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Author SHA1 Message Date
246ed886db Fold Tier C surface into existing fuzz targets; closes #312
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
2026-06-21 16:45:03 -04:00
925699ef0b Add 4 libFuzzer targets for Tier A/B API surface; addresses #312
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
2026-06-21 16:44:47 -04:00
ea9251c4e8 Fix build_debug_libs.sh flag quoting so --asan/--tsan can rebuild
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
2026-06-21 16:44:33 -04:00
ab6aecd0b0 Add read-only Caption.font getter; addresses #320
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
2026-06-21 12:18:53 -04:00
5eecb2b2b0 Rewrite stale Animation-ctor unit tests to drawable.animate()
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
2026-06-21 12:11:37 -04:00
415ee02438 Fix Caption constructor positional signature to match docstring; closes #320
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
2026-06-21 12:11:27 -04:00
2ada7178ad ROADMAP: mark #317/#318/#319 shipped; open count now 22
#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
2026-06-21 10:14:11 -04:00
98489a96fd Fix verify-pass code bugs #317/#318/#319
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 #317
closes #318
closes #319

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
2026-06-21 10:12:41 -04:00
265425321c Windowed perspective writeback in UIEntity::updateVisibility; closes #316
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
2026-06-21 09:40:05 -04:00
3f39ee0320 ROADMAP: mark #314 complete (F15 + strict gate); note #317-319
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>
2026-06-21 06:47:21 -04:00
1362d5155d Wire strict frozen-docstring gate into the doc pipeline (#314 F15)
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>
2026-06-21 06:45:11 -04:00
eafe65683f F15: correct docstring accuracy from adversarial verify pass (#314)
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>
2026-06-21 06:43:47 -04:00
5725a4f035 F15: convert frozen binding docstrings to MCRF_* macros (#314)
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>
2026-06-21 01:20:55 -04:00
39c2340b19 Add docstring-macro validation scripts for #314 F15
- 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>
2026-06-21 00:11:15 -04:00
20b87a5993 ROADMAP: mark #313 shipped, #314 doc follow-through in progress
#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>
2026-06-20 23:42:24 -04:00
74131e78e4 Update ROADMAP: bump to 0.2.8-7DRL-2026; record #313/#314 branch progress
- 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>
2026-06-20 23:30:28 -04:00
2d2c333cd7 Refactor UIEntity::grid to shared_ptr<GridData>; add entity.texture; closes #313
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>
2026-06-11 00:51:22 -04:00
16adc92995 Add public API-surface snapshot regression test; lock #314 freeze decisions
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>
2026-06-10 07:51:02 -04:00
70434fd1ee Fix outdated CLAUDE.md WASM audio entry; update triage notes
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>
2026-04-20 14:37:48 -04:00
e42159608f CLAUDE.md: add Grid.step/behavior API Quick Reference snippets; closes kanboard #38
- Remove stale Animation deprecation block (mcrfpy.Animation export was removed in a8c29946, not just deprecated)
- Add Grid.step() turn manager usage example
- Add Entity.set_behavior() + Behavior enum examples (SEEK, WAYPOINT, etc.)
- Add Entity.labels, Entity.turn_order, Entity.cell_pos property examples
- Add Trigger callback pattern (enemy.step = on_trigger)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-18 23:41:24 -04:00
17664ba741 Fix capture_audio_synth_header.py for headless --exec mode
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>
2026-04-18 23:25:17 -04:00
988f0be369 Add header image capture script for blog post 0033
Headless screenshot tool for the audio_synth_demo SFXR scene.
Refs Kanboard #209 / #345.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-18 23:04:22 -04:00
98d2b36739 Regenerate docs and stubs after API freeze pass
Picks up the five 1.0 freeze commits (groups A-D + Grid follow-up):
  * mcrfpy.Animation removed from module exports
  * parent= kwarg on Frame/Caption/Sprite/Line/Circle/Arc/Grid
  * grid= kwarg on ColorLayer/TileLayer
  * Constructor positional reorders (Circle, Caption, Layers)
  * __getitem__/__setitem__ on ColorLayer/TileLayer/Grid

PyMethodDef/PyGetSetDef compliance baseline (per tools/audit_pymethoddef.py):
  PyGetSetDef: 190/410 MACRO (46.3%)
  PyMethodDef: 150/345 MACRO (43.5%)
413 raw-string docstring entries remain to migrate to MCRF_METHOD/
MCRF_PROPERTY in a separate sweep.
2026-04-18 13:35:26 -04:00
0f7254eaf4 Add parent= kwarg to Grid (follow-up to constructor surface freeze)
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.
2026-04-18 13:34:40 -04:00
157ba9d011 Merge branch 'constructor-surface-1.0': pre-1.0 constructor signature freeze
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.
2026-04-18 13:29:58 -04:00
e1b167530c Pre-1.0 constructor surface freeze for UI shapes and Grid layers
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>
2026-04-18 13:28:59 -04:00
f4b85a38a9 Merge branch 'subscript-protocol-1.0': add __getitem__/__setitem__ to layers and Grid
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.
2026-04-18 13:04:07 -04:00
c52a6a0db6 Add subscript protocol to ColorLayer, TileLayer, and Grid
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.
2026-04-18 13:02:44 -04:00
439317cc33 Merge branch 'remove-animation-export': drop mcrfpy.Animation from public exports
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.
2026-04-18 12:37:02 -04:00
a8c29946e3 Remove mcrfpy.Animation from public Python module exports
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>
2026-04-18 12:36:28 -04:00
4ff2f85ade Merge branch 'audit-pymethoddef-tool': MCRF_METHOD compliance auditor
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).
2026-04-18 12:31:27 -04:00
626d5ae708 Add tools/audit_pymethoddef.py - MCRF_METHOD/MCRF_PROPERTY compliance auditor
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>
2026-04-18 12:30:25 -04:00
7ce933098d ROADMAP: post-7DRL refresh -- fuzz sweep cleared, Phase 4.5/5.2/5.3 shipped
Reflects the actual state of master after the April 2026 push:
- Active tier1 queue is empty (#309/#310/#311 all closed in mid-April).
- Recently shipped section captures #294 (Entity.perspective_map as
  3-state DiscreteMap), #315 (pathfinding heuristics + multi-root + FLEE
  primitives + interactive demo), Phase 5.2 benchmarks, Phase 5.3 docs.
- Active follow-ups now reads #312 (fuzz extension), #313 (UIEntity::grid
  -> GridData), #314 (API audit follow-through), #316 (sparse perspective
  writeback).
- Open-issue count corrected 30 -> 25; outdated groupings (#233-#237
  multi-tile, #238-#240 WASM trio, #218 anim targets) replaced.
- Version bump 0.2.6 -> 0.2.7-prerelease.
2026-04-18 11:24:31 -04:00
3030ac488b Add interactive pathfinding demo for #315; closes #315
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>
2026-04-18 09:19:17 -04:00
17f2d6e1ef Refactor EntityBehavior SEEK/FLEE to use PathProvider strategy; refs #315
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>
2026-04-18 09:19:05 -04:00
767d0d4b0f Extend pathfinding API with heuristics, multi-root Dijkstra, and FLEE primitives; refs #315
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>
2026-04-18 09:18:49 -04:00
2086d25581 Phase 5.3: documentation regeneration + introspection-based stub generator
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.
2026-04-18 07:33:51 -04:00
59e722166a Phase 5.2: performance benchmark suite for grid/entity/FOV/pathfinding
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.
2026-04-18 06:45:40 -04:00
98a9497a6c Add Phase 5.1 end-to-end scenario test for Grid entity behaviors
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.
2026-04-18 05:44:06 -04:00
f797120d53 Replace UIEntity gridstate with DiscreteMap perspective_map; closes #294
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>
2026-04-17 23:04:27 -04:00
417fc43325 Bounds-check DijkstraMap coordinates at the Python boundary
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>
2026-04-16 23:32:19 -04:00
19b43ce5fa Route Grid.compute_fov algorithm through PyFOV::from_arg
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>
2026-04-16 23:32:09 -04:00
4fd718472a Clamp Caption numeric setters to prevent UBSan float->uint UB
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>
2026-04-16 23:31:58 -04:00
328b37d02e Merge W9: fuzz_pathfinding_behavior target 2026-04-10 11:20:29 -04:00
e41ed258d2 Merge W8: fuzz_fov target
# Conflicts:
#	tests/fuzz/fuzz_fov.py
2026-04-10 11:20:29 -04:00
9216773b1e Merge W7: fuzz_maps_procgen target for HeightMap/DiscreteMap interfaces 2026-04-10 11:20:00 -04:00
2b78d0bd2c Merge W5: fuzz_property_types target for #267, #268, #272 2026-04-10 11:19:52 -04:00
53712f535b Merge W4: fuzz_grid_entity target for #258-#263, #273, #274 2026-04-10 11:19:34 -04:00
598f22060a Add fuzz_pathfinding_behavior target, addresses #283
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>
2026-04-10 11:18:01 -04:00
2d207bb876 Add fuzz_maps_procgen target for HeightMap/DiscreteMap interfaces, addresses #283
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>
2026-04-10 11:17:52 -04:00
56eeab2ff5 Add fuzz_anim_timer_scene target for lifecycle bug family, addresses #283
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>
2026-04-10 11:16:40 -04:00
df4757c448 Add fuzz_property_types target for refcount/type-confusion bugs, addresses #283
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>
2026-04-10 11:15:39 -04:00
bba72cb33b Add fuzz_fov target, addresses #283
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>
2026-04-10 11:15:01 -04:00
0d433c1410 Add fuzz_grid_entity target for EntityCollection bug family, addresses #283
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>
2026-04-10 11:13:16 -04:00
90a2945a9f Add native libFuzzer fuzz harness for Python API, addresses #283
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>
2026-04-10 11:05:04 -04:00
1ce38b587b Merge W1: build plumbing for libFuzzer+ASan fuzz build 2026-04-10 10:51:19 -04:00
136d2a2a25 Add build plumbing for libFuzzer+ASan fuzz build, addresses #283
- 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>
2026-04-10 10:35:44 -04:00
6bf5c451a3 Add composite sprite_grid for multi-tile entities, closes #237
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>
2026-04-10 04:15:06 -04:00
f3ef81cf9c Add ThreadSanitizer build targets and free-threaded Python support, closes #281, closes #280
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>
2026-04-10 04:08:40 -04:00
a6a0722be6 Split UIGrid.cpp into three files for maintainability, closes #149
UIGrid.cpp (3338 lines) split into:
- UIGrid.cpp (1588 lines): core logic, rendering, init, click handling, cell callbacks
- UIGridPyMethods.cpp (1104 lines): Python method implementations and method tables
- UIGridPyProperties.cpp (597 lines): Python getter/setter implementations and getsetters table

All 277 tests pass with no regressions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 04:08:27 -04:00
edd0028270 Add WASM developer troubleshooting guide, closes #240
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>
2026-04-10 03:31:43 -04:00
af2eaf7a99 Add Gitea Actions CI workflow for automated testing, closes #285
Workflow runs on push to master and PRs:
- build-and-test: release build + full test suite
- debug-test: debug Python build + tests (catches refcount bugs)
- asan-test: ASan/UBSan build + tests (PRs only)
- valgrind-test: deep memory analysis (PRs only, 30min timeout)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 03:31:31 -04:00
5ce5b5779a Add Emscripten debug build targets with DWARF and source maps, closes #238
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>
2026-04-10 03:31:25 -04:00
a4e0b97ecb Add multi-tile entity support with tile_width/tile_height, closes #236
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>
2026-04-10 02:57:47 -04:00
9a06ae5d8e Add texture display bounds for non-uniform sprite content, closes #235
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>
2026-04-10 02:57:41 -04:00
2b0267430d Add regression tests for vector NULL safety and uniform owner validity, closes #287
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>
2026-04-10 02:57:32 -04:00
7d1066a5d5 Fix demo game fog layer accumulation and web IDBFS mkdir race
- 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>
2026-04-10 02:19:19 -04:00
cc50424372 Add regression tests for GridPointState dangle and refcount leaks, refs #287
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>
2026-04-10 02:06:10 -04:00
e0bcee12a3 Add DiscreteMap to_bytes/from_bytes serialization, closes #293
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>
2026-04-10 02:06:02 -04:00
061b29a07a Add compound Color and Vector animation targets (pos, fill_color), closes #218
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>
2026-04-10 02:05:55 -04:00
de2dbe0b48 Add regression test for entity.die() during iteration, refs #273
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>
2026-04-10 01:45:23 -04:00
8780f287bd Add missing spatial_hash.insert() in set_grid() grid transfer, closes #274
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>
2026-04-10 01:45:18 -04:00
5173eaf7f5 Update spatial hash in animation setProperty for entity position, closes #256
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>
2026-04-10 01:40:29 -04:00
2f4928cfa3 Null parent_grid pointers in GridData destructor, closes #270, closes #271, closes #277
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>
2026-04-10 01:34:33 -04:00
188b312af0 Re-enable ASan leak detection, add Massif heap profiling target
#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>
2026-04-10 01:08:54 -04:00
e7462e37a3 Remove camelCase module functions (setScale, findAll, getMetrics, setDevConsole), closes #304
Breaking API change: removes 4 camelCase function aliases from the mcrfpy
module. The snake_case equivalents (set_scale, find_all, get_metrics,
set_dev_console) remain and are the canonical API going forward.

- Removed setScale, findAll, getMetrics, setDevConsole from mcrfpyMethods[]
- Updated game scripts to use snake_case names
- Updated test scripts to use snake_case names
- Removed camelCase entries from type stubs

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-10 01:07:22 -04:00
9ca79baec8 Fix grid layers with z_index=0 rendering on top of entities, closes #257
Layers with z_index <= 0 now render below entities (ground level), and
only layers with z_index > 0 render above entities. Previously z_index=0
was treated as "above entities" which was unintuitive -- entities stand
on ground level (z=0) with their feet, so z=0 layers should be beneath.

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 23:23:35 -04:00
6d5e99a114 Remove legacy string enum comparisons from InputState/Key/MouseButton, closes #306
Removed custom __eq__/__ne__ that allowed comparing enums to legacy string
names (e.g., Key.ESCAPE == "Escape"). Removed _legacy_names dicts and
to_legacy_string() functions. Kept from_legacy_string() in PyKey.cpp as
it's used by C++ event dispatch. Updated ~50 Python test/demo/cookbook
files to use enum members instead of string comparisons. Also updates
grid.position -> grid.pos in files that had both types of changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 22:19:02 -04:00
354faca838 Remove redundant Grid.position alias, keep only Grid.pos, closes #308
Grid.position was a redundant alias for Grid.pos. Removed get_position/
set_position functions, getsetters entry, and setProperty/getProperty/
hasProperty branches. Updated all tests to use grid.pos.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 22:18:30 -04:00
c15d836e79 Remove deprecated sprite_number property from Sprite and Entity, closes #305
sprite_number was a legacy alias for sprite_index. All code should use
sprite_index directly. Removed from getsetters, setProperty/getProperty/
hasProperty in UISprite and UIEntity, animation property handling, and
type stubs.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-09 22:18:20 -04:00
4a3854dac1 Fix audit type count (44->46) and add regression test for Color __eq__, refs #307
Review of session 1b14b941 found two issues:
- Exported type count was 44 in audit doc but array has 46 entries
  (EntityCollection3DIterType and one other were not counted)
- No regression test existed for the Color.__eq__/__ne__ fix

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-04 04:34:11 -04:00
a61f05229f Per-entity FOV cache for TARGET trigger optimization, closes #303
Add tiered optimization to grid.step() TARGET trigger evaluation:
- Tier 1: O(1) target_label check (already existed)
- Tier 2: O(bucket) spatial hash pre-filter (already existed)
- Tier 3: O(radius^2) bounded FOV via TCOD radius (verified TCOD bounds iteration)
- Tier 4: Per-entity FOV result cache - stores visibility bitmap per entity,
  skips FOV recomputation when entity hasn't moved and map transparency unchanged

Key changes:
- GridData: Add transparency_generation counter, bumped on syncTCODMap/Cell
- UIEntity: Add TargetFOVCache struct with visibility bitmap and validation
- UIGrid::py_step: Restructure TARGET check to collect matching targets first,
  then check/populate per-entity cache before testing visibility
- Entity.find_path(): New convenience method delegating to Grid.find_path
- Grid.find_path/get_dijkstra_map: Add collide parameter for entity-aware
  pathfinding (marks labeled entity cells as non-walkable during computation)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-02 01:34:45 -04:00
c1a9523ac2 Add collision label support for pathfinding (closes #302)
Add `collide` kwarg to Grid.find_path() and Grid.get_dijkstra_map() that
treats entities bearing a given label as impassable obstacles via
mark-and-restore on the TCOD walkability map. Dijkstra cache key now
includes collide label for separate caching. Add Entity.find_path()
convenience method that delegates to the grid.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-02 01:34:19 -04:00
6a0040d630 Add regression tests for Frame.children mutation and parent=None removal
frame_children_mutation_test: validates remove(), property mutation via
stored refs, fill_color persistence, iteration mutation, pop(), and
while-loop clearing — with visual screenshot verification.

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-19 11:24:47 -04:00
86f8e596b0 Fix GridView.grid property and add sanitizer stress test
- Implement GridView.grid getter: reconstruct shared_ptr<UIGrid> from
  aliasing grid_data pointer, use PythonObjectCache for identity
  preservation (view.grid is grid == True)
- Add sanitizer stress test exercising entity lifecycle, behavior
  stepping, GridView lifecycle, FOV dedup, and spatial hash churn
- Add GridView.grid identity test

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 18:19:33 -04:00
4b13e5f5db Phase 4.2: Add GridView UIDrawable type (addresses #252)
GridView is a new UIDrawable that renders a GridData object independently.
Multiple GridViews can reference the same Grid for split-screen, minimap,
or different camera/zoom perspectives on shared grid state.

- New files: UIGridView.h/cpp with full rendering pipeline (copied from
  UIGrid::render, adapted to use grid_data pointer)
- Add UIGRIDVIEW to PyObjectsEnum
- Add UIGRIDVIEW cases to all switch(derived_type()) sites:
  Animation.cpp, UICollection.cpp, UIDrawable.cpp, McRFPy_API.cpp,
  ImGuiSceneExplorer.cpp
- Python type: mcrfpy.GridView(grid=, pos=, size=, zoom=, fill_color=)
- Properties: grid, center, zoom, fill_color, texture
- Register type with metaclass for callback support

All 258 existing tests pass. New GridView test suite added.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 08:41:44 -04:00
13d5512a41 Phase 4.1: Extract GridData base class from UIGrid (#252, #270, #271, #277)
Extract all grid data members and methods into GridData base class.
UIGrid now inherits from both UIDrawable (rendering) and GridData (state).

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

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

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 07:45:12 -04:00
700c21ce96 Phase 3: Behavior system with grid.step() turn manager
- Add EntityBehavior struct with 11 behavior types: IDLE, CUSTOM,
  NOISE4/8, PATH, WAYPOINT, PATROL, LOOP, SLEEP, SEEK, FLEE.
  Each returns BehaviorOutput (MOVED/DONE/BLOCKED/NO_ACTION) without
  modifying entity position directly (closes #300)
- Add grid.step(n=1, turn_order=None) turn manager: groups entities
  by turn_order, executes behaviors, fires triggers (TARGET/DONE/BLOCKED),
  updates cell_position and spatial hash. Snapshot-based iteration for
  callback safety (closes #301)
- Entity properties: behavior_type (read-only), turn_order, move_speed,
  target_label, sight_radius. Method: set_behavior(type, waypoints,
  turns, path)
- Update ColorLayer::updatePerspective to use cell_position

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:14:02 -04:00
2f1e472245 Phase 2: Entity data model extensions for behavior system
- Add Behavior enum (IDLE..FLEE, 11 values) and Trigger enum (DONE,
  BLOCKED, TARGET) as runtime IntEnum classes (closes #297, closes #298)
- Add entity label system: labels property (frozenset), add_label(),
  remove_label(), has_label(), constructor kwarg (closes #296)
- Add cell_pos integer logical position decoupled from float draw_pos;
  grid_pos now aliases cell_pos; SpatialHash::updateCell() for cell-based
  bucket management; FOV/visibility uses cell_position (closes #295)
- Add step callback and default_behavior properties to Entity for
  grid.step() turn management (closes #299)
- Update updateVisibility, visible_entities, ColorLayer::updatePerspective
  to use cell_position instead of float position

BREAKING: grid_pos no longer derives from float x/y position. Use
cell_pos/grid_pos for logical position, draw_pos for render position.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 22:05:06 -04:00
94f5f5a3fd Phase 1: Safety & performance foundation for Grid/Entity overhaul
- Fix Entity3D self-reference cycle: replace raw `self` pointer with
  `pyobject` strong-ref pattern matching UIEntity (closes #266)
- TileLayer inherits Grid texture when none set, in all three attachment
  paths: constructor, add_layer(), and .grid property (closes #254)
- Add SpatialHash::queryCell() for O(1) entity-at-cell lookup; fix
  missing spatial_hash.insert() in Entity.__init__ grid= kwarg path;
  use queryCell in GridPoint.entities (closes #253)
- Add FOV dirty flag and parameter cache to skip redundant computeFOV
  calls when map unchanged and params match (closes #292)

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

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

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

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

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

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

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

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

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

Closes #266, closes #275

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

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

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

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

Closes #267, closes #268

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:56:16 -05:00
08407e48e1 CI for memory safety - updates 2026-03-07 22:33:01 -05:00
4df3687045 CI memory safety tests 2026-03-07 21:53:19 -05:00
cdae3b3ac9 SDL key scancode fixes (7DRL 2026 hotfix) 2026-03-07 10:08:59 -05:00
120b0aa2a4 Three things, sorry. SDL composite texture bugfix, sprite offset position, some Grid render efficiencies 2026-03-03 23:17:02 -05:00
456e5e676e Version bump: 0.2.7-prerelease-7drl2026 (d496959) -> 0.2.8-7DRL-2026 2026-02-28 11:55:14 -05:00
d496959f8b Windows fix: path doesn't require mode 2026-02-28 11:53:16 -05:00
a52568cc8d entity animation version demo 2026-02-27 22:12:17 -05:00
29fe135161 animation loop parameter 2026-02-27 22:11:29 -05:00
550201d365 CLAUDE guidance 2026-02-27 22:11:10 -05:00
e2d3e56968 Cross-platform persistent save directory (IDBFS on WASM, filesystem on desktop)
Game code uses standard Python file I/O to mcrfpy.save_dir with no platform
branching. On WASM, builtins.open() is monkeypatched so writes to /save/
auto-sync IDBFS on close, making persistence transparent.

API: mcrfpy.save_dir (str), mcrfpy._sync_storage() (auto-called on WASM)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 20:42:44 -05:00
453ea4a7eb Version bump: 0.2.6-prerelease-7drl2026 (4404d10) -> 0.2.7-prerelease-7drl2026 2026-02-21 07:58:10 -05:00
4404d1082a Update roadmap for 7DRL 2026 and post-jam 1.0 planning
Rewrite ROADMAP.md to reflect current project state:
- Summarize 0.2 series shipped features (3D/voxel, procgen, Tiled/LDtk,
  WASM, animation callbacks, multi-layer grids, doc macros)
- 7DRL 2026 dates (Feb 28 - Mar 8) and remaining prep
- Post-jam priorities: API freeze process, pain point fixes,
  roguelikedev tutorial series, pip/virtualenv integration
- Engine eras model (McRogueFace -> McVectorFace -> McVoxelFace)
- Future directions: McRogueFace Lite (MicroPython/PicoCalc),
  standard library widgets, package management
- Open issue groupings (30 issues across 8 areas)

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

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

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

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

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 23:17:59 -05:00
732897426a Audio fixes: gain() DSP effect, sfxr phase wrap, SDL2 backend compat
- SoundBuffer.gain(factor): new DSP method for amplitude scaling before
  mixing (0.5 = half volume, 2.0 = double, clamped to int16 range)
- Fix sfxr square/saw waveform artifacts: phase now wraps at period
  boundary instead of growing unbounded; noise buffer refreshes per period
- Fix PySound construction from SoundBuffer on SDL2 backend: use
  loadFromSamples() directly instead of copy-assign (deleted on SDL2)
- Add Image::create(w, h, pixels) overload to HeadlessTypes and
  SDL2Types for pixel data initialization
- Waveform test suite (62 lines)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-20 23:17:41 -05:00
80e14163f9 Shade sprite module: faction generation, asset scanning, TextureCache
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>
2026-02-20 23:17:24 -05:00
9718153709 Fix callback/timer GC: prevent premature destruction of Python callbacks
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>
2026-02-19 20:53:50 -05:00
97dbec9106 Add SoundBuffer type: procedural audio, sfxr synthesis, DSP effects
New SoundBuffer Python type enables procedural audio generation:
- Tone synthesis (sine, square, saw, triangle, noise) with ADSR envelopes
- sfxr retro sound effect engine (7 presets, 24 params, mutation, seeding)
- DSP effects chain: pitch_shift, low/high pass, echo, reverb,
  distortion, bit_crush, normalize, reverse, slice
- Composition: concat (with crossfade overlap) and mix
- Sound() now accepts SoundBuffer or filename string
- Sound gains pitch property and play_varied() method
- Platform stubs for HeadlessTypes and SDL2Types (loadFromSamples, pitch)
- Interactive demo: sfxr clone UI + Animalese speech synthesizer
- 62 unit tests across 6 test files (all passing)

Refs #251

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 18:58:11 -05:00
bb72040396 Migrate static PyTypeObject to inline, delete PyTypeCache workarounds
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>
2026-02-16 20:58:09 -05:00
6fdf7279ce Shade (merchant-shade.itch.io) entity animation tests 2026-02-16 20:19:39 -05:00
2681cbd957 Crypt of Sokoban remaster continued 2026-02-16 18:39:38 -05:00
686e4fc1b2 Replace forward BFS solver with reverse-pull puzzle generation
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>
2026-02-15 08:36:43 -05:00
4c809bdd0f Fix Sokoban puzzle: prevent treasure/button overlap and model obstacles in solver
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>
2026-02-15 02:36:46 -05:00
99f439930d Crypt of Sokoban remaster: BSP, FOV, enemy AI, solvability checker
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>
2026-02-14 20:34:14 -05:00
7855a7ad80 Version bump: 0.2.5-prerelease-7drl2026 (50eba33) -> 0.2.6-prerelease-7drl2026 2026-02-14 11:13:57 -05:00
50eba3314b more gitignore 2026-02-14 11:04:28 -05:00
945cce3f88 crypt of sokoban layer API change updates 2026-02-14 11:04:19 -05:00
726a9cf09d Mobile-"ish" emscripten support
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.
2026-02-09 08:40:34 -05:00
24611c339c gitignore images 2026-02-09 08:16:45 -05:00
52fdfd0347 Test suite modernization 2026-02-09 08:15:18 -05:00
0969f7c2f6 Implement SDL2_mixer audio for WASM builds, closes #247
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>
2026-02-08 22:16:21 -05:00
ef05152ea0 Implement Entity3D.animate(), closes #242
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>
2026-02-07 20:16:02 -05:00
9e2444da69 Add pop/find/extend to EntityCollection3D, closes #243
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>
2026-02-07 20:15:55 -05:00
f766e9efa2 Add y_plane parameter to screen_to_world(), closes #245
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>
2026-02-07 20:15:48 -05:00
d195c0e390 Add warning when RenderTexture creation fails, closes #227
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>
2026-02-07 20:15:43 -05:00
2062e4e4ad Fix Entity3D.viewport returning None, closes #244
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>
2026-02-07 20:15:38 -05:00
b9a48a85b0 Version bump: 0.2.4-prerelease-7drl2026 (3ce7de6) -> 0.2.5-prerelease-7drl2026 2026-02-07 11:55:29 -05:00
3ce7de6134 Windows/WASM platform fixes 2026-02-07 11:54:01 -05:00
de7778b147 LDtk import support 2026-02-07 11:34:38 -05:00
322beeaf78 add __ne__ support to enum types for input 2026-02-06 21:43:52 -05:00
b093e087e1 Tiled XML/JSON import support 2026-02-06 21:43:03 -05:00
71cd2b9b41 3D / voxel unit tests 2026-02-06 16:15:07 -05:00
e12e80e511 add run banner to canvas in playground 2026-02-05 23:03:02 -05:00
de5616f3a4 voxel, animation, and pathfinding combined demo 2026-02-05 22:57:08 -05:00
992ea781cb Voxel functionality extension 2026-02-05 12:52:18 -05:00
3e6b6a5847 voxel example 2026-02-05 10:49:31 -05:00
7ebca63db3 emscripten build fixes 2026-02-05 00:29:40 -05:00
f2ccdff499 Frustum culling 2026-02-04 23:45:43 -05:00
7e8efe82ec 3D target demo 2026-02-04 23:41:37 -05:00
cc027a2517 rigging and animation 2026-02-04 23:19:03 -05:00
b85f225789 billboards 2026-02-04 20:47:51 -05:00
544c44ca31 glTF model loading 2026-02-04 19:35:48 -05:00
8636e766f8 fix: don't use SFML GL context management in SDL builds 2026-02-04 17:48:34 -05:00
f4c9db8436 3D entities 2026-02-04 17:45:12 -05:00
63008bdefd pathfinding on heightmap 2026-02-04 16:36:21 -05:00
e572269eac Terrain mesh, vertex color from heightmaps 2026-02-04 14:51:31 -05:00
9c29567349 Viewport scene explorer + object cache integration 2026-02-04 13:44:20 -05:00
e277663ba0 3D viewport, milestone 1 2026-02-04 13:33:14 -05:00
38156dd570 update playground's example program 2026-02-04 11:52:24 -05:00
d2ea64bc32 fix: animations modifying animations during callback is now safe 2026-02-04 10:25:59 -05:00
d8fec5fea0 DiscreteMap class - mask for operations or uint8 tile data 2026-02-03 20:36:42 -05:00
001cc6efd6 grid layer API modernization 2026-02-03 20:18:12 -05:00
b66b934d8f new build for emscripten details 2026-02-03 12:18:40 -05:00
045b625655 opacity + animation fixes 2026-02-03 12:18:21 -05:00
2fb29a102e Animation and Scene clean up functions. Playground build target 2026-02-01 21:17:29 -05:00
3b27401f29 Remove debugging output 2026-02-01 16:40:23 -05:00
69a59ad1e8 Version bump: 0.2.3-prerelease-7drl2026 (67aa413) -> 0.2.4-prerelease-7drl2026 2026-01-31 20:16:11 -05:00
67aa413a78 Replace stb_truetype with FreeType for proper text outline rendering
- 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>
2026-01-31 16:45:10 -05:00
1be2714240 Add Python REPL widget for WebGL build
Features:
- JSFiddle-style code editor panel alongside game canvas
- Run button (or Ctrl+Enter) executes Python code
- Reset button reloads game.py
- Tab key inserts 4 spaces for proper indentation
- Shows >>> prompt with code preview
- Displays repr of last expression (like Python REPL)
- Error highlighting in red, success in green
- Canvas focus handling with visual indicator

C++ exports (callable from JavaScript):
- run_python_string(code) - simple execution
- run_python_string_with_output(code) - captures stdout/stderr + expr repr
- reset_python_environment() - reloads game.py

JavaScript API available in console:
- runPython(code) - execute Python and get output
- resetGame() - reset to initial state
- FS.readFile/writeFile - access virtual filesystem

Also fixes canvas focus issues on page load.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 15:31:18 -05:00
bc7046180a Add Emscripten shell and pre-JS for browser compatibility
- 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>
2026-01-31 14:36:22 -05:00
1abec8f808 Add text outline support for SDL2/WebGL backend
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>
2026-01-31 14:01:50 -05:00
0811b76946 Fix FontAtlas texture deletion bug - text now renders in WebGL
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>
2026-01-31 13:54:48 -05:00
d89376901a Fix RenderTexture Y-flip and add text debug output
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>
2026-01-31 13:05:26 -05:00
50b63a8d06 Fix RenderTexture texture size + add text/font debug output
- 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>
2026-01-31 12:52:35 -05:00
e08f189d60 Fix Text shader and RenderTexture viewport for SDL2 backend
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>
2026-01-31 12:42:12 -05:00
be6fe23499 Implement Sprite, Text, and VertexArray draw() for SDL2 backend
- 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>
2026-01-31 12:38:03 -05:00
a702d3cab4 Implement Shape rendering and Transform math for SDL2 backend
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>
2026-01-31 11:58:42 -05:00
c5cc022aa2 Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL
Implements Phase 1 of renderer abstraction plan:
- SDL2Types.h: SFML-compatible type stubs in sf:: namespace
- SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation
- EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime)

Build system changes:
- Add MCRF_SDL2 compile-time backend selection
- Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1)
- Fix LONG_BIT mismatch for Emscripten in pyport.h

Code changes for SDL2/headless compatibility:
- Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2
- Defer GL shader initialization until after context creation

Current status: Python runs in browser, rendering WIP (canvas sizing issues)

Build commands:
  emcmake cmake -DMCRF_SDL2=ON -B build-emscripten
  emmake make -C build-emscripten

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 11:13:15 -05:00
8c3128e29c WASM Python integration milestone - game.py runs in browser
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>
2026-01-31 05:15:11 -05:00
07fd12373d First successful Emscripten/WASM build for #158
Build produces mcrogueface.wasm (8.9MB) + mcrogueface.js (126KB):
- All 68 C++ source files compile with emcc
- Links Python 3.14 (wasm32-emscripten target)
- Links libtcod-headless (built for Emscripten)
- Uses Emscripten ports: zlib, bzip2, sqlite3
- Includes HACL crypto, expat, mpdec, ffi dependencies

CMakeLists.txt updates:
- Add HACL .o files (not included in libpython3.14.a)
- Add expat, mpdec, ffi static libraries from Python build
- Add libtcod WASM build with lodepng and utf8proc
- Add Emscripten port link options

libtcod-headless submodule updated with Emscripten build.

Next: Bundle Python stdlib into WASM filesystem.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 00:34:11 -05:00
3bd996f317 Add Emscripten Python 3.14 WASM integration to CMake
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>
2026-01-31 00:23:28 -05:00
5081a37c25 Document first Emscripten build attempt results
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>
2026-01-31 00:05:07 -05:00
8b6eb1e7ae Extract GameEngine::doFrame() for Emscripten callback support
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>
2026-01-30 23:51:35 -05:00
4c70aee020 Add proper CMake MCRF_HEADLESS option for headless builds
- Add option(MCRF_HEADLESS) to CMakeLists.txt for official headless support
- Conditional compilation: skip ImGui sources when headless
- Conditional linking: no SFML/OpenGL libraries in headless mode
- Auto-define MCRF_HEADLESS preprocessor flag

Verified:
- Zero SFML/OpenGL dynamic dependencies (ldd confirms)
- Python interpreter fully functional in headless mode
- Core mcrfpy types work: Vector, Color, Scene, Frame, Grid
- Binary size: 1.6 MB headless vs 2.5 MB normal (36% reduction)

Build with: cmake .. -DMCRF_HEADLESS=ON

Contributes to #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-30 23:32:59 -05:00
7621ae35bb Add MCRF_HEADLESS compile-time build option for #158
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>
2026-01-30 23:09:07 -05:00
96c66decba Add grid perspective support to API for FOV-aware entity filtering
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>
2026-01-29 23:24:53 -05:00
ff46043023 Add Game-to-API Bridge for external client integration
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>
2026-01-29 23:08:26 -05:00
b47132b052 Add MouseButton.MIDDLE, SCROLL_UP, SCROLL_DOWN support
- Register middle mouse button in PyScene (was missing, events were dropped)
- Add SCROLL_UP (10) and SCROLL_DOWN (11) to MouseButton enum
- Update button string-to-enum conversion in PyCallable and PyScene
- Legacy string comparisons work: MouseButton.SCROLL_UP == "wheel_up"

closes #231, closes #232

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 23:22:16 -05:00
5a1948699e Update documentation for API changes #229, #230, #184
CLAUDE.md updates:
- Fix Python version 3.12 -> 3.14
- Update keypressScene -> scene.on_key pattern
- Add API examples for new callback signatures
- Document animation callbacks (target, prop, value)
- Document hover callbacks (position-only)
- Document enum types (Key, MouseButton, InputState)

stubs/mcrfpy.pyi updates:
- Add Key, MouseButton, InputState, Easing enum classes
- Fix Drawable hover callback signatures per #230
- Fix Grid cell callback signatures per #230
- Fix Scene.on_key signature to use enums per #184
- Update Animation class with correct callback signature per #229
- Add deprecation notes to keypressScene, setTimer, delTimer

Regenerated docs:
- API_REFERENCE_DYNAMIC.md
- api_reference_dynamic.html
- mcrfpy.3 man page

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 19:20:04 -05:00
55f6ea9502 Add cookbook examples with updated callback signatures for #229, #230
Cookbook structure:
- lib/: Reusable component library (Button, StatBar, AnimationChain, etc.)
- primitives/: Demo apps for individual components
- features/: Demo apps for complex features (animation chaining, shaders)
- apps/: Complete mini-applications (calculator, dialogue system)
- automation/: Screenshot capture utilities

API signature updates applied:
- on_enter/on_exit/on_move callbacks now only receive (pos) per #230
- on_cell_enter/on_cell_exit callbacks only receive (cell_pos) per #230
- Animation chain library uses Timer-based sequencing (unaffected by #229)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 18:58:25 -05:00
2daebc84b5 Simplify on_enter/on_exit callbacks to position-only signature
BREAKING CHANGE: Hover callbacks now take only (pos) instead of (pos, button, action)

- Add PyHoverCallable class for on_enter/on_exit/on_move callbacks (position-only)
- Add PyCellHoverCallable class for on_cell_enter/on_cell_exit callbacks
- Change UIDrawable member types from PyClickCallable to PyHoverCallable
- Update PyScene::do_mouse_hover() to call hover callbacks with only position
- Add tryCallPythonMethod overload for position-only subclass method calls
- Update UIGrid::fireCellEnter/fireCellExit to use position-only signature
- Update all tests for new callback signatures

New callback signatures:
| Callback       | Old                      | New        |
|----------------|--------------------------|------------|
| on_enter       | (pos, button, action)    | (pos)      |
| on_exit        | (pos, button, action)    | (pos)      |
| on_move        | (pos, button, action)    | (pos)      |
| on_cell_enter  | (cell_pos, button, action)| (cell_pos)|
| on_cell_exit   | (cell_pos, button, action)| (cell_pos)|
| on_click       | unchanged                | unchanged  |
| on_cell_click  | unchanged                | unchanged  |

closes #230

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-28 17:36:02 -05:00
e14f3cb9fc Animation callbacks now pass (target, property, value) instead of (None, None)
- 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>
2026-01-28 17:35:47 -05:00
214037892e Fix UIGrid RenderTexture sizing - use game resolution instead of hard-coded 1080p
- 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>
2026-01-28 17:35:34 -05:00
d12bfd224c cell, scene callbacks support for derived classes + enum args 2026-01-27 22:38:37 -05:00
c7cf3f0e5b standardize mouse callback signature on derived classes 2026-01-27 20:42:50 -05:00
86bfebefcb Fix: Derivable drawable types participate in garbage collector cycle detection 2026-01-27 13:21:10 -05:00
16b5508233 Fix borrowed reference return in some callbacks 2026-01-27 10:43:10 -05:00
da434dcc64 Rotation 2026-01-25 23:20:52 -05:00
486087b9cb Shaders 2026-01-25 21:04:01 -05:00
41d551e6e1 Shader POC: Add shader_enabled property to UIFrame (#106)
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>
2026-01-24 20:28:53 -05:00
475fe94148 Version bump: 0.2.2-prerelease-7drl2026 (9a241c9) -> 0.2.3-prerelease-7drl2026 2026-01-23 22:07:53 -05:00
a3a0618524 rebuild docs 2026-01-23 20:49:11 -05:00
f30e5bb8a1 libtcod experiments. Following feature branch API 2026-01-23 20:48:46 -05:00
3fea6418ff Fix UIFrame RenderTexture positioning and toggling issues
- 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>
2026-01-22 22:54:50 -05:00
c23da11d7d Modernize Crypt of Sokoban demo game and fix timer segfault
Game script updates (src/scripts/):
- Migrate Sound/Music API: createSoundBuffer() -> Sound() objects
- Migrate Scene API: sceneUI("name") -> scene.children
- Migrate Timer API: setTimer/delTimer -> Timer objects with stop()
- Fix callback signatures: (x,y,btn,event) -> (pos,btn,action) with Vector
- Fix grid_size unpacking: now returns Vector, use .x/.y with int()

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

The game now starts and runs without crashes.

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

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

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 23:26:33 -05:00
4be2502a10 Fix #161: Update Grid, GridPoint, GridPointState stubs to match current API
- Grid: Update constructor (pos, size, grid_size, texture, ...) and add all
  current properties (zoom, center, layers, FOV, cell events, etc.)
- Grid: Add all methods (find_path, compute_fov, add_layer, entities_in_radius, etc.)
- GridPoint: Replace incorrect properties (texture_index, solid, color) with
  actual API (walkable, transparent, entities, grid_pos)
- GridPointState: Replace incorrect properties with actual API (visible, discovered, point)
- Add missing types: ColorLayer, TileLayer, FOV, AStarPath, DijkstraMap,
  HeightMap, NoiseSource, BSP

Closes #161

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:47:26 -05:00
165db91b8d Organize test suite: add README, move loose tests to proper directories
- 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>
2026-01-21 21:34:22 -05:00
a4217b49d7 README.md updates: closes #168 2026-01-21 21:34:13 -05:00
0207595db0 imgui console: use JetBrains (redistributable font); use font size, not pixel scaling 2026-01-20 21:59:13 -05:00
4ead2f25fe Fix #215: Replace mcrfpy.libtcod with mcrfpy.bresenham()
- 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>
2026-01-20 00:10:13 -05:00
257e52327b Fix #219: Add threading support with mcrfpy.lock() context manager
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>
2026-01-19 23:37:49 -05:00
14a6520593 Fix #221: Add grid_pos and grid_size properties for Grid children
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>
2026-01-19 22:23:47 -05:00
6c5992f1c1 Fix #222: on_click callbacks now receive enum types instead of strings
- 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>
2026-01-19 22:03:06 -05:00
ff8e220ee0 Sync heightmap API with libtcod/libtcod #175 convolution feature branch
Rename TCOD_heightmap_kernel_transform_hm -> TCOD_heightmap_kernel_transform_out

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 21:49:31 -05:00
39a12028a0 using custom libtcod-headless 2.2.2 feature branch: fixes to convolution, gradient method 2026-01-19 14:10:07 -05:00
09fa4f4665 emove register_keyboard(callable) from scene - all callbacks are standard attributes now. on_resize now returns a vector 2026-01-17 23:38:24 -05:00
9a241c99d7 Version bump: 0.2.1-prerelease-7drl2026 (baa7ee3) -> 0.2.2-prerelease-7drl2026 2026-01-17 10:38:26 -05:00
baa7ee354b Add input validation and fix Entity repr
- #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>
2026-01-16 19:18:27 -05:00
Frick
a1b692bb1f Add cookbook and tutorial showcase demos
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>
2026-01-15 04:06:24 +00:00
Frick
23afae69ad Add API verification test suite and documentation
tests/docs/:
- API_FINDINGS.md: Comprehensive migration guide from deprecated to modern API
- test_*.py: 9 executable tests verifying actual runtime behavior
- screenshots/: Visual verification of working examples

tests/conftest.py:
- Add 'docs' and 'demo' to pytest collection paths

Key findings documented:
- Entity uses grid_pos= not pos=
- Scene API: Scene() + activate() replaces createScene/setScene
- scene.children replaces sceneUI()
- scene.on_key replaces keypressScene()
- mcrfpy.current_scene (property) replaces currentScene() (function)
- Timer callback signature: (timer, runtime)
- Opacity animation does NOT work on Frame (documented bug)

🤖 Generated with Claude Code (https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2026-01-15 04:05:32 +00:00
Frick
be450286f8 Refactor 11 more tests to mcrfpy.step() pattern
Converted from Timer-based async to step()-based sync:
- test_simple_callback.py
- test_empty_animation_manager.py
- test_frame_clipping.py
- test_frame_clipping_advanced.py
- test_grid_children.py
- test_color_helpers.py
- test_no_arg_constructors.py
- test_properties_quick.py
- test_simple_drawable.py
- test_python_object_cache.py
- WORKING_automation_test_example.py

Only 4 tests remain with Timer-based patterns (2 are headless detection
tests that may require special handling).

