit, on_move, on_key, etc.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
UIEntity now has a `.grid` property with getter/setter:
- entity.grid # Get current grid (or None)
- entity.grid = grid # Move to new grid (auto-removes from old)
- entity.grid = None # Remove from current grid
Also fixes UIEntityCollection.append() to properly implement the
documented "single grid only" behavior - entities are now correctly
removed from their old grid when appended to a new one.
This matches the parent property pattern used for UIDrawables.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Instead of separate getParent()/setParent()/removeFromParent() methods,
the parent property now supports the Pythonic getter/setter pattern:
- child.parent # Get parent (or None)
- child.parent = f # Set parent (adds to f.children)
- child.parent = None # Remove from parent
This matches the existing pattern used by the click property callback.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Parent-Child UI System (#122):
- Add parent weak_ptr to UIDrawable for hierarchy tracking
- Add setParent(), getParent(), removeFromParent() methods
- UICollection now tracks owner and sets parent on append/insert
- Auto-remove from old parent when adding to new collection
Global Position Property (#102):
- Add get_global_position() that walks up parent chain
- Expose as read-only 'global_position' property on all UI types
- Add UIDRAWABLE_PARENT_GETSETTERS macro for consistent bindings
Dirty Flag System (#116):
- Modify markDirty() to propagate up the parent chain
- Add isDirty() and clearDirty() methods for render optimization
Scene as Drawable (#118):
- Add position, visible, opacity properties to Scene
- Add setProperty()/getProperty() for animation support
- Apply scene transformations in PyScene::render()
- Fix lifecycle callbacks to clear errors when methods don't exist
- Add GameEngine::getScene() public accessor
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Set sys.executable in PyConfig for subprocess/pip calls
- Detect sibling venv/ directory and prepend site-packages to sys.path
- Add mcrf_venv.py reference implementation for bootstrapping pip
- Supports both Linux (lib/python3.14/site-packages) and Windows (Lib/site-packages)
Usage: ./mcrogueface -m pip install numpy
Or via Python: mcrf_venv.pip_install("numpy")
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Integrates Dear ImGui for an in-game debug console that replaces the
blocking Python REPL. Press ~ (grave/tilde) to toggle the console.
Features:
- Python code execution without blocking the game loop
- Output capture with color coding (yellow=input, red=errors, gray=output)
- Expression results show repr() automatically
- Command history navigation with up/down arrows
- Word wrapping for long output lines
- Auto-scroll that doesn't fight manual scrolling
- mcrfpy.setDevConsole(bool) API to disable for shipping
Technical changes:
- Update imgui submodule to v1.89.9 (stable)
- Update imgui-sfml submodule to 2.6.x branch (SFML 2.x compatible)
- Add ImGui sources to CMakeLists.txt with OpenGL dependency
- Integrate ImGui lifecycle into GameEngine
- Add ImGuiConsole class for console overlay
closes#36, closes#65, closes#75🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Update cpython submodule from v3.12.2 to v3.14.0
- Fix test_timer_object.py: Add delTimer call to prevent double-cancel
- Fix test_viewport_scaling.py: Handle headless mode for window resize
Test suite now achieves 100% pass rate (129/129 tests).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Both branches fixed the --exec double-execution bug with complementary approaches:
- origin/master: Added executeStartupScripts() method for cleaner separation
- HEAD: Avoided engine recreation to preserve state
This merge keeps the best of both: executeStartupScripts() called on the
existing engine without recreation.
Also accepts deletion of flaky test_viewport_visual.py from origin/master.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace deprecated Python C API calls with modern PyConfig-based initialization:
- PySys_SetArgvEx() -> PyConfig.argv (deprecated since 3.11)
- Py_InspectFlag -> PyConfig.inspect (deprecated since 3.12)
Fix critical memory safety bugs discovered during migration:
- PyColor::from_arg() and PyVector::from_arg() now return new references
instead of borrowed references, preventing use-after-free when callers
call Py_DECREF on the result
- GameEngine::testTimers() now holds a local shared_ptr copy during
callback execution, preventing use-after-free when timer callbacks
call delTimer() on themselves
Fix double script execution bug with --exec flag:
- Scripts were running twice because GameEngine constructor executed them,
then main.cpp deleted and recreated the engine
- Now reuses existing engine and just sets auto_exit_after_exec flag
Update test syntax to use keyword arguments for Frame/Caption constructors.
Test results: 127/130 passing (97.7%)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Scripts passed to --exec were executing twice because GameEngine
constructor ran scripts, and main.cpp created two GameEngine instances.