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

Co-Authored-By: Frack <frack@goblincorps.dev>
Co-Authored-By: Claude <noreply@anthropic.com>
2026-01-14 03:09:47 +00:00
Frick
bb86cece2b Add headless-automation.md explanation document
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>
2026-01-14 03:04:48 +00:00
Frick
4528ece0a7 Refactor timing tests to use mcrfpy.step() for synchronous execution
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>
2026-01-14 02:56:21 +00:00
Frick
f063d0af0c Fix alignment_test.py margin default expectations
- 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>
2026-01-14 02:02:08 +00:00
Frick
4579be2791 Test suite modernization: pytest wrapper and runner fixes
- Add LD_LIBRARY_PATH auto-configuration in run_tests.py
- Add --timeout and --quiet command-line flags
- Create pytest wrapper (conftest.py, test_mcrogueface.py) for IDE integration
- Configure pytest.ini to avoid importing mcrfpy modules
- Document known issues: 120/179 passing, 40 timeouts, 19 failures

🤖 Generated with Claude Code (https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2026-01-14 01:54:31 +00:00
65b5ecc5c7 Stubs definition update 2026-01-13 20:41:38 -05:00
b22dfe9524 Djikstra to Heightmap: convert pathfinding data into a heightmap for use in procedural generation processes 2026-01-13 20:41:23 -05:00
4bf590749c Alignment: reactive or automatically calculated repositioning of UIDrawables on their parent 2026-01-13 20:40:34 -05:00
73230989ad Cookbook: draft docs 2026-01-13 19:42:37 -05:00
8628ac164b BSP: add room adjacency graph for corridor generation (closes #210)
New features:
- bsp.adjacency[i] returns tuple of neighbor leaf indices
- bsp.get_leaf(index) returns BSPNode by leaf index (O(1) lookup)
- node.leaf_index returns this leaf's index (0..n-1) or None
- node.adjacent_tiles[j] returns tuple of Vector wall tiles bordering neighbor j

Implementation details:
- Lazy-computed adjacency cache with generation-based invalidation
- O(n²) pairwise adjacency check on first access
- Wall tiles computed per-direction (not symmetric) for correct perspective
- Supports 'in' operator: `5 in leaf.adjacent_tiles`

Code review fixes applied:
- split_once now increments generation to invalidate cache
- Wall tile cache uses (self, neighbor) key, not symmetric
- Added sq_contains for 'in' operator support
- Documented wall tile semantics (tiles on THIS leaf's boundary)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 23:43:57 -05:00
5a86602789 HeightMap - kernel_transform (#198) 2026-01-12 21:42:34 -05:00
2b12d1fc70 Update to combination operations (#194) - allowing targeted, partial regions on source or target 2026-01-12 20:56:39 -05:00
e5d0eb4847 Noise, combination, and sampling: first pass at #207, #208, #194, #209 2026-01-12 19:01:20 -05:00
6caf3dcd05 BSP: add safety features and API improvements (closes #202, #203, #204, #205, #206)
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>
2026-01-12 07:59:31 -05:00
8699bba9e6 BSP: add Binary Space Partitioning for procedural dungeon generation
Implements #202, #203, #204, #205; partially implements #206:
- BSP class: core tree structure with bounds, split_once, split_recursive, clear
- BSPNode class: lightweight node reference with bounds, level, is_leaf,
  split_horizontal, split_position; navigation via left/right/parent/sibling;
  contains() and center() methods
- Traversal enum: PRE_ORDER, IN_ORDER, POST_ORDER, LEVEL_ORDER, INVERTED_LEVEL_ORDER
- BSP iteration: leaves() for leaf nodes only, traverse(order) for all nodes
- BSP query: find(pos) returns deepest node containing position
- BSP.to_heightmap(): converts BSP to HeightMap with select, shrink, value options

Note: #206's BSPMap subclass deferred - to_heightmap returns plain HeightMap.
The HeightMap already has all necessary operations (inverse, threshold, etc.)
for procedural generation workflows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:02:54 -05:00
a4b1ab7d68 Grid layers: add HeightMap-based procedural generation methods
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>
2026-01-11 22:35:44 -05:00
b7c5262abf HeightMap: improve dig_hill/dig_bezier API clarity
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>
2026-01-11 22:21:58 -05:00
f2711e553f HeightMap: add terrain generation methods (closes #195)
Add seven terrain generation methods wrapping libtcod heightmap functions:
- add_hill(center, radius, height): Add smooth hill
- dig_hill(center, radius, depth): Dig crater (use negative depth)
- add_voronoi(num_points, coefficients, seed): Voronoi-based features
- mid_point_displacement(roughness, seed): Diamond-square terrain
- rain_erosion(drops, erosion, sedimentation, seed): Erosion simulation
- dig_bezier(points, start_radius, end_radius, start_depth, end_depth): Carve paths
- smooth(iterations): Average neighboring cells

All methods return self for chaining. Includes 24 unit tests.

Note: dig_hill and dig_bezier use libtcod's "dig" semantics - use negative
depth values to actually dig below current terrain level.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:00:08 -05:00
d92d5f0274 HeightMap: add threshold operations that return new HeightMaps (closes #197)
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>
2026-01-11 21:49:28 -05:00
b98b2be012 HeightMap: improve API consistency and add subscript support
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>
2026-01-11 21:43:44 -05:00
c2877c8053 Replace deprecated PyWeakref_GetObject with PyWeakref_GetRef (closes #191)
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>
2026-01-11 20:48:06 -05:00
a81430991c libtcod as SYSTEM include, to ignore deprecations 2026-01-11 20:44:46 -05:00
bf8557798a Grid: add apply_threshold and apply_ranges for HeightMap (closes #199)
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>
2026-01-11 20:42:47 -05:00
8d6d564d6b HeightMap: add query methods (closes #196)
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>
2026-01-11 20:42:33 -05:00
87444c2fd0 HeightMap: add GRID_MAX limit and input validation
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>
2026-01-11 20:26:04 -05:00
c095be4b73 HeightMap: core class with scalar operations (closes #193)
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>
2026-01-11 20:07:55 -05:00
b32f5af28c UIGridPathfinding: clear and separate A-star and Djikstra path systems 2026-01-10 22:09:45 -05:00
9eacedc624 Input Enums instead of strings. 2026-01-10 21:31:20 -05:00
d9411f94a4 Version bump: 0.2.0-prerelease-7drl2026 (d6ef29f) -> 0.2.1-prerelease-7drl2026 2026-01-10 08:55:50 -05:00
d6ef29f3cd Grid code quality improvements
* Grid [x, y] subscript - convenience for `.at()`
* Extract UIEntityCollection - cleanup of UIGrid.cpp
* Thread-safe type cache - PyTypeCache
* Exception-safe extend() - validate before modify
2026-01-10 08:37:31 -05:00
a77ac6c501 Monkey Patch support + Robust callback tracking
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
2026-01-09 21:37:23 -05:00
1d11b020b0 Implement Scene subclass on_key callback support
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>
2026-01-09 15:51:20 -05:00
b6eb70748a Remove YAGNI methods from performance systems
GridChunk: Remove getWorldBounds, markAllDirty, getVisibleChunks
- getWorldBounds: Chunk visibility handled by isVisible() instead
- markAllDirty: GridLayers uses per-cell markDirty() pattern
- getVisibleChunks: GridLayers computes visible range inline
- Keep dirtyChunks() for diagnostics

GridLayers: Remove getChunkCoords
- Trivial helper replaced by inline division throughout codebase

SpatialHash: Remove queryRect, totalEntities, cleanBucket
- queryRect: Exceeds #115 scope (only queryRadius required)
- totalEntities: Redundant with separate entity count tracking
- cleanBucket: Dead code - expired weak_ptrs cleaned during remove/update

All removals identified via cppcheck static analysis. Core functionality
of each system remains intact and actively used.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-09 15:40:13 -05:00
ae27e7deee delete unused file 2026-01-09 15:33:52 -05:00
2c320effc6 hashing bugfix: '<<' rather than '<<=' operator was used 2026-01-09 13:45:36 -05:00
a7ada7d65b distribution packaging 2026-01-09 12:00:59 -05:00
e6fa62f35d set version string for 7DRL2026 prerelease 2026-01-09 07:01:29 -05:00
ed85ccdf33 update to cpython 3.14.2 2026-01-09 07:00:15 -05:00
08c7c797a3 asset cleanup 2026-01-08 22:52:34 -05:00
1438044c6a mingw toolchain and final fixes for Windows. Closes #162 2026-01-08 21:16:27 -05:00
1f002e820c long -> intptr_t for casts. WIP: mingw cross-compilation for Windows (see #162) 2026-01-08 10:41:24 -05:00
2f4ebf3420 tests for the last few issues (these test scripts should work with recent APIs, while the rest of the test suite needs an overhaul) 2026-01-08 10:31:21 -05:00
a57f0875f8 Code editor window, lockable positions; send console output to the code editor to select and cut/copy output. Closes #170 2026-01-06 22:42:20 -05:00
75127ac9d1 mcrfpy.Mouse: a new class built for symmetry with mcrfpy.Keyboard. Closes #186 2026-01-06 21:39:01 -05:00
b0b17f4633 timer fixes: timers managed by engine can run in the background. Closes #180 2026-01-06 20:13:51 -05:00
2c20455003 support for Scene object as parent, from Python: closes #183 2026-01-06 14:04:53 -05:00
7e47050d6f bugfixes for .parent property - partial #183 solution 2026-01-06 10:21:50 -05:00
a4c2c04343 bugfix: segfault in Grid.at() due to internal types not exported to module
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>
2026-01-06 04:38:56 -05:00
f9b6cdef1c Python API improvements: Vectors, bounds, window singleton, hidden types
- #177: GridPoint.grid_pos property returns (x, y) tuple
- #179: Grid.grid_size returns Vector instead of tuple
- #181: Grid.center returns Vector instead of tuple
- #182: Caption.size/w/h read-only properties for text dimensions
- #184: mcrfpy.window singleton for window access
- #185: Removed get_bounds() method, use .bounds property instead
- #188: bounds/global_bounds return (pos, size) as pair of Vectors
- #189: Hide internal types from module namespace (iterators, collections)

Also fixed critical bug: Changed static PyTypeObject to inline in headers
to ensure single instance across translation units (was causing segfaults).

Closes #177, closes #179, closes #181, closes #182, closes #184, closes #185, closes #188, closes #189

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-05 23:00:48 -05:00
c6233fa47f Expand TileLayer and ColorLayer __init__ documentation; closes #190
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>
2026-01-05 22:24:36 -05:00
84d73e6aef Update old format scene/timer examples 2026-01-05 11:42:22 -05:00
02c512402e bugfix: segfault due to use of uninitialized Vector class reference 2026-01-05 10:31:41 -05:00
d2e4791f5a Positions are always mcrfpy.Vector, Vector/tuple/iterables expected as inputs, and for position-only inputs we permit x,y args to prevent requiring double-parens 2026-01-05 10:16:16 -05:00
016ca693b5 ImGui cleanup order: prevent error on exit by performing ImGui::SFML::Shutdown() before window close 2026-01-04 16:34:47 -05:00
9ab618079a .animate helper: create and start an animation directly on a target. Preferred use pattern; closes #175 2026-01-04 15:32:14 -05:00
d878c8684d Easing functions as enum 2026-01-04 12:59:28 -05:00
357c2ac7d7 Animation fixes: 0-duration edge case, integer value bug resolution 2026-01-04 00:45:16 -05:00
cec76b63dc Timer overhaul: update tests 2026-01-03 22:44:53 -05:00
5d41292bf6 Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
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>
2026-01-03 22:09:18 -05:00
fc95fc2844 scene transitions via Scene object 2026-01-03 13:53:18 -05:00
40c0eb2693 scripts - use scene object API 2026-01-03 11:02:40 -05:00
d7e34a3f72 Remove old scene management methods 2026-01-03 11:01:42 -05:00
48359b5a48 draft tutorial revisions 2026-01-03 11:01:10 -05:00
838da4571d update tests: new scene API 2026-01-03 10:59:52 -05:00
f62362032e feat: Grid camera defaults to tile (0,0) at top-left + center_camera() method (#169)
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

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-31 17:22:26 -05:00
05f28ef7cd Add 14-part tutorial Python files (extracted, tested)
Tutorial scripts extracted from documentation, with fixes:
- Asset filename: kenney_roguelike.png → kenney_tinydungeon.png
- Entity keyword: pos= → grid_pos= (tile coordinates)
- Frame.size property → Frame.resize() method
- Removed sprite_color (deferred to shader support)

All 14 parts pass smoke testing (import + 2-frame run).

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-31 16:21:09 -05:00
e64c5c147f docs: Fix property extraction and add Scene documentation
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

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2025-12-29 19:48:21 -05:00
b863698f6e test: Add comprehensive Scene object API test
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.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:48:00 -05:00
9f481a2e4a fix: Update test files to use current API patterns
Migrates test suite to current API:
- Frame(x, y, w, h) → Frame(pos=(x, y), size=(w, h))
- Caption("text", x, y) → Caption(pos=(x, y), text="text")
- caption.size → caption.font_size
- Entity(x, y, ...) → Entity((x, y), ...)
- Grid(w, h, ...) → Grid(grid_size=(w, h), ...)
- cell.color → ColorLayer system

Tests now serve as valid API usage examples.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:47:48 -05:00
c025cd7da3 feat: Add Sound/Music classes, keyboard state, version (#66, #160, #164)
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

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2025-12-29 16:24:27 -05:00
335efc5514 feat: Implement enhanced action economy for LLM agent orchestration (#156)
- 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

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2025-12-28 20:50:00 -05:00
85e90088d5 fix: Register keypressScene after setScene (closes #143)
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.

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2025-12-28 15:35:48 -05:00
b6ec0fe7ab feat: Add focus system demo for #143
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

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2025-12-28 15:30:17 -05:00
89986323f8 docs: Add missing Drawable callbacks and Scene.on_key to stubs
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.

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2025-12-28 14:49:17 -05:00
da6f4a3e62 docs: Add Line/Circle/Arc to stubs and fix click→on_click
- 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

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2025-12-28 14:36:54 -05:00
c9c7375827 refactor: Rename click kwarg to on_click for API consistency (closes #126)
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.

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2025-12-28 14:31:22 -05:00
58efffd2fd feat: Animation property locking prevents conflicting animations (closes #120)
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

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2025-12-28 13:21:50 -05:00
366ccecb7d chore: Extend benchmark to test 5000 entities
Validate SpatialHash scalability with larger entity counts.
Results at 5,000 entities:
- N×N visibility: 216.9× faster (431ms → 2ms)
- Single query: 37.4× faster (0.11ms → 0.003ms)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 00:46:43 -05:00
7d57ce2608 feat: Implement SpatialHash for O(1) entity spatial queries (closes #115)
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.

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2025-12-28 00:44:07 -05:00
8f2407b518 fix: EntityCollection iterator O(n²) → O(n) with 100× speedup (closes #159)
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×

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2025-12-28 00:30:31 -05:00
fcc0376f31 feat: Add entity scale benchmark for #115 and #117
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

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2025-12-27 23:24:31 -05:00
3e07334aa5 Oops, remove token 2025-12-26 20:19:55 -05:00
71c91e19a5 feat: Add consistent Scene API with module-level properties (closes #151)
Replaces module-level scene functions with more Pythonic OO interface:

Scene class changes:
- Add `scene.children` property (replaces get_ui() method)
- Add `scene.on_key` getter/setter (matches on_click pattern)
- Remove get_ui() method

Module-level properties:
- Add `mcrfpy.current_scene` (getter returns Scene, setter activates)
- Add `mcrfpy.scenes` (read-only tuple of all Scene objects)

Implementation uses custom module type (McRFPyModuleType) inheriting
from PyModule_Type with tp_setattro for property assignment support.

New usage:
  scene = mcrfpy.Scene("game")
  mcrfpy.current_scene = scene
  scene.on_key = handler
  ui = scene.children

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2025-12-22 22:15:03 -05:00
de739037f0 feat: Add TurnOrchestrator for multi-turn LLM simulation (addresses #156)
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.

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2025-12-14 12:53:48 -05:00
2890528e21 feat: Add action parser and executor for LLM agent actions
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

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2025-12-14 12:53:39 -05:00
e45760c2ac feat: Add WorldGraph for deterministic room descriptions (closes #155)
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)."

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-12-14 12:53:30 -05:00
b1b3773680 docs: Update CLAUDE.md with wiki workflow references
- Link to Development Workflow wiki page
- Clarify documentation update procedures

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2025-12-02 09:22:15 -05:00
5b637a48a7 fix: Correct right mouse button action name from 'rclick' to 'right'
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2025-12-02 09:22:07 -05:00
d761b53d48 docs: Update grid demo and regenerate API docs
- grid_demo.py: Updated for new layer-based rendering
- Screenshots: Refreshed demo screenshots
- API docs: Regenerated with latest method signatures

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2025-12-02 09:21:43 -05:00
4713b62535 feat: Add VLLM integration demos for multi-agent research (#156)
- 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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2025-12-02 09:21:25 -05:00
f2f8d6422f Add warning when starting benchmark in headless mode
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

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2025-12-01 22:20:19 -05:00
60ffa68d04 feat: Add mcrfpy.step() and synchronous screenshot for headless mode (closes #153)
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)

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2025-12-01 21:56:47 -05:00
f33e79a123 feat: Add GridPoint.entities and GridPointState.point properties
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

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2025-12-01 21:04:03 -05:00
a529e5eac3 feat: Add ColorLayer perspective methods and patrol demo (addresses #113)
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

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2025-12-01 16:26:30 -05:00
c5b4200dea feat: Add entity.visible_entities() and improve entity.updateVisibility() (closes #113)
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>
2025-12-01 15:55:18 -05:00
018e73590f feat: Implement FOV enum and layer draw_fov for #114 and #113
Phase 1 - FOV Enum System:
- Create PyFOV.h/cpp with mcrfpy.FOV IntEnum (BASIC, DIAMOND, SHADOW, etc.)
- Add mcrfpy.default_fov module property initialized to FOV.BASIC
- Add grid.fov and grid.fov_radius properties for per-grid defaults
- Remove deprecated module-level FOV_* constants (breaking change)

Phase 2 - Layer Operations:
- Implement ColorLayer.fill_rect(pos, size, color) for rectangle fills
- Implement TileLayer.fill_rect(pos, size, index) for tile rectangle fills
- Implement ColorLayer.draw_fov(source, radius, fov, visible, discovered, unknown)
  to paint FOV-based visibility on color layers using parent grid's TCOD map

The FOV enum uses Python's IntEnum for type safety while maintaining
backward compatibility with integer values. Tests updated to use new API.

Addresses #114 (FOV enum), #113 (layer operations)

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2025-12-01 15:18:10 -05:00
0545dd4861 Tests for cached rendering performance 2025-11-28 23:28:13 -05:00
42fcd3417e refactor: Remove layer-related GridPoint properties, fix layer z-index
- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 23:21:39 -05:00
a258613faa feat: Migrate Grid to user-driven layer rendering (closes #150)
- 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

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2025-11-28 23:04:09 -05:00
9469c04b01 feat: Implement chunk-based Grid rendering for large grids (closes #123)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 22:33:16 -05:00
abb3316ac1 feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:44:33 -05:00
4b05a95efe feat: Add dynamic layer system for Grid (closes #147)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:35:38 -05:00
f769c6c5f5 fix: Remove O(n²) list-building from compute_fov() (closes #146)
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)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 21:26:32 -05:00
68f8349fe8 feat: Implement texture caching system with dirty flag optimization (closes #144)
- 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)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 19:30:24 -05:00
8583db7225 feat: Add work_time_ms to benchmark logging for load analysis
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:13:40 -05:00
a7fef2aeb6 feat: Add benchmark logging system for performance analysis (closes #104)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 16:05:55 -05:00
219a559c35 feat: Add dirty flag propagation to all UIDrawables and expand metrics API (#144, #104)
- Add markDirty() calls to setProperty() methods in:
  - UISprite: position, scale, sprite_index changes
  - UICaption: position, font_size, colors, text changes
  - UIGrid: position, size, center, zoom, color changes
  - UILine: thickness, position, endpoints, color changes
  - UICircle: radius, position, colors changes
  - UIArc: radius, angles, position, color changes
  - UIEntity: position changes propagate to parent grid

- Expand getMetrics() Python API to include detailed timing breakdown:
  - grid_render_time, entity_render_time, fov_overlay_time
  - python_time, animation_time
  - grid_cells_rendered, entities_rendered, total_entities

- Add comprehensive benchmark suite (tests/benchmarks/benchmark_suite.py):
  - 6 scenarios: empty, static UI, animated UI, mixed, deep hierarchy, grid stress
  - Automated metrics collection and performance assessment
  - Timing breakdown percentages

This enables proper dirty flag propagation for the upcoming texture caching
system (#144) and provides infrastructure for performance benchmarking (#104).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 15:44:09 -05:00
6c496b8732 feat: Implement comprehensive mouse event system
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 23:08:31 -05:00
6d5a5e9e16 feat: Add AABB/hit testing foundation (#138)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:36:08 -05:00
52a655399e refactor: Rename click property to on_click (closes #139)
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 22:31:53 -05:00
e9b5a8301d feat: Add entity.grid property and fix auto-removal bug
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 21:08:31 -05:00
41a704a010 refactor: Use property setter pattern for parent assignment
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 21:01:11 -05:00
e3d8f54d46 feat: Implement Phase A UI hierarchy foundations (closes #122, #102, #116, #118)
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-27 16:33:17 -05:00
bfadab7486 Crypt of Sokoban - update mcrfpy API usage to recent changes 2025-11-27 07:43:03 -05:00
bbc744f8dc feat: Add self-contained venv support for pip packages (closes #137)
- 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")

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 22:01:09 -05:00
3f6ea4fe33 feat: Add ImGui-based developer console overlay
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 20:03:58 -05:00
8e2c603c54 fix: Update cpython submodule to v3.14.0 and fix flaky tests
- 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).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:43:32 -05:00
a703bce196 Merge branch 'origin/master' - combine double-execution fixes
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 18:03:15 -05:00
28396b65c9 feat: Migrate to Python 3.14 (closes #135)
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%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 17:48:12 -05:00
ce0be78b73 fix: Resolve --exec double script execution bug
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 13:20:22 -05:00
b173f59f22 docs: Add comprehensive build documentation
- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 11:28:10 -05:00
8854d5b366 feat: Replace libtcod with libtcod-headless fork (closes #134)
Replace upstream libtcod with jmccardle/libtcod-headless fork that:
- Builds without SDL dependency (NO_SDL compile flag)
- Uses vendored dependencies (lodepng, utf8proc, stb)
- Provides all core algorithms (FOV, pathfinding, BSP, noise)

Changes:
- Update .gitmodules to use libtcod-headless (2.2.1-headless branch)
- Add NO_SDL compile definition to CMakeLists.txt
- Remove old libtcod submodule

Build instructions: deps/libtcod symlink should point to
modules/libtcod-headless/src/libtcod (configured during build setup)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 11:22:48 -05:00
19ded088b0 feat: Exit on first Python callback exception (closes #133)
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 10:26:30 -05:00
9028bf485e fix: Correct test to use del for index-based removal
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:48:05 -05:00
f041a0c8ca feat: Add Vector convenience features - indexing, tuple comparison, floor
Implements issue #109 improvements to mcrfpy.Vector:

- Sequence protocol: v[0], v[1], v[-1], v[-2], len(v), tuple(v), x,y = v
- Tuple comparison: v == (5, 6), v != (1, 2) works bidirectionally
- .floor() method: returns new Vector with floored coordinates
- .int property: returns (int(floor(x)), int(floor(y))) tuple for dict keys

The sequence protocol enables unpacking and iteration, making Vector
interoperable with code expecting tuples. The tuple comparison fixes
compatibility issues where functions returning Vector broke code expecting
tuple comparison (e.g., in Crypt of Sokoban).

Closes #109

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 09:37:14 -05:00
afcb54d9fe fix: Make UICollection/EntityCollection match Python list semantics
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 08:08:43 -05:00
deb5d81ab6 feat: Add .find() method to UICollection and EntityCollection
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 05:24:55 -05:00
51e96c0c6b fix: Refine geometry demos for 1024x768 and fix animations
- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 04:54:13 -05:00
576481957a cleanup: remove partial tutorial 2025-11-26 04:53:31 -05:00
198686cba9 feat: Add geometry module demo system for orbital mechanics
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:46:38 -05:00
bc95cb1f0b feat: Add geometry module for orbital mechanics and spatial calculations
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 00:26:14 -05:00
e5e796bad9 refactor: comprehensive test suite overhaul and demo system
Major changes:
- Reorganized tests/ into unit/, integration/, regression/, benchmarks/, demo/
- Deleted 73 failing/outdated tests, kept 126 passing tests (100% pass rate)
- Created demo system with 6 feature screens (Caption, Frame, Primitives, Grid, Animation, Color)
- Updated .gitignore to track tests/ directory
- Updated CLAUDE.md with comprehensive testing guidelines and API quick reference

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

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

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

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

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

Closes #132

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

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

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

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

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

closes #128, closes #129

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-25 21:42:33 -05:00
acef21593b workaround for gitea label API bugs 2025-11-03 10:59:56 -05:00
354107fc50 version bump for forgejo-mcp binary 2025-11-03 10:59:22 -05:00
8042630cca docs: add comprehensive Gitea label system documentation and MCP tool limitations
- 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 09:23:05 -04:00
8f8b72da4a feat: auto-exit in --headless --exec mode when script completes
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 22:52:52 -04:00
4e94291cfb docs: Complete Phase 7 documentation system with parser fixes and man pages
Fixed critical documentation generation bugs and added complete multi-format
output support. All documentation now generates cleanly from MCRF_* macros.

## Parser Fixes (tools/generate_dynamic_docs.py)

Fixed parse_docstring() function:
- Added "Raises:" section support (was missing entirely)
- Fixed function name duplication in headings
  - Was: `createSoundBuffercreateSoundBuffer(...)`
  - Now: `createSoundBuffer(filename: str) -> int`
- Proper section separation between Returns and Raises
- Handles MCRF_* macro format correctly

Changes:
- Rewrote parse_docstring() to parse by section markers
- Fixed markdown generation (lines 514-539)
- Fixed HTML generation (lines 385-413, 446-473)
- Added "raises" field to parsed output dict

## Man Page Generation

New files:
- tools/generate_man_page.sh - Pandoc wrapper for man page generation
- docs/mcrfpy.3 - Unix man page (section 3 for library functions)

Uses pandoc with metadata:
- Section 3 (library functions)
- Git version tag in footer
- Current date in header

## Master Orchestration Script

New file: tools/generate_all_docs.sh

Single command generates all documentation formats:
- HTML API reference (docs/api_reference_dynamic.html)
- Markdown API reference (docs/API_REFERENCE_DYNAMIC.md)
- Unix man page (docs/mcrfpy.3)
- Type stubs (stubs/mcrfpy.pyi via generate_stubs_v2.py)

Includes error checking (set -e) and helpful output messages.

## Documentation Updates (CLAUDE.md)

Updated "Regenerating Documentation" section:
- Documents new ./tools/generate_all_docs.sh master script
- Lists all output files with descriptions
- Notes pandoc as system requirement
- Clarifies generate_stubs_v2.py is preferred (has @overload support)

## Type Stub Decision

Assessed generate_stubs.py vs generate_stubs_v2.py:
- generate_stubs.py has critical bugs (missing commas in method signatures)
- generate_stubs_v2.py produces high-quality manually-maintained stubs
- Decision: Keep v2, use it in master script

## Files Modified

Modified:
- CLAUDE.md (25 lines changed)
- tools/generate_dynamic_docs.py (121 lines changed)
- docs/api_reference_dynamic.html (359 lines changed)

Created:
- tools/generate_all_docs.sh (28 lines)
- tools/generate_man_page.sh (12 lines)
- docs/mcrfpy.3 (1070 lines)
- stubs/mcrfpy.pyi (532 lines)
- stubs/mcrfpy/__init__.pyi (213 lines)
- stubs/mcrfpy/automation.pyi (24 lines)
- stubs/py.typed (0 bytes)

Total: 2159 insertions, 225 deletions

## Testing

Verified:
- Man page viewable with `man docs/mcrfpy.3`
- No function name duplication in docs/API_REFERENCE_DYNAMIC.md
- Raises sections properly separated from Returns
- Master script successfully generates all formats

## Related Issues

Addresses requirements from Phase 7 documentation issues.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 21:20:50 -04:00
621d719c25 docs: Phase 3 - Convert 19 module functions to MCRF_FUNCTION macros
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 19:38:22 -04:00
29aa6e62be docs: convert Phase 2 classes to documentation macros (Animation, Window, SceneObject)
Converted 3 files to use MCRF_* documentation macros:
- PyAnimation.cpp: 5 methods + 5 properties
- PyWindow.cpp: 3 methods + 8 properties
- PySceneObject.cpp: 3 methods + 2 properties

All conversions build successfully. Enhanced descriptions with implementation details.

Note: PyScene.cpp has no exposed methods/properties, so no conversion needed.

Progress: Phase 1 (4 files) + Phase 2 (3 files) = 7 new classes complete

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 17:03:28 -04:00
67aba5ef1f docs: convert Phase 1 classes to documentation macros (Color, Font, Texture, Timer)
Converted 4 files to use MCRF_* documentation macros:
- PyColor.cpp: 3 methods + 4 properties
- PyFont.cpp: 2 properties (read-only)
- PyTexture.cpp: 6 properties (read-only)
- PyTimer.cpp: 4 methods + 7 properties

All conversions verified with test_phase1_docs.py - 0 placeholders.
Documentation regenerated with enhanced descriptions.

Progress: 11/12 class files complete (92%)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 16:59:40 -04:00
6aa4625b76 fix: correct module docstring newline escaping
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.
2025-10-30 15:57:17 -04:00
4c61bee512 docs: update CLAUDE.md with MCRF_* macro documentation system
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)
2025-10-30 12:37:04 -04:00
cc80964835 fix: update child class property overrides to use MCRF_PROPERTY macros
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)
2025-10-30 12:33:27 -04:00
326b692908 feat: convert PyDrawable properties to documentation macros
All Drawable properties (click, z_index, visible, opacity) now
use MCRF_PROPERTY with enhanced descriptions.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:22:00 -04:00
dda5305256 feat: convert PyDrawable methods to documentation macros
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 12:06:37 -04:00
1f6175bfa5 refactor: remove obsolete documentation generators
Removes ~3,979 lines of hardcoded Python documentation dictionaries.
Documentation is now generated from C++ docstrings via macros.

Deleted:
- generate_complete_api_docs.py (959 lines)
- generate_complete_markdown_docs.py (820 lines)
- generate_api_docs.py (481 lines)
- generate_api_docs_simple.py (118 lines)
- generate_api_docs_html.py (1,601 lines)

Addresses issue #97.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:51:21 -04:00
7f253da581 fix: escape HTML in descriptions before link transformation
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:48:09 -04:00
fac6a9a457 feat: add link transformation to documentation generator
Adds transform_doc_links() function that converts MCRF_LINK patterns
to appropriate format (HTML links, Markdown links, or plain text).
Addresses issue #97.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:39:54 -04:00
a8a257eefc feat: convert PyVector properties to use macros
Properties x and y now use MCRF_PROPERTY for consistency.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:33:49 -04:00
07e8207a08 feat: complete PyVector documentation macro conversion
All Vector methods now use MCRF_METHOD macros with complete
documentation including Args, Returns, and Notes.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:27:50 -04:00
23d7882b93 fix: correct normalize() documentation to match implementation
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:25:43 -04:00
91461d0f87 feat: convert PyVector to use documentation macros
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
2025-10-30 11:20:48 -04:00
a08003bda4 feat: add documentation macro system header
Adds C++ preprocessor macros for consistent API documentation.
Addresses issue #92.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 11:16:44 -04:00
e41f83a5b3 docs: Complete wiki migration and issue labeling system
This commit completes a comprehensive documentation migration initiative
that transforms McRogueFace's documentation from scattered markdown files
into a structured, navigable wiki with systematic issue organization.

## Wiki Content Created (20 pages)

**Navigation & Indices:**
- Home page with 3 entry points (by system, use-case, workflow)
- Design Proposals index
- Issue Roadmap (46 issues organized by tier/system)

**System Documentation (5 pages):**
- Grid System (3-layer architecture: Visual/World/Perspective)
- Animation System (property-based, 24+ easing functions)
- Python Binding System (C++/Python integration patterns)
- UI Component Hierarchy (UIDrawable inheritance tree)
- Performance and Profiling (ScopedTimer, F3 overlay)

**Workflow Guides (3 pages):**
- Adding Python Bindings (step-by-step tutorial)
- Performance Optimization Workflow (profile → optimize → verify)
- Writing Tests (direct execution vs game loop tests)

**Use-Case Documentation (5 pages):**
- Entity Management
- Rendering
- AI and Pathfinding
- Input and Events
- Procedural Generation

**Grid System Deep Dives (3 pages):**
- Grid Rendering Pipeline (4-stage process)
- Grid-TCOD Integration (FOV, pathfinding)
- Grid Entity Lifecycle (5 states, memory management)

**Strategic Documentation (2 pages):**
- Proposal: Next-Gen Grid-Entity System (consolidated from 3 files)
- Strategic Direction (extracted from FINAL_RECOMMENDATIONS.md)

## Issue Organization System

Created 14 new labels across 3 orthogonal dimensions:

**System Labels (8):**
- system:grid, system:animation, system:python-binding
- system:ui-hierarchy, system:performance, system:rendering
- system:input, system:documentation

**Priority Labels (3):**
- priority:tier1-active (18 issues) - Critical path to v1.0
- priority:tier2-foundation (11 issues) - Important but not blocking
- priority:tier3-future (17 issues) - Deferred until after v1.0

**Workflow Labels (3):**
- workflow:blocked - Waiting on dependencies
- workflow:needs-benchmark - Needs performance testing
- workflow:needs-documentation - Needs docs before/after implementation

All 46 open issues now labeled with appropriate system/priority/workflow tags.

## Documentation Updates

**README.md:**
- Updated Documentation section to reference Gitea wiki
- Added key wiki page links (Home, Grid System, Python Binding, etc.)
- Updated Contributing section with issue tracking information
- Documented label taxonomy and Issue Roadmap

**Analysis Files:**
- Moved 17 completed analysis files to .archive/ directory:
  - EVAL_*.md (5 files) - Strategic analysis
  - TOPICS_*.md (4 files) - Task analysis
  - NEXT_GEN_GRIDS_ENTITIES_*.md (3 files) - Design proposals
  - FINAL_RECOMMENDATIONS.md, MASTER_TASK_SCHEDULE.md
  - PROJECT_THEMES_ANALYSIS.md, ANIMATION_FIX_IMPLEMENTATION.md
  - compass_artifact_*.md - Research artifacts

## Benefits

This migration provides:
1. **Agent-friendly documentation** - Structured for LLM context management
2. **Multiple navigation paths** - By system, use-case, or workflow
3. **Dense cross-referencing** - Wiki pages link to related content
4. **Systematic issue organization** - Filterable by system AND priority
5. **Living documentation** - Wiki can evolve with the codebase
6. **Clear development priorities** - Tier 1/2/3 system guides focus

Wiki URL: https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 20:54:55 -04:00
5205b5d7cd docs: Add Gitea-first workflow guidelines to project documentation
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:56:21 -04:00
3c20a6be50 docs: Streamline ROADMAP.md and defer to Gitea issue tracking
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:46:17 -04:00
e9e9cd2f81 feat: Add comprehensive profiling system with F3 overlay
Add real-time performance profiling infrastructure to monitor frame times,
render performance, and identify bottlenecks.

Features:
- Profiler.h: ScopedTimer RAII helper for automatic timing measurements
- ProfilerOverlay: F3-togglable overlay displaying real-time metrics
- Detailed timing breakdowns: grid rendering, entity rendering, FOV,
  Python callbacks, and animation updates
- Per-frame counters: cells rendered, entities rendered, draw calls
- Performance color coding: green (<16ms), yellow (<33ms), red (>33ms)
- Benchmark suite: static grid and moving entities performance tests

Integration:
- GameEngine: Integrated profiler overlay with F3 toggle
- UIGrid: Added timing instrumentation for grid and entity rendering
- Metrics tracked in ProfilingMetrics struct with 60-frame averaging

Usage:
- Press F3 in-game to toggle profiler overlay
- Run benchmarks with tests/benchmark_*.py scripts
- ScopedTimer automatically measures code block execution time

This addresses issue #104 (Basic profiling/metrics).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 00:45:44 -04:00
8153fd2503 Merge branch 'rogueliketutorial25' - TCOD Tutorial Implementation
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:50 -04:00
8b7ea544dd docs: Add complete API reference documentation
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:36 -04:00
3a9f76d850 feat: Add development tooling scripts
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:19:25 -04:00
10610db86e feat: Add tutorial Python implementations
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:18:56 -04:00
a76ebcd05a feat: Add tutorial parts 0-6 with documentation
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:18:45 -04:00
327da3622a feat: Change EntityCollection.remove() to accept Entity objects
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 13:17:45 -04:00
1149111f2d Scary better enemies for part 6 with Djikstra, and runs smoother without all the line checks 2025-07-29 23:09:06 -04:00
002c3d3382 Animated Turn based movement (Tutorial part 6) 2025-07-29 22:27:37 -04:00
0938a53c4a Tutorial part 4 and 5 2025-07-29 21:24:21 -04:00
994e8d186e feat: Add Part 5 tutorial - Entity Interactions
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-23 00:21:58 -04:00
7aef412343 feat: Thread-safe FOV system with improved API
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.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-22 23:00:34 -04:00
b5eab85e70 Convert UIGrid perspective from index to weak_ptr<UIEntity>
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-21 23:47:21 -04:00
bd6407db29 hotfix: bad documentation links... ...because of trailing slash?! 2025-07-17 23:49:03 -04:00
f4343e1e82 Squashed commit of the following: [alpha_presentable]
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

123
.gitea/workflows/ci.yaml Normal file
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@ -0,0 +1,123 @@
name: CI
on:
push:
branches: [master]
pull_request:
branches: [master]
jobs:
build-and-test:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install build dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential cmake git \
zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
libgl-dev libopenal-dev
- name: Check for pre-built libraries
run: |
if [ ! -d "__lib" ]; then
echo "::error::__lib/ directory not found. Pre-built libraries must be available on the runner."
echo "See BUILD_FROM_SOURCE.md for instructions on building dependencies."
exit 1
fi
- name: Build (Release)
run: make linux
- name: Run tests (Release)
run: cd tests && python3 run_tests.py -v
debug-test:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install build dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential cmake git \
zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
libgl-dev libopenal-dev
- name: Check for debug libraries
run: |
if [ ! -d "__lib_debug" ]; then
echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
exit 1
fi
- name: Build and test (debug Python)
run: make debug-test
asan-test:
runs-on: ubuntu-latest
if: github.event_name == 'pull_request'
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install build dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential cmake git \
zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
libgl-dev libopenal-dev
- name: Check for debug libraries
run: |
if [ ! -d "__lib_debug" ]; then
echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
exit 1
fi
- name: Build and test (ASan + UBSan)
run: make asan-test
valgrind-test:
runs-on: ubuntu-latest
if: github.event_name == 'pull_request'
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install build dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential cmake git valgrind \
zlib1g-dev libx11-dev libxrandr-dev libxcursor-dev \
libfreetype-dev libudev-dev libvorbis-dev libflac-dev \
libgl-dev libopenal-dev
- name: Check for debug libraries
run: |
if [ ! -d "__lib_debug" ]; then
echo "::error::__lib_debug/ directory not found. Build debug Python first: tools/build_debug_python.sh"
exit 1
fi
- name: Build and test (Valgrind memcheck)
run: make valgrind-test
timeout-minutes: 30

37
.gitignore vendored
View file

@ -7,27 +7,52 @@ PCbuild
.vs .vs
obj obj
build build
lib /lib
obj
__pycache__ __pycache__
# unimportant files that won't pass clean dir check
build*
docs
.claude
my_games
# images are produced by many tests
*.png
# WASM stdlib for Emscripten build
!wasm_stdlib/
.cache/ .cache/
7DRL2025 Release/ 7DRL2025 Release/
CMakeFiles/ CMakeFiles/
Makefile Makefile
*.md
*.zip *.zip
__lib/ __lib/
__lib_debug/
__lib_windows/
build-windows/
build_windows/
_oldscripts/ _oldscripts/
# Audit tooling virtualenv (tools/audit_pymethoddef.py)
.venv-audit/
assets/ assets/
cellular_automata_fire/ cellular_automata_fire/
*.txt
deps/ deps/
fetch_issues_txt.py fetch_issues_txt.py
forest_fire_CA.py forest_fire_CA.py
mcrogueface.github.io mcrogueface.github.io
scripts/ scripts/
test_*
tcod_reference tcod_reference
.archive .archive
.mcp.json
dist/
# Keep important documentation and tests
!CLAUDE.md
!README.md
!tests/
# Fuzzing build artifacts and runtime data (build-fuzz matched by build* above)
tests/fuzz/corpora/
tests/fuzz/crashes/

13
.gitmodules vendored
View file

@ -10,6 +10,13 @@
[submodule "modules/SFML"] [submodule "modules/SFML"]
path = modules/SFML path = modules/SFML
url = git@github.com:SFML/SFML.git url = git@github.com:SFML/SFML.git
[submodule "modules/libtcod"] [submodule "modules/libtcod-headless"]
path = modules/libtcod path = modules/libtcod-headless
url = git@github.com:libtcod/libtcod.git url = git@github.com:jmccardle/libtcod-headless.git
branch = 2.2.1-headless
[submodule "modules/RapidXML"]
path = modules/RapidXML
url = https://github.com/Fe-Bell/RapidXML
[submodule "modules/json"]
path = modules/json
url = git@github.com:nlohmann/json.git

306
BUILD_FROM_SOURCE.md Normal file
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@ -0,0 +1,306 @@
# Building McRogueFace from Source
This document describes how to build McRogueFace from a fresh clone.
## Build Options
There are two ways to build McRogueFace:
1. **Quick Build** (recommended): Use pre-built dependency libraries from a `build_deps` archive
2. **Full Build**: Compile all dependencies from submodules
## Prerequisites
### System Dependencies
Install these packages before building:
```bash
# Debian/Ubuntu
sudo apt install \
build-essential \
cmake \
git \
zlib1g-dev \
libx11-dev \
libxrandr-dev \
libxcursor-dev \
libfreetype-dev \
libudev-dev \
libvorbis-dev \
libflac-dev \
libgl-dev \
libopenal-dev
```
**Note:** SDL is NOT required - McRogueFace uses libtcod-headless which has no SDL dependency.
---
## Option 1: Quick Build (Using Pre-built Dependencies)
If you have a `build_deps.tar.gz` or `build_deps.zip` archive:
```bash
# Clone McRogueFace (no submodules needed)
git clone <repository-url> McRogueFace
cd McRogueFace
# Extract pre-built dependencies
tar -xzf /path/to/build_deps.tar.gz
# Or for zip: unzip /path/to/build_deps.zip
# Build McRogueFace
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
# Run
./mcrogueface
```
The `build_deps` archive contains:
- `__lib/` - Pre-built shared libraries (Python, SFML, libtcod-headless)
- `deps/` - Header symlinks for compilation
**Total build time: ~30 seconds**
---
## Option 2: Full Build (Compiling All Dependencies)
### 1. Clone with Submodules
```bash
git clone --recursive <repository-url> McRogueFace
cd McRogueFace
```
If submodules weren't cloned:
```bash
git submodule update --init --recursive
```
**Note:** imgui/imgui-sfml submodules may fail - this is fine, they're not used.
### 2. Create Dependency Symlinks
```bash
cd deps
ln -sf ../modules/cpython cpython
ln -sf ../modules/libtcod-headless/src/libtcod libtcod
ln -sf ../modules/cpython/Include Python
ln -sf ../modules/SFML/include/SFML SFML
cd ..
```
### 3. Build libtcod-headless
libtcod-headless is our SDL-free fork with vendored dependencies:
```bash
cd modules/libtcod-headless
mkdir build && cd build
cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DBUILD_SHARED_LIBS=ON
make -j$(nproc)
cd ../../..
```
That's it! No special flags needed - libtcod-headless defaults to:
- `LIBTCOD_SDL3=disable` (no SDL dependency)
- Vendored lodepng, utf8proc, stb
### 4. Build Python 3.12
```bash
cd modules/cpython
./configure --enable-shared
make -j$(nproc)
cd ../..
```
### 5. Build SFML 2.6
```bash
cd modules/SFML
mkdir build && cd build
cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DBUILD_SHARED_LIBS=ON
make -j$(nproc)
cd ../../..
```
### 6. Copy Libraries
```bash
mkdir -p __lib
# Python
cp modules/cpython/libpython3.12.so* __lib/
# SFML
cp modules/SFML/build/lib/libsfml-*.so* __lib/
# libtcod-headless
cp modules/libtcod-headless/build/bin/libtcod.so* __lib/
# Python standard library
cp -r modules/cpython/Lib __lib/Python
```
### 7. Build McRogueFace
```bash
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
```
### 8. Run
```bash
./mcrogueface
```
---
## Submodule Versions
| Submodule | Version | Notes |
|-----------|---------|-------|
| SFML | 2.6.1 | Graphics, audio, windowing |
| cpython | 3.12.2 | Embedded Python interpreter |
| libtcod-headless | 2.2.1 | SDL-free fork for FOV, pathfinding |
---
## Creating a build_deps Archive
To create a `build_deps` archive for distribution:
```bash
cd McRogueFace
# Create archive directory
mkdir -p build_deps_staging
# Copy libraries
cp -r __lib build_deps_staging/
# Copy/create deps symlinks as actual directories with only needed headers
mkdir -p build_deps_staging/deps
cp -rL deps/libtcod build_deps_staging/deps/ # Follow symlink
cp -rL deps/Python build_deps_staging/deps/
cp -rL deps/SFML build_deps_staging/deps/
cp -r deps/platform build_deps_staging/deps/
# Create archives
cd build_deps_staging
tar -czf ../build_deps.tar.gz __lib deps
zip -r ../build_deps.zip __lib deps
cd ..
# Cleanup
rm -rf build_deps_staging
```
The resulting archive can be distributed alongside releases for users who want to build McRogueFace without compiling dependencies.
**Archive contents:**
```
build_deps.tar.gz
├── __lib/
│ ├── libpython3.12.so*
│ ├── libsfml-*.so*
│ ├── libtcod.so*
│ └── Python/ # Python standard library
└── deps/
├── libtcod/ # libtcod headers
├── Python/ # Python headers
├── SFML/ # SFML headers
└── platform/ # Platform-specific configs
```
---
## Verify the Build
```bash
cd build
# Check version
./mcrogueface --version
# Test headless mode
./mcrogueface --headless -c "import mcrfpy; print('Success')"
# Verify no SDL dependencies
ldd mcrogueface | grep -i sdl # Should output nothing
```
---
## Troubleshooting
### OpenAL not found
```bash
sudo apt install libopenal-dev
```
### FreeType not found
```bash
sudo apt install libfreetype-dev
```
### X11/Xrandr not found
```bash
sudo apt install libx11-dev libxrandr-dev
```
### Python standard library missing
Ensure `__lib/Python` contains the standard library:
```bash
ls __lib/Python/os.py # Should exist
```
### libtcod symbols not found
Ensure libtcod.so is in `__lib/` with correct version:
```bash
ls -la __lib/libtcod.so*
# Should show libtcod.so -> libtcod.so.2 -> libtcod.so.2.2.1
```
---
## Build Times (approximate)
On a typical 4-core system:
| Component | Time |
|-----------|------|
| libtcod-headless | ~30 seconds |
| Python 3.12 | ~3-5 minutes |
| SFML 2.6 | ~1 minute |
| McRogueFace | ~30 seconds |
| **Full build total** | **~5-7 minutes** |
| **Quick build (pre-built deps)** | **~30 seconds** |
---
## Runtime Dependencies
The built executable requires these system libraries:
- `libz.so.1` (zlib)
- `libopenal.so.1` (OpenAL)
- `libX11.so.6`, `libXrandr.so.2` (X11)
- `libfreetype.so.6` (FreeType)
- `libGL.so.1` (OpenGL)
All other dependencies (Python, SFML, libtcod) are bundled in `lib/`.

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@ -8,53 +8,516 @@ project(McRogueFace)
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_CXX_STANDARD_REQUIRED True)
# Add include directories # Headless build option (no SFML, no graphics - for server/testing/Emscripten prep)
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux) option(MCRF_HEADLESS "Build without graphics dependencies (SFML, ImGui)" OFF)
include_directories(${CMAKE_SOURCE_DIR}/deps)
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux/Python-3.11.1)
include_directories(${CMAKE_SOURCE_DIR}/deps/libtcod)
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython) # SDL2 backend option (SDL2 + OpenGL ES 2 - for Emscripten/WebGL, Android, cross-platform)
include_directories(${CMAKE_SOURCE_DIR}/deps/Python) option(MCRF_SDL2 "Build with SDL2+OpenGL ES 2 backend instead of SFML" OFF)
# Playground mode - minimal scripts for web playground (REPL-focused)
option(MCRF_PLAYGROUND "Build with minimal playground scripts instead of full game" OFF)
# Demo mode - self-contained demo game for web showcase
option(MCRF_DEMO "Build with demo scripts (web showcase)" OFF)
# Game shell mode - fullscreen canvas, no REPL chrome (for itch.io / standalone web games)
option(MCRF_GAME_SHELL "Use minimal game-only HTML shell (no REPL)" OFF)
# Debug/sanitizer build options
option(MCRF_SANITIZE_ADDRESS "Build with AddressSanitizer" OFF)
option(MCRF_SANITIZE_UNDEFINED "Build with UBSan" OFF)
option(MCRF_SANITIZE_THREAD "Build with ThreadSanitizer" OFF)
option(MCRF_DEBUG_PYTHON "Link against debug CPython from __lib_debug/" OFF)
option(MCRF_FREE_THREADED_PYTHON "Link against free-threaded CPython (python3.14t)" OFF)
option(MCRF_WASM_DEBUG "Build WASM with DWARF debug info and source maps" OFF)
option(MCRF_FUZZER "Build with libFuzzer coverage instrumentation for atheris" OFF)
# Validate mutually exclusive sanitizers
if(MCRF_SANITIZE_ADDRESS AND MCRF_SANITIZE_THREAD)
message(FATAL_ERROR "ASan and TSan are mutually exclusive. Use one or the other.")
endif()
# Validate debug Python library exists when requested
if(MCRF_DEBUG_PYTHON)
if(NOT EXISTS "${CMAKE_SOURCE_DIR}/__lib_debug/libpython3.14.so.1.0")
message(FATAL_ERROR
"__lib_debug/libpython3.14.so.1.0 not found.\n"
"Build it first: tools/build_debug_python.sh")
endif()
message(STATUS "Using debug CPython from __lib_debug/")
endif()
# Emscripten builds: use SDL2 if specified, otherwise fall back to headless
if(EMSCRIPTEN)
if(MCRF_SDL2)
message(STATUS "Emscripten detected - using SDL2 backend")
set(MCRF_HEADLESS OFF)
else()
set(MCRF_HEADLESS ON)
message(STATUS "Emscripten detected - forcing HEADLESS mode (use -DMCRF_SDL2=ON for graphics)")
endif()
endif()
if(MCRF_SDL2)
message(STATUS "Building with SDL2 backend - SDL2+OpenGL ES 2")
endif()
if(MCRF_PLAYGROUND)
message(STATUS "Building in PLAYGROUND mode - minimal scripts for web REPL")
endif()
if(MCRF_HEADLESS)
message(STATUS "Building in HEADLESS mode - no SFML/ImGui dependencies")
endif()
# Detect cross-compilation for Windows (MinGW)
if(CMAKE_CROSSCOMPILING AND WIN32)
set(MCRF_CROSS_WINDOWS TRUE)
message(STATUS "Cross-compiling for Windows using MinGW")
endif()
# Add include directories
include_directories(${CMAKE_SOURCE_DIR}/deps)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/deps/libtcod)
include_directories(${CMAKE_SOURCE_DIR}/src)
include_directories(${CMAKE_SOURCE_DIR}/src/3d)
include_directories(${CMAKE_SOURCE_DIR}/src/platform)
include_directories(${CMAKE_SOURCE_DIR}/src/tiled)
include_directories(${CMAKE_SOURCE_DIR}/src/ldtk)
include_directories(${CMAKE_SOURCE_DIR}/src/audio)
include_directories(${CMAKE_SOURCE_DIR}/modules/RapidXML)
include_directories(${CMAKE_SOURCE_DIR}/modules/json/single_include)
# Python includes: use different paths for Windows vs Linux vs Emscripten
if(EMSCRIPTEN)
# Emscripten build: use Python headers compiled for wasm32-emscripten
# The pyconfig.h from cross-build has correct LONG_BIT and other settings
set(PYTHON_WASM_BUILD "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/build/python")
# Force-include wasm pyconfig.h BEFORE anything else to set correct platform defines
add_compile_options(-include ${PYTHON_WASM_BUILD}/pyconfig.h)
# Override LONG_BIT - Emscripten's limits.h incorrectly defines it as 64 for wasm32
add_compile_definitions(LONG_BIT=32)
# Include wasm build directory FIRST so its pyconfig.h is found by #include "pyconfig.h"
include_directories(BEFORE ${PYTHON_WASM_BUILD})
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython/Include)
message(STATUS "Using Emscripten Python from: ${PYTHON_WASM_BUILD}")
elseif(MCRF_CROSS_WINDOWS)
# Windows cross-compilation: use cpython headers with PC/pyconfig.h
# Problem: Python.h uses #include "pyconfig.h" which finds Include/pyconfig.h (Linux) first
# Solution: Use -include to force Windows pyconfig.h to be included first
# This defines MS_WINDOWS before Python.h is processed, ensuring correct struct layouts
add_compile_options(-include ${CMAKE_SOURCE_DIR}/deps/cpython/PC/pyconfig.h)
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython/Include)
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython/PC) # For other Windows-specific headers
# Also include SFML and libtcod Windows headers
include_directories(${CMAKE_SOURCE_DIR}/__lib_windows/sfml/include)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/__lib_windows/libtcod/include)
else()
# Native builds (Linux/Windows): use existing Python setup
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython)
include_directories(${CMAKE_SOURCE_DIR}/deps/Python)
endif()
# ImGui and ImGui-SFML include directories (not needed in headless or SDL2 mode)
# SDL2 builds will use ImGui with SDL2 backend later; for now, no ImGui
if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
include_directories(${CMAKE_SOURCE_DIR}/modules/imgui)
include_directories(${CMAKE_SOURCE_DIR}/modules/imgui-sfml)
# ImGui source files
set(IMGUI_SOURCES
${CMAKE_SOURCE_DIR}/modules/imgui/imgui.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_draw.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_tables.cpp
${CMAKE_SOURCE_DIR}/modules/imgui/imgui_widgets.cpp
${CMAKE_SOURCE_DIR}/modules/imgui-sfml/imgui-SFML.cpp
)
endif()
# Collect all the source files # Collect all the source files
file(GLOB_RECURSE SOURCES "src/*.cpp") file(GLOB_RECURSE SOURCES "src/*.cpp")
# Create a list of libraries to link against # Add ImGui sources to the build (only if using SFML)
set(LINK_LIBS if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
sfml-graphics list(APPEND SOURCES ${IMGUI_SOURCES})
sfml-window # Add GLAD for OpenGL function loading (needed for 3D rendering on SFML)
sfml-system list(APPEND SOURCES "${CMAKE_SOURCE_DIR}/src/3d/glad.c")
sfml-audio
tcod)
# On Windows, add any additional libs and include directories
if(WIN32)
# Windows-specific Python library name (no dots)
list(APPEND LINK_LIBS python312)
# Add the necessary Windows-specific libraries and include directories
# include_directories(path_to_additional_includes)
# link_directories(path_to_additional_libs)
# list(APPEND LINK_LIBS additional_windows_libs)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
else()
# Unix/Linux specific libraries
list(APPEND LINK_LIBS python3.12 m dl util pthread)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
endif() endif()
# Add the directory where the linker should look for the libraries # Find OpenGL (required by ImGui-SFML) - not needed in headless mode
#link_directories(${CMAKE_SOURCE_DIR}/deps_linux) # SDL2 builds handle OpenGL ES 2 differently (via SDL2 or Emscripten)
link_directories(${CMAKE_SOURCE_DIR}/__lib) if(NOT MCRF_HEADLESS AND NOT MCRF_SDL2)
if(MCRF_CROSS_WINDOWS)
# For cross-compilation, OpenGL is provided by MinGW
set(OPENGL_LIBRARIES opengl32)
else()
find_package(OpenGL REQUIRED)
set(OPENGL_LIBRARIES OpenGL::GL)
endif()
endif()
# Create a list of libraries to link against
if(EMSCRIPTEN)
# Emscripten build: link against WASM-compiled Python and libtcod
set(PYTHON_WASM_BUILD "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/build/python")
set(PYTHON_WASM_PREFIX "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/prefix")
set(LIBTCOD_WASM_BUILD "${CMAKE_SOURCE_DIR}/modules/libtcod-headless/build-emscripten")
# Collect HACL crypto object files (not included in libpython3.14.a)
file(GLOB PYTHON_HACL_OBJECTS "${PYTHON_WASM_BUILD}/Modules/_hacl/*.o")
set(LINK_LIBS
${PYTHON_WASM_BUILD}/libpython3.14.a
${PYTHON_HACL_OBJECTS}
${PYTHON_WASM_BUILD}/Modules/expat/libexpat.a
${PYTHON_WASM_PREFIX}/lib/libmpdec.a
${PYTHON_WASM_PREFIX}/lib/libffi.a
${LIBTCOD_WASM_BUILD}/libtcod.a
${LIBTCOD_WASM_BUILD}/_deps/lodepng-c-build/liblodepng-c.a
${LIBTCOD_WASM_BUILD}/_deps/utf8proc-build/libutf8proc.a)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux) # Use Linux platform stubs for now
# For SDL2 builds, add stb headers for image/font loading
if(MCRF_SDL2)
include_directories(${CMAKE_SOURCE_DIR}/deps/stb)
endif()
message(STATUS "Linking Emscripten Python: ${PYTHON_WASM_BUILD}/libpython3.14.a")
message(STATUS "Linking Emscripten libtcod: ${LIBTCOD_WASM_BUILD}/libtcod.a")
elseif(MCRF_SDL2)
# SDL2 build (non-Emscripten): link against SDL2 and system libraries
# Note: For desktop SDL2 builds in the future
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
set(LINK_LIBS
SDL2::SDL2
OpenGL::GL
tcod
python3.14
m dl util pthread)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
include_directories(${CMAKE_SOURCE_DIR}/deps/stb) # stb_image.h, stb_truetype.h
link_directories(${CMAKE_SOURCE_DIR}/__lib)
message(STATUS "Building with SDL2 backend (desktop)")
elseif(MCRF_HEADLESS)
# Headless build: no SFML, no OpenGL
if(WIN32 OR MCRF_CROSS_WINDOWS)
set(LINK_LIBS
libtcod
python314)
if(MCRF_CROSS_WINDOWS)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
link_directories(${CMAKE_SOURCE_DIR}/__lib_windows/libtcod/lib)
link_directories(${CMAKE_SOURCE_DIR}/__lib_windows)
else()
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
link_directories(${CMAKE_SOURCE_DIR}/__lib)
endif()
else()
# Unix/Linux headless build
if(MCRF_FREE_THREADED_PYTHON)
set(PYTHON_LIB python3.14t)
elseif(MCRF_DEBUG_PYTHON)
set(PYTHON_LIB python3.14d)
else()
set(PYTHON_LIB python3.14)
endif()
set(LINK_LIBS
tcod
${PYTHON_LIB}
m dl util pthread)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
if(MCRF_DEBUG_PYTHON OR MCRF_FREE_THREADED_PYTHON)
link_directories(${CMAKE_SOURCE_DIR}/__lib_debug)
endif()
link_directories(${CMAKE_SOURCE_DIR}/__lib)
endif()
elseif(MCRF_CROSS_WINDOWS)
# MinGW cross-compilation: use full library names
set(LINK_LIBS
sfml-graphics
sfml-window
sfml-system
sfml-audio
libtcod
python314
${OPENGL_LIBRARIES})
# Add Windows system libraries needed by SFML and MinGW
list(APPEND LINK_LIBS
winmm # Windows multimedia (for audio)
gdi32 # Graphics Device Interface
ws2_32 # Winsock (networking, used by some deps)
ole32 # OLE support
oleaut32 # OLE automation
uuid # UUID library
comdlg32 # Common dialogs
imm32 # Input Method Manager
version # Version info
)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
# Link directories for cross-compiled Windows libs
link_directories(${CMAKE_SOURCE_DIR}/__lib_windows/sfml/lib)
link_directories(${CMAKE_SOURCE_DIR}/__lib_windows/libtcod/lib)
link_directories(${CMAKE_SOURCE_DIR}/__lib_windows)
elseif(WIN32)
# Native Windows build (MSVC)
set(LINK_LIBS
sfml-graphics
sfml-window
sfml-system
sfml-audio
tcod
python314
${OPENGL_LIBRARIES})
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
link_directories(${CMAKE_SOURCE_DIR}/__lib)
else()
# Unix/Linux build
if(MCRF_FREE_THREADED_PYTHON)
set(PYTHON_LIB python3.14t)
elseif(MCRF_DEBUG_PYTHON)
set(PYTHON_LIB python3.14d)
else()
set(PYTHON_LIB python3.14)
endif()
set(LINK_LIBS
sfml-graphics
sfml-window
sfml-system
sfml-audio
tcod
${PYTHON_LIB}
m dl util pthread
${OPENGL_LIBRARIES})
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
if(MCRF_DEBUG_PYTHON OR MCRF_FREE_THREADED_PYTHON)
link_directories(${CMAKE_SOURCE_DIR}/__lib_debug)
endif()
link_directories(${CMAKE_SOURCE_DIR}/__lib)
endif()
# Define the executable target before linking libraries # Define the executable target before linking libraries
add_executable(mcrogueface ${SOURCES}) add_executable(mcrogueface ${SOURCES})
# On Windows, set subsystem to WINDOWS to hide console # Define NO_SDL for libtcod-headless headers (excludes SDL-dependent code)
if(WIN32) # We ALWAYS need this because libtcod headers expect SDL3, not SDL2
set_target_properties(mcrogueface PROPERTIES # Our SDL2 backend is separate from libtcod's SDL3 renderer
WIN32_EXECUTABLE TRUE target_compile_definitions(mcrogueface PRIVATE NO_SDL)
LINK_FLAGS "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
# Sanitizer instrumentation — applied to mcrogueface target only (not imported libs)
if(MCRF_SANITIZE_ADDRESS)
message(STATUS "AddressSanitizer enabled")
target_compile_options(mcrogueface PRIVATE
-fsanitize=address -fno-omit-frame-pointer -g -O1)
target_link_options(mcrogueface PRIVATE
-fsanitize=address)
endif()
if(MCRF_SANITIZE_UNDEFINED)
message(STATUS "UndefinedBehaviorSanitizer enabled")
# -fno-sanitize=function is Clang-only; -fno-sanitize=vptr avoids CPython false positives
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(UBSAN_EXCLUSIONS -fno-sanitize=function,vptr)
else()
set(UBSAN_EXCLUSIONS -fno-sanitize=vptr)
endif()
target_compile_options(mcrogueface PRIVATE
-fsanitize=undefined ${UBSAN_EXCLUSIONS} -g -O1)
target_link_options(mcrogueface PRIVATE
-fsanitize=undefined ${UBSAN_EXCLUSIONS})
endif()
if(MCRF_SANITIZE_THREAD)
message(STATUS "ThreadSanitizer enabled")
target_compile_options(mcrogueface PRIVATE
-fsanitize=thread -g -O1)
target_link_options(mcrogueface PRIVATE
-fsanitize=thread)
endif()
if(MCRF_FUZZER)
if(NOT CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
message(FATAL_ERROR "MCRF_FUZZER=ON requires Clang. Invoke with CC=clang-18 CXX=clang++-18.")
endif()
message(STATUS "Building mcrfpy_fuzz harness (libFuzzer + ASan + UBSan)")
set(MCRF_FUZZ_SOURCES ${SOURCES})
list(REMOVE_ITEM MCRF_FUZZ_SOURCES ${CMAKE_SOURCE_DIR}/src/main.cpp)
list(APPEND MCRF_FUZZ_SOURCES ${CMAKE_SOURCE_DIR}/tests/fuzz/fuzz_common.cpp)
add_executable(mcrfpy_fuzz ${MCRF_FUZZ_SOURCES})
target_compile_definitions(mcrfpy_fuzz PRIVATE NO_SDL MCRF_FUZZ_HARNESS)
if(MCRF_DEBUG_PYTHON OR MCRF_FREE_THREADED_PYTHON)
target_compile_definitions(mcrfpy_fuzz PRIVATE Py_DEBUG)
endif()
if(MCRF_FREE_THREADED_PYTHON)
target_compile_definitions(mcrfpy_fuzz PRIVATE Py_GIL_DISABLED)
endif()
if(MCRF_HEADLESS)
target_compile_definitions(mcrfpy_fuzz PRIVATE MCRF_HEADLESS)
endif()
if(MCRF_SDL2)
target_compile_definitions(mcrfpy_fuzz PRIVATE MCRF_SDL2)
endif()
target_include_directories(mcrfpy_fuzz PRIVATE
${CMAKE_SOURCE_DIR}/src
${CMAKE_SOURCE_DIR}/tests/fuzz)
target_compile_options(mcrfpy_fuzz PRIVATE
-fsanitize=fuzzer-no-link,address,undefined
-fno-sanitize=function,vptr
-fno-omit-frame-pointer -g -O1)
target_link_options(mcrfpy_fuzz PRIVATE
-fsanitize=fuzzer,address,undefined
-fno-sanitize=function,vptr)
target_link_libraries(mcrfpy_fuzz ${LINK_LIBS})
# Copy Python runtime + assets next to mcrfpy_fuzz so the embedded
# interpreter finds the stdlib and default_font/default_texture load.
add_custom_command(TARGET mcrfpy_fuzz POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrfpy_fuzz>/lib
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/assets $<TARGET_FILE_DIR:mcrfpy_fuzz>/assets)
if(MCRF_DEBUG_PYTHON)
add_custom_command(TARGET mcrfpy_fuzz POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_debug/libpython3.14.so.1.0
$<TARGET_FILE_DIR:mcrfpy_fuzz>/lib/libpython3.14.so.1.0
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_debug/libpython3.14.so.1.0
$<TARGET_FILE_DIR:mcrfpy_fuzz>/lib/libpython3.14d.so.1.0
COMMAND ${CMAKE_COMMAND} -E create_symlink
libpython3.14d.so.1.0
$<TARGET_FILE_DIR:mcrfpy_fuzz>/lib/libpython3.14d.so)
endif()
endif()
# Enable Py_DEBUG when linking against debug CPython (matches pydebug ABI)
if(MCRF_DEBUG_PYTHON OR MCRF_FREE_THREADED_PYTHON)
target_compile_definitions(mcrogueface PRIVATE Py_DEBUG)
endif()
# Enable Py_GIL_DISABLED for free-threaded CPython (no-GIL build)
if(MCRF_FREE_THREADED_PYTHON)
target_compile_definitions(mcrogueface PRIVATE Py_GIL_DISABLED)
endif()
# Define MCRF_HEADLESS for headless builds (excludes SFML/ImGui code)
if(MCRF_HEADLESS)
target_compile_definitions(mcrogueface PRIVATE MCRF_HEADLESS)
endif()
# Define MCRF_SDL2 for SDL2 builds (uses SDL2+OpenGL ES 2 instead of SFML)
if(MCRF_SDL2)
target_compile_definitions(mcrogueface PRIVATE MCRF_SDL2)
endif()
# Asset/script directories for WASM preloading (game projects override these)
set(MCRF_ASSETS_DIR "${CMAKE_SOURCE_DIR}/assets" CACHE PATH "Assets directory for WASM preloading")
set(MCRF_SCRIPTS_DIR "${CMAKE_SOURCE_DIR}/src/scripts" CACHE PATH "Scripts directory for WASM preloading")
set(MCRF_SCRIPTS_PLAYGROUND_DIR "${CMAKE_SOURCE_DIR}/src/scripts_playground" CACHE PATH "Playground scripts for WASM")
set(MCRF_SCRIPTS_DEMO_DIR "${CMAKE_SOURCE_DIR}/src/scripts_demo" CACHE PATH "Demo scripts for WASM showcase")
# Emscripten-specific link options (use ports for zlib, bzip2, sqlite3)
if(EMSCRIPTEN)
# Base Emscripten options
set(EMSCRIPTEN_LINK_OPTIONS
-sUSE_ZLIB=1
-sUSE_BZIP2=1
-sUSE_SQLITE3=1
-sALLOW_MEMORY_GROWTH=1
-sSTACK_SIZE=2097152
-sEXPORTED_RUNTIME_METHODS=ccall,cwrap,FS
-sEXPORTED_FUNCTIONS=_main,_run_python_string,_run_python_string_with_output,_reset_python_environment,_notify_canvas_resize,_sync_storage
-lidbfs.js
-sASSERTIONS=2
-sSTACK_OVERFLOW_CHECK=2
-fexceptions
-sNO_DISABLE_EXCEPTION_CATCHING
# Disable features that require dynamic linking support
-sERROR_ON_UNDEFINED_SYMBOLS=0
-sALLOW_UNIMPLEMENTED_SYSCALLS=1
# Preload Python stdlib into virtual filesystem at /lib/python3.14
--preload-file=${CMAKE_SOURCE_DIR}/wasm_stdlib/lib@/lib
# Preload game scripts into /scripts (playground, demo, or full game)
--preload-file=$<IF:$<BOOL:${MCRF_PLAYGROUND}>,${MCRF_SCRIPTS_PLAYGROUND_DIR},$<IF:$<BOOL:${MCRF_DEMO}>,${MCRF_SCRIPTS_DEMO_DIR},${MCRF_SCRIPTS_DIR}>>@/scripts
# Preload assets
--preload-file=${MCRF_ASSETS_DIR}@/assets
# Use custom HTML shell - game shell (fullscreen) or playground shell (REPL)
--shell-file=${CMAKE_SOURCE_DIR}/src/$<IF:$<BOOL:${MCRF_GAME_SHELL}>,shell_game.html,shell.html>
# Pre-JS to fix browser zoom causing undefined values in events
--pre-js=${CMAKE_SOURCE_DIR}/src/emscripten_pre.js
)
# Add SDL2 options if using SDL2 backend
if(MCRF_SDL2)
list(APPEND EMSCRIPTEN_LINK_OPTIONS
-sUSE_SDL=2
-sUSE_SDL_MIXER=2
-sFULL_ES2=1
-sMIN_WEBGL_VERSION=2
-sMAX_WEBGL_VERSION=2
-sUSE_FREETYPE=1
)
# SDL2, SDL2_mixer, and FreeType flags are also needed at compile time for headers
target_compile_options(mcrogueface PRIVATE
-sUSE_SDL=2
-sUSE_SDL_MIXER=2
-sUSE_FREETYPE=1
)
message(STATUS "Emscripten SDL2 options enabled: -sUSE_SDL=2 -sUSE_SDL_MIXER=2 -sFULL_ES2=1 -sUSE_FREETYPE=1")
endif()
# WASM debug builds: DWARF symbols, source maps, symbol map for stack traces
if(MCRF_WASM_DEBUG)
list(APPEND EMSCRIPTEN_LINK_OPTIONS
-g4
-gsource-map
--emit-symbol-map
)
target_compile_options(mcrogueface PRIVATE -g4)
message(STATUS "Emscripten debug enabled: DWARF (-g4), source maps, symbol map")
endif()
target_link_options(mcrogueface PRIVATE ${EMSCRIPTEN_LINK_OPTIONS})
# Output as HTML to use the shell file
set_target_properties(mcrogueface PROPERTIES SUFFIX ".html")
# Set Python home for the embedded interpreter
target_compile_definitions(mcrogueface PRIVATE
MCRF_WASM_PYTHON_HOME="/lib/python3.14"
)
endif()
# On Windows, define Py_ENABLE_SHARED for proper Python DLL imports
# Py_PYCONFIG_H prevents Include/pyconfig.h (Linux config) from being included
# (PC/pyconfig.h already defines HAVE_DECLSPEC_DLL and MS_WINDOWS)
if(WIN32 OR MCRF_CROSS_WINDOWS)
target_compile_definitions(mcrogueface PRIVATE Py_ENABLE_SHARED Py_PYCONFIG_H)
endif()
# On Windows, set subsystem to WINDOWS to hide console (release builds only)
# Use -DMCRF_WINDOWS_CONSOLE=ON for debug builds with console output
option(MCRF_WINDOWS_CONSOLE "Keep console window visible for debugging" OFF)
if(WIN32 AND NOT MCRF_CROSS_WINDOWS)
# MSVC-specific flags
if(NOT MCRF_WINDOWS_CONSOLE)
set_target_properties(mcrogueface PROPERTIES
WIN32_EXECUTABLE TRUE
LINK_FLAGS "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
endif()
elseif(MCRF_CROSS_WINDOWS)
# MinGW cross-compilation
if(NOT MCRF_WINDOWS_CONSOLE)
# Release: use -mwindows to hide console
set_target_properties(mcrogueface PROPERTIES
WIN32_EXECUTABLE TRUE
LINK_FLAGS "-mwindows")
else()
# Debug: keep console for stdout/stderr output
message(STATUS "Windows console enabled for debugging")
endif()
endif() endif()
# Now the linker will find the libraries in the specified directory # Now the linker will find the libraries in the specified directory
@ -71,25 +534,58 @@ add_custom_command(TARGET mcrogueface POST_BUILD
${CMAKE_SOURCE_DIR}/src/scripts $<TARGET_FILE_DIR:mcrogueface>/scripts) ${CMAKE_SOURCE_DIR}/src/scripts $<TARGET_FILE_DIR:mcrogueface>/scripts)
# Copy Python standard library to build directory # Copy Python standard library to build directory
add_custom_command(TARGET mcrogueface POST_BUILD if(MCRF_DEBUG_PYTHON)
COMMAND ${CMAKE_COMMAND} -E copy_directory # Copy all libs first (SFML, libtcod, Python stdlib), then overwrite with debug Python
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib) # The debug lib has SONAME libpython3.14d.so.1.0, so we need both names
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_debug/libpython3.14.so.1.0
$<TARGET_FILE_DIR:mcrogueface>/lib/libpython3.14.so.1.0
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_debug/libpython3.14.so.1.0
$<TARGET_FILE_DIR:mcrogueface>/lib/libpython3.14d.so.1.0
COMMAND ${CMAKE_COMMAND} -E create_symlink
libpython3.14d.so.1.0
$<TARGET_FILE_DIR:mcrogueface>/lib/libpython3.14d.so)
else()
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
endif()
# On Windows, copy DLLs to executable directory # On Windows, copy DLLs to executable directory
if(WIN32) if(MCRF_CROSS_WINDOWS)
# Copy all DLL files from lib to the executable directory # Cross-compilation: copy DLLs from __lib_windows
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib_windows/sfml/bin $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib_windows/libtcod/bin $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_windows/python314.dll $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_windows/python3.dll $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_windows/vcruntime140.dll $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_windows/vcruntime140_1.dll $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E copy
/usr/x86_64-w64-mingw32/lib/libwinpthread-1.dll $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E echo "Copied Windows DLLs to executable directory")
# Copy Python standard library zip
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/__lib_windows/python314.zip $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E echo "Copied Python stdlib")
elseif(WIN32)
# Native Windows build: copy DLLs from __lib
add_custom_command(TARGET mcrogueface POST_BUILD add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface> ${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E echo "Copied DLLs to executable directory") COMMAND ${CMAKE_COMMAND} -E echo "Copied DLLs to executable directory")
# Alternative: Copy specific DLLs if you want more control
# file(GLOB DLLS "${CMAKE_SOURCE_DIR}/__lib/*.dll")
# foreach(DLL ${DLLS})
# add_custom_command(TARGET mcrogueface POST_BUILD
# COMMAND ${CMAKE_COMMAND} -E copy_if_different
# ${DLL} $<TARGET_FILE_DIR:mcrogueface>)
# endforeach()
endif() endif()
# rpath for including shared libraries (Linux/Unix only) # rpath for including shared libraries (Linux/Unix only)

View file

@ -1,54 +0,0 @@
# Convenience Makefile wrapper for McRogueFace
# This delegates to CMake build in the build directory
.PHONY: all build clean run test dist help
# Default target
all: build
# Build the project
build:
@./build.sh
# Clean build artifacts
clean:
@./clean.sh
# Run the game
run: build
@cd build && ./mcrogueface
# Run in Python mode
python: build
@cd build && ./mcrogueface -i
# Test basic functionality
test: build
@echo "Testing McRogueFace..."
@cd build && ./mcrogueface -V
@cd build && ./mcrogueface -c "print('Test passed')"
@cd build && ./mcrogueface --headless -c "import mcrfpy; print('mcrfpy imported successfully')"
# Create distribution archive
dist: build
@echo "Creating distribution archive..."
@cd build && zip -r ../McRogueFace-$$(date +%Y%m%d).zip . -x "*.o" "CMakeFiles/*" "Makefile" "*.cmake"
@echo "Distribution archive created: McRogueFace-$$(date +%Y%m%d).zip"
# Show help
help:
@echo "McRogueFace Build System"
@echo "======================="
@echo ""
@echo "Available targets:"
@echo " make - Build the project (default)"
@echo " make build - Build the project"
@echo " make clean - Remove all build artifacts"
@echo " make run - Build and run the game"
@echo " make python - Build and run in Python interactive mode"
@echo " make test - Run basic tests"
@echo " make dist - Create distribution archive"
@echo " make help - Show this help message"
@echo ""
@echo "Build output goes to: ./build/"
@echo "Distribution archives are created in project root"

461
Makefile Normal file
View file

@ -0,0 +1,461 @@
# McRogueFace Build Makefile
# Usage:
# make - Build for Linux (default)
# make windows - Cross-compile for Windows using MinGW (release)
# make windows-debug - Cross-compile for Windows with console & debug symbols
# make clean - Clean Linux build
# make clean-windows - Clean Windows build
# make run - Run the Linux build
#
# WebAssembly / Emscripten:
# make wasm - Build full game for web (requires emsdk activated)
# make wasm-game - Build game for web with fullscreen canvas (no REPL)
# make playground - Build minimal playground for web REPL
# make serve - Serve wasm build locally on port 8080
# make serve-game - Serve wasm-game build locally on port 8080
# make clean-wasm - Clean Emscripten builds
#
# Packaging:
# make package-windows-light - Windows with minimal stdlib (~5 MB)
# make package-windows-full - Windows with full stdlib (~15 MB)
# make package-linux-light - Linux with minimal stdlib
# make package-linux-full - Linux with full stdlib
# make package-all - All platform/preset combinations
#
# Release:
# make version-bump NEXT_VERSION=x.y.z-suffix
# Tags HEAD with current version, builds all packages, bumps to NEXT_VERSION
.PHONY: all linux windows windows-debug clean clean-windows clean-dist run
.PHONY: wasm wasm-game wasm-debug playground playground-debug serve serve-game serve-playground clean-wasm
.PHONY: package-windows-light package-windows-full package-linux-light package-linux-full package-all
.PHONY: version-bump
.PHONY: debug debug-test asan asan-test tsan tsan-test valgrind-test massif-test analyze clean-debug
# Number of parallel jobs for compilation
JOBS := $(shell nproc 2>/dev/null || echo 4)
all: linux
linux:
@echo "Building McRogueFace for Linux..."
@mkdir -p build
@cd build && cmake .. -DCMAKE_BUILD_TYPE=Release && make -j$(JOBS)
@echo "Build complete! Run with: ./build/mcrogueface"
windows:
@echo "Cross-compiling McRogueFace for Windows..."
@mkdir -p build-windows
@cd build-windows && cmake .. \
-DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/mingw-w64-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Release && make -j$(JOBS)
@echo "Windows build complete! Output: build-windows/mcrogueface.exe"
windows-debug:
@echo "Cross-compiling McRogueFace for Windows (debug with console)..."
@mkdir -p build-windows-debug
@cd build-windows-debug && cmake .. \
-DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/mingw-w64-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_WINDOWS_CONSOLE=ON && make -j$(JOBS)
@echo "Windows debug build complete! Output: build-windows-debug/mcrogueface.exe"
@echo "Run from cmd.exe to see console output"
clean:
@echo "Cleaning Linux build..."
@rm -rf build
clean-windows:
@echo "Cleaning Windows builds..."
@rm -rf build-windows build-windows-debug
clean-dist:
@echo "Cleaning distribution packages..."
@rm -rf dist
clean-all: clean clean-windows clean-wasm clean-debug clean-dist
@echo "All builds and packages cleaned."
run: linux
@cd build && ./mcrogueface
# Debug and sanitizer targets
debug:
@echo "Building McRogueFace with debug Python (pydebug assertions)..."
@mkdir -p build-debug
@cd build-debug && cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_DEBUG_PYTHON=ON && make -j$(JOBS)
@echo "Debug build complete! Output: build-debug/mcrogueface"
debug-test: debug
@echo "Running test suite with debug Python..."
cd tests && MCRF_BUILD_DIR=../build-debug \
MCRF_LIB_DIR=../__lib_debug \
python3 run_tests.py -v
asan:
@echo "Building McRogueFace with ASan + UBSan..."
@mkdir -p build-asan
@cd build-asan && cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_DEBUG_PYTHON=ON \
-DMCRF_SANITIZE_ADDRESS=ON \
-DMCRF_SANITIZE_UNDEFINED=ON && make -j$(JOBS)
@echo "ASan build complete! Output: build-asan/mcrogueface"
asan-test: asan
@echo "Running test suite under ASan + UBSan..."
cd tests && MCRF_BUILD_DIR=../build-asan \
MCRF_LIB_DIR=../__lib_debug \
PYTHONMALLOC=malloc \
ASAN_OPTIONS="detect_leaks=1:halt_on_error=1:print_summary=1" \
LSAN_OPTIONS="suppressions=$(CURDIR)/sanitizers/asan.supp" \
UBSAN_OPTIONS="print_stacktrace=1:halt_on_error=1" \
python3 run_tests.py -v --sanitizer
# Fuzzing targets (clang-18 + libFuzzer + ASan + UBSan).
# Design: ONE instrumented executable `mcrfpy_fuzz` that embeds CPython,
# registers the mcrfpy module, and dispatches each libFuzzer iteration to
# a Python `fuzz_one_input(data)` function loaded from the script named by
# the MCRF_FUZZ_TARGET env var. libFuzzer instruments the C++ engine code
# where all the #258-#278 bugs live. No atheris dependency.
FUZZ_TARGETS := grid_entity property_types anim_timer_scene maps_procgen fov pathfinding_behavior audio_dsp import_parsers texture_factory shader_bindings
FUZZ_SECONDS ?= 30
# Shared env for running the fuzz binary. PYTHONHOME points at the build-fuzz
# copy of the bundled stdlib (post-build copied into build-fuzz/lib/).
# ASAN_OPTIONS: leak detection disabled because libFuzzer intentionally holds
# inputs for its corpus; abort_on_error ensures crashes are loud and repro-able.
define FUZZ_ENV
MCRF_LIB_DIR=../__lib_debug \
PYTHONMALLOC=malloc \
PYTHONHOME=../__lib/Python \
ASAN_OPTIONS="detect_leaks=0:halt_on_error=1:abort_on_error=1:print_stacktrace=1" \
UBSAN_OPTIONS="print_stacktrace=1:halt_on_error=1"
endef
fuzz-build:
@echo "Building mcrfpy_fuzz with libFuzzer + ASan (clang-18)..."
@mkdir -p build-fuzz
@cd build-fuzz && CC=clang-18 CXX=clang++-18 cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_DEBUG_PYTHON=ON \
-DMCRF_SANITIZE_ADDRESS=ON \
-DMCRF_SANITIZE_UNDEFINED=ON \
-DMCRF_FUZZER=ON \
-DCMAKE_EXE_LINKER_FLAGS=-fuse-ld=lld && make -j$(JOBS) mcrfpy_fuzz
@echo "Fuzz build complete! Output: build-fuzz/mcrfpy_fuzz"
fuzz: fuzz-build
@for t in $(FUZZ_TARGETS); do \
if [ ! -f tests/fuzz/fuzz_$$t.py ]; then \
echo "SKIP: tests/fuzz/fuzz_$$t.py does not exist yet"; \
continue; \
fi; \
echo "=== fuzzing $$t for $(FUZZ_SECONDS)s ==="; \
mkdir -p tests/fuzz/corpora/$$t tests/fuzz/crashes; \
( cd build-fuzz && $(FUZZ_ENV) MCRF_FUZZ_TARGET=$$t \
./mcrfpy_fuzz \
-max_total_time=$(FUZZ_SECONDS) \
-artifact_prefix=../tests/fuzz/crashes/$$t- \
../tests/fuzz/corpora/$$t ../tests/fuzz/seeds/$$t ) || exit 1; \
done
fuzz-long: fuzz-build
@test -n "$(TARGET)" || (echo "Usage: make fuzz-long TARGET=<name> SECONDS=<n>"; exit 1)
@test -f tests/fuzz/fuzz_$(TARGET).py || (echo "No target: tests/fuzz/fuzz_$(TARGET).py"; exit 1)
@mkdir -p tests/fuzz/corpora/$(TARGET) tests/fuzz/crashes
@( cd build-fuzz && $(FUZZ_ENV) MCRF_FUZZ_TARGET=$(TARGET) \
./mcrfpy_fuzz \
-max_total_time=$(or $(SECONDS),3600) \
-artifact_prefix=../tests/fuzz/crashes/$(TARGET)- \
../tests/fuzz/corpora/$(TARGET) ../tests/fuzz/seeds/$(TARGET) )
fuzz-repro:
@test -n "$(TARGET)" || (echo "Usage: make fuzz-repro TARGET=<name> CRASH=<path>"; exit 1)
@test -n "$(CRASH)" || (echo "Usage: make fuzz-repro TARGET=<name> CRASH=<path>"; exit 1)
@( cd build-fuzz && $(FUZZ_ENV) MCRF_FUZZ_TARGET=$(TARGET) \
./mcrfpy_fuzz ../$(CRASH) )
clean-fuzz:
@echo "Cleaning fuzz build and corpora..."
@rm -rf build-fuzz tests/fuzz/corpora tests/fuzz/crashes
tsan:
@echo "Building McRogueFace with TSan + free-threaded Python..."
@echo "NOTE: Requires free-threaded debug Python built with:"
@echo " tools/build_debug_python.sh --tsan"
@mkdir -p build-tsan
@cd build-tsan && cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_FREE_THREADED_PYTHON=ON \
-DMCRF_SANITIZE_THREAD=ON && make -j$(JOBS)
@echo "TSan build complete! Output: build-tsan/mcrogueface"
tsan-test: tsan
@echo "Running test suite under TSan..."
cd tests && MCRF_BUILD_DIR=../build-tsan \
MCRF_LIB_DIR=../__lib_debug \
TSAN_OPTIONS="halt_on_error=1:second_deadlock_stack=1" \
python3 run_tests.py -v --sanitizer
valgrind-test: debug
@echo "Running test suite under Valgrind memcheck..."
cd tests && MCRF_BUILD_DIR=../build-debug \
MCRF_LIB_DIR=../__lib_debug \
MCRF_TIMEOUT_MULTIPLIER=50 \
PYTHONMALLOC=malloc \
python3 run_tests.py -v --valgrind
massif-test: debug
@echo "Running heap profiling under Valgrind Massif..."
@mkdir -p build-debug
cd build-debug && valgrind --tool=massif \
--massif-out-file=massif.out \
--pages-as-heap=no \
--detailed-freq=10 \
--max-snapshots=100 \
./mcrogueface --headless --exec ../tests/benchmarks/stress_test_suite.py
@echo "Massif output: build-debug/massif.out"
@echo "View with: ms_print build-debug/massif.out"
analyze:
@echo "Running cppcheck static analysis..."
cppcheck --enable=warning,performance,portability \
--suppress=missingIncludeSystem \
--suppress=unusedFunction \
--suppress=noExplicitConstructor \
--suppress=missingOverride \
--inline-suppr \
-I src/ -I deps/ -I deps/cpython -I deps/Python \
-I src/platform -I src/3d -I src/tiled -I src/ldtk -I src/audio \
--std=c++20 \
--quiet \
src/ 2>&1
@echo "Static analysis complete."
clean-debug:
@echo "Cleaning debug/sanitizer builds..."
@rm -rf build-debug build-asan build-tsan build-fuzz
# Packaging targets using tools/package.sh
package-windows-light: windows
@./tools/package.sh windows light
package-windows-full: windows
@./tools/package.sh windows full
package-linux-light: linux
@./tools/package.sh linux light
package-linux-full: linux
@./tools/package.sh linux full
package-all: windows linux
@./tools/package.sh all
# Legacy target for backwards compatibility
package-windows: package-windows-full
# Emscripten / WebAssembly targets
# Requires: source ~/emsdk/emsdk_env.sh (or wherever your emsdk is installed)
#
# For iterative development, configure once then rebuild:
# source ~/emsdk/emsdk_env.sh && emmake make -C build-emscripten
#
wasm:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-emscripten/Makefile ]; then \
echo "Configuring WebAssembly build (full game)..."; \
mkdir -p build-emscripten; \
cd build-emscripten && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DMCRF_SDL2=ON; \
fi
@echo "Building McRogueFace for WebAssembly..."
@emmake make -C build-emscripten -j$(JOBS)
@echo "WebAssembly build complete! Files in build-emscripten/"
@echo "Run 'make serve' to test locally"
playground:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-playground/Makefile ]; then \
echo "Configuring Playground build..."; \
mkdir -p build-playground; \
cd build-playground && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DMCRF_SDL2=ON \
-DMCRF_PLAYGROUND=ON; \
fi
@echo "Building McRogueFace Playground for WebAssembly..."
@emmake make -C build-playground -j$(JOBS)
@echo "Playground build complete! Files in build-playground/"
@echo "Run 'make serve-playground' to test locally"
serve:
@echo "Serving WebAssembly build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-emscripten && python3 -m http.server 8080
serve-playground:
@echo "Serving Playground build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-playground && python3 -m http.server 8080
wasm-game:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-wasm-game/Makefile ]; then \
echo "Configuring WebAssembly game build (fullscreen, no REPL)..."; \
mkdir -p build-wasm-game; \
cd build-wasm-game && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DMCRF_SDL2=ON \
-DMCRF_GAME_SHELL=ON; \
fi
@echo "Building McRogueFace game for WebAssembly..."
@emmake make -C build-wasm-game -j$(JOBS)
@echo "Game build complete! Files in build-wasm-game/"
@echo "Run 'make serve-game' to test locally"
serve-game:
@echo "Serving game build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-wasm-game && python3 -m http.server 8080
wasm-demo:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-wasm-demo/Makefile ]; then \
echo "Configuring WebAssembly demo build..."; \
mkdir -p build-wasm-demo; \
cd build-wasm-demo && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Release \
-DMCRF_SDL2=ON \
-DMCRF_DEMO=ON \
-DMCRF_GAME_SHELL=ON; \
fi
@echo "Building McRogueFace demo for WebAssembly..."
@emmake make -C build-wasm-demo -j$(JOBS)
@cp web/index.html build-wasm-demo/index.html
@echo "Demo build complete! Files in build-wasm-demo/"
@echo "Run 'make serve-demo' to test locally"
serve-demo:
@echo "Serving demo build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-wasm-demo && python3 -m http.server 8080
clean-wasm:
@echo "Cleaning Emscripten builds..."
@rm -rf build-emscripten build-playground build-wasm-game build-wasm-demo build-wasm-debug build-playground-debug
wasm-debug:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-wasm-debug/Makefile ]; then \
echo "Configuring WebAssembly debug build (DWARF + source maps)..."; \
mkdir -p build-wasm-debug; \
cd build-wasm-debug && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_SDL2=ON \
-DMCRF_WASM_DEBUG=ON; \
fi
@echo "Building McRogueFace for WebAssembly (debug)..."
@emmake make -C build-wasm-debug -j$(JOBS)
@echo "Debug WASM build complete! Files in build-wasm-debug/"
@echo "Debug artifacts: .wasm.map (source map), .symbols (symbol map)"
@echo "Run 'make serve-wasm-debug' to test locally"
serve-wasm-debug:
@echo "Serving debug WASM build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-wasm-debug && python3 -m http.server 8080
playground-debug:
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
@if [ ! -f build-playground-debug/Makefile ]; then \
echo "Configuring Playground debug build (DWARF + source maps)..."; \
mkdir -p build-playground-debug; \
cd build-playground-debug && emcmake cmake .. \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_SDL2=ON \
-DMCRF_PLAYGROUND=ON \
-DMCRF_WASM_DEBUG=ON; \
fi
@echo "Building McRogueFace Playground for WebAssembly (debug)..."
@emmake make -C build-playground-debug -j$(JOBS)
@echo "Playground debug build complete! Files in build-playground-debug/"
@echo "Run 'make serve-playground-debug' to test locally"
serve-playground-debug:
@echo "Serving debug Playground build at http://localhost:8080"
@echo "Press Ctrl+C to stop"
@cd build-playground-debug && python3 -m http.server 8080
# Current version extracted from source
CURRENT_VERSION := $(shell grep 'MCRFPY_VERSION' src/McRogueFaceVersion.h | sed 's/.*"\(.*\)"/\1/')
# Release workflow: tag current version, build all packages, bump to next version
# Usage: make version-bump NEXT_VERSION=0.2.6-prerelease-7drl2026
version-bump:
ifndef NEXT_VERSION
$(error Usage: make version-bump NEXT_VERSION=x.y.z-suffix)
endif
@if ! command -v emcmake >/dev/null 2>&1; then \
echo "Error: emcmake not found. Run 'source ~/emsdk/emsdk_env.sh' first."; \
exit 1; \
fi
# git status (clean working dir check), but ignore modules/, because building submodules dirties their subdirs
@if [ -n "$$(git status --porcelain | grep -v modules)" ]; then \
echo "Error: Working tree is not clean. Commit or stash changes first."; \
exit 1; \
fi
@echo "=== Releasing $(CURRENT_VERSION) ==="
@# Idempotent tag: ok if it already points at HEAD (resuming partial run)
@if git rev-parse "$(CURRENT_VERSION)" >/dev/null 2>&1; then \
TAG_COMMIT=$$(git rev-parse "$(CURRENT_VERSION)^{}"); \
HEAD_COMMIT=$$(git rev-parse HEAD); \
if [ "$$TAG_COMMIT" != "$$HEAD_COMMIT" ]; then \
echo "Error: Tag $(CURRENT_VERSION) already exists but points to a different commit."; \
exit 1; \
fi; \
echo "Tag $(CURRENT_VERSION) already exists at HEAD (resuming)."; \
else \
git tag "$(CURRENT_VERSION)"; \
fi
$(MAKE) package-linux-full
$(MAKE) package-windows-full
$(MAKE) wasm
@echo "Packaging WASM build..."
@mkdir -p dist
cd build-emscripten && zip -r ../dist/McRogueFace-$(CURRENT_VERSION)-WASM.zip \
mcrogueface.html mcrogueface.js mcrogueface.wasm mcrogueface.data
@echo ""
@echo "Bumping version: $(CURRENT_VERSION) -> $(NEXT_VERSION)"
@sed -i 's|MCRFPY_VERSION "$(CURRENT_VERSION)"|MCRFPY_VERSION "$(NEXT_VERSION)"|' src/McRogueFaceVersion.h
@TAGGED_HASH=$$(git rev-parse --short HEAD); \
git add src/McRogueFaceVersion.h && \
git commit -m "Version bump: $(CURRENT_VERSION) ($$TAGGED_HASH) -> $(NEXT_VERSION)"
@echo ""
@echo "=== Release $(CURRENT_VERSION) complete ==="
@echo "Tag: $(CURRENT_VERSION)"
@echo "Next: $(NEXT_VERSION)"
@echo "Packages:"
@ls -lh dist/*$(CURRENT_VERSION)* 2>/dev/null