- Move exec_scripts from constructor to new executeStartupScripts() method
- Call executeStartupScripts() once after final engine setup in main.cpp
- Remove double-execution workarounds from tests
- Delete duplicate test_viewport_visual.py (flaky due to race condition)
- Fix test constructor syntax and callback signatures
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- BUILD_FROM_SOURCE.md: Complete guide for building from source
- Quick build option using pre-built build_deps archive
- Full build instructions for all dependencies
- libtcod-headless integration (no SDL required)
- Instructions for creating build_deps archives for releases
- Troubleshooting section
- README.md: Add "Building from Source" section
- Quick reference for common build scenarios
- Links to full build guide
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
By default, McRogueFace now exits with code 1 on the first unhandled
exception in timer, click, key, or animation callbacks. This prevents
repeated exception output that wastes resources in AI-driven development.
Changes:
- Add exit_on_exception config flag (default: true)
- Add --continue-after-exceptions CLI flag to preserve old behavior
- Update exception handlers in Timer, PyCallable, and Animation
- Signal game loop via McRFPy_API atomic flags
- Return proper exit code from main()
Before: Timer exceptions repeated 1000+ times until timeout
After: Single traceback, clean exit with code 1
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The test was incorrectly using scene_ui.remove(-1) expecting it to
remove the element at index -1. However, Python's list.remove(x)
removes the first occurrence of VALUE x, not by index.
Changed to use `del scene_ui[-1]` which is the correct Python idiom
for removing an element by index.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Breaking change: UICollection.remove() now takes a value (element) instead
of an index, matching Python's list.remove() behavior.
New methods added to both UICollection and EntityCollection:
- pop([index]) -> element: Remove and return element at index (default: last)
- insert(index, element): Insert element at position
Semantic fixes:
- remove(element): Now removes first occurrence of element (was: remove by index)
- All methods now have docstrings documenting behavior
Note on z_index sorting: The collections are sorted by z_index before each
render. Using index-based operations (pop, insert) with non-default z_index
values may produce unexpected results. Use name-based .find() for stable
element access when z_index sorting is in use.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements name-based search for UI elements and entities:
- Exact match returns single element or None
- Wildcard patterns (prefix*, *suffix, *contains*) return list
- Recursive search for nested Frame children (UICollection only)
API:
ui.find("player_frame") # exact match
ui.find("enemy*") # starts with
ui.find("*_button", recursive=True) # recursive search
grid.entities.find("*goblin*") # entity search
Closes#41, closes#40🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Fix timer restart when switching between animated demo scenes
- Update all demos from 800x600 to 1024x768 resolution
- Add screen_angle_between() for correct arc angles in screen coords
- Fix arc directions by accounting for screen Y inversion
- Reposition labels to avoid text overlaps
- Shift solar system center down to prevent moon orbit overflow
- Reposition ship/target in pathfinding demo to avoid sun clipping
- Scale menu screen to fill 1024x768 with wider buttons
- Regenerate all demo screenshots
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Creates comprehensive visual demonstrations of the geometry module:
Static demos:
- Bresenham algorithms: circle/line rasterization on grid cells
- Angle calculations: line elements showing angles between points,
waypoint viability with angle thresholds, orbit exit headings
- Pathfinding: planets with surfaces and orbit rings, optimal
path using orbital slingshots vs direct path comparison
Animated demos:
- Solar system: planets orbiting star with discrete time steps,
nested moon orbit, position updates every second
- Pathfinding through moving system: ship navigates to target
using orbital intercepts, anticipating planetary motion
Includes 5 screenshot outputs demonstrating each feature.
Run: ./mcrogueface --headless --exec tests/geometry_demo/geometry_main.py
Interactive: ./mcrogueface tests/geometry_demo/geometry_main.py
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements issue #130 with:
- Basic utilities: distance, angle_between, normalize_angle, lerp, clamp
- Grid algorithms: bresenham_circle, bresenham_line, filled_circle
- OrbitalBody class with recursive positioning (star -> planet -> moon)
- OrbitingShip class for relative ship positioning on orbit rings
- Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading,
is_viable_waypoint, line_of_sight_blocked
- Comprehensive test suite (25+ tests)
Designed for Pinships turn-based space roguelike with:
- Discrete time steps (planets move in whole grid squares)
- Deterministic position projection
- Free orbital movement while in orbit
- Support for nested orbits (moons of moons)
closes#130🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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>
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>
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>
- Added complete label category breakdown (System, Priority, Type/Scope, Workflow)
- Documented all 22 labels with descriptions and usage guidelines
- Added example label combinations for common scenarios
- Documented MCP tool label application issues (see #131)
- Provided label ID reference for documentation purposes
- Strong recommendation to apply labels manually via web interface
Related to #131🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Closes#127
Previously, `./mcrogueface --headless --exec <script>` would hang
indefinitely after the script completed because the game loop ran
continuously. This required external timeouts and explicit mcrfpy.exit()
calls in every automation script.
This commit adds automatic exit detection for headless+exec mode:
- Added `auto_exit_after_exec` flag to McRogueFaceConfig
- Set flag automatically when both --headless and --exec are present
- Game loop exits when no timers remain (timers.empty())
Benefits:
- Documentation generation scripts work without explicit exit calls
- Testing scripts don't need timeout wrappers
- Clean process termination for automation
- Backward compatible (scripts with mcrfpy.exit() continue working)
Changes:
- src/McRogueFaceConfig.h: Add auto_exit_after_exec flag
- src/main.cpp: Set flag and recreate engine with modified config
- src/GameEngine.cpp: Check timers.empty() in game loop
- ROADMAP.md: Mark Phase 7 as complete (2025-10-30)
- CLAUDE.md: Add instruction about closing issues with commit messages
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converted all module-level functions in McRFPy_API.cpp to use the MCRF_*
documentation macro system:
Audio functions (7):
- createSoundBuffer, loadMusic, setMusicVolume, setSoundVolume
- playSound, getMusicVolume, getSoundVolume
Scene functions (5):
- sceneUI, currentScene, setScene, createScene, keypressScene
Timer functions (2):
- setTimer, delTimer
Utility functions (5):
- exit, setScale, find, findAll, getMetrics
Each function now uses:
- MCRF_SIG for signatures
- MCRF_DESC for descriptions
- MCRF_ARG for parameters
- MCRF_RETURNS for return values
- MCRF_RAISES for exceptions
- MCRF_NOTE for additional details
Phase 4 assessment: PyCallable.cpp and PythonObjectCache.cpp contain only
internal C++ implementation with no Python API to document.
All conversions tested and verified with test_phase3_docs.py.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixed module-level docstring in PyModuleDef where double-backslash newlines
(\\n) were appearing as literal "\n" text in help(mcrfpy) output.
Changed from escaped newlines (\\n) to actual newlines (\n) so the C compiler
interprets them correctly.
Before: help(mcrfpy) showed "McRogueFace Python API\\n\\nCore game..."
After: help(mcrfpy) shows proper formatting with line breaks
The issue was in the PyDoc_STR() macro call - it doesn't interpret escape
sequences, so the string literal itself needs to have proper newlines.
Updated documentation guidelines to reflect the new macro-based system:
- Documented MCRF_METHOD and MCRF_PROPERTY usage
- Listed all available macros (MCRF_SIG, MCRF_DESC, MCRF_ARG, etc.)
- Added prose guidelines (concise C++, verbose external docs)
- Updated regeneration workflow (removed references to deleted scripts)
- Emphasized single source of truth and zero-drift architecture
Removed references to obsolete hardcoded documentation scripts that were
deleted in previous commits.
Related: #92 (Inline C++ documentation system)
Fixes critical issue discovered in code review where PyDrawable property
docstrings were being overridden by child classes, making enhanced documentation
invisible to users.
Updated files:
- src/UIBase.h: UIDRAWABLE_GETSETTERS macro (visible, opacity)
- src/UIFrame.cpp: click and z_index properties
- src/UISprite.cpp: click and z_index properties
- src/UICaption.cpp: click and z_index properties
- src/UIGrid.cpp: click and z_index properties
All four UI class hierarchies (Frame, Sprite, Caption, Grid) now expose
consistent, enhanced property documentation to Python users.
Verification:
- tools/test_child_class_docstrings.py: All 16 property tests pass
- All 4 properties (click, z_index, visible, opacity) match across all 4 classes
Related: #92 (Inline C++ documentation system)
All Drawable properties (click, z_index, visible, opacity) now
use MCRF_PROPERTY with enhanced descriptions.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts get_bounds, move, and resize to MCRF_METHOD.
These are inherited by all UI classes (Frame, Caption, Sprite, Grid).
Updated both PyDrawable.cpp and UIBase.h (UIDRAWABLE_METHODS macro).
All method docstrings now include complete Args, Returns, and Note sections.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixes HTML injection vulnerability in generate_dynamic_docs.py where
description text was not HTML-escaped before being inserted into HTML
output. Special characters like <, >, & could be interpreted as HTML.
Changes:
- Modified transform_doc_links() to escape all non-link text when
format='html' or format='web'
- Link text and hrefs are also properly escaped
- Non-HTML formats (markdown, python) remain unchanged
- Added proper handling for descriptions with mixed plain text and links
The fix splits docstrings into link and non-link segments, escapes
non-link segments, and properly escapes content within link patterns.