211
README.md
View file

@ -8,94 +8,185 @@ A Python-powered 2D game engine for creating roguelike games, built with C++ and
* Simple GUI element system allows keyboard and mouse input, composition * Simple GUI element system allows keyboard and mouse input, composition
* No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship" * No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship"
![ Image ]() 📖 **[Full Documentation & Tutorials](https://mcrogueface.github.io/)** - Quickstart guide, API reference, and cookbook
**Pre-Alpha Release Demo**: my 7DRL 2025 entry *"Crypt of Sokoban"* - a prototype with buttons, boulders, enemies, and items.
## Quick Start ## Quick Start
**Download**: **Download** the [latest release](https://github.com/jmccardle/McRogueFace/releases/latest):
- **Windows**: `McRogueFace-*-Win.zip`
- **Linux**: `McRogueFace-*-Linux.tar.bz2`
- The entire McRogueFace visual framework: Extract and run `mcrogueface` (or `mcrogueface.exe` on Windows) to see the demo game.
- **Sprite**: an image file or one sprite from a shared sprite sheet
- **Caption**: load a font, display text
- **Frame**: A rectangle; put other things on it to move or manage GUIs as modules
- **Grid**: A 2D array of tiles with zoom + position control
- **Entity**: Lives on a Grid, displays a sprite, and can have a perspective or move along a path
- **Animation**: Change any property on any of the above over time
```bash ### Your First Game
# Clone and build
git clone <wherever you found this repo>
cd McRogueFace
make
# Run the example game Create `scripts/game.py` (or edit the existing one):
cd build
./mcrogueface
```
## Example: Creating a Simple Scene
```python ```python
import mcrfpy import mcrfpy
# Create a new scene # Create and activate a scene
mcrfpy.createScene("intro") scene = mcrfpy.Scene("game")
scene.activate()
# Add a text caption # Load a sprite sheet
caption = mcrfpy.Caption((50, 50), "Welcome to McRogueFace!") texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
caption.size = 48
caption.fill_color = (255, 255, 255)
# Add to scene # Create a tile grid
mcrfpy.sceneUI("intro").append(caption) grid = mcrfpy.Grid(grid_size=(20, 15), texture=texture, pos=(50, 50), size=(640, 480))
grid.zoom = 2.0
scene.children.append(grid)
# Switch to the scene # Add a player entity
mcrfpy.setScene("intro") player = mcrfpy.Entity(pos=(10, 7), texture=texture, sprite_index=84)
grid.entities.append(player)
# Handle keyboard input
def on_key(key, state):
if state != "start":
return
x, y = int(player.x), int(player.y)
if key == "W": y -= 1
elif key == "S": y += 1
elif key == "A": x -= 1
elif key == "D": x += 1
player.x, player.y = x, y
scene.on_key = on_key
```
Run `mcrogueface` and you have a movable character!
### Visual Framework
- **Sprite**: Single image or sprite from a shared sheet
- **Caption**: Text rendering with fonts
- **Frame**: Container rectangle for composing UIs
- **Grid**: 2D tile array with zoom and camera control
- **Entity**: Grid-based game object with sprite and pathfinding
- **Animation**: Interpolate any property over time with easing
## Building from Source
For most users, pre-built releases are available. If you need to build from source:
### Quick Build (with pre-built dependencies)
Download `build_deps.tar.gz` from the releases page, then:
```bash
git clone <repository-url> McRogueFace
cd McRogueFace
tar -xzf /path/to/build_deps.tar.gz
mkdir build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
```
### Full Build (compiling all dependencies)
```bash
git clone --recursive <repository-url> McRogueFace
cd McRogueFace
# See BUILD_FROM_SOURCE.md for complete instructions
```
**[BUILD_FROM_SOURCE.md](BUILD_FROM_SOURCE.md)** - Complete build guide including:
- System dependency installation
- Compiling SFML, Python, and libtcod-headless from source
- Creating `build_deps` archives for distribution
- Troubleshooting common build issues
### System Requirements
- **Linux**: Debian/Ubuntu tested; other distros should work
- **Windows**: Supported (see build guide for details)
- **macOS**: Untested
## Example: Main Menu with Buttons
```python
import mcrfpy
# Create a scene
scene = mcrfpy.Scene("menu")
# Add a background frame
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(20, 20, 40))
scene.children.append(bg)
# Add a title
title = mcrfpy.Caption(pos=(312, 100), text="My Roguelike",
fill_color=mcrfpy.Color(255, 255, 100))
title.font_size = 48
scene.children.append(title)
# Create a button
button = mcrfpy.Frame(pos=(362, 300), size=(300, 80),
fill_color=mcrfpy.Color(50, 150, 50))
button_text = mcrfpy.Caption(pos=(90, 25), text="Start Game")
button.children.append(button_text)
def on_click(x, y, btn):
print("Game starting!")
button.on_click = on_click
scene.children.append(button)
scene.activate()
``` ```
## Documentation ## Documentation
### 📚 Full Documentation Site ### 📚 Developer Documentation
For comprehensive documentation, tutorials, and API reference, visit: For comprehensive documentation about systems, architecture, and development workflows:
**[https://mcrogueface.github.io](https://mcrogueface.github.io)**
The documentation site includes: **[Project Wiki](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki)**
- **[Quickstart Guide](https://mcrogueface.github.io/quickstart/)** - Get running in 5 minutes Key wiki pages:
- **[McRogueFace Does The Entire Roguelike Tutorial](https://mcrogueface.github.io/tutorials/)** - Step-by-step game building
- **[Complete API Reference](https://mcrogueface.github.io/api/)** - Every function documented - **[Home](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Home)** - Documentation hub with multiple entry points
- **[Cookbook](https://mcrogueface.github.io/cookbook/)** - Ready-to-use code recipes - **[Grid System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Grid-System)** - Three-layer grid architecture
- **[C++ Extension Guide](https://mcrogueface.github.io/extending-cpp/)** - For C++ developers: Add engine features - **[Python Binding System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Python-Binding-System)** - C++/Python integration
- **[Performance and Profiling](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Performance-and-Profiling)** - Optimization tools
- **[Adding Python Bindings](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Adding-Python-Bindings)** - Step-by-step binding guide
- **[Issue Roadmap](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Issue-Roadmap)** - All open issues organized by system
### 📖 Development Guides
In the repository root:
- **[CLAUDE.md](CLAUDE.md)** - Build instructions, testing guidelines, common tasks
- **[ROADMAP.md](ROADMAP.md)** - Strategic vision and development phases
- **[roguelike_tutorial/](roguelike_tutorial/)** - Complete roguelike tutorial implementations
## Build Requirements ## Build Requirements
- C++17 compiler (GCC 7+ or Clang 5+) - C++17 compiler (GCC 7+ or Clang 5+)
- CMake 3.14+ - CMake 3.14+
- Python 3.12+ - Python 3.14 (embedded)
- SFML 2.6 - SFML 2.6
- Linux or Windows (macOS untested) - Linux or Windows (macOS untested)
See [BUILD_FROM_SOURCE.md](BUILD_FROM_SOURCE.md) for detailed compilation instructions.
## Project Structure ## Project Structure
``` ```
McRogueFace/ McRogueFace/
├── assets/ # Sprites, fonts, audio ├── assets/ # Sprites, fonts, audio
├── build/ # Build output directory: zip + ship ├── build/ # Build output: this is what you distribute
│ ├─ (*)assets/ # (copied location of assets) │ ├── assets/ # (copied from assets/)
│ ├─ (*)scripts/ # (copied location of src/scripts) │ ├── scripts/ # (copied from src/scripts/)
│ └─ lib/ # SFML, TCOD libraries, Python + standard library / modules │ └── lib/ # Python stdlib and extension modules
├── deps/ # Python, SFML, and libtcod imports can be tossed in here to build ├── docs/ # Generated HTML, markdown API docs
│ └─ 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
├── src/ # C++ engine source ├── src/ # C++ engine source
│ └─ scripts/ # Python game scripts (copied during build) │ └── scripts/ # Python game scripts
└── tests/ # Automated test suite ├── stubs/ # .pyi type stubs for IDE integration
└── tools/ # For the McRogueFace ecosystem: docs generation ├── 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. 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. 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 ## License
@ -122,6 +221,6 @@ This project is licensed under the MIT License - see LICENSE file for details.
## Acknowledgments ## 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 - 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 - Inspired by David Churchill's COMP4300 game engine lectures

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@ -0,0 +1,34 @@
# CMake toolchain file for cross-compiling to Windows using MinGW-w64
# Usage: cmake -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/mingw-w64-x86_64.cmake ..
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64)
# Specify the cross-compiler (use posix variant for std::mutex support)
set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc-posix)
set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++-posix)
set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres)
# Target environment location
set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32)
# Add MinGW system include directories for Windows headers
include_directories(SYSTEM /usr/x86_64-w64-mingw32/include)
# Adjust search behavior
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
# Static linking of libgcc and libstdc++ to avoid runtime dependency issues
# Enable auto-import for Python DLL data symbols
set(CMAKE_EXE_LINKER_FLAGS_INIT "-static-libgcc -static-libstdc++ -Wl,--enable-auto-import")
set(CMAKE_SHARED_LINKER_FLAGS_INIT "-static-libgcc -static-libstdc++ -Wl,--enable-auto-import")
# Windows-specific defines
add_definitions(-DWIN32 -D_WIN32 -D_WINDOWS)
add_definitions(-DMINGW_HAS_SECURE_API)
# Disable console window for GUI applications (optional, can be overridden)
# set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -mwindows")

View file

@ -1,6 +1,54 @@
#ifndef __PLATFORM #ifndef __PLATFORM
#define __PLATFORM #define __PLATFORM
#define __PLATFORM_SET_PYTHON_SEARCH_PATHS 1 #define __PLATFORM_SET_PYTHON_SEARCH_PATHS 1
#ifdef __EMSCRIPTEN__
// WASM/Emscripten platform - no /proc filesystem, limited std::filesystem support
std::wstring executable_path()
{
// In WASM, the executable is at the root of the virtual filesystem
return L"/";
}
std::wstring executable_filename()
{
// In WASM, we use a fixed executable name
return L"/mcrogueface";
}
std::wstring working_path()
{
// In WASM, working directory is root of virtual filesystem
return L"/";
}
std::string narrow_string(std::wstring convertme)
{
// Simple conversion for ASCII/UTF-8 compatible strings
std::string result;
result.reserve(convertme.size());
for (wchar_t wc : convertme) {
if (wc < 128) {
result.push_back(static_cast<char>(wc));
} else {
// For non-ASCII, use a simple UTF-8 encoding
if (wc < 0x800) {
result.push_back(static_cast<char>(0xC0 | (wc >> 6)));
result.push_back(static_cast<char>(0x80 | (wc & 0x3F)));
} else {
result.push_back(static_cast<char>(0xE0 | (wc >> 12)));
result.push_back(static_cast<char>(0x80 | ((wc >> 6) & 0x3F)));
result.push_back(static_cast<char>(0x80 | (wc & 0x3F)));
}
}
}
return result;
}
#else
// Native Linux platform
std::wstring executable_path() std::wstring executable_path()
{ {
/* /*
@ -12,7 +60,7 @@ std::wstring executable_path()
return exec_path.wstring(); return exec_path.wstring();
//size_t path_index = exec_path.find_last_of('/'); //size_t path_index = exec_path.find_last_of('/');
//return exec_path.substr(0, path_index); //return exec_path.substr(0, path_index);
} }
std::wstring executable_filename() std::wstring executable_filename()
@ -37,4 +85,6 @@ std::string narrow_string(std::wstring convertme)
return converter.to_bytes(convertme); return converter.to_bytes(convertme);
} }
#endif #endif // __EMSCRIPTEN__
#endif // __PLATFORM

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@ -1,12 +1,12 @@
#ifndef __PLATFORM #ifndef __PLATFORM
#define __PLATFORM #define __PLATFORM
#define __PLATFORM_SET_PYTHON_SEARCH_PATHS 0 #define __PLATFORM_SET_PYTHON_SEARCH_PATHS 1
#include <Windows.h> #include <windows.h>
std::wstring executable_path() std::wstring executable_path()
{ {
wchar_t buffer[MAX_PATH]; wchar_t buffer[MAX_PATH];
GetModuleFileName(NULL, buffer, MAX_PATH); GetModuleFileNameW(NULL, buffer, MAX_PATH); // Use explicit Unicode version
std::wstring exec_path = buffer; std::wstring exec_path = buffer;
size_t path_index = exec_path.find_last_of(L"\\/"); size_t path_index = exec_path.find_last_of(L"\\/");
return exec_path.substr(0, path_index); return exec_path.substr(0, path_index);
@ -15,7 +15,7 @@ std::wstring executable_path()
std::wstring executable_filename() std::wstring executable_filename()
{ {
wchar_t buffer[MAX_PATH]; wchar_t buffer[MAX_PATH];
GetModuleFileName(NULL, buffer, MAX_PATH); GetModuleFileNameW(NULL, buffer, MAX_PATH); // Use explicit Unicode version
std::wstring exec_path = buffer; std::wstring exec_path = buffer;
return exec_path; return exec_path;
} }

View file

@ -1,5 +1,7 @@
# McRogueFace API Reference # McRogueFace API Reference
*Generated on 2025-07-15 21:28:42*
## Overview ## Overview
McRogueFace Python API McRogueFace Python API
@ -373,14 +375,6 @@ A rectangular frame UI element that can contain other drawable elements.
#### Methods #### Methods
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
#### `resize(width, height)` #### `resize(width, height)`
Resize the element to new dimensions. Resize the element to new dimensions.
@ -401,6 +395,14 @@ Move the element by a relative offset.
**Note:** This modifies the x and y position properties by the given amounts. **Note:** This modifies the x and y position properties by the given amounts.
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
--- ---
### class `Caption` ### class `Caption`
@ -409,14 +411,6 @@ A text display UI element with customizable font and styling.
#### Methods #### Methods
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
#### `resize(width, height)` #### `resize(width, height)`
Resize the element to new dimensions. Resize the element to new dimensions.
@ -437,6 +431,14 @@ Move the element by a relative offset.
**Note:** This modifies the x and y position properties by the given amounts. **Note:** This modifies the x and y position properties by the given amounts.
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
--- ---
### class `Sprite` ### class `Sprite`
@ -445,14 +447,6 @@ A sprite UI element that displays a texture or portion of a texture atlas.
#### Methods #### Methods
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
#### `resize(width, height)` #### `resize(width, height)`
Resize the element to new dimensions. Resize the element to new dimensions.
@ -473,6 +467,14 @@ Move the element by a relative offset.
**Note:** This modifies the x and y position properties by the given amounts. **Note:** This modifies the x and y position properties by the given amounts.
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
--- ---
### class `Grid` ### class `Grid`
@ -481,6 +483,16 @@ A grid-based tilemap UI element for rendering tile-based levels and game worlds.
#### Methods #### Methods
#### `resize(width, height)`
Resize the element to new dimensions.
**Arguments:**
- `width` (*float*): New width in pixels
- `height` (*float*): New height in pixels
**Note:** For Caption and Sprite, this may not change actual size if determined by content.
#### `at(x, y)` #### `at(x, y)`
Get the GridPoint at the specified grid coordinates. Get the GridPoint at the specified grid coordinates.
@ -491,24 +503,6 @@ Get the GridPoint at the specified grid coordinates.
**Returns:** GridPoint or None: The grid point at (x, y), or None if out of bounds **Returns:** GridPoint or None: The grid point at (x, y), or None if out of bounds
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
#### `resize(width, height)`
Resize the element to new dimensions.
**Arguments:**
- `width` (*float*): New width in pixels
- `height` (*float*): New height in pixels
**Note:** For Caption and Sprite, this may not change actual size if determined by content.
#### `move(dx, dy)` #### `move(dx, dy)`
Move the element by a relative offset. Move the element by a relative offset.
@ -519,6 +513,14 @@ Move the element by a relative offset.
**Note:** This modifies the x and y position properties by the given amounts. **Note:** This modifies the x and y position properties by the given amounts.
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
--- ---
### class `Entity` ### class `Entity`
@ -527,12 +529,6 @@ Game entity that can be placed in a Grid.
#### Methods #### Methods
#### `die()`
Remove this entity from its parent grid.
**Note:** The entity object remains valid but is no longer rendered or updated.
#### `move(dx, dy)` #### `move(dx, dy)`
Move the element by a relative offset. Move the element by a relative offset.
@ -561,11 +557,11 @@ Get the bounding rectangle of this drawable element.
**Note:** The bounds are in screen coordinates and account for current position and size. **Note:** The bounds are in screen coordinates and account for current position and size.
#### `index()` #### `die()`
Get the index of this entity in its parent grid's entity list. Remove this entity from its parent grid.
**Returns:** int: Index position, or -1 if not in a grid **Note:** The entity object remains valid but is no longer rendered or updated.
#### `resize(width, height)` #### `resize(width, height)`
@ -577,6 +573,12 @@ Resize the element to new dimensions.
**Note:** For Caption and Sprite, this may not change actual size if determined by content. **Note:** For Caption and Sprite, this may not change actual size if determined by content.
#### `index()`
Get the index of this entity in its parent grid's entity list.
**Returns:** int: Index position, or -1 if not in a grid
--- ---
### Collections ### Collections
@ -587,13 +589,6 @@ Container for Entity objects in a Grid. Supports iteration and indexing.
#### Methods #### Methods
#### `append(entity)`
Add an entity to the end of the collection.
**Arguments:**
- `entity` (*Entity*): The entity to add
#### `remove(entity)` #### `remove(entity)`
Remove the first occurrence of an entity from the collection. Remove the first occurrence of an entity from the collection.
@ -603,6 +598,13 @@ Remove the first occurrence of an entity from the collection.
**Raises:** ValueError: If entity is not in collection **Raises:** ValueError: If entity is not in collection
#### `extend(iterable)`
Add all entities from an iterable to the collection.
**Arguments:**
- `iterable` (*Iterable[Entity]*): Entities to add
#### `count(entity)` #### `count(entity)`
Count the number of occurrences of an entity in the collection. Count the number of occurrences of an entity in the collection.
@ -623,12 +625,12 @@ Find the index of the first occurrence of an entity.
**Raises:** ValueError: If entity is not in collection **Raises:** ValueError: If entity is not in collection
#### `extend(iterable)` #### `append(entity)`
Add all entities from an iterable to the collection. Add an entity to the end of the collection.
**Arguments:** **Arguments:**
- `iterable` (*Iterable[Entity]*): Entities to add - `entity` (*Entity*): The entity to add
--- ---
@ -638,13 +640,6 @@ Container for UI drawable elements. Supports iteration and indexing.
#### Methods #### Methods
#### `append(drawable)`
Add a drawable element to the end of the collection.
**Arguments:**
- `drawable` (*UIDrawable*): The drawable element to add
#### `remove(drawable)` #### `remove(drawable)`
Remove the first occurrence of a drawable from the collection. Remove the first occurrence of a drawable from the collection.
@ -654,6 +649,13 @@ Remove the first occurrence of a drawable from the collection.
**Raises:** ValueError: If drawable is not in collection **Raises:** ValueError: If drawable is not in collection
#### `extend(iterable)`
Add all drawables from an iterable to the collection.
**Arguments:**
- `iterable` (*Iterable[UIDrawable]*): Drawables to add
#### `count(drawable)` #### `count(drawable)`
Count the number of occurrences of a drawable in the collection. Count the number of occurrences of a drawable in the collection.
@ -674,12 +676,12 @@ Find the index of the first occurrence of a drawable.
**Raises:** ValueError: If drawable is not in collection **Raises:** ValueError: If drawable is not in collection
#### `extend(iterable)` #### `append(drawable)`
Add all drawables from an iterable to the collection. Add a drawable element to the end of the collection.
**Arguments:** **Arguments:**
- `iterable` (*Iterable[UIDrawable]*): Drawables to add - `drawable` (*UIDrawable*): The drawable element to add
--- ---
@ -703,6 +705,17 @@ RGBA color representation.
#### Methods #### Methods
#### `to_hex()`
Convert this Color to a hexadecimal string.
**Returns:** str: Hex color string in format "#RRGGBB"
**Example:**
```python
hex_str = color.to_hex() # Returns "#FF0000"
```
#### `from_hex(hex_string)` #### `from_hex(hex_string)`
Create a Color from a hexadecimal color string. Create a Color from a hexadecimal color string.
@ -717,17 +730,6 @@ Create a Color from a hexadecimal color string.
red = Color.from_hex("#FF0000") red = Color.from_hex("#FF0000")
``` ```
#### `to_hex()`
Convert this Color to a hexadecimal string.
**Returns:** str: Hex color string in format "#RRGGBB"
**Example:**
```python
hex_str = color.to_hex() # Returns "#FF0000"
```
#### `lerp(other, t)` #### `lerp(other, t)`
Linearly interpolate between this color and another. Linearly interpolate between this color and another.
@ -757,14 +759,13 @@ Calculate the length/magnitude of this vector.
**Returns:** float: The magnitude of the vector **Returns:** float: The magnitude of the vector
#### `distance_to(other)` #### `normalize()`
Calculate the distance to another vector. Return a unit vector in the same direction.
**Arguments:** **Returns:** Vector: New normalized vector with magnitude 1.0
- `other` (*Vector*): The other vector
**Returns:** float: Distance between the two vectors **Raises:** ValueError: If vector has zero magnitude
#### `dot(other)` #### `dot(other)`
@ -775,6 +776,21 @@ Calculate the dot product with another vector.
**Returns:** float: Dot product of the two vectors **Returns:** float: Dot product of the two vectors
#### `distance_to(other)`
Calculate the distance to another vector.
**Arguments:**
- `other` (*Vector*): The other vector
**Returns:** float: Distance between the two vectors
#### `copy()`
Create a copy of this vector.
**Returns:** Vector: New Vector object with same x and y values
#### `angle()` #### `angle()`
Get the angle of this vector in radians. Get the angle of this vector in radians.
@ -789,20 +805,6 @@ Calculate the squared magnitude of this vector.
**Note:** Use this for comparisons to avoid expensive square root calculation. **Note:** Use this for comparisons to avoid expensive square root calculation.
#### `copy()`
Create a copy of this vector.
**Returns:** Vector: New Vector object with same x and y values
#### `normalize()`
Return a unit vector in the same direction.
**Returns:** Vector: New normalized vector with magnitude 1.0
**Raises:** ValueError: If vector has zero magnitude
--- ---
### class `Texture` ### class `Texture`
@ -834,6 +836,12 @@ Animate UI element properties over time.
#### Methods #### Methods
#### `get_current_value()`
Get the current interpolated value of the animation.
**Returns:** float: Current animation value between start and end
#### `update(delta_time)` #### `update(delta_time)`
Update the animation by the given time delta. Update the animation by the given time delta.
@ -852,12 +860,6 @@ Start the animation on a target UI element.
**Note:** The target must have the property specified in the animation constructor. **Note:** The target must have the property specified in the animation constructor.
#### `get_current_value()`
Get the current interpolated value of the animation.
**Returns:** float: Current animation value between start and end
--- ---
### class `Drawable` ### class `Drawable`
@ -866,14 +868,6 @@ Base class for all drawable UI elements.
#### Methods #### Methods
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
#### `resize(width, height)` #### `resize(width, height)`
Resize the element to new dimensions. Resize the element to new dimensions.
@ -894,6 +888,14 @@ Move the element by a relative offset.
**Note:** This modifies the x and y position properties by the given amounts. **Note:** This modifies the x and y position properties by the given amounts.
#### `get_bounds()`
Get the bounding rectangle of this drawable element.
**Returns:** tuple: (x, y, width, height) representing the element's bounds
**Note:** The bounds are in screen coordinates and account for current position and size.
--- ---
### class `GridPoint` ### class `GridPoint`
@ -945,18 +947,18 @@ def handle_keyboard(key, action):
scene.register_keyboard(handle_keyboard) scene.register_keyboard(handle_keyboard)
``` ```
#### `activate()`
Make this scene the active scene.
**Note:** Equivalent to calling setScene() with this scene's name.
#### `get_ui()` #### `get_ui()`
Get the UI element collection for this scene. Get the UI element collection for this scene.
**Returns:** UICollection: Collection of all UI elements in this scene **Returns:** UICollection: Collection of all UI elements in this scene
#### `activate()`
Make this scene the active scene.
**Note:** Equivalent to calling setScene() with this scene's name.
#### `keypress(handler)` #### `keypress(handler)`
Register a keyboard handler function for this scene. Register a keyboard handler function for this scene.
@ -974,18 +976,6 @@ Timer object for scheduled callbacks.
#### Methods #### Methods
#### `restart()`
Restart the timer from the beginning.
**Note:** Resets the timer's internal clock to zero.
#### `cancel()`
Cancel the timer and remove it from the system.
**Note:** After cancelling, the timer object cannot be reused.
#### `pause()` #### `pause()`
Pause the timer, stopping its callback execution. Pause the timer, stopping its callback execution.
@ -998,6 +988,18 @@ Resume a paused timer.
**Note:** Has no effect if timer is not paused. **Note:** Has no effect if timer is not paused.
#### `restart()`
Restart the timer from the beginning.
**Note:** Resets the timer's internal clock to zero.
#### `cancel()`
Cancel the timer and remove it from the system.
**Note:** After cancelling, the timer object cannot be reused.
--- ---
### class `Window` ### class `Window`
@ -1006,14 +1008,6 @@ Window singleton for accessing and modifying the game window properties.
#### Methods #### Methods
#### `get()`
Get the Window singleton instance.
**Returns:** Window: The singleton window object
**Note:** This is a static method that returns the same instance every time.
#### `screenshot(filename)` #### `screenshot(filename)`
Take a screenshot and save it to a file. Take a screenshot and save it to a file.
@ -1023,6 +1017,14 @@ Take a screenshot and save it to a file.
**Note:** Supports PNG, JPG, and BMP formats based on file extension. **Note:** Supports PNG, JPG, and BMP formats based on file extension.
#### `get()`
Get the Window singleton instance.
**Returns:** Window: The singleton window object
**Note:** This is a static method that returns the same instance every time.
#### `center()` #### `center()`
Center the window on the screen. Center the window on the screen.

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860
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@ -0,0 +1,860 @@
# McRogueFace Emscripten & Renderer Abstraction Research
**Date**: 2026-01-30
**Branch**: `emscripten-mcrogueface`
**Related Issues**: #157 (True Headless), #158 (Emscripten/WASM)
## Executive Summary
This document analyzes the technical requirements for:
1. **SFML 2.6 → 3.0 migration** (modernization)
2. **Emscripten/WebAssembly compilation** (browser deployment)
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.
---
## Current Architecture Analysis
### Existing Abstraction Strengths
1. **RenderTarget Pointer Pattern** (`GameEngine.h:156`)
```cpp
sf::RenderTarget* render_target;
// Points to either window.get() or headless_renderer->getRenderTarget()
```
This already decouples rendering logic from the specific backend.
2. **HeadlessRenderer** (`src/HeadlessRenderer.h`)
- Uses `sf::RenderTexture` internally
- Provides unified interface: `getRenderTarget()`, `display()`, `saveScreenshot()`
- Demonstrates the pattern for additional backends
3. **UIDrawable Hierarchy**
- Virtual `render(sf::Vector2f, sf::RenderTarget&)` method
- 7 drawable types: Frame, Caption, Sprite, Entity, Grid, Line, Circle, Arc
- Each manages its own SFML primitives internally
4. **Asset Wrappers**
- `PyTexture`, `PyFont`, `PyShader` wrap SFML types
- Python reference counting integrated
- Single point of change for asset loading APIs
### Current SFML Coupling Points
| Area | Count | Difficulty | Notes |
|------|-------|------------|-------|
| `sf::Vector2f` | ~200+ | Medium | Used everywhere for positions, sizes |
| `sf::Color` | ~100+ | Easy | Simple 4-byte struct replacement |
| `sf::FloatRect` | ~50+ | Medium | Bounds, intersection testing |
| `sf::RenderTexture` | ~20 | Hard | Shader effects, caching |
| `sf::Sprite/Text` | ~30 | Hard | Core rendering primitives |
| `sf::Event` | ~15 | Medium | Input system coupling |
| `sf::Keyboard/Mouse` | ~50+ | Easy | Enum mappings |
Total: **1276 occurrences across 78 files**
---
## SFML 3.0 Migration Analysis
### Breaking Changes Requiring Code Updates
#### 1. Vector Parameters (High Impact)
```cpp
// SFML 2.6
setPosition(10, 20);
sf::VideoMode(1024, 768, 32);
sf::FloatRect(x, y, w, h);
// SFML 3.0
setPosition({10, 20});
sf::VideoMode({1024, 768}, 32);
sf::FloatRect({x, y}, {w, h});
```
**Strategy**: Regex-based search/replace with manual verification.
#### 2. Rect Member Changes (Medium Impact)
```cpp
// SFML 2.6
rect.left, rect.top, rect.width, rect.height
rect.getPosition(), rect.getSize()
// SFML 3.0
rect.position.x, rect.position.y, rect.size.x, rect.size.y
rect.position, rect.size // direct access
rect.findIntersection() -> std::optional<Rect<T>>
```
#### 3. Resource Constructors (Low Impact)
```cpp
// SFML 2.6
sf::Sound sound; // default constructible
sound.setBuffer(buffer);
// SFML 3.0
sf::Sound sound(buffer); // requires buffer at construction
```
#### 4. Keyboard/Mouse Enum Scoping (Medium Impact)
```cpp
// SFML 2.6
sf::Keyboard::A
sf::Mouse::Left
// SFML 3.0
sf::Keyboard::Key::A
sf::Mouse::Button::Left
```
#### 5. Event Handling (Medium Impact)
```cpp
// SFML 2.6
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed) ...
}
// SFML 3.0
while (auto event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) ...
}
```
#### 6. CMake Target Changes
```cmake
# SFML 2.6
find_package(SFML 2 REQUIRED COMPONENTS graphics audio)
target_link_libraries(app sfml-graphics sfml-audio)
# SFML 3.0
find_package(SFML 3 REQUIRED COMPONENTS Graphics Audio)
target_link_libraries(app SFML::Graphics SFML::Audio)
```
### Migration Effort Estimate
| Phase | Files | Changes | Effort |
|-------|-------|---------|--------|
| CMakeLists.txt | 1 | Target names | 1 hour |
| Vector parameters | 30+ | ~200 calls | 4-8 hours |
| Rect refactoring | 20+ | ~50 usages | 2-4 hours |
| Event handling | 5 | ~15 sites | 2 hours |
| Keyboard/Mouse | 10 | ~50 enums | 2 hours |
| Resource constructors | 10 | ~30 sites | 2 hours |
| **Total** | - | - | **~15-25 hours** |
---
## Emscripten/VRSFML Analysis
### Why VRSFML Over Waiting for SFML 4.x?
1. **Available Now**: VRSFML is working today with browser demos
2. **Modern OpenGL**: Removes legacy calls, targets OpenGL ES 3.0+ (WebGL 2)
3. **SFML_GAME_LOOP Macro**: Handles blocking vs callback loop abstraction
4. **Performance**: 500k sprites @ 60FPS vs 3 FPS upstream (batching)
5. **SFML 4.x Timeline**: Unknown, potentially years away
### VRSFML API Differences from SFML
| Feature | SFML 2.6/3.0 | VRSFML |
|---------|--------------|--------|
| Default constructors | Allowed | Not allowed for resources |
| Texture ownership | Pointer in Sprite | Passed at draw time |
| Context management | Hidden global | Explicit `GraphicsContext` |
| Drawable base class | Polymorphic | Removed |
| Loading methods | `loadFromFile()` returns bool | Returns `std::optional` |
| Main loop | `while(running)` | `SFML_GAME_LOOP { }` |
### Main Loop Refactoring
Current blocking loop:
```cpp
void GameEngine::run() {
while (running) {
processEvents();
update();
render();
display();
}
}
```
Emscripten-compatible pattern:
```cpp
// Option A: VRSFML macro
SFML_GAME_LOOP {
processEvents();
update();
render();
display();
}
// Option B: Manual Emscripten integration
#ifdef __EMSCRIPTEN__
void mainLoopCallback() {
if (!game.running) {
emscripten_cancel_main_loop();
return;
}
game.doFrame();
}
emscripten_set_main_loop(mainLoopCallback, 0, 1);
#else
while (running) { doFrame(); }
#endif
```
**Recommendation**: Use preprocessor-based approach with `doFrame()` extraction for cleaner separation.
---
## Build-Time Configuration Strategy
### Normal Build (Desktop)
- Dynamic loading of assets from `assets/` directory
- Python scripts loaded from `scripts/` directory at runtime
- Full McRogueFace environment with dynamic game loading
### Emscripten Build (Web)
- Assets bundled via `--preload-file assets`
- Scripts bundled via `--preload-file scripts`
- Virtual filesystem (MEMFS/IDBFS)
- Optional: Script linting with Pyodide before bundling
- Single-purpose deployment (one game per build)
### CMake Configuration
```cmake
option(MCRF_BUILD_EMSCRIPTEN "Build for Emscripten/WebAssembly" OFF)
if(MCRF_BUILD_EMSCRIPTEN)
set(CMAKE_TOOLCHAIN_FILE ${CMAKE_SOURCE_DIR}/cmake/toolchains/emscripten.cmake)
add_definitions(-DMCRF_EMSCRIPTEN)
# Bundle assets
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} \
--preload-file ${CMAKE_SOURCE_DIR}/assets@/assets \
--preload-file ${CMAKE_SOURCE_DIR}/scripts@/scripts")
endif()
```
---
## Phased Implementation Plan
### Phase 0: Preparation (This PR)
- [ ] Create `docs/EMSCRIPTEN_RESEARCH.md` (this document)
- [ ] Update Gitea issues #157, #158 with findings
- [ ] Identify specific files requiring changes
- [ ] Create test matrix for rendering features
### Phase 1: Type Abstraction Layer
**Goal**: Isolate SFML types behind McRogueFace wrappers
```cpp
// src/types/McrfTypes.h
namespace mcrf {
using Vector2f = sf::Vector2f; // Alias initially, replace later
using Color = sf::Color;
using FloatRect = sf::FloatRect;
}
```
Changes:
- [ ] Create `src/types/` directory with wrapper types
- [ ] Gradually replace `sf::` with `mcrf::` namespace
- [ ] Update Common.h to provide both namespaces during transition
### Phase 2: Main Loop Extraction
**Goal**: Make game loop callback-compatible
- [ ] Extract `GameEngine::doFrame()` from `run()`
- [ ] Add `#ifdef __EMSCRIPTEN__` conditional in `run()`
- [ ] Test that desktop behavior is unchanged
### Phase 3: Render Backend Interface
**Goal**: Abstract RenderTarget operations
```cpp
class RenderBackend {
public:
virtual ~RenderBackend() = default;
virtual void clear(const Color& color) = 0;
virtual void draw(const Sprite& sprite) = 0;
virtual void draw(const Text& text) = 0;
virtual void display() = 0;
virtual bool isOpen() const = 0;
virtual Vector2u getSize() const = 0;
};
class SFMLBackend : public RenderBackend { ... };
class VRSFMLBackend : public RenderBackend { ... }; // Future
```
### Phase 4: SFML 3.0 Migration
**Goal**: Update to SFML 3.0 API
- [ ] Update CMakeLists.txt targets
- [ ] Fix vector parameter calls
- [ ] Fix rect member access
- [ ] Fix event handling
- [ ] Fix keyboard/mouse enums
- [ ] Test thoroughly
### Phase 5: VRSFML Integration (Experimental)
**Goal**: Add VRSFML as alternative backend
- [ ] Add VRSFML as submodule/dependency
- [ ] Implement VRSFMLBackend
- [ ] Add Emscripten CMake configuration
- [ ] Test in browser
### Phase 6: Python-in-WASM
**Goal**: Get Python scripting working in browser
**High Risk** - This is the major unknown:
- [ ] Build CPython for Emscripten
- [ ] Test `McRFPy_API` binding compatibility
- [ ] Evaluate Pyodide vs raw CPython
- [ ] Handle filesystem virtualization
- [ ] Test threading limitations
---
## Risk Assessment
| Risk | Probability | Impact | Mitigation |
|------|-------------|--------|------------|
| SFML 3.0 breaks unexpected code | Medium | Medium | Comprehensive test suite |
| VRSFML API too different | Low | High | Can fork/patch VRSFML |
| Python-in-WASM fails | Medium | Critical | Evaluate Pyodide early |
| Performance regression | Low | Medium | Benchmark before/after |
| Binary size too large | Medium | Medium | Lazy loading, stdlib trimming |
---
## References
### SFML 3.0
- [Migration Guide](https://www.sfml-dev.org/tutorials/3.0/getting-started/migrate/)
- [Changelog](https://www.sfml-dev.org/development/changelog/)
- [Release Notes](https://github.com/SFML/SFML/releases/tag/3.0.0)
### VRSFML/Emscripten
- [VRSFML Blog Post](https://vittorioromeo.com/index/blog/vrsfml.html)
- [VRSFML GitHub](https://github.com/vittorioromeo/VRSFML)
- [Browser Demos](https://vittorioromeo.github.io/VRSFML_HTML5_Examples/)
### Python WASM
- [PEP 776 - Python Emscripten Support](https://peps.python.org/pep-0776/)
- [CPython WASM Build Guide](https://github.com/python/cpython/blob/main/Tools/wasm/README.md)
- [Pyodide](https://github.com/pyodide/pyodide)
### Related Issues
- [SFML Emscripten Discussion #1494](https://github.com/SFML/SFML/issues/1494)
- [libtcod Emscripten #41](https://github.com/libtcod/libtcod/issues/41)
---
## Appendix A: File-by-File SFML Usage Inventory
### Critical Files (Must Abstract for Emscripten)
| File | SFML Types Used | Role | Abstraction Difficulty |
|------|-----------------|------|------------------------|
| `GameEngine.h/cpp` | RenderWindow, Clock, Font, Event | Main loop, window | **CRITICAL** |
| `HeadlessRenderer.h/cpp` | RenderTexture | Headless backend | **CRITICAL** |
| `UIDrawable.h/cpp` | Vector2f, RenderTarget, FloatRect | Base render interface | **HARD** |
| `UIFrame.h/cpp` | RectangleShape, Vector2f, Color | Container rendering | **HARD** |
| `UISprite.h/cpp` | Sprite, Texture, Vector2f | Texture display | **HARD** |
| `UICaption.h/cpp` | Text, Font, Vector2f, Color | Text rendering | **HARD** |
| `UIGrid.h/cpp` | RenderTexture, Sprite, Vector2f | Tile grid system | **HARD** |
| `UIEntity.h/cpp` | Sprite, Vector2f | Game entities | **HARD** |
| `UICircle.h/cpp` | CircleShape, Vector2f, Color | Circle shape | **MEDIUM** |
| `UILine.h/cpp` | VertexArray, Vector2f, Color | Line rendering | **MEDIUM** |
| `UIArc.h/cpp` | CircleShape segments, Vector2f | Arc shape | **MEDIUM** |
| `Scene.h/cpp` | Vector2f, RenderTarget | Scene management | **MEDIUM** |
| `SceneTransition.h/cpp` | RenderTexture, Sprite | Transitions | **MEDIUM** |
### Wrapper Files (Already Partially Abstracted)
| File | SFML Types Wrapped | Python API | Notes |
|------|-------------------|------------|-------|
| `PyVector.h/cpp` | sf::Vector2f | Vector | Ready for backend swap |
| `PyColor.h/cpp` | sf::Color | Color | Ready for backend swap |
| `PyTexture.h/cpp` | sf::Texture | Texture | Asset loading needs work |
| `PyFont.h/cpp` | sf::Font | Font | Asset loading needs work |
| `PyShader.h/cpp` | sf::Shader | Shader | Optional feature |
### Input System Files
| File | SFML Types Used | Notes |
|------|-----------------|-------|
| `ActionCode.h` | Keyboard::Key, Mouse::Button | Enum encoding only |
| `PyKey.h/cpp` | Keyboard::Key enum | 140+ key mappings |
| `PyMouseButton.h/cpp` | Mouse::Button enum | Simple enum |
| `PyKeyboard.h/cpp` | Keyboard::isKeyPressed | State queries |
| `PyMouse.h/cpp` | Mouse::getPosition | Position queries |
| `PyInputState.h/cpp` | None (pure enum) | No SFML dependency |
### Support Files (Low Priority)
| File | SFML Types Used | Notes |