Tested with comprehensive test suite covering:
- Basic HTML special characters
- Special chars with links
- Special chars in link text
- Multiple links with special chars
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds transform_doc_links() function that converts MCRF_LINK patterns
to appropriate format (HTML links, Markdown links, or plain text).
Addresses issue #97.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Properties x and y now use MCRF_PROPERTY for consistency.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
All Vector methods now use MCRF_METHOD macros with complete
documentation including Args, Returns, and Notes.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The normalize() method's implementation returns a zero vector when
called on a zero-magnitude vector, rather than raising ValueError as
the documentation claimed. Updated the MCRF_RAISES to MCRF_NOTE to
accurately describe the actual behavior.
Also added test coverage in tools/test_vector_docs.py to verify the
normalize() docstring contains the correct Note section.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
Adds C++ preprocessor macros for consistent API documentation.
Addresses issue #92.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Establish Gitea as the single source of truth for issue tracking,
documentation, and project management to improve development efficiency.
CLAUDE.md changes:
- Add comprehensive "Gitea-First Workflow" section at top of file
- Document 5 core principles for using Gitea effectively
- Provide workflow pattern diagram for development process
- List available Gitea MCP tools for programmatic access
- Explain benefits: reduced context switching, better planning, living docs
ROADMAP.md changes:
- Add "Development Workflow" section referencing Gitea-first approach
- Include 5-step checklist for starting any work
- Link to detailed workflow guidelines in CLAUDE.md
- Emphasize Gitea as single source of truth
Workflow principles:
1. Always check Gitea issues/wiki before starting work
2. Create granular, focused issues for new features/problems
3. Document as you go - update related issues when work affects them
4. If docs mislead, create task to correct/expand them
5. Cross-reference everything - commits, issues, wiki pages
Benefits:
- Avoid re-reading entire codebase by consulting brief issue descriptions
- Reduce duplicate or contradictory work through better planning
- Maintain living documentation that stays current
- Capture historical context and decision rationale
- Improve efficiency using MCP tools for programmatic queries
This establishes best practices for keeping the project organized and
reducing cognitive load during development.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Removed stale data and duplicate tracking from ROADMAP.md to establish
Gitea as the single source of truth for issue tracking.
Changes:
- Removed outdated urgent priorities from July 2025 (now October)
- Removed extensive checkbox task lists that duplicate Gitea issues
- Removed "Recent Achievements" changelog (use git log instead)
- Removed dated commentary and out-of-sync issue statuses
- Streamlined from 936 lines to 207 lines (~78% reduction)
Kept strategic content:
- Engine philosophy and architecture goals
- Three-layer grid architecture decisions
- Performance optimization patterns
- Development phase summaries with Gitea issue references
- Future vision: Pure Python extension architecture
- Resource links to Gitea issue tracker
The roadmap now focuses on strategic vision and architecture decisions,
while deferring all task tracking, bug reports, and current priorities
to the Gitea issue tracker.
Related: All issue status tracking moved to Gitea
See: https://gamedev.ffwf.net/gitea/john/McRogueFace/issues🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
This merge brings in the complete TCOD-style tutorial implementation
for McRogueFace, demonstrating the engine as a viable alternative to
python-tcod for roguelike game development.
Key additions:
- Tutorial parts 0-6 with full documentation
- EntityCollection.remove() API improvement (object-based vs index-based)
- Development tooling scripts (test runner, issue tracking)
- Complete API reference documentation
Tutorial follows "forward-only" philosophy where each step builds
on previous work without requiring refactoring, making it more
accessible for beginners.
This work represents 2+ months of development (July-August 2025)
focused on validating McRogueFace's educational value and TCOD
compatibility.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add comprehensive HTML API reference documentation covering
all McRogueFace Python API components, methods, and properties.
This documentation was generated from the C++ inline docstrings
and provides complete reference material for engine users.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add utility scripts for development workflow:
- tests/run_all_tests.sh: Test runner script for automated testing
- tools/gitea_issues.py: Issue tracking integration tool
These support the development and testing workflow for McRogueFace.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add Python code for tutorial parts 0-6:
- part_0.py: Initial setup and character rendering
- part_1.py, part_1b.py: Movement systems
- part_2.py variants: Movement with naive, queued, and final implementations
- part_3.py: Dungeon generation with BSP
- part_4.py: Field of view implementation
- part_5.py: Enemy entities and basic interaction
- part_6.py: Combat mechanics
- _generated_part_5.py: Machine-generated draft for reference
These implementations demonstrate McRogueFace capabilities
and serve as foundation for tutorial documentation.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add working tutorial implementations covering:
- Part 0: Basic setup and character display
- Part 1: Movement and grid interaction
- Part 2: Movement variations (naive, queued, final)
- Part 3: Dungeon generation
- Part 4: Field of View
- Part 5: Entities and interactions
- Part 6: Combat system
Each part includes corresponding README with explanations.