|------|-----------------|-------|
| `Animation.h/cpp` | Vector2f, Color (as values) | Pure data animation |
| `GridLayers.h/cpp` | RenderTexture, Color | Layer caching |
| `IndexTexture.h/cpp` | Texture, IntRect | Legacy texture format |
| `Resources.h/cpp` | Font | Global font storage |
| `ProfilerOverlay.cpp` | Text, RectangleShape | Debug overlay |
| `McRFPy_Automation.h/cpp` | Various | Testing only |
---
## Appendix B: Recommended First Steps
### Immediate (Non-Breaking Changes)
1. **Extract `GameEngine::doFrame()`**
- Move loop body to separate method
- No API changes, just internal refactoring
- Enables future Emscripten callback integration
2. **Create type aliases in Common.h**
```cpp
namespace mcrf {
using Vector2f = sf::Vector2f;
using Vector2i = sf::Vector2i;
using Color = sf::Color;
using FloatRect = sf::FloatRect;
}
```
- Allows gradual migration from `sf::` to `mcrf::`
- No functional changes
3. **Document current render path**
- Add comments to key rendering functions
- Identify all `target.draw()` call sites
- Create rendering flow diagram
### Short-Term (Preparation for SFML 3.0)
1. **Audit vector parameter calls**
- Find all `setPosition(x, y)` style calls
- Prepare regex patterns for migration
2. **Audit rect member access**
- Find all `.left`, `.top`, `.width`, `.height` uses
- Prepare for `.position.x`, `.size.x` style
3. **Test suite expansion**
- Add rendering validation tests
- Screenshot comparison tests
- Animation correctness tests
---
## Appendix C: libtcod Architecture Analysis
**Key Finding**: libtcod uses a much simpler abstraction pattern than initially proposed.
### libtcod's Context Vtable Pattern
libtcod doesn't wrap every SDL type. Instead, it abstracts at the **context level** using a C-style vtable:
```c
struct TCOD_Context {
int type;
void* contextdata_; // Backend-specific data (opaque pointer)
// Function pointers - the "vtable"
void (*c_destructor_)(struct TCOD_Context* self);
TCOD_Error (*c_present_)(struct TCOD_Context* self,
const TCOD_Console* console,
const TCOD_ViewportOptions* viewport);
void (*c_pixel_to_tile_)(struct TCOD_Context* self, double* x, double* y);
TCOD_Error (*c_save_screenshot_)(struct TCOD_Context* self, const char* filename);
struct SDL_Window* (*c_get_sdl_window_)(struct TCOD_Context* self);
TCOD_Error (*c_set_tileset_)(struct TCOD_Context* self, TCOD_Tileset* tileset);
TCOD_Error (*c_screen_capture_)(struct TCOD_Context* self, ...);
// ... more operations
};
```
### How Backends Implement It
Each renderer fills in the function pointers:
```c
// In renderer_sdl2.c
context->c_destructor_ = sdl2_destructor;
context->c_present_ = sdl2_present;
context->c_get_sdl_window_ = sdl2_get_window;
// ...
// In renderer_xterm.c
context->c_destructor_ = xterm_destructor;
context->c_present_ = xterm_present;
// ...
```
### Conditional Compilation with NO_SDL
libtcod uses simple preprocessor guards:
```c
// In CMakeLists.txt
if(LIBTCOD_SDL3)
target_link_libraries(${PROJECT_NAME} PUBLIC SDL3::SDL3)
else()
target_compile_definitions(${PROJECT_NAME} PUBLIC NO_SDL)
endif()
// In source files
#ifndef NO_SDL
#include <SDL3/SDL.h>
// ... SDL-dependent code ...
#endif
```
**47 files** use this pattern. When building headless, SDL code is simply excluded.
### Why This Pattern Works
1. **Core functionality is SDL-independent**: Console manipulation, pathfinding, FOV, noise, BSP, etc. don't need SDL
2. **Only rendering needs abstraction**: The `TCOD_Context` is the single point of abstraction
3. **Minimal API surface**: Just ~10 function pointers instead of wrapping every primitive
4. **Backend-specific data is opaque**: `contextdata_` holds renderer-specific state
### Implications for McRogueFace
**libtcod's approach suggests we should NOT try to abstract every `sf::` type.**
Instead, consider:
1. **Keep SFML types internally** - `sf::Vector2f`, `sf::Color`, `sf::FloatRect` are fine
2. **Abstract at the RenderContext level** - One vtable for window/rendering operations
3. **Use `#ifndef NO_SFML` guards** - Compile-time backend selection
4. **Create alternative backend for Emscripten** - WebGL + canvas implementation
### Proposed McRogueFace Context Pattern
```cpp
struct McRF_RenderContext {
void* backend_data; // SFML or WebGL specific data
// Function pointers
void (*destroy)(McRF_RenderContext* self);
void (*clear)(McRF_RenderContext* self, uint32_t color);
void (*present)(McRF_RenderContext* self);
void (*draw_sprite)(McRF_RenderContext* self, const Sprite* sprite);
void (*draw_text)(McRF_RenderContext* self, const Text* text);
void (*draw_rect)(McRF_RenderContext* self, const Rect* rect);
bool (*poll_event)(McRF_RenderContext* self, Event* event);
void (*screenshot)(McRF_RenderContext* self, const char* path);
// ...
};
// SFML backend
McRF_RenderContext* mcrf_sfml_context_new(int width, int height, const char* title);
// Emscripten backend (future)
McRF_RenderContext* mcrf_webgl_context_new(const char* canvas_id);
```
### Comparison: Original Plan vs libtcod-Inspired Plan
| Aspect | Original Plan | libtcod-Inspired Plan |
|--------|---------------|----------------------|
| Type abstraction | Replace all `sf::*` with `mcrf::*` | Keep `sf::*` internally |
| Abstraction point | Every primitive type | Single Context object |
| Files affected | 78+ files | ~10 core files |
| Compile-time switching | Complex namespace aliasing | Simple `#ifndef NO_SFML` |
| Backend complexity | Full reimplementation | Focused vtable |
**Recommendation**: Adopt libtcod's simpler pattern. Focus abstraction on the rendering context, not on data types.
---
## Appendix D: Headless Build Experiment Results
**Experiment Date**: 2026-01-30
**Branch**: `emscripten-mcrogueface`
### Objective
Attempt to compile McRogueFace without SFML dependencies to identify true coupling points.
### What We Created
1. **`src/platform/HeadlessTypes.h`** - Complete SFML type stubs (~600 lines):
- Vector2f, Vector2i, Vector2u
- Color with standard color constants
- FloatRect, IntRect
- Time, Clock (with chrono-based implementation)
- Transform, Vertex, View
- Shape hierarchy (RectangleShape, CircleShape, etc.)
- Texture, Sprite, Font, Text stubs
- RenderTarget, RenderTexture, RenderWindow stubs
- Audio stubs (Sound, Music, SoundBuffer)
- Input stubs (Keyboard, Mouse, Event)
- Shader stub
2. **Modified `src/Common.h`** - Conditional include:
```cpp
#ifdef MCRF_HEADLESS
#include "platform/HeadlessTypes.h"
#else
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#endif
```
### Build Attempt Result
**SUCCESS** - Headless build compiles after consolidating includes and adding stubs.
### Work Completed
#### 1. Consolidated SFML Includes
**15 files** had direct SFML includes that bypassed Common.h. All were modified to use `#include "Common.h"` instead:
| File | Original Include | Fixed |
|------|------------------|-------|
| `main.cpp` | `<SFML/Graphics.hpp>` | ✓ |
| `Animation.h` | `<SFML/Graphics.hpp>` | ✓ |
| `GridChunk.h` | `<SFML/Graphics.hpp>` | ✓ |
| `GridLayers.h` | `<SFML/Graphics.hpp>` | ✓ |
| `HeadlessRenderer.h` | `<SFML/Graphics.hpp>` | ✓ |
| `SceneTransition.h` | `<SFML/Graphics.hpp>` | ✓ |
| `McRFPy_Automation.h` | `<SFML/Graphics.hpp>`, `<SFML/Window.hpp>` | ✓ |
| `PyWindow.cpp` | `<SFML/Graphics.hpp>` | ✓ |
| `ActionCode.h` | `<SFML/Window/Keyboard.hpp>` | ✓ |
| `PyKey.h` | `<SFML/Window/Keyboard.hpp>` | ✓ |
| `PyMouseButton.h` | `<SFML/Window/Mouse.hpp>` | ✓ |
| `PyBSP.h` | `<SFML/System/Vector2.hpp>` | ✓ |
| `UIGridPathfinding.h` | `<SFML/System/Vector2.hpp>` | ✓ |
#### 2. Wrapped ImGui-SFML with Guards
ImGui-SFML is disabled entirely in headless builds since debug tools can't be accessed through the API:
| File | Changes |
|------|---------|
| `GameEngine.h` | Guarded includes and member variables |
| `GameEngine.cpp` | Guarded all ImGui::SFML calls |
| `ImGuiConsole.h/cpp` | Entire file wrapped with `#ifndef MCRF_HEADLESS` |
| `ImGuiSceneExplorer.h/cpp` | Entire file wrapped with `#ifndef MCRF_HEADLESS` |
| `McRFPy_API.cpp` | Guarded ImGuiConsole include and setEnabled call |
#### 3. Extended HeadlessTypes.h
The stub file grew from ~700 lines to ~900 lines with additional types and methods:
**Types Added:**
- `sf::Image` - For screenshot functionality
- `sf::Glsl::Vec3`, `sf::Glsl::Vec4` - For shader uniforms
- `sf::BlendMode` - For rendering states
- `sf::CurrentTextureType` - For shader texture binding
**Methods Added:**
- `Font::Info` struct and `Font::getInfo()`
- `Texture::update()` overloads
- `Texture::copyToImage()`
- `Transform::getInverse()`
- `RenderStates` constructors from Transform, BlendMode, Shader*
- `Music::getDuration()`, `getPlayingOffset()`, `setPlayingOffset()`
- `SoundBuffer::getDuration()`
- `RenderWindow::setMouseCursorGrabbed()`
- `sf::err()` stream function
- Keyboard aliases: `BackSpace`, `BackSlash`, `SemiColon`, `Dash`
### Build Commands
```bash
# Normal SFML build (default)
make
# Headless build (no SFML/ImGui dependencies)
mkdir build-headless && cd build-headless
cmake .. -DMCRF_HEADLESS=ON -DCMAKE_BUILD_TYPE=Release
make
```
### Key Insight
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 |
| Wrap ImGui-SFML in guards | 5 | ~20 min |
| Extend HeadlessTypes.h with missing stubs | 1 | ~1 hour |
| Fix compilation errors iteratively | - | ~1 hour |
**Total**: ~3 hours for clean headless compilation
### Completed Milestones
1. ✅ **Test Python bindings** - mcrfpy module loads and works in headless mode
- Vector, Color, Scene, Frame, Grid all functional
- libtcod integrations (BSP, pathfinding) available
2. ✅ **Add CMake option** - `option(MCRF_HEADLESS "Build without graphics" OFF)`
- Proper conditional compilation and linking
- No SFML symbols in headless binary
3. ✅ **Link-time validation** - `ldd` confirms zero SFML/OpenGL dependencies
4. ✅ **Binary size reduction** - Headless is 1.6 MB vs 2.5 MB normal build (36% smaller)
### Python Test Results (Headless Mode)
```python
# All these work in headless build:
import mcrfpy
v = mcrfpy.Vector(10, 20) # ✅
c = mcrfpy.Color(255, 128, 64) # ✅
scene = mcrfpy.Scene('test') # ✅
frame = mcrfpy.Frame(pos=(0,0)) # ✅
grid = mcrfpy.Grid(grid_size=(10,10)) # ✅
```
### Remaining Steps for Emscripten
1. ✅ **Main loop extraction** - `GameEngine::doFrame()` extracted with Emscripten callback support
- `run()` now uses `#ifdef __EMSCRIPTEN__` to choose between callback and blocking loop
- `emscripten_set_main_loop_arg()` integration ready
2. ✅ **Emscripten toolchain** - `emcmake cmake` works with headless mode
3. ✅ **Python-in-WASM** - Built CPython 3.14.2 for wasm32-emscripten target
- Uses official `Tools/wasm/emscripten build` script from CPython repo
- Produced libpython3.14.a (47MB static library)
- Also builds: libmpdec, libffi, libexpat for WASM
4. ✅ **libtcod-in-WASM** - Built libtcod-headless for Emscripten
- Uses `LIBTCOD_SDL3=OFF` to avoid SDL dependency
- Includes lodepng and utf8proc dependencies
5. ✅ **First successful WASM build** - mcrogueface.wasm (8.9MB) + mcrogueface.js (126KB)
- All 68 C++ source files compile with emcc
- Links: Python, libtcod, HACL crypto, expat, mpdec, ffi, zlib, bzip2, sqlite3
6. 🔲 **Python stdlib bundling** - Need to package Python stdlib for WASM filesystem
7. 🔲 **VRSFML integration** - Replace stubs with actual WebGL rendering
### First Emscripten Build Attempt (2026-01-31)
**Command:**
```bash
source ~/emsdk/emsdk_env.sh
emcmake cmake .. -DMCRF_HEADLESS=ON -DCMAKE_BUILD_TYPE=Release
emmake make -j8
```
**Result:** Build failed on Python headers.
**Key Errors:**
```
deps/Python/pyport.h:429:2: error: "LONG_BIT definition appears wrong for platform"
```
```
warning: shift count >= width of type [-Wshift-count-overflow]
_Py_STATIC_FLAG_BITS << 48 // 48-bit shift on 32-bit WASM!
```
**Root Cause:**
1. Desktop Python 3.14 headers assume 64-bit Linux with glibc
2. Emscripten targets 32-bit WASM with musl-based libc
3. Python's immortal reference counting uses `<< 48` shifts that overflow on 32-bit
4. `LONG_BIT` check fails because WASM's `long` is 32 bits
**Analysis:**
The HeadlessTypes.h stubs and game engine code compile fine. The blocker is exclusively the Python C API integration.
### Python-in-WASM Options
| Option | Complexity | Description |
|--------|------------|-------------|
| **Pyodide** | Medium | Pre-built Python WASM with package ecosystem |
| **CPython WASM** | High | Build CPython ourselves with Emscripten |
| **No-Python mode** | Low | New CMake option to exclude Python entirely |
**Pyodide Approach (Recommended):**
- Pyodide provides Python 3.12 compiled for WASM
- Would need to replace `deps/Python` with Pyodide headers
- `McRFPy_API` binding layer needs adaptation
- Pyodide handles asyncio, file system virtualization
- Active project with good documentation
### CPython WASM Build (Successful!)
**Date**: 2026-01-31
Used the official CPython WASM build process:
```bash
# From deps/cpython directory
./Tools/wasm/emscripten build
# This produces:
# - cross-build/wasm32-emscripten/build/python/libpython3.14.a
# - cross-build/wasm32-emscripten/prefix/lib/libmpdec.a
# - cross-build/wasm32-emscripten/prefix/lib/libffi.a
# - cross-build/wasm32-emscripten/build/python/Modules/expat/libexpat.a
```
**CMake Integration:**
```cmake
if(EMSCRIPTEN)
set(PYTHON_WASM_BUILD "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/build/python")
set(PYTHON_WASM_PREFIX "${CMAKE_SOURCE_DIR}/deps/cpython/cross-build/wasm32-emscripten/prefix")
# Force WASM-compatible pyconfig.h
add_compile_options(-include ${PYTHON_WASM_BUILD}/pyconfig.h)
# Link all Python dependencies
set(LINK_LIBS
${PYTHON_WASM_BUILD}/libpython3.14.a
${PYTHON_WASM_BUILD}/Modules/_hacl/*.o # HACL crypto not in libpython
${PYTHON_WASM_BUILD}/Modules/expat/libexpat.a
${PYTHON_WASM_PREFIX}/lib/libmpdec.a
${PYTHON_WASM_PREFIX}/lib/libffi.a
)
# Emscripten ports for common libraries
target_link_options(mcrogueface PRIVATE
-sUSE_ZLIB=1
-sUSE_BZIP2=1
-sUSE_SQLITE3=1
)
endif()
```
**No-Python Mode (For Testing):**
- Add `MCRF_NO_PYTHON` CMake option
- Allows testing WASM build without Python complexity
- Game engine would be pure C++ (no scripting)
- Useful for validating rendering, input, timing first
### Main Loop Architecture
The game loop now supports both desktop (blocking) and browser (callback) modes:
```cpp
// GameEngine::run() - build-time conditional
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(emscriptenMainLoopCallback, this, 0, 1);
#else
while (running) { doFrame(); }
#endif
// GameEngine::doFrame() - same code runs in both modes
void GameEngine::doFrame() {
metrics.resetPerFrame();
currentScene()->update();
testTimers();
// ... animations, input, rendering ...
currentFrame++;
frameTime = clock.restart().asSeconds();
}
```

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# McRogueFace Issue Triage — April 2026
**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() |
| #289 | Caption Python property setters don't call markDirty() | Quick — add markDirty() to text/font_size/fill_color setters |
| #288 | UICollection mutations don't invalidate parent Frame's render cache | Quick — add markCompositeDirty() in append/remove/etc |
**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.
---
## Group 2: Grid Dangling Pointer Bugs
**3 issues — moderate fixes, memory safety impact**
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 |
| #152 | Sparse Grid Layers | Major feature — default values + sub-grid chunk optimization |
**Dependencies:** #257 is standalone. #152 builds on the existing layer system.
---
## Group 5: API Cleanup & Consistency
**1 issue — quick, blocks v1.0**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #304 | Remove camelCase module functions before 1.0 | Quick — delete 4 method entries from mcrfpyMethods[], update tests |
**Dependencies:** Snake_case aliases already added. This is a breaking change gated on the 1.0 release.
---
## Group 6: Multi-Tile Entity Rendering
**5 issues — parent + 4 children, all tier3-future**
Umbrella issue #233 with four sub-issues for different approaches to entities larger than one grid cell.
| Issue | Title | Difficulty |
|-------|-------|------------|
| #233 | Enhance Entity rendering and positioning capabilities (parent) | Meta/tracking |
| #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 |
| #286 | Re-enable ASan leak detection | Tiny — remove detect_leaks=0 suppression |
| #284 | Valgrind Massif heap profiling target | Tiny — add Makefile target |
| #283 | Atheris fuzzing harness for Python API | Major — significant new infrastructure |
| #282 | Install modern Clang for TSan/fuzzing | Minor — toolchain upgrade |
| #281 | Free-threaded CPython + TSan Makefile targets | Minor — Makefile additions |
| #280 | Instrumented libtcod debug build | Minor — rebuild libtcod with sanitizers |
**Dependencies:** #286 depends on #266/#275 (both closed). #287 depends on the actual bugs being fixed. #283 depends on #282.
---
## Group 8: Grid Data Model Enhancements
**3 issues — foundation work for game data**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #293 | DiscreteMap serialization via bytes | Minor — add bytes() and from_bytes() to DiscreteMap |
| #294 | Entity.gridstate as DiscreteMap reference | Minor — refactor internal representation |
| #149 | Reduce the size of UIGrid.cpp | Refactoring — break 1400+ line file into logical units |
**Dependencies:** #294 depends on #293. #149 is independent refactoring.
---
## Group 9: Performance Optimization
**4 issues — significant effort, needs benchmarks first**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #255 | Tracking down performance improvement opportunities | Investigation — profiling session |
| #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.
---
## Group 10: WASM / Playground Tooling
**3 issues — all tier3-future**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #238 | Emscripten debugging infrastructure (DWARF, source maps) | Minor — build config additions |
| #239 | Automated WASM testing with headless browser | Major — new test infrastructure |
| #240 | Developer troubleshooting docs for WASM deployments | Documentation — write guide |
**Dependencies:** #238 supports #239. #240 is standalone documentation.
---
## Group 11: LLM Agent Testbed
**3 issues — research/demo infrastructure**
| Issue | Title | Difficulty |
|-------|-------|------------|
| #55 | McRogueFace as Agent Simulation Environment | Major — umbrella/vision issue |
| #154 | Grounded Multi-Agent Testbed | Major — research infrastructure |
| #156 | Turn-based LLM Agent Orchestration | Major — orchestration layer |
**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).
---
## Summary by Priority
| Priority | Groups | Issue Count | Session Estimate |
|----------|--------|-------------|-----------------|
| **Do now** | G1 (dirty flags), G2 (dangling ptrs) | 7 | 1 session |
| **Do soon** | G3 (animation), G4 (grid fixes), G5 (API cleanup) | 5 | 1 session |
| **Foundation** | G7 (safety tests), G8 (grid data) | 12 | 2-3 sessions |
| **When ready** | G6 (multi-tile), G9 (perf), G10 (WASM) | 12 | 3-4 sessions |
| **Future** | G11 (LLM), G12 (demos), G13 (platform), G14 (concurrency) | 10 | unbounded |
## Recommended First Session
**Groups 1 + 2: Dirty flags + dangling pointers (7 issues)**
Rationale:
- All are correctness/safety bugs, not features — fixes don't need design decisions
- Dirty flag fixes (#288-#291) share the same mechanical pattern: add missing `markDirty()` or `markCompositeDirty()` calls
- Dangling pointer fixes (#270, #271, #277) share the same pattern: convert `UIGrid*` to `weak_ptr<UIGrid>` or add invalidation on grid destruction
- Closing these also effectively closes the meta issue #279
- High confidence of completing all 7 in one session
- Clears the way for performance work (Group 9) which depends on correct caching
---
## Triage Completion Status (2026-04-20)
### Groups 15: COMPLETE (overnight sessions, prior to this entry)
All issues fixed or labeled. See commit history for details.
### Groups 614: COMPLETE (2026-04-20)
| Group | Issues | Status |
|-------|--------|--------|
| G6 Multi-tile entities | #233#237 | All **closed** |
| G7 Memory safety tooling | #279#287 | All **closed** except #282 (open, labeled) |
| G8 Grid data model | #149, #293, #294 | All **closed** |
| G9 Performance | #117, #124, #145, #255 | Open, all labeled |
| G10 WASM/Playground | #238, #239, #240 | #238/#240 closed; #239 open, labeled |
| G11 LLM agent testbed | #55, #154, #156 | Open, all labeled |
| G12 Demo games | #167, #248 | Open, all labeled |
| G13 Platform/architecture | #53, #54, #62, #67, #70 | Open, all labeled |
| G14 Concurrency | #220 | Open, labeled |
**Label pass completed:** All open issues in groups 614 now have `system:*`, `priority:tier*`, and type labels applied.
### Post-triage new issues (#312#316, created 2026-04-19)
These appeared after the triage document was written and have been labeled in the same session:
| Issue | Title | Labels Applied |
|-------|-------|----------------|
| #312 | Extend fuzz coverage to remaining API surface | Minor Feature, system:performance, priority:tier2-foundation |
| #313 | Migrate UIEntity::grid to shared_ptr\<GridData\> | Refactoring & Cleanup, system:grid, system:python-binding, priority:tier1-active |
| #314 | API audit documentation follow-through | Documentation, system:documentation, priority:tier1-active |
| #316 | Sparse perspective writeback in updateVisibility | Minor Feature, system:performance, system:grid, priority:tier2-foundation, workflow:needs-benchmark |

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# WASM / Emscripten Troubleshooting Guide
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)
- **Readable stack traces** (via `--emit-symbol-map`)
### Reading WASM stack traces
Production WASM stack traces show mangled names like `$_ZN7UIFrame6renderEv`. To demangle:
1. Use the debug build which emits a `.symbols` file
2. Or pipe through `c++filt`: `echo '_ZN7UIFrame6renderEv' | c++filt`
3. Or use Chrome's DWARF extension for inline source mapping
### Browser developer tools
- **Chrome**: DevTools > Sources > shows C++ source files with DWARF debug builds
- **Firefox**: Debugger > limited DWARF support, better with source maps
- **Console**: All `printf`/`std::cout` output goes to the browser console
- **Network**: Check that `.data` (preloaded files) and `.wasm` loaded successfully
- **Memory**: Use Chrome's Memory tab to profile WASM heap usage
### Assertions
The build enables `-sASSERTIONS=2` and `-sSTACK_OVERFLOW_CHECK=2` by default (both debug and release). These catch:
- Null pointer dereferences in WASM memory
- Stack overflow before it corrupts the heap
- Invalid Emscripten API usage
## Deployment
### File sizes
Typical build sizes:
| Build | .wasm | .data | .js | Total |
|-------|-------|-------|-----|-------|
| Release | ~15 MB | ~25 MB | ~200 KB | ~40 MB |
| Debug | ~40 MB | ~25 MB | ~300 KB | ~65 MB |
The `.data` file contains the Python stdlib and game assets. Use the "light" stdlib preset to reduce it.
### Serving requirements
WASM files require specific HTTP headers:
- `Content-Type: application/wasm` for `.wasm` files
- CORS headers if serving from a CDN
The `make serve` targets use Python's `http.server` which handles MIME types correctly for local development.
### Embedding in custom pages
The build produces an HTML file from `shell.html` (or `shell_game.html`). To embed in your own page, you need:
1. The `.js`, `.wasm`, and `.data` files from the build directory
2. A canvas element with `id="canvas"`
3. Load the `.js` file, which bootstraps everything:
```html
<canvas id="canvas" width="1024" height="768"></canvas>
<script src="mcrogueface.js"></script>
```
### Game shell vs playground shell
- `make wasm` / `make wasm-game`: Uses `shell.html` or `shell_game.html` — includes REPL widget or fullscreen canvas
- `make playground`: Uses `shell.html` with REPL chrome — intended for interactive testing
- Set `MCRF_GAME_SHELL=ON` in CMake for fullscreen-only (no REPL)
## Known Limitations
1. **No dynamic module loading**: All Python modules must be preloaded at build time
2. **No threading**: JavaScript is single-threaded; Python's `threading` module is non-functional
3. **No filesystem writes to disk**: Writes go to an in-memory filesystem (optionally synced to IndexedDB)
4. **No audio**: Sound API is fully stubbed
5. **No ImGui console**: The debug overlay is desktop-only
6. **Input differences**: Some keyboard shortcuts are intercepted by the browser (Ctrl+W, F5, etc.)

994
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# McRogueFace Python API Consistency Audit
**Date**: 2026-04-09
**Version**: 0.2.6-prerelease
**Purpose**: Catalog the full public API surface, identify inconsistencies and issues before 1.0 API freeze.
---
## Table of Contents
1. [Executive Summary](#executive-summary)
2. [Module-Level API](#module-level-api)
3. [Core Value Types](#core-value-types)
4. [UI Drawable Types](#ui-drawable-types)
5. [Grid System](#grid-system)
6. [Entity System](#entity-system)
7. [Collections](#collections)
8. [Audio Types](#audio-types)
9. [Procedural Generation](#procedural-generation)
10. [Pathfinding](#pathfinding)
11. [Shader System](#shader-system)
12. [Tiled/LDtk Import](#tiledldtk-import)
13. [3D/Experimental Types](#3dexperimental-types)
14. [Enums](#enums)
15. [Findings: Naming Inconsistencies](#findings-naming-inconsistencies)
16. [Findings: Missing Functionality](#findings-missing-functionality)
17. [Findings: Deprecations to Resolve](#findings-deprecations-to-resolve)
18. [Findings: Documentation Gaps](#findings-documentation-gaps)
19. [Recommendations](#recommendations)
---
## Executive Summary
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`)
2. **Terse/placeholder docstrings** on 5 core types (Vector, Font, Texture, GridPoint, GridPointState)
3. **Deprecated property aliases** still exposed (`sprite_number`)
4. **Color property naming split**: some types use `fill_color`/`outline_color`, others use `color`
5. **Redundant position aliases** on Entity (`grid_pos` vs `cell_pos` for the same data)
---
## Module-Level API
### Functions (`mcrfpy.*`)
| Function | Signature | Notes |
|----------|-----------|-------|
| `step` | `(dt: float = None) -> float` | Advance simulation (headless mode) |
| `exit` | `() -> None` | Shutdown engine |
| `find` | `(name: str, scene: str = None) -> Drawable \| None` | Find UI element by name |
| `lock` | `() -> _LockContext` | Thread-safe UI update context manager |
| `bresenham` | `(start, end, *, include_start=True, include_end=True) -> list[tuple]` | Line algorithm |
| `start_benchmark` | `() -> None` | Begin benchmark capture |
| `end_benchmark` | `() -> str` | End benchmark, return filename |
| `log_benchmark` | `(message: str) -> None` | Add benchmark annotation |
| `_sync_storage` | `() -> None` | WASM persistent storage flush |
| **`setScale`** | `(multiplier: float) -> None` | **CAMELCASE - deprecated** |
| **`findAll`** | `(pattern: str, scene: str = None) -> list` | **CAMELCASE** |
| **`getMetrics`** | `() -> dict` | **CAMELCASE** |
| **`setDevConsole`** | `(enabled: bool) -> None` | **CAMELCASE** |
### Properties (`mcrfpy.*`)
| Property | Type | Writable | Notes |
|----------|------|----------|-------|
| `current_scene` | `Scene \| None` | Yes | Active scene |
| `scenes` | `dict[str, Scene]` | No | All registered scenes |
| `timers` | `list[Timer]` | No | Active timers |
| `animations` | `list[Animation]` | No | Active animations |
| `default_transition` | `Transition` | Yes | Scene transition effect |
| `default_transition_duration` | `float` | Yes | Transition duration |
| `save_dir` | `str` | No | Platform-specific save path |
### Singletons
| Name | Type | Notes |
|------|------|-------|
| `keyboard` | `Keyboard` | Modifier key state |
| `mouse` | `Mouse` | Position and button state |
| `window` | `Window` | Window properties |
| `default_font` | `Font` | JetBrains Mono |
| `default_texture` | `Texture` | Kenney Tiny Dungeon (16x16) |
### Constants
| Name | Type | Value |
|------|------|-------|
| `__version__` | `str` | Build version string |
| `default_fov` | `FOV` | `FOV.BASIC` |
### Submodules
| Name | Contents |
|------|----------|
| `automation` | Screenshot, click simulation, testing utilities |
---
## Core Value Types
### `Color`
```
Color(r: int = 0, g: int = 0, b: int = 0, a: int = 255)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `r`, `g`, `b`, `a` | int (0-255) | R/W |
| Methods | Signature |
|---------|-----------|
| `from_hex` | `(cls, hex_string: str) -> Color` (classmethod) |
| `to_hex` | `() -> str` |
| `lerp` | `(other: Color, t: float) -> Color` |
Protocols: `__repr__`, `__hash__`
### `Vector`
```
Vector(x: float = 0, y: float = 0)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `x`, `y` | float | R/W |
| `int` | tuple[int, int] | R |
| Methods | Signature |
|---------|-----------|
| `magnitude` | `() -> float` |
| `magnitude_squared` | `() -> float` |
| `normalize` | `() -> Vector` |
| `dot` | `(other: Vector) -> float` |
| `distance_to` | `(other: Vector) -> float` |
| `angle` | `() -> float` |
| `copy` | `() -> Vector` |
| `floor` | `() -> Vector` |
Protocols: `__repr__`, `__hash__`, `__eq__`/`__ne__`, arithmetic (`+`, `-`, `*`, `/`, `-x`, `abs`), sequence (`len`, `[0]`/`[1]`)
### `Font`
```
Font(filename: str)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `family` | str | R |
| `source` | str | R |
Methods: None
Protocols: `__repr__`
### `Texture`
```
Texture(filename: str, sprite_width: int, sprite_height: int)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `sprite_width`, `sprite_height` | int | R |
| `sheet_width`, `sheet_height` | int | R |
| `sprite_count` | int | R |
| `source` | str | R |
| Methods | Signature |
|---------|-----------|
| `from_bytes` | `(cls, data, w, h, sprite_w, sprite_h, name=...) -> Texture` (classmethod) |
| `composite` | `(cls, layers, sprite_w, sprite_h, name=...) -> Texture` (classmethod) |
| `hsl_shift` | `(hue_shift, sat_shift=0, lit_shift=0) -> Texture` |
Protocols: `__repr__`, `__hash__`
---
## UI Drawable Types
### Base: `Drawable` (abstract)
Cannot be instantiated directly.
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `on_click` | callable | R/W | `(pos, button, action)` |
| `z_index` | int | R/W | Render order |
| `visible` | bool | R/W | |
| `opacity` | float | R/W | 0.0-1.0 |
| `name` | str | R/W | |
| `pos` | Vector | R/W | |
| `parent` | Drawable | R | |
| `align` | Alignment | R/W | |
| `margin`, `horiz_margin`, `vert_margin` | float | R/W | |
| `shader` | Shader | R/W | |
| `uniforms` | UniformCollection | R | |
| `rotation` | float | R/W | |
| `origin` | Vector | R/W | |
| Methods | Signature |
|---------|-----------|
| `move` | `(dx, dy)` or `(delta)` |
| `resize` | `(w, h)` or `(size)` |
| `animate` | `(property, target, duration, easing, ...)` |
### `Frame`
```
Frame(pos=None, size=None, **kwargs)
```
Additional properties beyond Drawable:
| Properties | Type | R/W |
|-----------|------|-----|
| `x`, `y`, `w`, `h` | float | R/W |
| `fill_color` | Color | R/W |
| `outline_color` | Color | R/W |
| `outline` | float | R/W |
| `children` | UICollection | R |
| `clip_children` | bool | R/W |
| `cache_subtree` | bool | R/W |
| `grid_pos`, `grid_size` | Vector | R/W |
### `Caption`
```
Caption(pos=None, font=None, text='', **kwargs)
```
Additional properties beyond Drawable:
| Properties | Type | R/W |
|-----------|------|-----|
| `x`, `y` | float | R/W |
| `w`, `h` | float | R (computed) |
| `size` | Vector | R (computed) |
| `text` | str | R/W |
| `font_size` | float | R/W |
| `fill_color` | Color | R/W |
| `outline_color` | Color | R/W |
| `outline` | float | R/W |
### `Sprite`
```
Sprite(pos=None, texture=None, sprite_index=0, **kwargs)
```
Additional properties beyond Drawable:
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `x`, `y` | float | R/W | |
| `w`, `h` | float | R (computed) | |
| `scale` | float | R/W | Uniform scale |
| `scale_x`, `scale_y` | float | R/W | Per-axis scale |
| `sprite_index` | int | R/W | |
| `sprite_number` | int | R/W | **DEPRECATED alias** |
| `texture` | Texture | R/W | |
### `Line`
```
Line(start=None, end=None, thickness=1.0, color=None, **kwargs)
```
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `start` | Vector | R/W | |
| `end` | Vector | R/W | |
| `color` | Color | R/W | **Not `fill_color`** |
| `thickness` | float | R/W | |
### `Circle`
```
Circle(radius=0, center=None, fill_color=None, outline_color=None, outline=0, **kwargs)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `radius` | float | R/W |
| `center` | Vector | R/W |
| `fill_color` | Color | R/W |
| `outline_color` | Color | R/W |
| `outline` | float | R/W |
### `Arc`
```
Arc(center=None, radius=0, start_angle=0, end_angle=90, color=None, thickness=1, **kwargs)
```
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `center` | Vector | R/W | |
| `radius` | float | R/W | |
| `start_angle`, `end_angle` | float | R/W | Degrees |
| `color` | Color | R/W | **Not `fill_color`** |
| `thickness` | float | R/W | |
---
## Grid System
### `Grid` (also available as `GridView`)
```
Grid(grid_size=None, pos=None, size=None, texture=None, **kwargs)
```
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `grid_size`, `grid_w`, `grid_h` | tuple/int | R | |
| `x`, `y`, `w`, `h` | float | R/W | |
| `pos`, `position` | Vector | R/W | `position` is redundant alias |
| `center` | Vector | R/W | Camera center (pixels) |
| `center_x`, `center_y` | float | R/W | |
| `zoom` | float | R/W | |
| `camera_rotation` | float | R/W | |
| `fill_color` | Color | R/W | |
| `texture` | Texture | R | |
| `entities` | EntityCollection | R | |
| `children` | UICollection | R | |
| `layers` | tuple | R | |
| `perspective`, `perspective_enabled` | various | R/W | |
| `fov`, `fov_radius` | various | R/W | |
| `on_cell_enter`, `on_cell_exit`, `on_cell_click` | callable | R/W | |
| `hovered_cell` | tuple | R | |
| `grid_data` | _GridData | R/W | Internal grid reference |
| Methods | Signature |
|---------|-----------|
| `at` | `(x, y)` or `(pos)` -> GridPoint |
| `compute_fov` | `(pos, radius, light_walls, algorithm)` |
| `is_in_fov` | `(pos) -> bool` |
| `find_path` | `(start, end, diagonal_cost, collide) -> AStarPath` |
| `get_dijkstra_map` | `(root, diagonal_cost, collide) -> DijkstraMap` |
| `clear_dijkstra_maps` | `()` |
| `add_layer` | `(layer)` |
| `remove_layer` | `(name_or_layer)` |
| `layer` | `(name) -> ColorLayer \| TileLayer` |
| `entities_in_radius` | `(pos, radius) -> list` |
| `center_camera` | `(pos)` -- tile coordinates |
| `apply_threshold` | `(source, range, walkable, transparent)` |
| `apply_ranges` | `(source, ranges)` |
| `step` | `(n, turn_order)` -- turn management |
### `GridPoint` (internal, returned by `Grid.at()`)
| Properties | Type | R/W |
|-----------|------|-----|
| `walkable` | bool | R/W |
| `transparent` | bool | R/W |
| `entities` | list | R |
| `grid_pos` | tuple | R |
Dynamic attributes: named layer data via `__getattr__`/`__setattr__`
### `GridPointState` (internal, returned by entity gridstate)
| Properties | Type | R/W |
|-----------|------|-----|
| `visible` | bool | R/W |
| `discovered` | bool | R/W |
| `point` | GridPoint | R |
### `ColorLayer`
```
ColorLayer(z_index=-1, name=None, grid_size=None)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `z_index` | int | R/W |
| `visible` | bool | R/W |
| `grid_size` | tuple | R |
| `name` | str | R |
| `grid` | Grid | R/W |
| Methods | Signature |
|---------|-----------|
| `at` | `(x, y)` or `(pos) -> Color` |
| `set` | `(pos, color)` |
| `fill` | `(color)` |
| `fill_rect` | `(pos, size, color)` |
| `draw_fov` | `(source, radius, fov, visible, discovered, unknown)` |
| `apply_perspective` | `(entity, visible, discovered, unknown)` |
| `update_perspective` | `()` |
| `clear_perspective` | `()` |
| `apply_threshold` | `(source, range, color)` |
| `apply_gradient` | `(source, range, color_low, color_high)` |
| `apply_ranges` | `(source, ranges)` |
### `TileLayer`
```
TileLayer(z_index=-1, name=None, texture=None, grid_size=None)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `z_index` | int | R/W |
| `visible` | bool | R/W |
| `texture` | Texture | R/W |
| `grid_size` | tuple | R |
| `name` | str | R |
| `grid` | Grid | R/W |
| Methods | Signature |
|---------|-----------|
| `at` | `(x, y)` or `(pos) -> int` |
| `set` | `(pos, index)` |
| `fill` | `(index)` |
| `fill_rect` | `(pos, size, index)` |
| `apply_threshold` | `(source, range, tile)` |
| `apply_ranges` | `(source, ranges)` |
---
## Entity System
### `Entity`
```
Entity(grid_pos=None, texture=None, sprite_index=0, **kwargs)
```
| Properties | Type | R/W | Notes |
|-----------|------|-----|-------|
| `pos`, `x`, `y` | Vector/float | R/W | Pixel position |
| `cell_pos`, `cell_x`, `cell_y` | Vector/int | R/W | Integer cell coords |
| `grid_pos`, `grid_x`, `grid_y` | Vector/int | R/W | **Same as cell_pos** |
| `draw_pos` | Vector | R/W | Fractional tile position |
| `sprite_index` | int | R/W | |
| `sprite_number` | int | R/W | **DEPRECATED alias** |
| `sprite_offset`, `sprite_offset_x`, `sprite_offset_y` | Vector/float | R/W | |
| `grid` | Grid | R/W | |
| `gridstate` | GridPointState | R | |
| `labels` | frozenset | R/W | |
| `step` | callable | R/W | Turn callback |
| `default_behavior` | Behavior | R/W | |
| `behavior_type` | Behavior | R | |
| `turn_order` | int | R/W | |
| `move_speed` | float | R/W | |
| `target_label` | str | R/W | |
| `sight_radius` | int | R/W | |
| `visible`, `opacity`, `name` | various | R/W | |
| `shader`, `uniforms` | various | R/W | |
| Methods | Signature |
|---------|-----------|
| `at` | `(x, y)` or `(pos) -> GridPoint` |
| `index` | `() -> int` |
| `die` | `()` |
| `path_to` | `(x, y)` or `(target) -> AStarPath` |
| `find_path` | `(target, diagonal_cost, collide) -> AStarPath` |
| `update_visibility` | `()` |
| `visible_entities` | `(fov, radius) -> list` |
| `animate` | `(property, target, duration, easing, ...)` |
---
## Collections
### `UICollection` (internal, returned by `Frame.children` / `Scene.children`)
| Methods | Signature |
|---------|-----------|
| `append` | `(element)` |
| `extend` | `(iterable)` |
| `insert` | `(index, element)` |
| `remove` | `(element)` |
| `pop` | `([index]) -> Drawable` |
| `index` | `(element) -> int` |
| `count` | `(element) -> int` |
| `find` | `(name, recursive=False) -> Drawable \| None` |
Protocols: `len`, `[]`, slicing, iteration
### `EntityCollection` (internal, returned by `Grid.entities`)
Same methods as UICollection. Protocols: `len`, `[]`, slicing, iteration.
---
## Audio Types
### `Sound`
```
Sound(source: str | SoundBuffer)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `volume` | float (0-100) | R/W |
| `loop` | bool | R/W |
| `playing` | bool | R |
| `duration` | float | R |
| `source` | str | R |
| `pitch` | float | R/W |
| `buffer` | SoundBuffer | R |
| Methods | Signature |
|---------|-----------|
| `play` | `()` |
| `pause` | `()` |
| `stop` | `()` |
| `play_varied` | `(pitch_range=0.1, volume_range=3.0)` |
### `SoundBuffer`
```
SoundBuffer(filename: str)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `duration` | float | R |
| `sample_count` | int | R |
| `sample_rate` | int | R |
| `channels` | int | R |
| `sfxr_params` | dict | R |
| Methods | Signature | Notes |
|---------|-----------|-------|
| `from_samples` | `(cls, data, channels, sample_rate) -> SoundBuffer` | classmethod |
| `tone` | `(cls, frequency, duration, waveform='sine', ...) -> SoundBuffer` | classmethod |
| `sfxr` | `(cls, preset, seed=None) -> SoundBuffer` | classmethod |
| `concat` | `(cls, buffers) -> SoundBuffer` | classmethod |
| `mix` | `(cls, buffers) -> SoundBuffer` | classmethod |
| `pitch_shift` | `(semitones) -> SoundBuffer` | returns new |
| `low_pass` | `(cutoff) -> SoundBuffer` | returns new |
| `high_pass` | `(cutoff) -> SoundBuffer` | returns new |
| `echo` | `(delay, decay) -> SoundBuffer` | returns new |