Implementation plan document included for parts 6-8.
Tutorial follows "forward-only" philosophy - each step builds
on previous without requiring refactoring.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Previously, EntityCollection.remove() required an integer index, which was
inconsistent with Python's list.remove(item) behavior and the broader
Python ecosystem conventions.
Changes:
- remove() now accepts Entity object directly instead of index
- Searches collection by comparing C++ shared_ptr identity
- Raises ValueError if entity not found in collection
- More Pythonic API matching Python's list.remove() semantics
This aligns with Issue #73 and improves API consistency across the
collection system.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements comprehensive entity interaction system:
- Entity class hierarchy inheriting from mcrfpy.Entity
- Non-blocking movement animations with destination tracking
- Bump interactions (combat when hitting enemies, pushing boulders)
- Step-on interactions (buttons that open doors)
- Basic enemy AI with line-of-sight pursuit
- Concurrent animation system (enemies move while player moves)
Also fixes C++ animation system to support Python subclasses:
- Changed PyAnimation::start() to use PyObject_IsInstance instead of strcmp
- Now properly supports inherited entity classes
- Animation system works with any subclass of Frame, Caption, Sprite, Grid, or Entity
This completes the core gameplay mechanics needed for roguelike development.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major improvements to the Field of View (FOV) system:
1. Added thread safety with mutex protection
- Added mutable std::mutex fov_mutex to UIGrid class
- Protected computeFOV() and isInFOV() with lock_guard
- Minimal overhead for current single-threaded operation
- Ready for future multi-threading requirements
2. Enhanced compute_fov() API to return visible cells
- Changed return type from void to List[Tuple[int, int, bool, bool]]
- Returns (x, y, visible, discovered) for all visible cells
- Maintains backward compatibility by still updating internal FOV state
- Allows FOV queries without affecting entity states
3. Fixed Part 4 tutorial visibility rendering
- Added required entity.update_visibility() calls after compute_fov()
- Fixed black grid issue in perspective rendering
- Updated hallway generation to use L-shaped corridors
The architecture now properly separates concerns while maintaining
performance and preparing for future enhancements. Each entity can
have independent FOV calculations without race conditions.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major refactor of the perspective system to use entity references instead of indices:
- Replaced `int perspective` with `std::weak_ptr<UIEntity> perspective_entity`
- Added `bool perspective_enabled` flag for explicit control
- Direct entity assignment: `grid.perspective = player`
- Automatic cleanup when entity is destroyed (weak_ptr becomes invalid)
- No issues with collection reordering or entity removal
- PythonObjectCache integration preserves Python derived classes
API changes:
- Old: `grid.perspective = 0` (index), `-1` for omniscient
- New: `grid.perspective = entity` (object), `None` to clear
- New: `grid.perspective_enabled` controls rendering mode
Three rendering states:
1. `perspective_enabled = False`: Omniscient view (default)
2. `perspective_enabled = True` with valid entity: Entity's FOV
3. `perspective_enabled = True` with invalid entity: All black
Also includes:
- Part 3: Procedural dungeon generation with libtcod.line()
- Part 4: Field of view with entity perspective switching
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes#110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes#121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes#112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes#119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul
2025-07-15 21:30:49 -04:00
1332 changed files with 2074389 additions and 30316 deletions
├── deps/ # Python, SFML, and libtcod imports can be tossed in here to build
│ └─ platform/ # windows, linux subdirectories for OS-specific cpython config
├── docs/ # generated HTML, markdown docs
│ └─ stubs/ # .pyi files for editor integration
├── modules/ # git submodules, to build all of McRogueFace's dependencies from source
├── build/ # Build output: this is what you distribute
│ ├── assets/ # (copied from assets/)
│ ├── scripts/ # (copied from src/scripts/)
│ └── lib/ # Python stdlib and extension modules
├── docs/ # Generated HTML, markdown API docs
├── src/ # C++ engine source
│ └─ scripts/ # Python game scripts (copied during build)
└── tests/ # Automated test suite
└── tools/ # For the McRogueFace ecosystem: docs generation
│ └── scripts/ # Python game scripts
├── stubs/ # .pyi type stubs for IDE integration
├── tests/ # Automated test suite
└── tools/ # Documentation generation scripts
```
If you are building McRogueFace to implement game logic or scene configuration in C++, you'll have to compile the project.
@ -114,7 +205,15 @@ If you are writing a game in Python using McRogueFace, you only need to rename a
PRs will be considered! Please include explicit mention that your contribution is your own work and released under the MIT license in the pull request.
The project has a private roadmap and issue list. Reach out via email or social media if you have bugs or feature requests.
### Issue Tracking
The project uses [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for task tracking and bug reports. Issues are organized with labels:
- **System labels** (grid, animation, python-binding, etc.) - identify which codebase area
- **Priority labels** (tier1-active, tier2-foundation, tier3-future) - development timeline
- **Type labels** (Major Feature, Minor Feature, Bugfix, etc.) - effort and scope
See the [Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap) on the wiki for organized view of all open tasks.
## License
@ -122,6 +221,6 @@ This project is licensed under the MIT License - see LICENSE file for details.
## Acknowledgments
- Developed for 7-Day Roguelike 2023, 2024, 2025 - here's to many more
- Developed for 7-Day Roguelike 2023, 2024, 2025, 2026 - here's to many more
- Built with [SFML](https://www.sfml-dev.org/), [libtcod](https://github.com/libtcod/libtcod), and Python
- Inspired by David Churchill's COMP4300 game engine lectures
Both goals share a common prerequisite: **renderer abstraction**. The codebase already has a partial abstraction via `sf::RenderTarget*` pointer, but SFML types are pervasive (1276 occurrences across 78 files).
**Key Insight**: This is a **build-time configuration**, not runtime switching. The standard McRogueFace binary remains a dynamic environment; Emscripten builds bundle assets and scripts at compile time.
The libtcod approach of `#ifndef NO_SDL` guards works when **all platform includes go through a single point**. The consolidation of 15+ bypass points into Common.h was the prerequisite that made this work.
### Actual Effort
| Task | Files | Time |
|------|-------|------|
| Replace direct SFML includes with Common.h | 15 | ~30 min |
**46 open issues** across #53–#304. Grouped by system, ordered by impact.
---
## Group 1: Render Cache Dirty Flags (Bugfix Cluster)
**4 issues — all quick-to-moderate fixes, high user-visible impact**
These are systemic bugs where Python property setters bypass the render cache invalidation system (#144). They cause stale frames when using `clip_children` or `cache_subtree`. Issue #291 is the umbrella audit; the other three are specific bugs it identified.
| Issue | Title | Difficulty |
|-------|-------|------------|
| #291 | Audit all Python property setters for missing markDirty() calls | Medium — systematic sweep of all tp_getset setters |
| #290 | UIDrawable base x/y/pos setters don't propagate dirty flags to parent | Quick — add markCompositeDirty() call in set_float_member() |
**Dependencies:** None external. #291 depends on #288–#290 being fixed first (or done together).
**Recommendation: Tackle first.** These are correctness bugs affecting every user of the caching system. The fixes are mechanical (add missing dirty-flag calls), low risk, and testable. One focused session can close all four.
All three are the same class of bug: raw `UIGrid*` pointers in child objects that dangle when the parent grid is destroyed. Part of the broader memory safety audit (#279).
| Issue | Title | Difficulty |
|-------|-------|------------|
| #270 | GridLayer::parent_grid dangling raw pointer | Moderate — convert to weak_ptr or add invalidation |
| #271 | UIGridPoint::parent_grid dangling raw pointer | Moderate — same pattern as #270 |
| #277 | GridChunk::parent_grid dangling raw pointer | Moderate — same pattern as #270 |
**Dependencies:** These are the last 3 unfixed bugs from the memory safety audit (#279). Fixing all three would effectively close #279.
**Recommendation: Tackle second.** Same fix pattern applied three times. Closes the memory safety audit chapter.
---
## Group 3: Animation System Fixes
**2 issues — one bugfix, one feature**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #256 | Animation system bypasses spatial hash updates for entity position | Moderate — hook animation property changes into spatial hash |
| #218 | Color and Vector animation targets | Minor feature — compound property animation support |
**Dependencies:** #256 is independent. #218 is a nice-to-have that improves DX.
---
## Group 4: Grid Layer & Rendering Fixes
**2 issues — quick fixes**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #257 | Grid layers with z_index of zero are on top of entities | Quick — change `>=0` to `>0` or similar in draw order |
| #234 | Entity origin offset for oversized sprites | Minor — add pixel offset to entity draw position |
| #235 | Texture display bounds for non-uniform sprite content | Minor — support non-cell-aligned sprite regions |
| #236 | Multi-tile entities using oversized sprites | Minor — render single large sprite across cells |
| #237 | Multi-tile entities using composite sprites | Major — multiple sprite indices per entity |
**Dependencies:** #234 is the simplest starting point. #236 and #237 build on #234/#235.
---
## Group 7: Memory Safety Audit Tail
**9 issues — testing/tooling infrastructure for the #279 audit**
These are the remaining items from the 7DRL 2026 post-mortem. The actual bugs are mostly fixed; these are about preventing regressions and improving the safety toolchain.
| Issue | Title | Difficulty |
|-------|-------|------------|
| #279 | Engine memory safety audit — meta/tracking | Meta — close when #270/#271/#277 done |
| #287 | Regression tests for each bug from #258–#278 | Medium — write targeted test scripts |
| #285 | CI pipeline for debug-test and asan-test | Medium — CI/CD configuration |
| #117 | Memory Pool for Entities | Major — custom allocator |
| #145 | TexturePool with power-of-2 RenderTexture reuse | Major — deferred from #144 |
| #124 | Grid Point Animation | Major — per-tile animation system, needs design |
**Dependencies:** #255 should be done first to identify where optimization matters. #145 builds on the dirty-flag system (#144, closed). #124 is a large standalone feature.