| `reverb` | `(room_size) -> SoundBuffer` | returns new |
| `distortion` | `(gain) -> SoundBuffer` | returns new |
| `bit_crush` | `(bits) -> SoundBuffer` | returns new |
| `gain` | `(amount) -> SoundBuffer` | returns new |
| `normalize` | `() -> SoundBuffer` | returns new |
| `reverse` | `() -> SoundBuffer` | returns new |
| `slice` | `(start, end) -> SoundBuffer` | returns new |
| `sfxr_mutate` | `(amount) -> SoundBuffer` | returns new |
### `Music`
```
Music(filename: str)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `volume` | float (0-100) | R/W |
| `loop` | bool | R/W |
| `playing` | bool | R |
| `duration` | float | R |
| `position` | float | R/W |
| `source` | str | R |
| Methods | Signature |
|---------|-----------|
| `play` | `()` |
| `pause` | `()` |
| `stop` | `()` |
---
## Procedural Generation
### `HeightMap`
```
HeightMap(size: tuple[int, int], fill: float = 0.0)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `size` | tuple | R |
46 methods covering: fill/clear, get/set (via `[]`), math operations, noise, erosion, BSP integration, kernel operations, binary operations.
Protocols: `[x, y]` subscript (get/set)
### `DiscreteMap`
```
DiscreteMap(size: tuple[int, int], fill: int = 0, enum: type[IntEnum] = None)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `size` | tuple | R |
| `enum_type` | type | R/W |
22 methods covering: fill/clear, get/set (via `[]`), math, bitwise, statistics, conversion.
Protocols: `[x, y]` subscript (get/set)
### `BSP`
```
BSP(pos: tuple[int, int], size: tuple[int, int])
```
| Properties | Type | R/W |
|-----------|------|-----|
| `bounds`, `pos`, `size` | tuple | R |
| `root` | BSPNode | R |
| `adjacency` | BSPAdjacency | R |
| Methods | Signature |
|---------|-----------|
| `split_once` | `(...)` |
| `split_recursive` | `(...)` |
| `clear` | `()` |
| `leaves` | `() -> list[BSPNode]` |
| `traverse` | `(order) -> BSPIter` |
| `find` | `(pos) -> BSPNode` |
| `get_leaf` | `(index) -> BSPNode` |
| `to_heightmap` | `() -> HeightMap` |
### `NoiseSource`
```
NoiseSource(dimensions=2, algorithm='simplex', hurst=0.5, lacunarity=2.0, seed=None)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `dimensions`, `algorithm`, `hurst`, `lacunarity`, `seed` | various | R |
| Methods | Signature |
|---------|-----------|
| `get` | `(pos) -> float` |
| `fbm` | `(pos, octaves=4) -> float` |
| `turbulence` | `(pos, octaves=4) -> float` |
| `sample` | `(size, world_origin, world_size, mode, octaves) -> HeightMap` |
---
## Pathfinding
### `AStarPath`
| Properties | Type | R/W |
|-----------|------|-----|
| `origin` | tuple | R |
| `destination` | tuple | R |
| `remaining` | int | R |
| Methods | Signature |
|---------|-----------|
| `walk` | `() -> Vector` |
| `peek` | `() -> Vector` |
Protocols: `len`, `bool`, iteration
### `DijkstraMap`
| Properties | Type | R/W |
|-----------|------|-----|
| `root` | tuple | R |
| Methods | Signature |
|---------|-----------|
| `distance` | `(pos) -> float \| None` |
| `path_from` | `(pos) -> AStarPath` |
| `step_from` | `(pos) -> Vector \| None` |
| `to_heightmap` | `(size=None, unreachable=-1.0) -> HeightMap` |
---
## Shader System
### `Shader`
```
Shader(fragment_source: str, dynamic: bool = False)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `dynamic` | bool | R/W |
| `source` | str | R |
| `is_valid` | bool | R |
| Methods | Signature |
|---------|-----------|
| `set_uniform` | `(name: str, value: float \| tuple)` |
### `PropertyBinding`
```
PropertyBinding(target: Drawable, property: str)
```
| Properties | Type | R/W |
|-----------|------|-----|
| `target` | Drawable | R |
| `property` | str | R |
| `value` | float | R |
| `is_valid` | bool | R |
### `CallableBinding`
```
CallableBinding(callable: Callable[[], float])
```
| Properties | Type | R/W |
|-----------|------|-----|
| `callable` | callable | R |
| `value` | float | R |
| `is_valid` | bool | R |
### `UniformCollection` (internal, returned by `drawable.uniforms`)
Dict-like container. Supports `[]`, `del`, `in`, `keys()`, `values()`, `items()`, `clear()`.
---
## Tiled/LDtk Import
### `TileSetFile`
```
TileSetFile(path: str)
```
Properties (all R): `name`, `tile_width`, `tile_height`, `tile_count`, `columns`, `margin`, `spacing`, `image_source`, `properties`, `wang_sets`
Methods: `to_texture()`, `tile_info(id)`, `wang_set(name)`
### `TileMapFile`
```
TileMapFile(path: str)
```
Properties (all R): `width`, `height`, `tile_width`, `tile_height`, `orientation`, `properties`, `tileset_count`, `tile_layer_names`, `object_layer_names`
Methods: `tileset(index)`, `tile_layer_data(name)`, `resolve_gid(gid)`, `object_layer(name)`, `apply_to_tile_layer(layer, name)`
### `WangSet` (factory-created from TileSetFile)
Properties (all R): `name`, `type`, `color_count`, `colors`
Methods: `terrain_enum()`, `resolve(discrete_map)`, `apply(discrete_map, tile_layer)`
### `LdtkProject`
```
LdtkProject(path: str)
```
Properties (all R): `version`, `tileset_names`, `ruleset_names`, `level_names`, `enums`
Methods: `tileset(name)`, `ruleset(name)`, `level(name)`
### `AutoRuleSet` (factory-created from LdtkProject)
Properties (all R): `name`, `grid_size`, `value_count`, `values`, `rule_count`, `group_count`
Methods: `terrain_enum()`, `resolve(discrete_map)`, `apply(discrete_map, tile_layer)`
---
## 3D/Experimental Types
> These are exempt from the 1.0 API freeze per ROADMAP.md.
Viewport3D, Entity3D, EntityCollection3D, Model3D, Billboard, VoxelGrid, VoxelRegion, VoxelPoint, Camera3D (via Viewport3D properties).
---
## Enums
| Enum | Values | Notes |
|------|--------|-------|
| `Key` | 42+ keyboard keys | Legacy string comparison (`Key.ESCAPE == "Escape"`) |
| `InputState` | `PRESSED`, `RELEASED` | Legacy: `"start"`, `"end"` |
| `MouseButton` | `LEFT`, `RIGHT`, `MIDDLE`, `X1`, `X2` | Legacy: `"left"`, `"right"`, `"middle"` |
| `Easing` | 32 easing functions | Linear, Quad, Cubic, etc. |
| `Transition` | Scene transition effects | |
| `Traversal` | BSP traversal orders | |
| `Alignment` | 9 positions + NONE | TOP_LEFT through BOTTOM_RIGHT |
| `Behavior` | 11 entity behaviors | For `grid.step()` turn system |
| `Trigger` | 3 trigger types | Entity step callbacks |
| `FOV` | FOV algorithms | Maps to libtcod |
---
## Findings: Naming Inconsistencies
### F1: Module-level camelCase functions (CRITICAL)
Four module-level functions use camelCase while everything else uses snake_case:
| Current | Should Be | Status |
|---------|-----------|--------|
| `setScale` | `set_scale` | Deprecated anyway (use `Window.resolution`) |
| `findAll` | `find_all` | Active, needs alias |
| `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 |
| `Texture` | `"SFML Texture Object"` | Full constructor docs |
| `GridPoint` | `"UIGridPoint object"` | Description of purpose and access pattern |
| `GridPointState` | `"UIGridPointState object"` | Description of purpose |
### F15: Missing MCRF_* macro usage
Some types use raw string docstrings for methods instead of MCRF_METHOD macros. This means the documentation pipeline may miss them.
---
## Recommendations
### Before 1.0 (Breaking Changes)
1. **Remove camelCase functions**: `setScale`, `findAll`, `getMetrics`, `setDevConsole`
2. **Remove `sprite_number`** deprecated alias from Sprite and Entity
3. **Remove legacy string enum comparisons** from Key, InputState, MouseButton
4. **Remove `Grid.position`** redundant alias (keep `pos`)
5. **Add `__eq__`/`__ne__` to Color** type
### Immediate (Non-Breaking)
1. **Add snake_case aliases** for the 4 camelCase module functions
2. **Improve docstrings** on Vector, Font, Texture, GridPoint, GridPointState
3. **Document `grid_pos` vs `cell_pos`** -- state that `grid_pos` is canonical
### Future Considerations
1. Add `pitch` to `Music`
2. Add basic text metrics to `Font`
3. Consider deprecation warnings for `Animation()` direct construction
4. Unify iterator type naming (remove "UI" prefix from internal types)
---
## Statistics
| Category | Count |
|----------|-------|
| Exported types | 46 |
| Internal types | 14 |
| Enums | 10 |
| Module functions | 13 |
| Module properties | 7 |
| Singletons | 5 |
| **Total public API surface** | **~93 named items** |
| Naming inconsistencies found | 5 |
| Missing functionality items | 5 |
| Deprecations to resolve | 3 |
| Documentation gaps | 2 |
| **Total findings** | **15** |
---
## #314 Freeze Decisions (2026-06, recorded before generating the API-surface snapshot)
The April audit body above is partly stale. Live introspection of the built module gives the
authoritative counts, and the snapshot test (`tests/unit/api_surface_snapshot_test.py`) is built
from live introspection, not from this document.
**Corrected live counts (2026-06):** 12 enums (audit said 10 — adds `Perspective` #294 and
`Heuristic` #315), 46 exported classes, 12 module functions, 7 singletons/constants (incl. the
`automation` submodule), 1 submodule. `GridPointState` was removed in #294 (its F14 row is moot).
**Per-finding final status:** F1, F4, F6, F10, F11, F13, F14 = RESOLVED (verified in source via
#304#308). F2 = correct-by-design (docs-only). F5, F9 = cosmetic, unchanged. F7 (`Music.pitch`),
F8 (`Font` methods) = Future, explicitly NOT 1.0 blockers.
**Decisions locked for the freeze (the snapshot golden enshrines these):**
- **F3 (cell-position canonical name):** `grid_pos` is canonical (matches the `grid_pos=`
constructor argument); `cell_pos`/`cell_x`/`cell_y` are documented aliases. Both share the same
getter/setter and remain interchangeable. Docstrings aligned at `src/UIEntity.cpp` getsetters.
- **F12 (`set_scale`):** KEPT in the 1.0 surface as a documented-deprecated function. Removing it
now would itself be a new breaking change; the snapshot locks it in.
- **`mcrfpy.automation`:** PyAutoGUI-compatibility camelCase (`moveRel`/`dragTo`/etc.) is EXEMPT
from the snake_case rule. The snapshot records it in a clearly-labeled section.
- **`entity.texture` (new in #313):** additive read/write property; getter returns the entity's
real texture, `None` only in the degenerate (default_texture-null) case — never re-derefs a null
default_texture. Added to the frozen contract + stubs + docs when #313 lands (golden gains exactly
one line). Known edges, frozen as-is (2026-06-11 adversarial review): the getter mints a NEW
Texture wrapper per access and Texture has no `__eq__`, so `e.texture == e.texture` is False —
compare `.source`/sprite dims instead (same behavior as the pre-existing `Sprite.texture`);
setting does not re-validate `sprite_index` against the new atlas; setter rejects non-Texture
(TypeError), null-data Texture wrappers (ValueError, mirrors `Sprite.texture`), and deletion.
**1.0 freeze scope — class classification** (the snapshot segregates FROZEN vs EXPERIMENTAL):
- **FROZEN (stable 1.0):** core value types (Color, Vector, Font, Texture), UI drawables
(Drawable [root], Frame, Caption, Sprite, Line, Circle, Arc), Grid/GridView/Entity, Scene,
Window, Timer, Keyboard, Mouse, audio (Sound, SoundBuffer, Music), procgen (BSP, HeightMap,
NoiseSource, DijkstraMap, AStarPath), all 12 enums, the snake_case module functions, and the
singletons. (Provisionally frozen, flagged for confirmation at golden review: `ColorLayer`,
`TileLayer` [core grid layers, distinct from Tiled import], `DiscreteMap` [#293/#294 grid data].)
- **EXPERIMENTAL (exempt, may change post-1.0):** 3D/Voxel (Billboard, Entity3D,
EntityCollection3D[Iter], Model3D, Viewport3D, VoxelGrid, VoxelRegion), Tiled import (TileSetFile,
TileMapFile, WangSet), LDtk import (LdtkProject, AutoRuleSet), Shader, and binding helpers
(CallableBinding, PropertyBinding).
The snapshot test FAILS on any exported class not classified (forces a deliberate decision for
future additions).

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"""McRogueFace - Animated Movement (basic)
Documentation: https://mcrogueface.github.io/cookbook/combat_animated_movement
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_animated_movement_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
if new_x != current_x:
anim = mcrfpy.Animation("x", float(new_x), duration, "easeInOut", callback=done)
else:
anim = mcrfpy.Animation("y", float(new_y), duration, "easeInOut", callback=done)

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"""McRogueFace - Animated Movement (basic_2)
Documentation: https://mcrogueface.github.io/cookbook/combat_animated_movement
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_animated_movement_basic_2.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
current_anim = mcrfpy.Animation("x", 100.0, 0.5, "linear")
current_anim.start(entity)
# Later: current_anim = None # Let it complete or create new one

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"""McRogueFace - Basic Enemy AI (basic)
Documentation: https://mcrogueface.github.io/cookbook/combat_enemy_ai
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_enemy_ai_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import random
def wander(enemy, grid):
"""Move randomly to an adjacent walkable tile."""
ex, ey = int(enemy.x), int(enemy.y)
# Get valid adjacent tiles
directions = [(0, -1), (0, 1), (-1, 0), (1, 0)]
random.shuffle(directions)
for dx, dy in directions:
new_x, new_y = ex + dx, ey + dy
if is_walkable(grid, new_x, new_y) and not is_occupied(new_x, new_y):
enemy.x = new_x
enemy.y = new_y
return
# No valid moves - stay in place
def is_walkable(grid, x, y):
"""Check if a tile can be walked on."""
grid_w, grid_h = grid.grid_size
if x < 0 or x >= grid_w or y < 0 or y >= grid_h:
return False
return grid.at(x, y).walkable
def is_occupied(x, y, entities=None):
"""Check if a tile is occupied by another entity."""
if entities is None:
return False
for entity in entities:
if int(entity.x) == x and int(entity.y) == y:
return True
return False

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"""McRogueFace - Basic Enemy AI (multi)
Documentation: https://mcrogueface.github.io/cookbook/combat_enemy_ai
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_enemy_ai_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
# Filter to cardinal directions only
path = [p for p in path if abs(p[0] - ex) + abs(p[1] - ey) == 1]

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"""McRogueFace - Basic Enemy AI (multi_2)
Documentation: https://mcrogueface.github.io/cookbook/combat_enemy_ai
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_enemy_ai_multi_2.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def alert_nearby(x, y, radius, enemies):
for enemy in enemies:
dist = abs(enemy.entity.x - x) + abs(enemy.entity.y - y)
if dist <= radius and hasattr(enemy.ai, 'alert'):
enemy.ai.alert = True

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"""McRogueFace - Melee Combat System (basic)
Documentation: https://mcrogueface.github.io/cookbook/combat_melee
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_melee_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class CombatLog:
"""Scrolling combat message log."""
def __init__(self, x, y, width, height, max_messages=10):
self.x = x
self.y = y
self.width = width
self.height = height
self.max_messages = max_messages
self.messages = []
self.captions = []
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
# Background
self.frame = mcrfpy.Frame(x, y, width, height)
self.frame.fill_color = mcrfpy.Color(0, 0, 0, 180)
ui.append(self.frame)
def add_message(self, text, color=None):
"""Add a message to the log."""
if color is None:
color = mcrfpy.Color(200, 200, 200)
self.messages.append((text, color))
# Keep only recent messages
if len(self.messages) > self.max_messages:
self.messages.pop(0)
self._refresh_display()
def _refresh_display(self):
"""Redraw all messages."""
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
# Remove old captions
for caption in self.captions:
try:
ui.remove(caption)
except:
pass
self.captions.clear()
# Create new captions
line_height = 18
for i, (text, color) in enumerate(self.messages):
caption = mcrfpy.Caption(text, self.x + 5, self.y + 5 + i * line_height)
caption.fill_color = color
ui.append(caption)
self.captions.append(caption)
def log_attack(self, attacker_name, defender_name, damage, killed=False, critical=False):
"""Log an attack event."""
if critical:
text = f"{attacker_name} CRITS {defender_name} for {damage}!"
color = mcrfpy.Color(255, 255, 0)
else:
text = f"{attacker_name} hits {defender_name} for {damage}."
color = mcrfpy.Color(200, 200, 200)
self.add_message(text, color)
if killed:
self.add_message(f"{defender_name} is defeated!", mcrfpy.Color(255, 100, 100))
# Global combat log
combat_log = None
def init_combat_log():
global combat_log
combat_log = CombatLog(10, 500, 400, 200)

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"""McRogueFace - Melee Combat System (complete)
Documentation: https://mcrogueface.github.io/cookbook/combat_melee
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_melee_complete.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def die_with_animation(entity):
# Play death animation
anim = mcrfpy.Animation("opacity", 0.0, 0.5, "linear")
anim.start(entity)
# Remove after animation
mcrfpy.setTimer("remove", lambda dt: remove_entity(entity), 500)

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"""McRogueFace - Melee Combat System (complete_2)
Documentation: https://mcrogueface.github.io/cookbook/combat_melee
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_melee_complete_2.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
@dataclass
class AdvancedFighter(Fighter):
fire_resist: float = 0.0
ice_resist: float = 0.0
physical_resist: float = 0.0

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"""McRogueFace - Status Effects (basic)
Documentation: https://mcrogueface.github.io/cookbook/combat_status_effects
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_status_effects_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class StackableEffect(StatusEffect):
"""Effect that stacks intensity."""
def __init__(self, name, duration, intensity=1, max_stacks=5, **kwargs):
super().__init__(name, duration, **kwargs)
self.intensity = intensity
self.max_stacks = max_stacks
self.stacks = 1
def add_stack(self):
"""Add another stack."""
if self.stacks < self.max_stacks:
self.stacks += 1
return True
return False
class StackingEffectManager(EffectManager):
"""Effect manager with stacking support."""
def add_effect(self, effect):
if isinstance(effect, StackableEffect):
# Check for existing stacks
for existing in self.effects:
if existing.name == effect.name:
if existing.add_stack():
# Refresh duration
existing.duration = max(existing.duration, effect.duration)
return
else:
return # Max stacks
# Default behavior
super().add_effect(effect)
# Stacking poison example
def create_stacking_poison(base_damage=1, duration=5):
def on_tick(target):
# Find the poison effect to get stack count
effect = target.effects.get_effect("poison")
if effect:
damage = base_damage * effect.stacks
target.hp -= damage
print(f"{target.name} takes {damage} poison damage! ({effect.stacks} stacks)")
return StackableEffect("poison", duration, on_tick=on_tick, max_stacks=5)

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"""McRogueFace - Status Effects (basic_2)
Documentation: https://mcrogueface.github.io/cookbook/combat_status_effects
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_status_effects_basic_2.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def apply_effect(self, effect):
if effect.name in self.immunities:
print(f"{self.name} is immune to {effect.name}!")
return
if effect.name in self.resistances:
effect.duration //= 2 # Half duration
self.effects.add_effect(effect)

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"""McRogueFace - Status Effects (basic_3)
Documentation: https://mcrogueface.github.io/cookbook/combat_status_effects
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_status_effects_basic_3.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def serialize_effects(effect_manager):
return [{"name": e.name, "duration": e.duration}
for e in effect_manager.effects]

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"""McRogueFace - Turn-Based Game Loop (combat_turn_system)
Documentation: https://mcrogueface.github.io/cookbook/combat_turn_system
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/combat/combat_turn_system.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def create_turn_order_ui(turn_manager, x=800, y=50):
"""Create a visual turn order display."""
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
# Background frame
frame = mcrfpy.Frame(x, y, 200, 300)
frame.fill_color = mcrfpy.Color(30, 30, 30, 200)
frame.outline = 2
frame.outline_color = mcrfpy.Color(100, 100, 100)
ui.append(frame)
# Title
title = mcrfpy.Caption("Turn Order", x + 10, y + 10)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
return frame
def update_turn_order_display(frame, turn_manager, x=800, y=50):
"""Update the turn order display."""
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
# Clear old entries (keep frame and title)
# In practice, store references to caption objects and update them
for i, actor_data in enumerate(turn_manager.actors):
actor = actor_data["actor"]
is_current = (i == turn_manager.current)
# Actor name/type
name = getattr(actor, 'name', f"Actor {i}")
color = mcrfpy.Color(255, 255, 0) if is_current else mcrfpy.Color(200, 200, 200)
caption = mcrfpy.Caption(name, x + 10, y + 40 + i * 25)
caption.fill_color = color
ui.append(caption)

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"""McRogueFace - Color Pulse Effect (basic)
Documentation: https://mcrogueface.github.io/cookbook/effects_color_pulse
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_color_pulse_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class PulsingCell:
"""A cell that continuously pulses until stopped."""
def __init__(self, grid, x, y, color, period=1.0, max_alpha=180):
"""
Args:
grid: Grid with color layer
x, y: Cell position
color: RGB tuple
period: Time for one complete pulse cycle
max_alpha: Maximum alpha value (0-255)
"""
self.grid = grid
self.x = x
self.y = y
self.color = color
self.period = period
self.max_alpha = max_alpha
self.is_pulsing = False
self.pulse_id = 0
self.cell = None
self._setup_layer()
def _setup_layer(self):
"""Ensure color layer exists and get cell reference."""
color_layer = None
for layer in self.grid.layers:
if isinstance(layer, mcrfpy.ColorLayer):
color_layer = layer
break
if not color_layer:
self.grid.add_layer("color")
color_layer = self.grid.layers[-1]
self.cell = color_layer.at(self.x, self.y)
if self.cell:
self.cell.color = mcrfpy.Color(self.color[0], self.color[1],
self.color[2], 0)
def start(self):
"""Start continuous pulsing."""
if self.is_pulsing or not self.cell:
return
self.is_pulsing = True
self.pulse_id += 1
self._pulse_up()
def _pulse_up(self):
"""Animate alpha increasing."""
if not self.is_pulsing:
return
current_id = self.pulse_id
half_period = self.period / 2
anim = mcrfpy.Animation("a", float(self.max_alpha), half_period, "easeInOut")
anim.start(self.cell.color)
def next_phase(timer_name):
if self.is_pulsing and self.pulse_id == current_id:
self._pulse_down()
mcrfpy.Timer(f"pulse_up_{id(self)}_{current_id}",
next_phase, int(half_period * 1000), once=True)
def _pulse_down(self):
"""Animate alpha decreasing."""
if not self.is_pulsing:
return
current_id = self.pulse_id
half_period = self.period / 2
anim = mcrfpy.Animation("a", 0.0, half_period, "easeInOut")
anim.start(self.cell.color)
def next_phase(timer_name):
if self.is_pulsing and self.pulse_id == current_id:
self._pulse_up()
mcrfpy.Timer(f"pulse_down_{id(self)}_{current_id}",
next_phase, int(half_period * 1000), once=True)
def stop(self):
"""Stop pulsing and fade out."""
self.is_pulsing = False
if self.cell:
anim = mcrfpy.Animation("a", 0.0, 0.2, "easeOut")
anim.start(self.cell.color)
def set_color(self, color):
"""Change pulse color."""
self.color = color
if self.cell:
current_alpha = self.cell.color.a
self.cell.color = mcrfpy.Color(color[0], color[1], color[2], current_alpha)
# Usage
objective_pulse = PulsingCell(grid, 10, 10, (0, 255, 100), period=1.5)
objective_pulse.start()
# Later, when objective is reached:
objective_pulse.stop()

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"""McRogueFace - Color Pulse Effect (multi)
Documentation: https://mcrogueface.github.io/cookbook/effects_color_pulse
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_color_pulse_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
def ripple_effect(grid, center_x, center_y, color, max_radius=5, duration=1.0):
"""
Create an expanding ripple effect.
Args:
grid: Grid with color layer
center_x, center_y: Ripple origin
color: RGB tuple
max_radius: Maximum ripple size
duration: Total animation time
"""
# Get color layer
color_layer = None
for layer in grid.layers:
if isinstance(layer, mcrfpy.ColorLayer):
color_layer = layer
break
if not color_layer:
grid.add_layer("color")
color_layer = grid.layers[-1]
step_duration = duration / max_radius
for radius in range(max_radius + 1):
# Get cells at this radius (ring, not filled)
ring_cells = []
for dy in range(-radius, radius + 1):
for dx in range(-radius, radius + 1):
dist_sq = dx * dx + dy * dy
# Include cells approximately on the ring edge
if radius * radius - radius <= dist_sq <= radius * radius + radius:
cell = color_layer.at(center_x + dx, center_y + dy)
if cell:
ring_cells.append(cell)
# Schedule this ring to animate
def animate_ring(timer_name, cells=ring_cells, c=color):
for cell in cells:
cell.color = mcrfpy.Color(c[0], c[1], c[2], 200)
# Fade out
anim = mcrfpy.Animation("a", 0.0, step_duration * 2, "easeOut")
anim.start(cell.color)
delay = int(radius * step_duration * 1000)
mcrfpy.Timer(f"ripple_{radius}", animate_ring, delay, once=True)
# Usage
ripple_effect(grid, 10, 10, (100, 200, 255), max_radius=6, duration=0.8)

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"""McRogueFace - Damage Flash Effect (basic)
Documentation: https://mcrogueface.github.io/cookbook/effects_damage_flash
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_damage_flash_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Add a color layer to your grid (do this once during setup)
grid.add_layer("color")
color_layer = grid.layers[-1] # Get the color layer
def flash_cell(grid, x, y, color, duration=0.3):
"""Flash a grid cell with a color overlay."""
# Get the color layer (assumes it's the last layer added)
color_layer = None
for layer in grid.layers:
if isinstance(layer, mcrfpy.ColorLayer):
color_layer = layer
break
if not color_layer:
return
# Set cell to flash color
cell = color_layer.at(x, y)
cell.color = mcrfpy.Color(color[0], color[1], color[2], 200)
# Animate alpha back to 0
anim = mcrfpy.Animation("a", 0.0, duration, "easeOut")
anim.start(cell.color)
def damage_at_position(grid, x, y, duration=0.3):
"""Flash red at a grid position when damage occurs."""
flash_cell(grid, x, y, (255, 0, 0), duration)
# Usage when entity takes damage
damage_at_position(grid, int(enemy.x), int(enemy.y))

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"""McRogueFace - Damage Flash Effect (complete)
Documentation: https://mcrogueface.github.io/cookbook/effects_damage_flash
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_damage_flash_complete.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class DamageEffects:
"""Manages visual damage feedback effects."""
# Color presets
DAMAGE_RED = (255, 50, 50)
HEAL_GREEN = (50, 255, 50)
POISON_PURPLE = (150, 50, 200)
FIRE_ORANGE = (255, 150, 50)
ICE_BLUE = (100, 200, 255)
def __init__(self, grid):
self.grid = grid
self.color_layer = None
self._setup_color_layer()
def _setup_color_layer(self):
"""Ensure grid has a color layer for effects."""
self.grid.add_layer("color")
self.color_layer = self.grid.layers[-1]
def flash_entity(self, entity, color, duration=0.3):
"""Flash an entity with a color tint."""
# Flash at entity's grid position
x, y = int(entity.x), int(entity.y)
self.flash_cell(x, y, color, duration)
def flash_cell(self, x, y, color, duration=0.3):
"""Flash a specific grid cell."""
if not self.color_layer:
return
cell = self.color_layer.at(x, y)
if cell:
cell.color = mcrfpy.Color(color[0], color[1], color[2], 180)
# Fade out
anim = mcrfpy.Animation("a", 0.0, duration, "easeOut")
anim.start(cell.color)
def damage(self, entity, amount, duration=0.3):
"""Standard damage flash."""
self.flash_entity(entity, self.DAMAGE_RED, duration)
def heal(self, entity, amount, duration=0.4):
"""Healing effect - green flash."""
self.flash_entity(entity, self.HEAL_GREEN, duration)
def poison(self, entity, duration=0.5):
"""Poison damage - purple flash."""
self.flash_entity(entity, self.POISON_PURPLE, duration)
def fire(self, entity, duration=0.3):
"""Fire damage - orange flash."""
self.flash_entity(entity, self.FIRE_ORANGE, duration)
def ice(self, entity, duration=0.4):
"""Ice damage - blue flash."""
self.flash_entity(entity, self.ICE_BLUE, duration)
def area_damage(self, center_x, center_y, radius, color, duration=0.4):
"""Flash all cells in a radius."""
for dy in range(-radius, radius + 1):
for dx in range(-radius, radius + 1):
if dx * dx + dy * dy <= radius * radius:
self.flash_cell(center_x + dx, center_y + dy, color, duration)
# Setup
effects = DamageEffects(grid)
# Usage examples
effects.damage(player, 10) # Red flash
effects.heal(player, 5) # Green flash
effects.poison(enemy) # Purple flash
effects.area_damage(5, 5, 3, effects.FIRE_ORANGE) # Area effect

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"""McRogueFace - Damage Flash Effect (multi)
Documentation: https://mcrogueface.github.io/cookbook/effects_damage_flash
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_damage_flash_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
def multi_flash(grid, x, y, color, flashes=3, flash_duration=0.1):
"""Flash a cell multiple times for emphasis."""
delay = 0
for i in range(flashes):
# Schedule each flash with increasing delay
def do_flash(timer_name, fx=x, fy=y, fc=color, fd=flash_duration):
flash_cell(grid, fx, fy, fc, fd)
mcrfpy.Timer(f"flash_{x}_{y}_{i}", do_flash, int(delay * 1000), once=True)
delay += flash_duration * 1.5 # Gap between flashes
# Usage for critical hit
multi_flash(grid, int(enemy.x), int(enemy.y), (255, 255, 0), flashes=3)

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"""McRogueFace - Floating Damage Numbers (effects_floating_text)
Documentation: https://mcrogueface.github.io/cookbook/effects_floating_text
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_floating_text.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class StackedFloatingText:
"""Prevents overlapping text by stacking vertically."""
def __init__(self, scene_name, grid=None):
self.manager = FloatingTextManager(scene_name, grid)
self.position_stack = {} # Track recent spawns per position
def spawn_stacked(self, x, y, text, color, **kwargs):
"""Spawn with automatic vertical stacking."""
key = (int(x), int(y))
# Calculate offset based on recent spawns at this position
offset = self.position_stack.get(key, 0)
actual_y = y - (offset * 20) # 20 pixels between stacked texts
self.manager.spawn(x, actual_y, text, color, **kwargs)
# Increment stack counter
self.position_stack[key] = offset + 1
# Reset stack after delay
def reset_stack(timer_name, k=key):
if k in self.position_stack:
self.position_stack[k] = max(0, self.position_stack[k] - 1)
mcrfpy.Timer(f"stack_reset_{x}_{y}_{offset}", reset_stack, 300, once=True)
# Usage
stacked = StackedFloatingText("game", grid)
# Rapid hits will stack vertically instead of overlapping
stacked.spawn_stacked(5, 5, "-10", (255, 0, 0), is_grid_pos=True)
stacked.spawn_stacked(5, 5, "-8", (255, 0, 0), is_grid_pos=True)
stacked.spawn_stacked(5, 5, "-12", (255, 0, 0), is_grid_pos=True)

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"""McRogueFace - Path Animation (Multi-Step Movement) (effects_path_animation)
Documentation: https://mcrogueface.github.io/cookbook/effects_path_animation
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_path_animation.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class CameraFollowingPath:
"""Path animator that also moves the camera."""
def __init__(self, entity, grid, path, step_duration=0.2):
self.entity = entity
self.grid = grid
self.path = path
self.step_duration = step_duration
self.index = 0
self.on_complete = None
def start(self):
self.index = 0
self._next()
def _next(self):
if self.index >= len(self.path):
if self.on_complete:
self.on_complete(self)
return
x, y = self.path[self.index]
def done(anim, target):
self.index += 1
self._next()
# Animate entity
if self.entity.x != x:
anim = mcrfpy.Animation("x", float(x), self.step_duration,
"easeInOut", callback=done)
anim.start(self.entity)
elif self.entity.y != y:
anim = mcrfpy.Animation("y", float(y), self.step_duration,
"easeInOut", callback=done)
anim.start(self.entity)
else:
done(None, None)
return
# Animate camera to follow
cam_x = mcrfpy.Animation("center_x", (x + 0.5) * 16,
self.step_duration, "easeInOut")
cam_y = mcrfpy.Animation("center_y", (y + 0.5) * 16,
self.step_duration, "easeInOut")
cam_x.start(self.grid)
cam_y.start(self.grid)
# Usage
path = [(5, 5), (5, 10), (10, 10)]
mover = CameraFollowingPath(player, grid, path)
mover.on_complete = lambda m: print("Journey complete!")
mover.start()

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"""McRogueFace - Scene Transition Effects (effects_scene_transitions)
Documentation: https://mcrogueface.github.io/cookbook/effects_scene_transitions
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_scene_transitions.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class TransitionManager:
"""Manages scene transitions with multiple effect types."""
def __init__(self, screen_width=1024, screen_height=768):
self.width = screen_width
self.height = screen_height
self.is_transitioning = False
def go_to(self, scene_name, effect="fade", duration=0.5, **kwargs):
"""
Transition to a scene with the specified effect.
Args:
scene_name: Target scene
effect: "fade", "flash", "wipe", "instant"
duration: Transition duration
**kwargs: Effect-specific options (color, direction)
"""
if self.is_transitioning:
return
self.is_transitioning = True
if effect == "instant":
mcrfpy.setScene(scene_name)
self.is_transitioning = False
elif effect == "fade":
color = kwargs.get("color", (0, 0, 0))
self._fade(scene_name, duration, color)
elif effect == "flash":
color = kwargs.get("color", (255, 255, 255))
self._flash(scene_name, duration, color)
elif effect == "wipe":
direction = kwargs.get("direction", "right")
color = kwargs.get("color", (0, 0, 0))
self._wipe(scene_name, duration, direction, color)
def _fade(self, scene, duration, color):
half = duration / 2
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
overlay = mcrfpy.Frame(0, 0, self.width, self.height)
overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 0)
overlay.z_index = 9999
ui.append(overlay)
anim = mcrfpy.Animation("opacity", 1.0, half, "easeIn")
anim.start(overlay)
def phase2(timer_name):
mcrfpy.setScene(scene)
new_ui = mcrfpy.sceneUI(scene)
new_overlay = mcrfpy.Frame(0, 0, self.width, self.height)
new_overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 255)
new_overlay.z_index = 9999
new_ui.append(new_overlay)
anim2 = mcrfpy.Animation("opacity", 0.0, half, "easeOut")
anim2.start(new_overlay)
def cleanup(timer_name):
for i, elem in enumerate(new_ui):
if elem is new_overlay:
new_ui.remove(i)
break
self.is_transitioning = False
mcrfpy.Timer("fade_done", cleanup, int(half * 1000) + 50, once=True)
mcrfpy.Timer("fade_switch", phase2, int(half * 1000), once=True)
def _flash(self, scene, duration, color):
quarter = duration / 4
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
overlay = mcrfpy.Frame(0, 0, self.width, self.height)
overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 0)
overlay.z_index = 9999
ui.append(overlay)
anim = mcrfpy.Animation("opacity", 1.0, quarter, "easeOut")
anim.start(overlay)
def phase2(timer_name):
mcrfpy.setScene(scene)
new_ui = mcrfpy.sceneUI(scene)
new_overlay = mcrfpy.Frame(0, 0, self.width, self.height)
new_overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 255)
new_overlay.z_index = 9999
new_ui.append(new_overlay)
anim2 = mcrfpy.Animation("opacity", 0.0, duration / 2, "easeIn")
anim2.start(new_overlay)
def cleanup(timer_name):
for i, elem in enumerate(new_ui):
if elem is new_overlay:
new_ui.remove(i)
break
self.is_transitioning = False
mcrfpy.Timer("flash_done", cleanup, int(duration * 500) + 50, once=True)
mcrfpy.Timer("flash_switch", phase2, int(quarter * 2000), once=True)
def _wipe(self, scene, duration, direction, color):
# Simplified wipe - right direction only for brevity
half = duration / 2
ui = mcrfpy.sceneUI(mcrfpy.currentScene())
overlay = mcrfpy.Frame(0, 0, 0, self.height)
overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 255)
overlay.z_index = 9999
ui.append(overlay)
anim = mcrfpy.Animation("w", float(self.width), half, "easeInOut")
anim.start(overlay)
def phase2(timer_name):
mcrfpy.setScene(scene)
new_ui = mcrfpy.sceneUI(scene)
new_overlay = mcrfpy.Frame(0, 0, self.width, self.height)
new_overlay.fill_color = mcrfpy.Color(color[0], color[1], color[2], 255)
new_overlay.z_index = 9999
new_ui.append(new_overlay)
anim2 = mcrfpy.Animation("x", float(self.width), half, "easeInOut")
anim2.start(new_overlay)
def cleanup(timer_name):
for i, elem in enumerate(new_ui):
if elem is new_overlay:
new_ui.remove(i)
break
self.is_transitioning = False
mcrfpy.Timer("wipe_done", cleanup, int(half * 1000) + 50, once=True)
mcrfpy.Timer("wipe_switch", phase2, int(half * 1000), once=True)
# Usage
transitions = TransitionManager()
# Various transition styles
transitions.go_to("game", effect="fade", duration=0.5)
transitions.go_to("menu", effect="flash", color=(255, 255, 255), duration=0.4)
transitions.go_to("next_level", effect="wipe", direction="right", duration=0.6)
transitions.go_to("options", effect="instant")

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"""McRogueFace - Screen Shake Effect (basic)
Documentation: https://mcrogueface.github.io/cookbook/effects_screen_shake
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_screen_shake_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
def screen_shake(frame, intensity=5, duration=0.2):
"""
Shake a frame/container by animating its position.
Args:
frame: The UI Frame to shake (often a container for all game elements)
intensity: Maximum pixel offset
duration: Total shake duration in seconds
"""
original_x = frame.x
original_y = frame.y
# Quick shake to offset position
shake_x = mcrfpy.Animation("x", float(original_x + intensity), duration / 4, "easeOut")
shake_x.start(frame)
# Schedule return to center
def return_to_center(timer_name):
anim = mcrfpy.Animation("x", float(original_x), duration / 2, "easeInOut")
anim.start(frame)
mcrfpy.Timer("shake_return", return_to_center, int(duration * 250), once=True)
# Usage - wrap your game content in a Frame
game_container = mcrfpy.Frame(0, 0, 1024, 768)
# ... add game elements to game_container.children ...
screen_shake(game_container, intensity=8, duration=0.3)

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"""McRogueFace - Screen Shake Effect (multi)
Documentation: https://mcrogueface.github.io/cookbook/effects_screen_shake
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/effects/effects_screen_shake_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
import math
def directional_shake(shaker, direction_x, direction_y, intensity=10, duration=0.2):
"""
Shake in a specific direction (e.g., direction of impact).
Args:
shaker: ScreenShakeManager instance
direction_x, direction_y: Direction vector (will be normalized)
intensity: Shake strength
duration: Shake duration
"""
# Normalize direction
length = math.sqrt(direction_x * direction_x + direction_y * direction_y)
if length == 0:
return
dir_x = direction_x / length
dir_y = direction_y / length
# Shake in the direction, then opposite, then back
shaker._animate_position(