**Dependencies:** #156 depends on #154. Both depend on #55 conceptually. These also depend on #53 (alternative input methods) and mature API stability.
---
## Group 12: Demo Games & Tutorials
**2 issues — showcase/marketing**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #248 | Crypt of Sokoban Remaster (7DRL prep) | Major — full game remaster |
| #167 | r/roguelikedev Tutorial Series Demo Game | Major — tutorial content + demo game |
**Dependencies:** Both benefit from a stable, well-documented API. #167 specifically needs the API to be settled.
---
## Group 13: Platform & Architecture (Far Future)
**5 issues — large features, mostly deferred**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #70 | Package mcrfpy without embedded interpreter (wheels) | Major — significant build system rework |
| #62 | Multiple Windows | Major — architectural change |
| #67 | Grid Stitching / infinite world prototype | Major — new rendering/data infrastructure |
| #54 | Jupyter Notebook Interface | Major — alternative rendering target |
| #53 | Alternative Input Methods | Major — depends on #220 |
---
## Group 14: Concurrency
**1 issue — deferred**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #220 | Secondary Concurrency Model: Subinterpreter Support | Major — Python 3.12+ subinterpreters |
**Dependencies:** Depends on free-threaded CPython work (#281).
Practical solutions for common issues when building, testing, and deploying McRogueFace as a WebAssembly application.
## Build Issues
### "emcmake not found"
The Emscripten SDK must be activated in your current shell before building:
```bash
source ~/emsdk/emsdk_env.sh
make wasm
```
This sets `PATH`, `EMSDK`, and other environment variables. You need to re-run it for each new terminal session.
### Build fails during CMake configure
If CMake fails during the Emscripten configure step, delete the build directory and re-configure:
```bash
rm -rf build-emscripten
make wasm
```
The Makefile targets skip CMake if a `Makefile` already exists in the build directory. Stale CMake caches from a prior SDK version or changed options cause configure errors.
### "memory access out of bounds" at startup
Usually caused by insufficient stack or memory. The build defaults to a 2 MB stack (`-sSTACK_SIZE=2097152`) and growable heap (`-sALLOW_MEMORY_GROWTH=1`). If you hit stack limits with deep recursion (e.g. during Python import), increase the stack size in `CMakeLists.txt`:
```cmake
-sSTACK_SIZE=4194304 # 4 MB
```
### Link errors about undefined symbols
The Emscripten build uses `-sERROR_ON_UNDEFINED_SYMBOLS=0` because some libc/POSIX symbols are stubbed. If you add new C++ code that calls missing POSIX APIs, you will get a runtime error rather than a link error. Check the browser console for `Aborted(Assertion failed: missing function: ...)`.
## Runtime Issues
### Python import errors
The WASM build bundles a filtered Python stdlib at build time via `--preload-file`. If a Python module is missing at runtime:
1. Check `wasm_stdlib/lib/` — this is the preloaded stdlib tree
2. If the module should be included, add it to `tools/stdlib_modules.yaml` under the appropriate category
3. Rebuild: `rm -rf build-emscripten && make wasm`
Some modules (like `socket`, `ssl`, `multiprocessing`) are intentionally excluded because they require OS features unavailable in the browser.
### "Synchronous XMLHttpRequest on the main thread is deprecated"
This warning appears when Python code triggers synchronous file I/O during module import. It's harmless but can cause slight UI freezes. The engine preloads all files into Emscripten's virtual filesystem before Python starts, so actual network requests don't happen.
### IndexedDB / persistent storage errors
The build uses `-lidbfs.js` for persistent storage (save games, user preferences). Common issues:
- **"mkdir failed" on first load**: The engine calls `FS.mkdir('/idbfs')` during initialization. If the path already exists from a prior version, this fails silently. The `emscripten_pre.js` file patches this.
- **Data not persisting**: Call `FS.syncfs(false, callback)` from JavaScript to flush changes to IndexedDB. The C++ side exposes `sync_storage()` via `Module.ccall`.