shaker.original_x + dir_x * intensity,
shaker.original_y + dir_y * intensity,
duration / 3
)
def reverse(timer_name):
shaker._animate_position(
shaker.original_x - dir_x * intensity * 0.5,
shaker.original_y - dir_y * intensity * 0.5,
duration / 3
)
def reset(timer_name):
shaker._animate_position(
shaker.original_x,
shaker.original_y,
duration / 3
)
shaker.is_shaking = False
mcrfpy.Timer("dir_shake_rev", reverse, int(duration * 333), once=True)
mcrfpy.Timer("dir_shake_reset", reset, int(duration * 666), once=True)
# Usage: shake away from impact direction
hit_from_x, hit_from_y = -1, 0 # Hit from the left
directional_shake(shaker, hit_from_x, hit_from_y, intensity=12)

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"""McRogueFace - Cell Highlighting (Targeting) (animated)
Documentation: https://mcrogueface.github.io/cookbook/grid_cell_highlighting
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_cell_highlighting_animated.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class TargetingSystem:
"""Handle ability targeting with visual feedback."""
def __init__(self, grid, player):
self.grid = grid
self.player = player
self.highlights = HighlightManager(grid)
self.current_ability = None
self.valid_targets = set()
def start_targeting(self, ability):
"""Begin targeting for an ability."""
self.current_ability = ability
px, py = self.player.pos
# Get valid targets based on ability
if ability.target_type == 'self':
self.valid_targets = {(px, py)}
elif ability.target_type == 'adjacent':
self.valid_targets = get_adjacent(px, py)
elif ability.target_type == 'ranged':
self.valid_targets = get_radius_range(px, py, ability.range)
elif ability.target_type == 'line':
self.valid_targets = get_line_range(px, py, ability.range)
# Filter to visible tiles only
self.valid_targets = {
(x, y) for x, y in self.valid_targets
if grid.is_in_fov(x, y)
}
# Show valid targets
self.highlights.add('attack', self.valid_targets)
def update_hover(self, x, y):
"""Update when cursor moves."""
if not self.current_ability:
return
# Clear previous AoE preview
self.highlights.remove('danger')
if (x, y) in self.valid_targets:
# Valid target - highlight it
self.highlights.add('select', [(x, y)])
# Show AoE if applicable
if self.current_ability.aoe_radius > 0:
aoe = get_radius_range(x, y, self.current_ability.aoe_radius, True)
self.highlights.add('danger', aoe)
else:
self.highlights.remove('select')
def confirm_target(self, x, y):
"""Confirm target selection."""
if (x, y) in self.valid_targets:
self.cancel_targeting()
return (x, y)
return None
def cancel_targeting(self):
"""Cancel targeting mode."""
self.current_ability = None
self.valid_targets = set()
self.highlights.clear()

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"""McRogueFace - Cell Highlighting (Targeting) (basic)
Documentation: https://mcrogueface.github.io/cookbook/grid_cell_highlighting
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_cell_highlighting_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def get_line_range(start_x, start_y, max_range):
"""Get cells in cardinal directions (ranged attack)."""
cells = set()
for dx, dy in [(0, -1), (0, 1), (-1, 0), (1, 0)]:
for dist in range(1, max_range + 1):
x = start_x + dx * dist
y = start_y + dy * dist
# Stop if wall blocks line of sight
if not grid.at(x, y).transparent:
break
cells.add((x, y))
return cells
def get_radius_range(center_x, center_y, radius, include_center=False):
"""Get cells within a radius (spell area)."""
cells = set()
for x in range(center_x - radius, center_x + radius + 1):
for y in range(center_y - radius, center_y + radius + 1):
# Euclidean distance
dist = ((x - center_x) ** 2 + (y - center_y) ** 2) ** 0.5
if dist <= radius:
if include_center or (x, y) != (center_x, center_y):
cells.add((x, y))
return cells
def get_cone_range(origin_x, origin_y, direction, length, spread):
"""Get cells in a cone (breath attack)."""
import math
cells = set()
# Direction angles (in radians)
angles = {
'n': -math.pi / 2,
's': math.pi / 2,
'e': 0,
'w': math.pi,
'ne': -math.pi / 4,
'nw': -3 * math.pi / 4,
'se': math.pi / 4,
'sw': 3 * math.pi / 4
}
base_angle = angles.get(direction, 0)
half_spread = math.radians(spread / 2)
for x in range(origin_x - length, origin_x + length + 1):
for y in range(origin_y - length, origin_y + length + 1):
dx = x - origin_x
dy = y - origin_y
dist = (dx * dx + dy * dy) ** 0.5
if dist > 0 and dist <= length:
angle = math.atan2(dy, dx)
angle_diff = abs((angle - base_angle + math.pi) % (2 * math.pi) - math.pi)
if angle_diff <= half_spread:
cells.add((x, y))
return cells

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"""McRogueFace - Cell Highlighting (Targeting) (multi)
Documentation: https://mcrogueface.github.io/cookbook/grid_cell_highlighting
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_cell_highlighting_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def show_path_preview(start, end):
"""Highlight the path between two points."""
path = find_path(start, end) # Your pathfinding function
if path:
highlights.add('path', path)
# Highlight destination specially
highlights.add('select', [end])
def hide_path_preview():
"""Clear path display."""
highlights.remove('path')
highlights.remove('select')

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"""McRogueFace - Dijkstra Distance Maps (basic)
Documentation: https://mcrogueface.github.io/cookbook/grid_dijkstra
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_dijkstra_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def ai_flee(entity, threat_x, threat_y):
"""Move entity away from threat using Dijkstra map."""
grid.compute_dijkstra(threat_x, threat_y)
ex, ey = entity.pos
current_dist = grid.get_dijkstra_distance(ex, ey)
# Find neighbor with highest distance
best_move = None
best_dist = current_dist
for dx, dy in [(0, -1), (0, 1), (-1, 0), (1, 0)]:
nx, ny = ex + dx, ey + dy
if grid.at(nx, ny).walkable:
dist = grid.get_dijkstra_distance(nx, ny)
if dist > best_dist:
best_dist = dist
best_move = (nx, ny)
if best_move:
entity.pos = best_move

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"""McRogueFace - Dijkstra Distance Maps (multi)
Documentation: https://mcrogueface.github.io/cookbook/grid_dijkstra
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_dijkstra_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
# Cache Dijkstra maps when possible
class CachedDijkstra:
"""Cache Dijkstra computations."""
def __init__(self, grid):
self.grid = grid
self.cache = {}
self.cache_valid = False
def invalidate(self):
"""Call when map changes."""
self.cache = {}
self.cache_valid = False
def get_distance(self, from_x, from_y, to_x, to_y):
"""Get cached distance or compute."""
key = (to_x, to_y) # Cache by destination
if key not in self.cache:
self.grid.compute_dijkstra(to_x, to_y)
# Store all distances from this computation
self.cache[key] = self._snapshot_distances()
return self.cache[key].get((from_x, from_y), float('inf'))
def _snapshot_distances(self):
"""Capture current distance values."""
grid_w, grid_h = self.grid.grid_size
distances = {}
for x in range(grid_w):
for y in range(grid_h):
dist = self.grid.get_dijkstra_distance(x, y)
if dist != float('inf'):
distances[(x, y)] = dist
return distances

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"""McRogueFace - Room and Corridor Generator (basic)
Documentation: https://mcrogueface.github.io/cookbook/grid_dungeon_generator
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_dungeon_generator_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class BSPNode:
"""Node in a BSP tree for dungeon generation."""
MIN_SIZE = 6
def __init__(self, x, y, w, h):
self.x = x
self.y = y
self.w = w
self.h = h
self.left = None
self.right = None
self.room = None
def split(self):
"""Recursively split this node."""
if self.left or self.right:
return False
# Choose split direction
if self.w > self.h and self.w / self.h >= 1.25:
horizontal = False
elif self.h > self.w and self.h / self.w >= 1.25:
horizontal = True
else:
horizontal = random.random() < 0.5
max_size = (self.h if horizontal else self.w) - self.MIN_SIZE
if max_size <= self.MIN_SIZE:
return False
split = random.randint(self.MIN_SIZE, max_size)
if horizontal:
self.left = BSPNode(self.x, self.y, self.w, split)
self.right = BSPNode(self.x, self.y + split, self.w, self.h - split)
else:
self.left = BSPNode(self.x, self.y, split, self.h)
self.right = BSPNode(self.x + split, self.y, self.w - split, self.h)
return True
def create_rooms(self, grid):
"""Create rooms in leaf nodes and connect siblings."""
if self.left or self.right:
if self.left:
self.left.create_rooms(grid)
if self.right:
self.right.create_rooms(grid)
# Connect children
if self.left and self.right:
left_room = self.left.get_room()
right_room = self.right.get_room()
if left_room and right_room:
connect_points(grid, left_room.center, right_room.center)
else:
# Leaf node - create room
w = random.randint(3, self.w - 2)
h = random.randint(3, self.h - 2)
x = self.x + random.randint(1, self.w - w - 1)
y = self.y + random.randint(1, self.h - h - 1)
self.room = Room(x, y, w, h)
carve_room(grid, self.room)
def get_room(self):
"""Get a room from this node or its children."""
if self.room:
return self.room
left_room = self.left.get_room() if self.left else None
right_room = self.right.get_room() if self.right else None
if left_room and right_room:
return random.choice([left_room, right_room])
return left_room or right_room
def generate_bsp_dungeon(grid, iterations=4):
"""Generate a BSP-based dungeon."""
grid_w, grid_h = grid.grid_size
# Fill with walls
for x in range(grid_w):
for y in range(grid_h):
point = grid.at(x, y)
point.tilesprite = TILE_WALL
point.walkable = False
point.transparent = False
# Build BSP tree
root = BSPNode(0, 0, grid_w, grid_h)
nodes = [root]
for _ in range(iterations):
new_nodes = []
for node in nodes:
if node.split():
new_nodes.extend([node.left, node.right])
nodes = new_nodes or nodes
# Create rooms and corridors
root.create_rooms(grid)
# Collect all rooms
rooms = []
def collect_rooms(node):
if node.room:
rooms.append(node.room)
if node.left:
collect_rooms(node.left)
if node.right:
collect_rooms(node.right)
collect_rooms(root)
return rooms

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"""McRogueFace - Room and Corridor Generator (complete)
Documentation: https://mcrogueface.github.io/cookbook/grid_dungeon_generator
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_dungeon_generator_complete.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
import random
# Tile indices (adjust for your tileset)
TILE_FLOOR = 0
TILE_WALL = 1
TILE_DOOR = 2
TILE_STAIRS_DOWN = 3
TILE_STAIRS_UP = 4
class DungeonGenerator:
"""Procedural dungeon generator with rooms and corridors."""
def __init__(self, grid, seed=None):
self.grid = grid
self.grid_w, self.grid_h = grid.grid_size
self.rooms = []
if seed is not None:
random.seed(seed)
def generate(self, room_count=8, min_room=4, max_room=10):
"""Generate a complete dungeon level."""
self.rooms = []
# Fill with walls
self._fill_walls()
# Place rooms
attempts = 0
max_attempts = room_count * 10
while len(self.rooms) < room_count and attempts < max_attempts:
attempts += 1
# Random room size
w = random.randint(min_room, max_room)
h = random.randint(min_room, max_room)
# Random position (leaving border)
x = random.randint(1, self.grid_w - w - 2)
y = random.randint(1, self.grid_h - h - 2)
room = Room(x, y, w, h)
# Check overlap
if not any(room.intersects(r) for r in self.rooms):
self._carve_room(room)
# Connect to previous room
if self.rooms:
self._dig_corridor(self.rooms[-1].center, room.center)
self.rooms.append(room)
# Place stairs
if len(self.rooms) >= 2:
self._place_stairs()
return self.rooms
def _fill_walls(self):
"""Fill the entire grid with wall tiles."""
for x in range(self.grid_w):
for y in range(self.grid_h):
point = self.grid.at(x, y)
point.tilesprite = TILE_WALL
point.walkable = False
point.transparent = False
def _carve_room(self, room):
"""Carve out a room, making it walkable."""
for x in range(room.x, room.x + room.width):
for y in range(room.y, room.y + room.height):
self._set_floor(x, y)
def _set_floor(self, x, y):
"""Set a single tile as floor."""
if 0 <= x < self.grid_w and 0 <= y < self.grid_h:
point = self.grid.at(x, y)
point.tilesprite = TILE_FLOOR
point.walkable = True
point.transparent = True
def _dig_corridor(self, start, end):
"""Dig an L-shaped corridor between two points."""
x1, y1 = start
x2, y2 = end
# Randomly choose horizontal-first or vertical-first
if random.random() < 0.5:
# Horizontal then vertical
self._dig_horizontal(x1, x2, y1)
self._dig_vertical(y1, y2, x2)
else:
# Vertical then horizontal
self._dig_vertical(y1, y2, x1)
self._dig_horizontal(x1, x2, y2)
def _dig_horizontal(self, x1, x2, y):
"""Dig a horizontal tunnel."""
for x in range(min(x1, x2), max(x1, x2) + 1):
self._set_floor(x, y)
def _dig_vertical(self, y1, y2, x):
"""Dig a vertical tunnel."""
for y in range(min(y1, y2), max(y1, y2) + 1):
self._set_floor(x, y)
def _place_stairs(self):
"""Place stairs in first and last rooms."""
# Stairs up in first room
start_room = self.rooms[0]
sx, sy = start_room.center
point = self.grid.at(sx, sy)
point.tilesprite = TILE_STAIRS_UP
# Stairs down in last room
end_room = self.rooms[-1]
ex, ey = end_room.center
point = self.grid.at(ex, ey)
point.tilesprite = TILE_STAIRS_DOWN
return (sx, sy), (ex, ey)
def get_spawn_point(self):
"""Get a good spawn point for the player."""
if self.rooms:
return self.rooms[0].center
return (self.grid_w // 2, self.grid_h // 2)
def get_random_floor(self):
"""Get a random walkable floor tile."""
floors = []
for x in range(self.grid_w):
for y in range(self.grid_h):
if self.grid.at(x, y).walkable:
floors.append((x, y))
return random.choice(floors) if floors else None

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"""McRogueFace - Basic Fog of War (grid_fog_of_war)
Documentation: https://mcrogueface.github.io/cookbook/grid_fog_of_war
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_fog_of_war.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
# Shadowcasting (default) - fast and produces nice results
grid.compute_fov(x, y, 10, mcrfpy.FOV.SHADOW)
# Recursive shadowcasting - slightly different corner behavior
grid.compute_fov(x, y, 10, mcrfpy.FOV.RECURSIVE_SHADOW)
# Diamond - simple but produces diamond-shaped FOV
grid.compute_fov(x, y, 10, mcrfpy.FOV.DIAMOND)
# Permissive - sees more tiles, good for tactical games
grid.compute_fov(x, y, 10, mcrfpy.FOV.PERMISSIVE)

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"""McRogueFace - Multi-Layer Tiles (basic)
Documentation: https://mcrogueface.github.io/cookbook/grid_multi_layer
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_multi_layer_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class EffectLayer:
"""Manage visual effects with color overlays."""
def __init__(self, grid, z_index=2):
self.grid = grid
self.layer = grid.add_layer("color", z_index=z_index)
self.effects = {} # (x, y) -> effect_data
def add_effect(self, x, y, effect_type, duration=None, **kwargs):
"""Add a visual effect."""
self.effects[(x, y)] = {
'type': effect_type,
'duration': duration,
'time': 0,
**kwargs
}
def remove_effect(self, x, y):
"""Remove an effect."""
if (x, y) in self.effects:
del self.effects[(x, y)]
self.layer.set(x, y, mcrfpy.Color(0, 0, 0, 0))
def update(self, dt):
"""Update all effects."""
import math
to_remove = []
for (x, y), effect in self.effects.items():
effect['time'] += dt
# Check expiration
if effect['duration'] and effect['time'] >= effect['duration']:
to_remove.append((x, y))
continue
# Calculate color based on effect type
color = self._calculate_color(effect)
self.layer.set(x, y, color)
for pos in to_remove:
self.remove_effect(*pos)
def _calculate_color(self, effect):
"""Get color for an effect at current time."""
import math
t = effect['time']
effect_type = effect['type']
if effect_type == 'fire':
# Flickering orange/red
flicker = 0.7 + 0.3 * math.sin(t * 10)
return mcrfpy.Color(
255,
int(100 + 50 * math.sin(t * 8)),
0,
int(180 * flicker)
)
elif effect_type == 'poison':
# Pulsing green
pulse = 0.5 + 0.5 * math.sin(t * 3)
return mcrfpy.Color(0, 200, 0, int(100 * pulse))
elif effect_type == 'ice':
# Static blue with shimmer
shimmer = 0.8 + 0.2 * math.sin(t * 5)
return mcrfpy.Color(100, 150, 255, int(120 * shimmer))
elif effect_type == 'blood':
# Fading red
duration = effect.get('duration', 5)
fade = 1 - (t / duration) if duration else 1
return mcrfpy.Color(150, 0, 0, int(150 * fade))
elif effect_type == 'highlight':
# Pulsing highlight
pulse = 0.5 + 0.5 * math.sin(t * 4)
base = effect.get('color', mcrfpy.Color(255, 255, 0, 100))
return mcrfpy.Color(base.r, base.g, base.b, int(base.a * pulse))
return mcrfpy.Color(128, 128, 128, 50)
# Usage
effects = EffectLayer(grid)
# Add fire effect (permanent)
effects.add_effect(5, 5, 'fire')
# Add blood stain (fades over 10 seconds)
effects.add_effect(10, 10, 'blood', duration=10)
# Add poison cloud
for x in range(8, 12):
for y in range(8, 12):
effects.add_effect(x, y, 'poison', duration=5)
# Update in game loop
def game_update(runtime):
effects.update(0.016) # 60 FPS
mcrfpy.setTimer("effects", game_update, 16)

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"""McRogueFace - Multi-Layer Tiles (complete)
Documentation: https://mcrogueface.github.io/cookbook/grid_multi_layer
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/grid/grid_multi_layer_complete.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
class OptimizedLayers:
"""Performance-optimized layer management."""
def __init__(self, grid):
self.grid = grid
self.dirty_effects = set() # Only update changed cells
self.batch_updates = []
def mark_dirty(self, x, y):
"""Mark a cell as needing update."""
self.dirty_effects.add((x, y))
def batch_set(self, layer, cells_and_values):
"""Queue batch updates."""
self.batch_updates.append((layer, cells_and_values))
def flush(self):
"""Apply all queued updates."""
for layer, updates in self.batch_updates:
for x, y, value in updates:
layer.set(x, y, value)
self.batch_updates = []
def update_dirty_only(self, effect_layer, effect_calculator):
"""Only update cells marked dirty."""
for x, y in self.dirty_effects:
color = effect_calculator(x, y)
effect_layer.set(x, y, color)
self.dirty_effects.clear()

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"""HeightMap Hills and Craters Demo
Demonstrates: add_hill, dig_hill
Creates volcanic terrain with mountains and craters using ColorLayer visualization.
"""
import mcrfpy
from mcrfpy import automation
# Full screen grid: 60x48 tiles at 16x16 = 960x768
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def height_to_color(h):
"""Convert height value to terrain color."""
if h < 0.1:
return mcrfpy.Color(20, 40, int(80 + h * 400))
elif h < 0.3:
t = (h - 0.1) / 0.2
return mcrfpy.Color(int(40 + t * 30), int(60 + t * 40), 30)
elif h < 0.5:
t = (h - 0.3) / 0.2
return mcrfpy.Color(int(70 - t * 20), int(100 + t * 50), int(30 + t * 20))
elif h < 0.7:
t = (h - 0.5) / 0.2
return mcrfpy.Color(int(120 + t * 40), int(100 + t * 30), int(60 + t * 20))
elif h < 0.85:
t = (h - 0.7) / 0.15
return mcrfpy.Color(int(140 + t * 40), int(130 + t * 40), int(120 + t * 40))
else:
t = (h - 0.85) / 0.15
return mcrfpy.Color(int(180 + t * 75), int(180 + t * 75), int(180 + t * 75))
# Setup scene
scene = mcrfpy.Scene("hills_demo")
# Create grid with color layer
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
# Create heightmap
hmap = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.3)
# Add volcanic mountains - large hills
hmap.add_hill((15, 24), 18.0, 0.6) # Central volcano base
hmap.add_hill((15, 24), 10.0, 0.3) # Volcano peak
hmap.add_hill((45, 15), 12.0, 0.5) # Eastern mountain
hmap.add_hill((35, 38), 14.0, 0.45) # Southern mountain
hmap.add_hill((8, 10), 8.0, 0.35) # Small northern hill
# Create craters using dig_hill
hmap.dig_hill((15, 24), 5.0, 0.1) # Volcanic crater
hmap.dig_hill((45, 15), 4.0, 0.25) # Eastern crater
hmap.dig_hill((25, 30), 6.0, 0.05) # Impact crater (deep)
hmap.dig_hill((50, 40), 3.0, 0.2) # Small crater
# Add some smaller features for variety
for i in range(8):
x = 5 + (i * 7) % 55
y = 5 + (i * 11) % 40
hmap.add_hill((x, y), float(3 + (i % 4)), 0.15)
# Normalize to use full color range
hmap.normalize(0.0, 1.0)
# Apply heightmap to color layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
h = hmap.get((x, y))
color_layer.set((x, y), height_to_color(h))
# Title
title = mcrfpy.Caption(text="HeightMap: add_hill + dig_hill (volcanic terrain)", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
scene.activate()
# Take screenshot directly (works in headless mode)
automation.screenshot("procgen_01_heightmap_hills.png")
print("Screenshot saved: procgen_01_heightmap_hills.png")

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"""HeightMap Noise Integration Demo
Demonstrates: add_noise, multiply_noise with NoiseSource
Shows terrain generation using different noise modes (flat, fbm, turbulence).
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def terrain_color(h):
"""Height-based terrain coloring."""
if h < 0.25:
# Water - deep to shallow blue
t = h / 0.25
return mcrfpy.Color(int(30 + t * 30), int(60 + t * 60), int(120 + t * 80))
elif h < 0.35:
# Beach/sand
t = (h - 0.25) / 0.1
return mcrfpy.Color(int(180 + t * 40), int(160 + t * 30), int(100 + t * 20))
elif h < 0.6:
# Grass - varies with height
t = (h - 0.35) / 0.25
return mcrfpy.Color(int(50 + t * 30), int(120 + t * 40), int(40 + t * 20))
elif h < 0.75:
# Forest/hills
t = (h - 0.6) / 0.15
return mcrfpy.Color(int(40 - t * 10), int(80 + t * 20), int(30 + t * 10))
elif h < 0.88:
# Rock/mountain
t = (h - 0.75) / 0.13
return mcrfpy.Color(int(100 + t * 40), int(90 + t * 40), int(80 + t * 40))
else:
# Snow peaks
t = (h - 0.88) / 0.12
return mcrfpy.Color(int(200 + t * 55), int(200 + t * 55), int(210 + t * 45))
def apply_to_layer(hmap, layer):
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
h = hmap.get((x, y))
layer.set(x, y, terrain_color(h))
def run_demo(runtime):
# Create three panels showing different noise modes
panel_width = GRID_WIDTH // 3
right_panel_width = GRID_WIDTH - 2 * panel_width # Handle non-divisible widths
# Create noise source with consistent seed
noise = mcrfpy.NoiseSource(
dimensions=2,
algorithm='simplex',
hurst=0.5,
lacunarity=2.0,
seed=42
)
# Left panel: Flat noise (single octave, raw)
left_hmap = mcrfpy.HeightMap((panel_width, GRID_HEIGHT), fill=0.0)
left_hmap.add_noise(noise, world_origin=(0, 0), world_size=(20, 20), mode='flat', octaves=1)
left_hmap.normalize(0.0, 1.0)
# Middle panel: FBM noise (fractal brownian motion - natural terrain)
mid_hmap = mcrfpy.HeightMap((panel_width, GRID_HEIGHT), fill=0.0)
mid_hmap.add_noise(noise, world_origin=(0, 0), world_size=(20, 20), mode='fbm', octaves=6)
mid_hmap.normalize(0.0, 1.0)
# Right panel: Turbulence (absolute value - clouds, marble)
right_hmap = mcrfpy.HeightMap((right_panel_width, GRID_HEIGHT), fill=0.0)
right_hmap.add_noise(noise, world_origin=(0, 0), world_size=(20, 20), mode='turbulence', octaves=6)
right_hmap.normalize(0.0, 1.0)
# Apply to color layer with panel divisions
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if x < panel_width:
h = left_hmap.get((x, y))
elif x < panel_width * 2:
h = mid_hmap.get((x - panel_width, y))
else:
h = right_hmap.get((x - panel_width * 2, y))
color_layer.set(((x, y)), terrain_color(h))
# Add divider lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_width - 1, y)), mcrfpy.Color(255, 255, 255, 100))
color_layer.set(((panel_width * 2 - 1, y)), mcrfpy.Color(255, 255, 255, 100))
# Setup scene
scene = mcrfpy.Scene("noise_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
# Labels for each panel
labels = [
("FLAT (raw)", 10),
("FBM (terrain)", GRID_WIDTH * CELL_SIZE // 3 + 10),
("TURBULENCE (clouds)", GRID_WIDTH * CELL_SIZE * 2 // 3 + 10)
]
for text, x in labels:
label = mcrfpy.Caption(text=text, pos=(x, 10))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_02_heightmap_noise.png")
print("Screenshot saved: procgen_02_heightmap_noise.png")

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"""HeightMap Combination Operations Demo
Demonstrates: add, subtract, multiply, min, max, lerp, copy_from
Shows how heightmaps can be combined for complex terrain effects.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def value_to_color(h):
"""Simple grayscale with color tinting for visibility."""
h = max(0.0, min(1.0, h))
# Blue-white-red gradient for clear visualization
if h < 0.5:
t = h / 0.5
return mcrfpy.Color(int(50 * t), int(100 * t), int(200 - 100 * t))
else:
t = (h - 0.5) / 0.5
return mcrfpy.Color(int(50 + 200 * t), int(100 + 100 * t), int(100 - 50 * t))
def run_demo(runtime):
# Create 6 panels (2 rows x 3 columns)
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Create two base heightmaps for operations
noise1 = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
noise2 = mcrfpy.NoiseSource(dimensions=2, algorithm='perlin', seed=123)
base1 = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
base1.add_noise(noise1, world_size=(10, 10), mode='fbm', octaves=4)
base1.normalize(0.0, 1.0)
base2 = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
base2.add_noise(noise2, world_size=(10, 10), mode='fbm', octaves=4)
base2.normalize(0.0, 1.0)
# Panel 1: ADD operation (combined terrain)
add_result = base1.copy_from(base1) # Actually need to create new
add_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
add_result.copy_from(base1).add(base2).normalize(0.0, 1.0)
# Panel 2: SUBTRACT operation (carving)
sub_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
sub_result.copy_from(base1).subtract(base2).normalize(0.0, 1.0)
# Panel 3: MULTIPLY operation (masking)
mul_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
mul_result.copy_from(base1).multiply(base2).normalize(0.0, 1.0)
# Panel 4: MIN operation (valleys)
min_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
min_result.copy_from(base1).min(base2)
# Panel 5: MAX operation (ridges)
max_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
max_result.copy_from(base1).max(base2)
# Panel 6: LERP operation (blending)
lerp_result = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
lerp_result.copy_from(base1).lerp(base2, 0.5)
# Apply panels to grid
panels = [
(add_result, 0, 0, "ADD"),
(sub_result, panel_w, 0, "SUBTRACT"),
(mul_result, panel_w * 2, 0, "MULTIPLY"),
(min_result, 0, panel_h, "MIN"),
(max_result, panel_w, panel_h, "MAX"),
(lerp_result, panel_w * 2, panel_h, "LERP(0.5)"),
]
for hmap, ox, oy, name in panels:
for y in range(panel_h):
for x in range(panel_w):
h = hmap.get((x, y))
color_layer.set(((ox + x, oy + y)), value_to_color(h))
# Add label
label = mcrfpy.Caption(text=name, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Draw grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(255, 255, 255, 80))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(255, 255, 255, 80))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(255, 255, 255, 80))
# Setup
scene = mcrfpy.Scene("operations_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_03_heightmap_operations.png")
print("Screenshot saved: procgen_03_heightmap_operations.png")

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"""HeightMap Transform Operations Demo
Demonstrates: scale, clamp, normalize, smooth, kernel_transform
Shows value manipulation and convolution effects.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def value_to_color(h):
"""Grayscale with enhanced contrast."""
h = max(0.0, min(1.0, h))
v = int(h * 255)
return mcrfpy.Color(v, v, v)
def run_demo(runtime):
# Create 6 panels showing different transforms
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Source noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
# Create base terrain with features
base = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
base.add_noise(noise, world_size=(8, 8), mode='fbm', octaves=4)
base.add_hill((panel_w // 2, panel_h // 2), 8, 0.5)
base.normalize(0.0, 1.0)
# Panel 1: Original
original = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
original.copy_from(base)
# Panel 2: SCALE (amplify contrast)
scaled = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
scaled.copy_from(base).add_constant(-0.5).scale(2.0).clamp(0.0, 1.0)
# Panel 3: CLAMP (plateau effect)
clamped = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
clamped.copy_from(base).clamp(0.3, 0.7).normalize(0.0, 1.0)
# Panel 4: SMOOTH (blur/average)
smoothed = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
smoothed.copy_from(base).smooth(3)
# Panel 5: SHARPEN kernel
sharpened = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
sharpened.copy_from(base)
sharpen_kernel = {
(0, -1): -1.0, (-1, 0): -1.0, (0, 0): 5.0, (1, 0): -1.0, (0, 1): -1.0
}
sharpened.kernel_transform(sharpen_kernel).clamp(0.0, 1.0)
# Panel 6: EDGE DETECTION kernel
edges = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
edges.copy_from(base)
edge_kernel = {
(-1, -1): -1, (0, -1): -1, (1, -1): -1,
(-1, 0): -1, (0, 0): 8, (1, 0): -1,
(-1, 1): -1, (0, 1): -1, (1, 1): -1,
}
edges.kernel_transform(edge_kernel).normalize(0.0, 1.0)
# Apply to grid
panels = [
(original, 0, 0, "ORIGINAL"),
(scaled, panel_w, 0, "SCALE (contrast)"),
(clamped, panel_w * 2, 0, "CLAMP (plateau)"),
(smoothed, 0, panel_h, "SMOOTH (blur)"),
(sharpened, panel_w, panel_h, "SHARPEN kernel"),
(edges, panel_w * 2, panel_h, "EDGE DETECT"),
]
for hmap, ox, oy, name in panels:
for y in range(panel_h):
for x in range(panel_w):
h = hmap.get((x, y))
color_layer.set(((ox + x, oy + y)), value_to_color(h))
label = mcrfpy.Caption(text=name, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 0)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(100, 100, 100))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(100, 100, 100))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(100, 100, 100))
# Setup
scene = mcrfpy.Scene("transforms_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_04_heightmap_transforms.png")
print("Screenshot saved: procgen_04_heightmap_transforms.png")

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"""HeightMap Erosion and Terrain Generation Demo
Demonstrates: rain_erosion, mid_point_displacement, smooth
Shows natural terrain formation through erosion simulation.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def terrain_color(h):
"""Natural terrain coloring."""
if h < 0.2:
# Deep water
t = h / 0.2
return mcrfpy.Color(int(20 + t * 30), int(40 + t * 40), int(100 + t * 55))
elif h < 0.3:
# Shallow water
t = (h - 0.2) / 0.1
return mcrfpy.Color(int(50 + t * 50), int(80 + t * 60), int(155 + t * 40))
elif h < 0.35:
# Beach
t = (h - 0.3) / 0.05
return mcrfpy.Color(int(194 - t * 30), int(178 - t * 30), int(128 - t * 20))
elif h < 0.55:
# Lowland grass
t = (h - 0.35) / 0.2
return mcrfpy.Color(int(80 + t * 20), int(140 - t * 30), int(60 + t * 10))
elif h < 0.7:
# Highland grass/forest
t = (h - 0.55) / 0.15
return mcrfpy.Color(int(50 + t * 30), int(100 + t * 10), int(40 + t * 20))
elif h < 0.85:
# Rock
t = (h - 0.7) / 0.15
return mcrfpy.Color(int(100 + t * 30), int(95 + t * 30), int(85 + t * 35))
else:
# Snow
t = (h - 0.85) / 0.15
return mcrfpy.Color(int(180 + t * 75), int(185 + t * 70), int(190 + t * 65))
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Panel 1: Mid-point displacement (raw)
mpd_raw = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
mpd_raw.mid_point_displacement(roughness=0.6, seed=42)
mpd_raw.normalize(0.0, 1.0)
# Panel 2: Mid-point displacement + smoothing
mpd_smooth = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
mpd_smooth.mid_point_displacement(roughness=0.6, seed=42)
mpd_smooth.smooth(2)
mpd_smooth.normalize(0.0, 1.0)
# Panel 3: Mid-point + light erosion
mpd_light_erode = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
mpd_light_erode.mid_point_displacement(roughness=0.6, seed=42)
mpd_light_erode.rain_erosion(drops=1000, erosion=0.05, sedimentation=0.03, seed=42)
mpd_light_erode.normalize(0.0, 1.0)
# Panel 4: Noise-based + moderate erosion
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=123)
noise_erode = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
noise_erode.add_noise(noise, world_size=(12, 12), mode='fbm', octaves=5)
noise_erode.add_hill((panel_w // 2, panel_h // 2), 10, 0.4)
noise_erode.rain_erosion(drops=3000, erosion=0.1, sedimentation=0.05, seed=42)
noise_erode.normalize(0.0, 1.0)
# Panel 5: Heavy erosion (river valleys)
heavy_erode = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
heavy_erode.mid_point_displacement(roughness=0.7, seed=99)
heavy_erode.rain_erosion(drops=8000, erosion=0.15, sedimentation=0.02, seed=42)
heavy_erode.normalize(0.0, 1.0)
# Panel 6: Extreme erosion (canyon-like)
extreme_erode = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
extreme_erode.mid_point_displacement(roughness=0.5, seed=77)
extreme_erode.rain_erosion(drops=15000, erosion=0.2, sedimentation=0.01, seed=42)
extreme_erode.smooth(1)
extreme_erode.normalize(0.0, 1.0)
# Apply to grid
panels = [
(mpd_raw, 0, 0, "MPD Raw"),
(mpd_smooth, panel_w, 0, "MPD + Smooth"),
(mpd_light_erode, panel_w * 2, 0, "Light Erosion"),
(noise_erode, 0, panel_h, "Noise + Erosion"),
(heavy_erode, panel_w, panel_h, "Heavy Erosion"),
(extreme_erode, panel_w * 2, panel_h, "Extreme Erosion"),
]
for hmap, ox, oy, name in panels:
for y in range(panel_h):
for x in range(panel_w):
h = hmap.get((x, y))
color_layer.set(((ox + x, oy + y)), terrain_color(h))
label = mcrfpy.Caption(text=name, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(80, 80, 80))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(80, 80, 80))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(80, 80, 80))
# Setup
scene = mcrfpy.Scene("erosion_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_05_heightmap_erosion.png")
print("Screenshot saved: procgen_05_heightmap_erosion.png")

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"""HeightMap Voronoi Demo
Demonstrates: add_voronoi with different coefficients
Shows cell-based patterns useful for biomes, regions, and organic structures.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def biome_color(h):
"""Color cells as distinct biomes."""
# Use value ranges to create distinct regions
h = max(0.0, min(1.0, h))
if h < 0.15:
return mcrfpy.Color(30, 60, 120) # Deep water
elif h < 0.25:
return mcrfpy.Color(50, 100, 180) # Shallow water
elif h < 0.35:
return mcrfpy.Color(194, 178, 128) # Beach/desert
elif h < 0.5:
return mcrfpy.Color(80, 160, 60) # Grassland
elif h < 0.65:
return mcrfpy.Color(40, 100, 40) # Forest
elif h < 0.8:
return mcrfpy.Color(100, 80, 60) # Hills
elif h < 0.9:
return mcrfpy.Color(130, 130, 130) # Mountains
else:
return mcrfpy.Color(240, 240, 250) # Snow
def cell_edges_color(h):
"""Highlight cell boundaries."""
h = max(0.0, min(1.0, h))
if h < 0.3:
return mcrfpy.Color(40, 40, 60)
elif h < 0.6:
return mcrfpy.Color(80, 80, 100)
else:
return mcrfpy.Color(200, 200, 220)
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Panel 1: Standard Voronoi (cell centers high)
# coefficients (1, 0) = distance to nearest point
v_standard = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_standard.add_voronoi(num_points=15, coefficients=(1.0, 0.0), seed=42)
v_standard.normalize(0.0, 1.0)
# Panel 2: Inverted (cell centers low, edges high)
# coefficients (-1, 0) = inverted distance
v_inverted = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_inverted.add_voronoi(num_points=15, coefficients=(-1.0, 0.0), seed=42)
v_inverted.normalize(0.0, 1.0)
# Panel 3: Cell difference (creates ridges)
# coefficients (1, -1) = distance to nearest - distance to second nearest
v_ridges = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_ridges.add_voronoi(num_points=15, coefficients=(1.0, -1.0), seed=42)
v_ridges.normalize(0.0, 1.0)
# Panel 4: Few large cells (biome-scale)
v_biomes = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_biomes.add_voronoi(num_points=6, coefficients=(1.0, -0.3), seed=99)
v_biomes.normalize(0.0, 1.0)
# Panel 5: Many small cells (texture-scale)
v_texture = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_texture.add_voronoi(num_points=50, coefficients=(1.0, -0.5), seed=77)
v_texture.normalize(0.0, 1.0)
# Panel 6: Voronoi + noise blend (natural regions)
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
v_natural = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
v_natural.add_voronoi(num_points=12, coefficients=(0.8, -0.4), seed=42)
v_natural.add_noise(noise, world_size=(15, 15), mode='fbm', octaves=3, scale=0.3)
v_natural.normalize(0.0, 1.0)
# Apply to grid
panels = [
(v_standard, 0, 0, "Standard (1,0)", biome_color),
(v_inverted, panel_w, 0, "Inverted (-1,0)", biome_color),
(v_ridges, panel_w * 2, 0, "Ridges (1,-1)", cell_edges_color),
(v_biomes, 0, panel_h, "Biomes (6 pts)", biome_color),
(v_texture, panel_w, panel_h, "Texture (50 pts)", cell_edges_color),
(v_natural, panel_w * 2, panel_h, "Voronoi + Noise", biome_color),
]
for hmap, ox, oy, name, color_func in panels:
for y in range(panel_h):
for x in range(panel_w):
h = hmap.get((x, y))
color_layer.set(((ox + x, oy + y)), color_func(h))
label = mcrfpy.Caption(text=name, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(60, 60, 60))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(60, 60, 60))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(60, 60, 60))
# Setup
scene = mcrfpy.Scene("voronoi_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_06_heightmap_voronoi.png")
print("Screenshot saved: procgen_06_heightmap_voronoi.png")

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"""HeightMap Bezier Curves Demo
Demonstrates: dig_bezier for rivers, roads, and paths
Shows path carving with variable width and depth.
"""
import mcrfpy
from mcrfpy import automation
import math
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def terrain_with_water(h):
"""Terrain coloring with water in low areas."""
if h < 0.15:
# Water (carved paths)
t = h / 0.15
return mcrfpy.Color(int(30 + t * 30), int(60 + t * 50), int(140 + t * 40))
elif h < 0.25:
# Shore/wet ground
t = (h - 0.15) / 0.1
return mcrfpy.Color(int(80 + t * 40), int(100 + t * 30), int(80 - t * 20))
elif h < 0.5:
# Lowland
t = (h - 0.25) / 0.25
return mcrfpy.Color(int(70 + t * 20), int(130 + t * 20), int(50 + t * 10))
elif h < 0.7:
# Highland
t = (h - 0.5) / 0.2
return mcrfpy.Color(int(60 + t * 30), int(110 - t * 20), int(45 + t * 15))
elif h < 0.85:
# Hills
t = (h - 0.7) / 0.15
return mcrfpy.Color(int(100 + t * 30), int(95 + t * 25), int(70 + t * 30))
else:
# Peaks
t = (h - 0.85) / 0.15
return mcrfpy.Color(int(150 + t * 60), int(150 + t * 60), int(155 + t * 60))
def run_demo(runtime):
panel_w = GRID_WIDTH // 2
panel_h = GRID_HEIGHT
# Left panel: River system
river_map = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
# Add terrain
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
river_map.add_noise(noise, world_size=(10, 10), mode='fbm', octaves=4, scale=0.3)
river_map.add_hill((panel_w // 2, 5), 12, 0.3) # Mountain source
river_map.normalize(0.3, 0.9)
# Main river - wide, flowing from top to bottom
river_map.dig_bezier(
points=((panel_w // 2, 2), (panel_w // 4, 15), (panel_w * 3 // 4, 30), (panel_w // 2, panel_h - 3)),
start_radius=2, end_radius=5,
start_height=0.1, end_height=0.05
)
# Tributary from left
river_map.dig_bezier(
points=((3, 20), (10, 18), (15, 22), (panel_w // 3, 20)),
start_radius=1, end_radius=2,
start_height=0.12, end_height=0.1
)
# Tributary from right
river_map.dig_bezier(
points=((panel_w - 3, 15), (panel_w - 8, 20), (panel_w - 12, 18), (panel_w * 2 // 3, 25)),
start_radius=1, end_radius=2,
start_height=0.12, end_height=0.1
)
# Right panel: Road network
road_map = mcrfpy.HeightMap((panel_w, panel_h), fill=0.5)
road_map.add_noise(noise, world_size=(8, 8), mode='fbm', octaves=3, scale=0.2)
road_map.normalize(0.35, 0.7)
# Main road - relatively straight
road_map.dig_bezier(
points=((5, panel_h // 2), (15, panel_h // 2 - 3), (panel_w - 15, panel_h // 2 + 3), (panel_w - 5, panel_h // 2)),
start_radius=2, end_radius=2,