- **Private browsing**: IndexedDB is unavailable in some private/incognito modes. The engine falls back gracefully but data won't persist.
### Black screen / no rendering
Check the browser's developer console (F12) for errors. Common causes:
- **WebGL 2 not supported**: The build requires WebGL 2 (`-sMIN_WEBGL_VERSION=2`). Very old browsers or software renderers may not support it.
- **Canvas size is zero**: If the HTML container has no explicit size, the canvas may render at 0x0. The custom `shell.html` handles this, but custom embedding needs to set canvas dimensions.
- **Exception during init**: A Python error during `game.py` execution will abort rendering. Check console for Python tracebacks.
### Audio not working
Audio is stubbed in the WASM build. `SoundBuffer`, `Sound`, and `Music` objects exist but do nothing. This is documented in the Web Build Constraints table in CLAUDE.md.
## Debugging
### Enable debug builds
Use the debug WASM targets for full DWARF symbols and source maps:
```bash
make wasm-debug # Full game with debug info
make playground-debug # REPL with debug info
```
These produce larger binaries but enable:
- **Source-level debugging** in Chrome DevTools (via DWARF and source maps)
The McRogueFace Python API exposes **46 exported types**, **14 internal types**, **10 enums**, **13 module-level functions**, **7 module-level properties**, and **5 singleton instances** through the `mcrfpy` module.
Overall, the API is remarkably consistent. Properties and methods use snake_case throughout the type system. The major inconsistencies are concentrated in a few areas:
1. **4 module-level functions use camelCase** (`setScale`, `findAll`, `getMetrics`, `setDevConsole`)
| `getMetrics` | `get_metrics` | Active, needs alias |
| `setDevConsole` | `set_dev_console` | Active, needs alias |
**Resolution**: Add snake_case aliases. Keep camelCase temporarily for backward compatibility. Remove camelCase in 1.0.
### F2: Color property naming split
Filled shapes (Frame, Caption, Circle) use `fill_color`/`outline_color`. Stroke-only shapes (Line, Arc) use `color`. This is actually semantically correct -- Line and Arc don't have a "fill" concept. **No change needed**, but worth documenting.
### F3: Redundant Entity position aliases
Entity exposes the same cell position data under two names:
- `grid_pos`, `grid_x`, `grid_y`
- `cell_pos`, `cell_x`, `cell_y`
Both exist because `grid_pos` is the constructor parameter name and `cell_pos` is more descriptive. **Recommendation**: Keep both but document `grid_pos` as the canonical name (matches constructor).
### F4: Grid `position` alias
`Grid.position` is a redundant alias for `Grid.pos`. All other types use only `pos`. **Recommendation**: Deprecate `position`, keep `pos`.
### F5: Iterator type naming
- `UICollectionIter` -- has "UI" prefix
- `UIEntityCollectionIter` -- has "UI" prefix
- `EntityCollection3DIter` -- no "UI" prefix
The "UI" prefix is an internal detail leaking into type names. Since these are internal types (not exported), this is cosmetic but worth noting.
---
## Findings: Missing Functionality
### F6: No `__eq__` on Color
`Color` has `__hash__` but no `__eq__`/`__ne__`. Two colors with the same RGBA values may not compare equal. This is a bug.
### F7: No `Music.pitch`
`Sound` has a `pitch` property but `Music` does not, despite SFML supporting it. Minor omission.
### F8: No `Font` methods
`Font` has no methods at all -- not even a way to query available sizes or get text metrics. This limits text layout capabilities.
### F9: GridPoint has no `__init__`
`GridPoint` cannot be constructed from Python (`tp_new = NULL`). This is intentional (it's a view into grid data) but should be clearly documented.
### F10: Animation direct construction deprecated but not marked
The `Animation` class can still be instantiated directly even though `.animate()` on drawables is preferred. No deprecation warning is emitted.
---
## Findings: Deprecations to Resolve
### F11: `sprite_number` on Sprite and Entity
Both types expose `sprite_number` as a deprecated alias for `sprite_index`. This should be removed before 1.0.
### F12: `setScale` module function
Deprecated in favor of `Window.resolution`. Should be removed before 1.0.
### F13: Legacy string enum comparisons
`Key`, `InputState`, `MouseButton` support comparing to legacy string values (e.g., `Key.ESCAPE == "Escape"`, `InputState.PRESSED == "start"`). This backward compatibility layer should be removed before 1.0.
---
## Findings: Documentation Gaps
### F14: Terse docstrings on core types
Several types have placeholder-quality `tp_doc` strings:
| Type | Current tp_doc | Should be |
|------|---------------|-----------|
| `Vector` | `"SFML Vector Object"` | Full constructor docs with args |
| `Font` | `"SFML Font Object"` | Full constructor docs |