start_height=0.25, end_height=0.25
)
# North-south crossing road
road_map.dig_bezier(
points=((panel_w // 2, 5), (panel_w // 2 + 5, 15), (panel_w // 2 - 5, 35), (panel_w // 2, panel_h - 5)),
start_radius=2, end_radius=2,
start_height=0.25, end_height=0.25
)
# Winding mountain path
road_map.dig_bezier(
points=((5, 8), (15, 5), (20, 15), (25, 10)),
start_radius=1, end_radius=1,
start_height=0.28, end_height=0.28
)
# Curved path to settlement
road_map.dig_bezier(
points=((panel_w - 5, panel_h - 8), (panel_w - 15, panel_h - 5), (panel_w - 10, panel_h - 15), (panel_w // 2 + 5, panel_h - 10)),
start_radius=1, end_radius=2,
start_height=0.27, end_height=0.26
)
# Apply to grid
for y in range(panel_h):
for x in range(panel_w):
# Left panel: rivers
h = river_map.get((x, y))
color_layer.set(((x, y)), terrain_with_water(h))
# Right panel: roads (use brown for roads)
h2 = road_map.get((x, y))
if h2 < 0.3:
# Road surface
t = h2 / 0.3
color = mcrfpy.Color(int(140 - t * 40), int(120 - t * 30), int(80 - t * 20))
else:
color = terrain_with_water(h2)
color_layer.set(((panel_w + x, y)), color)
# Divider
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(100, 100, 100))
# Labels
labels = [("Rivers (dig_bezier)", 10, 10), ("Roads & Paths", panel_w * CELL_SIZE + 10, 10)]
for text, x, ypos in labels:
label = mcrfpy.Caption(text=text, pos=(x, ypos))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Setup
scene = mcrfpy.Scene("bezier_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_07_heightmap_bezier.png")
print("Screenshot saved: procgen_07_heightmap_bezier.png")

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"""HeightMap Thresholds and ColorLayer Integration Demo
Demonstrates: threshold, threshold_binary, inverse, count_in_range
Also: ColorLayer.apply_ranges for multi-threshold coloring
Shows terrain classification and visualization techniques.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Create source terrain
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
source = mcrfpy.HeightMap((panel_w, panel_h), fill=0.0)
source.add_noise(noise, world_size=(10, 10), mode='fbm', octaves=5)
source.add_hill((panel_w // 2, panel_h // 2), 8, 0.3)
source.normalize(0.0, 1.0)
# Create derived heightmaps
water_mask = source.threshold((0.0, 0.3)) # Returns NEW heightmap with values only in range
land_binary = source.threshold_binary((0.3, 1.0), value=1.0) # Binary mask
inverted = source.inverse() # Inverted values
# Count cells in ranges for classification stats
water_count = source.count_in_range((0.0, 0.3))
land_count = source.count_in_range((0.3, 0.7))
mountain_count = source.count_in_range((0.7, 1.0))
# IMPORTANT: Render apply_ranges FIRST since it affects the whole layer
# Panel 6: Using ColorLayer.apply_ranges (bottom-right)
# Create a full-size heightmap and copy source data to correct position
panel6_hmap = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=-1.0) # -1 won't match any range
for y in range(panel_h):
for x in range(panel_w):
h = source.get((x, y))
panel6_hmap.fill(h, pos=(panel_w * 2 + x, panel_h + y), size=(1, 1))
# apply_ranges colors cells based on height ranges
# Cells with -1.0 won't match any range and stay unchanged
color_layer.apply_ranges(panel6_hmap, [
((0.0, 0.2), (30, 80, 160)), # Deep water
((0.2, 0.3), ((60, 120, 180), (120, 160, 140))), # Gradient: shallow to shore
((0.3, 0.5), (80, 150, 60)), # Lowland
((0.5, 0.7), ((60, 120, 40), (100, 100, 80))), # Gradient: forest to hills
((0.7, 0.85), (130, 120, 110)), # Rock
((0.85, 1.0), ((180, 180, 190), (250, 250, 255))), # Gradient: rock to snow
])
# Now render the other 5 panels (they will overwrite only their regions)
# Panel 1 (top-left): Original grayscale
for y in range(panel_h):
for x in range(panel_w):
h = source.get((x, y))
v = int(h * 255)
color_layer.set(((x, y)), mcrfpy.Color(v, v, v))
# Panel 2 (top-middle): threshold() - shows only values in range 0.0-0.3
for y in range(panel_h):
for x in range(panel_w):
h = water_mask.get((x, y))
if h > 0:
# Values were preserved in 0.0-0.3 range
t = h / 0.3
color_layer.set(((panel_w + x, y)), mcrfpy.Color(
int(30 + t * 40), int(60 + t * 60), int(150 + t * 50)))
else:
# Outside threshold range - dark
color_layer.set(((panel_w + x, y)), mcrfpy.Color(20, 20, 30))
# Panel 3 (top-right): threshold_binary() - land mask
for y in range(panel_h):
for x in range(panel_w):
h = land_binary.get((x, y))
if h > 0:
color_layer.set(((panel_w * 2 + x, y)), mcrfpy.Color(80, 140, 60)) # Land
else:
color_layer.set(((panel_w * 2 + x, y)), mcrfpy.Color(40, 80, 150)) # Water
# Panel 4 (bottom-left): inverse()
for y in range(panel_h):
for x in range(panel_w):
h = inverted.get((x, y))
v = int(h * 255)
color_layer.set(((x, panel_h + y)), mcrfpy.Color(v, int(v * 0.8), int(v * 0.6)))
# Panel 5 (bottom-middle): Classification using count_in_range results
for y in range(panel_h):
for x in range(panel_w):
h = source.get((x, y))
if h < 0.3:
color_layer.set(((panel_w + x, panel_h + y)), mcrfpy.Color(50, 100, 180)) # Water
elif h < 0.7:
color_layer.set(((panel_w + x, panel_h + y)), mcrfpy.Color(70, 140, 50)) # Land
else:
color_layer.set(((panel_w + x, panel_h + y)), mcrfpy.Color(140, 130, 120)) # Mountain
# Labels
labels = [
("Original (grayscale)", 5, 5),
("threshold(0-0.3)", panel_w * CELL_SIZE + 5, 5),
("threshold_binary(land)", panel_w * 2 * CELL_SIZE + 5, 5),
("inverse()", 5, panel_h * CELL_SIZE + 5),
(f"Classified (W:{water_count} L:{land_count} M:{mountain_count})", panel_w * CELL_SIZE + 5, panel_h * CELL_SIZE + 5),
("apply_ranges (biome)", panel_w * 2 * CELL_SIZE + 5, panel_h * CELL_SIZE + 5),
]
for text, x, y in labels:
label = mcrfpy.Caption(text=text, pos=(x, y))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Grid divider lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(80, 80, 80))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(80, 80, 80))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(80, 80, 80))
# Setup
scene = mcrfpy.Scene("thresholds_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_08_heightmap_thresholds.png")
print("Screenshot saved: procgen_08_heightmap_thresholds.png")

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"""BSP Dungeon Generation Demo
Demonstrates: BSP, split_recursive, leaves iteration, to_heightmap
Classic roguelike dungeon generation with rooms.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Create BSP tree covering the map
bsp = mcrfpy.BSP(pos=(1, 1), size=(GRID_WIDTH - 2, GRID_HEIGHT - 2))
# Split recursively to create rooms
# depth=4 creates up to 16 rooms, min_size ensures rooms aren't too small
bsp.split_recursive(depth=4, min_size=(8, 6), max_ratio=1.5, seed=42)
# Convert to heightmap for visualization
# shrink=1 leaves 1-tile border for walls
rooms_hmap = bsp.to_heightmap(
size=(GRID_WIDTH, GRID_HEIGHT),
select='leaves',
shrink=1,
value=1.0
)
# Fill background (walls)
color_layer.fill(mcrfpy.Color(40, 35, 45))
# Draw rooms
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if rooms_hmap.get((x, y)) > 0:
color_layer.set(((x, y)), mcrfpy.Color(80, 75, 70))
# Add some visual variety to rooms
room_colors = [
mcrfpy.Color(85, 80, 75),
mcrfpy.Color(75, 70, 65),
mcrfpy.Color(90, 85, 80),
mcrfpy.Color(70, 65, 60),
]
for i, leaf in enumerate(bsp.leaves()):
pos = leaf.pos
size = leaf.size
color = room_colors[i % len(room_colors)]
# Fill room interior (with shrink)
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
color_layer.set(((x, y)), color)
# Mark room center
cx, cy = leaf.center()
if 0 <= cx < GRID_WIDTH and 0 <= cy < GRID_HEIGHT:
color_layer.set(((cx, cy)), mcrfpy.Color(200, 180, 100))
# Simple corridor generation: connect adjacent rooms
# Using adjacency graph
adjacency = bsp.adjacency
connected = set()
for leaf_idx in range(len(bsp)):
leaf = bsp.get_leaf(leaf_idx)
cx1, cy1 = leaf.center()
for neighbor_idx in adjacency[leaf_idx]:
if (min(leaf_idx, neighbor_idx), max(leaf_idx, neighbor_idx)) in connected:
continue
connected.add((min(leaf_idx, neighbor_idx), max(leaf_idx, neighbor_idx)))
neighbor = bsp.get_leaf(neighbor_idx)
cx2, cy2 = neighbor.center()
# Draw L-shaped corridor
# Horizontal first, then vertical
x1, x2 = min(cx1, cx2), max(cx1, cx2)
for x in range(x1, x2 + 1):
if 0 <= x < GRID_WIDTH and 0 <= cy1 < GRID_HEIGHT:
color_layer.set(((x, cy1)), mcrfpy.Color(100, 95, 90))
y1, y2 = min(cy1, cy2), max(cy1, cy2)
for y in range(y1, y2 + 1):
if 0 <= cx2 < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
color_layer.set(((cx2, y)), mcrfpy.Color(100, 95, 90))
# Draw outer border
for x in range(GRID_WIDTH):
color_layer.set(((x, 0)), mcrfpy.Color(60, 50, 70))
color_layer.set(((x, GRID_HEIGHT - 1)), mcrfpy.Color(60, 50, 70))
for y in range(GRID_HEIGHT):
color_layer.set(((0, y)), mcrfpy.Color(60, 50, 70))
color_layer.set(((GRID_WIDTH - 1, y)), mcrfpy.Color(60, 50, 70))
# Stats
stats = mcrfpy.Caption(
text=f"BSP Dungeon: {len(bsp)} rooms, depth=4, seed=42",
pos=(10, 10)
)
stats.fill_color = mcrfpy.Color(255, 255, 255)
stats.outline = 1
stats.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(stats)
# Setup
scene = mcrfpy.Scene("bsp_dungeon_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_10_bsp_dungeon.png")
print("Screenshot saved: procgen_10_bsp_dungeon.png")

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"""BSP Traversal Orders Demo
Demonstrates: traverse() with different Traversal orders
Shows how traversal order affects leaf enumeration.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
traversal_orders = [
(mcrfpy.Traversal.PRE_ORDER, "PRE_ORDER", "Root first, then children"),
(mcrfpy.Traversal.IN_ORDER, "IN_ORDER", "Left, node, right"),
(mcrfpy.Traversal.POST_ORDER, "POST_ORDER", "Children before parent"),
(mcrfpy.Traversal.LEVEL_ORDER, "LEVEL_ORDER", "Breadth-first by level"),
(mcrfpy.Traversal.INVERTED_LEVEL_ORDER, "INV_LEVEL", "Deepest levels first"),
]
panels = [
(0, 0), (panel_w, 0), (panel_w * 2, 0),
(0, panel_h), (panel_w, panel_h), (panel_w * 2, panel_h)
]
# Distinct color palette for 8+ leaves
leaf_colors = [
mcrfpy.Color(220, 60, 60), # Red
mcrfpy.Color(60, 180, 60), # Green
mcrfpy.Color(60, 100, 220), # Blue
mcrfpy.Color(220, 180, 40), # Yellow
mcrfpy.Color(180, 60, 180), # Magenta
mcrfpy.Color(60, 200, 200), # Cyan
mcrfpy.Color(220, 120, 60), # Orange
mcrfpy.Color(160, 100, 200), # Purple
mcrfpy.Color(100, 200, 120), # Mint
mcrfpy.Color(200, 100, 140), # Pink
]
for panel_idx, (order, name, desc) in enumerate(traversal_orders):
if panel_idx >= 6:
break
ox, oy = panels[panel_idx]
# Create BSP for this panel
bsp = mcrfpy.BSP(pos=(ox + 2, oy + 4), size=(panel_w - 4, panel_h - 6))
bsp.split_recursive(depth=3, min_size=(5, 4), seed=42)
# Fill panel background (dark gray = walls)
color_layer.fill_rect((ox, oy), (panel_w, panel_h), mcrfpy.Color(40, 35, 45))
# Traverse and color ONLY LEAVES by their position in traversal
leaf_idx = 0
for node in bsp.traverse(order):
if not node.is_leaf:
continue # Skip branch nodes
color = leaf_colors[leaf_idx % len(leaf_colors)]
pos = node.pos
size = node.size
# Shrink by 1 to show walls between rooms
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
color_layer.set(((x, y)), color)
# Draw leaf index in center
cx, cy = node.center()
# Draw index as a darker spot
if 0 <= cx < GRID_WIDTH and 0 <= cy < GRID_HEIGHT:
dark = mcrfpy.Color(color.r // 2, color.g // 2, color.b // 2)
color_layer.set(((cx, cy)), dark)
if cx + 1 < GRID_WIDTH:
color_layer.set(((cx + 1, cy)), dark)
leaf_idx += 1
# Add labels
label = mcrfpy.Caption(text=f"{name}", pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
desc_label = mcrfpy.Caption(text=f"{desc} ({leaf_idx} leaves)", pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 22))
desc_label.fill_color = mcrfpy.Color(200, 200, 200)
desc_label.outline = 1
desc_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(desc_label)
# Panel 6: Show tree depth levels (branch AND leaf nodes)
ox, oy = panels[5]
bsp = mcrfpy.BSP(pos=(ox + 2, oy + 4), size=(panel_w - 4, panel_h - 6))
bsp.split_recursive(depth=3, min_size=(5, 4), seed=42)
color_layer.fill_rect((ox, oy), (panel_w, panel_h), mcrfpy.Color(40, 35, 45))
# Draw by level - deepest first so leaves are on top
level_colors = [
mcrfpy.Color(60, 40, 40), # Level 0 (root) - dark
mcrfpy.Color(80, 60, 50), # Level 1
mcrfpy.Color(100, 80, 60), # Level 2
mcrfpy.Color(140, 120, 80), # Level 3 (leaves usually)
]
# Use INVERTED_LEVEL_ORDER so leaves are drawn last
for node in bsp.traverse(mcrfpy.Traversal.INVERTED_LEVEL_ORDER):
level = node.level
color = level_colors[min(level, len(level_colors) - 1)]
# Make leaves brighter
if node.is_leaf:
color = mcrfpy.Color(
min(255, color.r + 80),
min(255, color.g + 80),
min(255, color.b + 60)
)
pos = node.pos
size = node.size
for y in range(pos[1], pos[1] + size[1]):
for x in range(pos[0], pos[0] + size[0]):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
# Draw border
if x == pos[0] or x == pos[0] + size[0] - 1 or \
y == pos[1] or y == pos[1] + size[1] - 1:
border = mcrfpy.Color(20, 20, 30)
color_layer.set(((x, y)), border)
else:
color_layer.set(((x, y)), color)
label = mcrfpy.Caption(text="BY LEVEL (depth)", pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
desc_label = mcrfpy.Caption(text="Darker=root, Bright=leaves", pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 22))
desc_label.fill_color = mcrfpy.Color(200, 200, 200)
desc_label.outline = 1
desc_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(desc_label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(60, 60, 60))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(60, 60, 60))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(60, 60, 60))
# Setup
scene = mcrfpy.Scene("bsp_traversal_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_11_bsp_traversal.png")
print("Screenshot saved: procgen_11_bsp_traversal.png")

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"""BSP Adjacency Graph Demo
Demonstrates: adjacency property, get_leaf, adjacent_tiles
Shows room connectivity for corridor generation.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Create dungeon BSP
bsp = mcrfpy.BSP(pos=(2, 2), size=(GRID_WIDTH - 4, GRID_HEIGHT - 4))
bsp.split_recursive(depth=3, min_size=(10, 8), max_ratio=1.4, seed=42)
# Fill with wall color
color_layer.fill(mcrfpy.Color(50, 45, 55))
# Generate distinct colors for each room
num_rooms = len(bsp)
room_colors = []
for i in range(num_rooms):
hue = (i * 137.5) % 360 # Golden angle for good distribution
# HSV to RGB (simplified, saturation=0.6, value=0.7)
h = hue / 60
c = 0.42 # 0.6 * 0.7
x = c * (1 - abs(h % 2 - 1))
m = 0.28 # 0.7 - c
if h < 1: r, g, b = c, x, 0
elif h < 2: r, g, b = x, c, 0
elif h < 3: r, g, b = 0, c, x
elif h < 4: r, g, b = 0, x, c
elif h < 5: r, g, b = x, 0, c
else: r, g, b = c, 0, x
room_colors.append(mcrfpy.Color(
int((r + m) * 255),
int((g + m) * 255),
int((b + m) * 255)
))
# Draw rooms with unique colors
for i, leaf in enumerate(bsp.leaves()):
pos = leaf.pos
size = leaf.size
color = room_colors[i]
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
color_layer.set(((x, y)), color)
# Room label
cx, cy = leaf.center()
label = mcrfpy.Caption(text=str(i), pos=(cx * CELL_SIZE - 4, cy * CELL_SIZE - 8))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Draw corridors using adjacency graph
adjacency = bsp.adjacency
connected = set()
corridor_color = mcrfpy.Color(100, 95, 90)
door_color = mcrfpy.Color(180, 140, 80)
for leaf_idx in range(num_rooms):
leaf = bsp.get_leaf(leaf_idx)
# Get adjacent_tiles for this leaf
adj_tiles = leaf.adjacent_tiles
for neighbor_idx in adjacency[leaf_idx]:
pair = (min(leaf_idx, neighbor_idx), max(leaf_idx, neighbor_idx))
if pair in connected:
continue
connected.add(pair)
neighbor = bsp.get_leaf(neighbor_idx)
# Find shared wall tiles
if neighbor_idx in adj_tiles:
wall_tiles = adj_tiles[neighbor_idx]
if len(wall_tiles) > 0:
# Pick middle tile for door
mid_tile = wall_tiles[len(wall_tiles) // 2]
dx, dy = int(mid_tile.x), int(mid_tile.y)
# Draw door
color_layer.set(((dx, dy)), door_color)
# Simple corridor: connect room centers through door
cx1, cy1 = leaf.center()
cx2, cy2 = neighbor.center()
# Path from room 1 to door
for x in range(min(cx1, dx), max(cx1, dx) + 1):
color_layer.set(((x, cy1)), corridor_color)
for y in range(min(cy1, dy), max(cy1, dy) + 1):
color_layer.set(((dx, y)), corridor_color)
# Path from door to room 2
for x in range(min(dx, cx2), max(dx, cx2) + 1):
color_layer.set(((x, dy)), corridor_color)
for y in range(min(dy, cy2), max(dy, cy2) + 1):
color_layer.set(((cx2, y)), corridor_color)
else:
# Fallback: L-shaped corridor
cx1, cy1 = leaf.center()
cx2, cy2 = neighbor.center()
for x in range(min(cx1, cx2), max(cx1, cx2) + 1):
color_layer.set(((x, cy1)), corridor_color)
for y in range(min(cy1, cy2), max(cy1, cy2) + 1):
color_layer.set(((cx2, y)), corridor_color)
# Title and stats
title = mcrfpy.Caption(
text=f"BSP Adjacency: {num_rooms} rooms, {len(connected)} connections",
pos=(10, 10)
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Legend
legend = mcrfpy.Caption(
text="Numbers = room index, Gold = doors, Brown = corridors",
pos=(10, GRID_HEIGHT * CELL_SIZE - 25)
)
legend.fill_color = mcrfpy.Color(200, 200, 200)
legend.outline = 1
legend.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(legend)
# Setup
scene = mcrfpy.Scene("bsp_adjacency_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_12_bsp_adjacency.png")
print("Screenshot saved: procgen_12_bsp_adjacency.png")

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"""BSP Shrink Parameter Demo
Demonstrates: to_heightmap with different shrink values
Shows room padding for walls and varied room sizes.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
# Use reasonable shrink values relative to room sizes
shrink_values = [
(0, "shrink=0", "Rooms fill BSP bounds"),
(1, "shrink=1", "Standard 1-tile walls"),
(2, "shrink=2", "Thick fortress walls"),
(3, "shrink=3", "Wide hallway spacing"),
(-1, "Random shrink", "Per-room variation"),
(-2, "Gradient", "Shrink by leaf index"),
]
panels = [
(0, 0), (panel_w, 0), (panel_w * 2, 0),
(0, panel_h), (panel_w, panel_h), (panel_w * 2, panel_h)
]
for panel_idx, (shrink, title, desc) in enumerate(shrink_values):
ox, oy = panels[panel_idx]
# Create BSP - use depth=2 for larger rooms, bigger min_size
bsp = mcrfpy.BSP(pos=(ox + 1, oy + 3), size=(panel_w - 2, panel_h - 4))
bsp.split_recursive(depth=2, min_size=(8, 6), seed=42)
# Fill panel background (stone wall)
color_layer.fill_rect((ox, oy), (panel_w, panel_h), mcrfpy.Color(50, 45, 55))
if shrink >= 0:
# Standard shrink value using to_heightmap
rooms_hmap = bsp.to_heightmap(
size=(GRID_WIDTH, GRID_HEIGHT),
select='leaves',
shrink=shrink,
value=1.0
)
# Draw floors with color based on shrink level
floor_colors = [
mcrfpy.Color(140, 120, 100), # shrink=0: tan/full
mcrfpy.Color(110, 100, 90), # shrink=1: gray-brown
mcrfpy.Color(90, 95, 100), # shrink=2: blue-gray
mcrfpy.Color(80, 90, 110), # shrink=3: slate
]
floor_color = floor_colors[min(shrink, len(floor_colors) - 1)]
for y in range(oy, oy + panel_h):
for x in range(ox, ox + panel_w):
if rooms_hmap.get((x, y)) > 0:
# Add subtle tile pattern
var = ((x + y) % 2) * 8
c = mcrfpy.Color(
floor_color.r + var,
floor_color.g + var,
floor_color.b + var
)
color_layer.set(((x, y)), c)
elif shrink == -1:
# Random shrink per room
import random
rand = random.Random(42)
for leaf in bsp.leaves():
room_shrink = rand.randint(0, 3)
pos = leaf.pos
size = leaf.size
x1 = pos[0] + room_shrink
y1 = pos[1] + room_shrink
x2 = pos[0] + size[0] - room_shrink
y2 = pos[1] + size[1] - room_shrink
if x2 > x1 and y2 > y1:
colors = [
mcrfpy.Color(160, 130, 100), # Full
mcrfpy.Color(130, 120, 100),
mcrfpy.Color(100, 110, 110),
mcrfpy.Color(80, 90, 100), # Most shrunk
]
floor_color = colors[room_shrink]
for y in range(y1, y2):
for x in range(x1, x2):
if ox <= x < ox + panel_w and oy <= y < oy + panel_h:
var = ((x + y) % 2) * 6
c = mcrfpy.Color(
floor_color.r + var,
floor_color.g + var,
floor_color.b + var
)
color_layer.set(((x, y)), c)
else:
# Gradient shrink by leaf index
leaves = list(bsp.leaves())
for i, leaf in enumerate(leaves):
# Shrink increases with leaf index
room_shrink = min(3, i)
pos = leaf.pos
size = leaf.size
x1 = pos[0] + room_shrink
y1 = pos[1] + room_shrink
x2 = pos[0] + size[0] - room_shrink
y2 = pos[1] + size[1] - room_shrink
if x2 > x1 and y2 > y1:
# Color gradient: warm to cool as shrink increases
t = i / max(1, len(leaves) - 1)
floor_color = mcrfpy.Color(
int(180 - t * 80),
int(120 + t * 20),
int(80 + t * 60)
)
for y in range(y1, y2):
for x in range(x1, x2):
if ox <= x < ox + panel_w and oy <= y < oy + panel_h:
var = ((x + y) % 2) * 6
c = mcrfpy.Color(
floor_color.r + var,
floor_color.g + var - 2,
floor_color.b + var
)
color_layer.set(((x, y)), c)
# Add labels
label = mcrfpy.Caption(text=title, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 5))
label.fill_color = mcrfpy.Color(255, 255, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
desc_label = mcrfpy.Caption(text=desc, pos=(ox * CELL_SIZE + 5, oy * CELL_SIZE + 22))
desc_label.fill_color = mcrfpy.Color(200, 200, 200)
desc_label.outline = 1
desc_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(desc_label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(30, 30, 35))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(30, 30, 35))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(30, 30, 35))
# Setup
scene = mcrfpy.Scene("bsp_shrink_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_13_bsp_shrink.png")
print("Screenshot saved: procgen_13_bsp_shrink.png")

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"""BSP Manual Split Demo
Demonstrates: split_once for controlled layouts
Shows handcrafted room placement with manual BSP control.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Fill background
color_layer.fill(mcrfpy.Color(50, 45, 55))
# Create main BSP covering most of the map
bsp = mcrfpy.BSP(pos=(2, 2), size=(GRID_WIDTH - 4, GRID_HEIGHT - 4))
# Manual split strategy for a temple-like layout:
# 1. Split horizontally to create upper/lower sections
# 2. Upper section: main hall (large) + side rooms
# 3. Lower section: entrance + storage areas
# First split: horizontal, creating top (sanctuary) and bottom (entrance) areas
# Split at about 60% height
split_y = 2 + int((GRID_HEIGHT - 4) * 0.6)
bsp.split_once(horizontal=True, position=split_y)
# Now manually color the structure
root = bsp.root
# Get the two main regions
upper = root.left # Sanctuary area
lower = root.right # Entrance area
# Color the sanctuary (upper area) - golden temple floor
if upper:
pos, size = upper.pos, upper.size
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
# Create a pattern
if (x + y) % 4 == 0:
color_layer.set(((x, y)), mcrfpy.Color(180, 150, 80))
else:
color_layer.set(((x, y)), mcrfpy.Color(160, 130, 70))
# Add altar in center of sanctuary
cx, cy = upper.center()
for dy in range(-2, 3):
for dx in range(-3, 4):
nx, ny = cx + dx, cy + dy
if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
if abs(dx) <= 1 and abs(dy) <= 1:
color_layer.set(((nx, ny)), mcrfpy.Color(200, 180, 100)) # Altar
else:
color_layer.set(((nx, ny)), mcrfpy.Color(140, 100, 60)) # Altar base
# Color the entrance (lower area) - stone floor
if lower:
pos, size = lower.pos, lower.size
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
base = 80 + ((x * 3 + y * 7) % 20)
color_layer.set(((x, y)), mcrfpy.Color(base, base - 5, base - 10))
# Add entrance path
cx = pos[0] + size[0] // 2
for y in range(pos[1] + size[1] - 1, pos[1], -1):
for dx in range(-2, 3):
nx = cx + dx
if pos[0] < nx < pos[0] + size[0] - 1:
color_layer.set(((nx, y)), mcrfpy.Color(100, 95, 85))
# Add pillars along the sides
if upper:
pos, size = upper.pos, upper.size
for y in range(pos[1] + 3, pos[1] + size[1] - 3, 4):
# Left pillars
color_layer.set(((pos[0] + 3, y)), mcrfpy.Color(120, 110, 100))
color_layer.set(((pos[0] + 3, y + 1)), mcrfpy.Color(120, 110, 100))
# Right pillars
color_layer.set(((pos[0] + size[0] - 4, y)), mcrfpy.Color(120, 110, 100))
color_layer.set(((pos[0] + size[0] - 4, y + 1)), mcrfpy.Color(120, 110, 100))
# Add side chambers using manual rectangles
# Left chamber
chamber_w, chamber_h = 8, 6
for y in range(10, 10 + chamber_h):
for x in range(4, 4 + chamber_w):
if x == 4 or x == 4 + chamber_w - 1 or y == 10 or y == 10 + chamber_h - 1:
continue # Skip border (walls)
color_layer.set(((x, y)), mcrfpy.Color(100, 80, 90)) # Purple-ish storage
# Right chamber
for y in range(10, 10 + chamber_h):
for x in range(GRID_WIDTH - 4 - chamber_w, GRID_WIDTH - 4):
if x == GRID_WIDTH - 4 - chamber_w or x == GRID_WIDTH - 5 or y == 10 or y == 10 + chamber_h - 1:
continue
color_layer.set(((x, y)), mcrfpy.Color(80, 100, 90)) # Green-ish treasury
# Connect chambers to main hall
hall_y = 12
for x in range(4 + chamber_w, 15):
color_layer.set(((x, hall_y)), mcrfpy.Color(90, 85, 80))
for x in range(GRID_WIDTH - 15, GRID_WIDTH - 4 - chamber_w):
color_layer.set(((x, hall_y)), mcrfpy.Color(90, 85, 80))
# Title
title = mcrfpy.Caption(text="BSP split_once: Temple Layout", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Labels for areas
labels = [
("SANCTUARY", GRID_WIDTH // 2 * CELL_SIZE - 40, 80),
("ENTRANCE", GRID_WIDTH // 2 * CELL_SIZE - 35, split_y * CELL_SIZE + 30),
("Storage", 50, 180),
("Treasury", (GRID_WIDTH - 10) * CELL_SIZE - 30, 180),
]
for text, x, y in labels:
lbl = mcrfpy.Caption(text=text, pos=(x, y))
lbl.fill_color = mcrfpy.Color(200, 200, 200)
lbl.outline = 1
lbl.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(lbl)
# Setup
scene = mcrfpy.Scene("bsp_manual_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_14_bsp_manual_split.png")
print("Screenshot saved: procgen_14_bsp_manual_split.png")

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"""NoiseSource Algorithms Demo
Demonstrates: simplex, perlin, wavelet noise algorithms
Shows visual differences between noise types.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def value_to_terrain(h):
"""Convert noise value (-1 to 1) to terrain color."""
# Normalize from -1..1 to 0..1
h = (h + 1) / 2
h = max(0.0, min(1.0, h))
if h < 0.3:
t = h / 0.3
return mcrfpy.Color(int(30 + t * 40), int(60 + t * 60), int(140 + t * 40))
elif h < 0.45:
t = (h - 0.3) / 0.15
return mcrfpy.Color(int(70 + t * 120), int(120 + t * 60), int(100 - t * 60))
elif h < 0.6:
t = (h - 0.45) / 0.15
return mcrfpy.Color(int(60 + t * 20), int(130 + t * 20), int(50 + t * 10))
elif h < 0.75:
t = (h - 0.6) / 0.15
return mcrfpy.Color(int(50 + t * 50), int(110 - t * 20), int(40 + t * 20))
elif h < 0.88:
t = (h - 0.75) / 0.13
return mcrfpy.Color(int(100 + t * 40), int(95 + t * 35), int(80 + t * 40))
else:
t = (h - 0.88) / 0.12
return mcrfpy.Color(int(180 + t * 70), int(180 + t * 70), int(190 + t * 60))
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 2
algorithms = [
('simplex', "SIMPLEX", "Fast, no visible artifacts"),
('perlin', "PERLIN", "Classic, slight grid bias"),
('wavelet', "WAVELET", "Smooth, no tiling"),
]
# Top row: FBM (natural terrain)
# Bottom row: Raw noise (single octave)
for col, (algo, name, desc) in enumerate(algorithms):
ox = col * panel_w
# Create noise source
noise = mcrfpy.NoiseSource(
dimensions=2,
algorithm=algo,
hurst=0.5,
lacunarity=2.0,
seed=42
)
# Top panel: FBM
for y in range(panel_h):
for x in range(panel_w):
# Sample at world coordinates
wx = x * 0.15
wy = y * 0.15
val = noise.fbm((wx, wy), octaves=5)
color_layer.set(((ox + x, y)), value_to_terrain(val))
# Bottom panel: Raw (flat)
for y in range(panel_h):
for x in range(panel_w):
wx = x * 0.15
wy = y * 0.15
val = noise.get((wx, wy))
color_layer.set(((ox + x, panel_h + y)), value_to_terrain(val))
# Labels
top_label = mcrfpy.Caption(text=f"{name} (FBM)", pos=(ox * CELL_SIZE + 5, 5))
top_label.fill_color = mcrfpy.Color(255, 255, 255)
top_label.outline = 1
top_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(top_label)
bottom_label = mcrfpy.Caption(text=f"{name} (raw)", pos=(ox * CELL_SIZE + 5, panel_h * CELL_SIZE + 5))
bottom_label.fill_color = mcrfpy.Color(255, 255, 255)
bottom_label.outline = 1
bottom_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(bottom_label)
desc_label = mcrfpy.Caption(text=desc, pos=(ox * CELL_SIZE + 5, 22))
desc_label.fill_color = mcrfpy.Color(200, 200, 200)
desc_label.outline = 1
desc_label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(desc_label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(80, 80, 80))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(80, 80, 80))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(80, 80, 80))
# Setup
scene = mcrfpy.Scene("noise_algo_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_20_noise_algorithms.png")
print("Screenshot saved: procgen_20_noise_algorithms.png")

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"""NoiseSource Parameters Demo
Demonstrates: hurst (roughness), lacunarity (frequency scaling), octaves
Shows how parameters affect terrain character.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def value_to_gray(h):
"""Simple grayscale visualization."""
h = (h + 1) / 2 # -1..1 to 0..1
h = max(0.0, min(1.0, h))
v = int(h * 255)
return mcrfpy.Color(v, v, v)
def run_demo(runtime):
panel_w = GRID_WIDTH // 3
panel_h = GRID_HEIGHT // 3
# 3x3 grid showing parameter variations
# Rows: different hurst values (roughness)
# Cols: different lacunarity values
hurst_values = [0.2, 0.5, 0.8]
lacunarity_values = [1.5, 2.0, 3.0]
for row, hurst in enumerate(hurst_values):
for col, lacunarity in enumerate(lacunarity_values):
ox = col * panel_w
oy = row * panel_h
# Create noise with these parameters
noise = mcrfpy.NoiseSource(
dimensions=2,
algorithm='simplex',
hurst=hurst,
lacunarity=lacunarity,
seed=42
)
# Sample using heightmap for efficiency
hmap = noise.sample(
size=(panel_w, panel_h),
world_origin=(0, 0),
world_size=(10, 10),
mode='fbm',
octaves=6
)
# Apply to color layer
for y in range(panel_h):
for x in range(panel_w):
h = hmap.get((x, y))
color_layer.set(((ox + x, oy + y)), value_to_gray(h))
# Parameter label
label = mcrfpy.Caption(
text=f"H={hurst} L={lacunarity}",
pos=(ox * CELL_SIZE + 3, oy * CELL_SIZE + 3)
)
label.fill_color = mcrfpy.Color(255, 255, 0)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Row/Column labels
row_labels = ["Low Hurst (rough)", "Mid Hurst (natural)", "High Hurst (smooth)"]
for row, text in enumerate(row_labels):
label = mcrfpy.Caption(text=text, pos=(5, row * panel_h * CELL_SIZE + panel_h * CELL_SIZE - 20))
label.fill_color = mcrfpy.Color(255, 200, 100)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
col_labels = ["Low Lacunarity", "Standard (2.0)", "High Lacunarity"]
for col, text in enumerate(col_labels):
label = mcrfpy.Caption(text=text, pos=(col * panel_w * CELL_SIZE + 5, GRID_HEIGHT * CELL_SIZE - 20))
label.fill_color = mcrfpy.Color(100, 200, 255)
label.outline = 1
label.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(label)
# Grid lines
for y in range(GRID_HEIGHT):
color_layer.set(((panel_w - 1, y)), mcrfpy.Color(100, 100, 100))
color_layer.set(((panel_w * 2 - 1, y)), mcrfpy.Color(100, 100, 100))
for x in range(GRID_WIDTH):
color_layer.set(((x, panel_h - 1)), mcrfpy.Color(100, 100, 100))
color_layer.set(((x, panel_h * 2 - 1)), mcrfpy.Color(100, 100, 100))
# Setup
scene = mcrfpy.Scene("noise_params_demo")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_21_noise_parameters.png")
print("Screenshot saved: procgen_21_noise_parameters.png")

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"""Advanced: Cave-Carved Dungeon
Combines: BSP (room structure) + Noise (organic cave walls) + Erosion
Creates a dungeon where rooms have been carved from natural cave formations.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Step 1: Create base cave system using noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
cave_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
cave_map.add_noise(noise, world_size=(12, 10), mode='fbm', octaves=4)
cave_map.normalize(0.0, 1.0)
# Step 2: Create BSP rooms
bsp = mcrfpy.BSP(pos=(3, 3), size=(GRID_WIDTH - 6, GRID_HEIGHT - 6))
bsp.split_recursive(depth=3, min_size=(10, 8), max_ratio=1.5, seed=42)
rooms_hmap = bsp.to_heightmap(
size=(GRID_WIDTH, GRID_HEIGHT),
select='leaves',
shrink=2,
value=1.0
)
# Step 3: Combine - rooms carve into cave, cave affects walls
combined = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
combined.copy_from(cave_map)
# Scale cave values to mid-range so rooms stand out
combined.scale(0.5)
combined.add_constant(0.2)
# Add room interiors (rooms become high values)
combined.max(rooms_hmap)
# Step 4: Apply GENTLE erosion for organic edges
# Use fewer drops and lower erosion rate
combined.rain_erosion(drops=100, erosion=0.02, sedimentation=0.01, seed=42)
# Re-normalize to ensure we use the full value range
combined.normalize(0.0, 1.0)
# Step 5: Create corridor connections
adjacency = bsp.adjacency
connected = set()
corridor_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
for leaf_idx in range(len(bsp)):
leaf = bsp.get_leaf(leaf_idx)
cx1, cy1 = leaf.center()
for neighbor_idx in adjacency[leaf_idx]:
pair = (min(leaf_idx, neighbor_idx), max(leaf_idx, neighbor_idx))
if pair in connected:
continue
connected.add(pair)
neighbor = bsp.get_leaf(neighbor_idx)
cx2, cy2 = neighbor.center()
# Draw corridor using bezier for organic feel
mid_x = (cx1 + cx2) // 2 + ((leaf_idx * 3) % 5 - 2)
mid_y = (cy1 + cy2) // 2 + ((neighbor_idx * 7) % 5 - 2)
corridor_map.dig_bezier(
points=((cx1, cy1), (mid_x, cy1), (mid_x, cy2), (cx2, cy2)),
start_radius=1.5, end_radius=1.5,
start_height=0.0, end_height=0.0
)
# Add corridors - dig_bezier creates low values where corridors are
# We want high values there, so invert the corridor map logic
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
corr_val = corridor_map.get((x, y))
if corr_val < 0.5: # Corridor was dug here
current = combined.get((x, y))
combined.fill(max(current, 0.7), pos=(x, y), size=(1, 1))
# Step 6: Render with cave aesthetics
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
h = combined.get((x, y))
if h < 0.30:
# Solid rock/wall - darker
base = 30 + int(cave_map.get((x, y)) * 20)
color_layer.set(((x, y)), mcrfpy.Color(base + 10, base + 5, base + 15))
elif h < 0.40:
# Cave wall edge (rough transition)
t = (h - 0.30) / 0.10
base = int(40 + t * 15)
color_layer.set(((x, y)), mcrfpy.Color(base + 10, base + 5, base + 15))
elif h < 0.55:
# Cave floor (natural stone)
t = (h - 0.40) / 0.15
base = 65 + int(t * 20)
var = ((x * 7 + y * 11) % 10)
color_layer.set(((x, y)), mcrfpy.Color(base + var, base - 5 + var, base - 10))
elif h < 0.70:
# Corridor/worked passage
base = 85 + ((x + y) % 2) * 5
color_layer.set(((x, y)), mcrfpy.Color(base, base - 3, base - 6))
else:
# Room floor (finely worked stone)
base = 105 + ((x + y) % 2) * 8
color_layer.set(((x, y)), mcrfpy.Color(base, base - 8, base - 12))
# Mark room centers with special tile
for leaf in bsp.leaves():
cx, cy = leaf.center()
if 0 <= cx < GRID_WIDTH and 0 <= cy < GRID_HEIGHT:
color_layer.set(((cx, cy)), mcrfpy.Color(160, 140, 120))
# Cross pattern
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = cx + dx, cy + dy
if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
color_layer.set(((nx, ny)), mcrfpy.Color(140, 125, 105))
# Outer border
for x in range(GRID_WIDTH):
color_layer.set(((x, 0)), mcrfpy.Color(20, 15, 25))
color_layer.set(((x, GRID_HEIGHT - 1)), mcrfpy.Color(20, 15, 25))
for y in range(GRID_HEIGHT):
color_layer.set(((0, y)), mcrfpy.Color(20, 15, 25))
color_layer.set(((GRID_WIDTH - 1, y)), mcrfpy.Color(20, 15, 25))
# Title
title = mcrfpy.Caption(text="Cave-Carved Dungeon: BSP + Noise + Erosion", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Setup
scene = mcrfpy.Scene("cave_dungeon")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_30_advanced_cave_dungeon.png")
print("Screenshot saved: procgen_30_advanced_cave_dungeon.png")

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"""Advanced: Island Terrain Generation
Combines: Noise (base terrain) + Voronoi (biomes) + Hills + Erosion + Bezier (rivers)
Creates a tropical island with varied biomes and water features.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def biome_color(elevation, moisture):
"""Determine color based on elevation and moisture."""
if elevation < 0.25:
# Water
t = elevation / 0.25
return mcrfpy.Color(int(30 + t * 30), int(80 + t * 40), int(160 + t * 40))
elif elevation < 0.32:
# Beach
return mcrfpy.Color(220, 200, 150)
elif elevation < 0.5:
# Lowland - varies by moisture
if moisture < 0.3:
return mcrfpy.Color(180, 170, 110) # Desert/savanna
elif moisture < 0.6:
return mcrfpy.Color(80, 140, 60) # Grassland
else:
return mcrfpy.Color(40, 100, 50) # Rainforest
elif elevation < 0.7:
# Highland
if moisture < 0.4:
return mcrfpy.Color(100, 90, 70) # Dry hills
else:
return mcrfpy.Color(50, 90, 45) # Forest
elif elevation < 0.85:
# Mountain
return mcrfpy.Color(110, 105, 100)
else:
# Peak
return mcrfpy.Color(220, 225, 230)
def run_demo(runtime):
# Step 1: Create base elevation using noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
elevation = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
elevation.add_noise(noise, world_size=(12, 10), mode='fbm', octaves=5)
elevation.normalize(0.0, 1.0)
# Step 2: Create island shape using radial falloff
cx, cy = GRID_WIDTH / 2, GRID_HEIGHT / 2
max_dist = min(cx, cy) * 0.85
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
dist = ((x - cx) ** 2 + (y - cy) ** 2) ** 0.5
falloff = max(0, 1 - (dist / max_dist) ** 1.5)
current = elevation.get((x, y))
elevation.fill(current * falloff, pos=(x, y), size=(1, 1))
# Step 3: Add central mountain range
elevation.add_hill((GRID_WIDTH // 2, GRID_HEIGHT // 2), 15, 0.5)
elevation.add_hill((GRID_WIDTH // 2 - 8, GRID_HEIGHT // 2 + 3), 8, 0.3)
elevation.add_hill((GRID_WIDTH // 2 + 10, GRID_HEIGHT // 2 - 5), 6, 0.25)
# Step 4: Create moisture map using different noise
moisture_noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=123)
moisture = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
moisture.add_noise(moisture_noise, world_size=(8, 8), mode='fbm', octaves=3)
moisture.normalize(0.0, 1.0)
# Step 5: Add voronoi for biome boundaries
biome_regions = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
biome_regions.add_voronoi(num_points=8, coefficients=(0.5, -0.3), seed=77)
biome_regions.normalize(0.0, 1.0)
# Blend voronoi into moisture
moisture.lerp(biome_regions, 0.4)
# Step 6: Apply erosion to elevation
elevation.rain_erosion(drops=2000, erosion=0.08, sedimentation=0.04, seed=42)
elevation.normalize(0.0, 1.0)
# Step 7: Carve rivers from mountains to sea
# Main river
elevation.dig_bezier(
points=((GRID_WIDTH // 2, GRID_HEIGHT // 2 - 5),
(GRID_WIDTH // 2 - 10, GRID_HEIGHT // 2),
(GRID_WIDTH // 4, GRID_HEIGHT // 2 + 5),
(5, GRID_HEIGHT // 2 + 8)),
start_radius=0.5, end_radius=2,
start_height=0.3, end_height=0.15
)
# Secondary river
elevation.dig_bezier(
points=((GRID_WIDTH // 2 + 5, GRID_HEIGHT // 2),
(GRID_WIDTH // 2 + 15, GRID_HEIGHT // 3),
(GRID_WIDTH - 15, GRID_HEIGHT // 4),
(GRID_WIDTH - 5, GRID_HEIGHT // 4 + 3)),
start_radius=0.5, end_radius=1.5,
start_height=0.32, end_height=0.18
)
# Step 8: Render
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
elev = elevation.get((x, y))
moist = moisture.get((x, y))
color_layer.set(((x, y)), biome_color(elev, moist))
# Title
title = mcrfpy.Caption(text="Island Terrain: Noise + Voronoi + Hills + Erosion + Rivers", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Setup
scene = mcrfpy.Scene("island")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_31_advanced_island.png")
print("Screenshot saved: procgen_31_advanced_island.png")

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"""Advanced: Procedural City Map
Combines: BSP (city blocks/buildings) + Noise (terrain/parks) + Voronoi (districts)
Creates a city map with districts, buildings, roads, and parks.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Step 1: Create district map using voronoi
districts = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
districts.add_voronoi(num_points=6, coefficients=(1.0, 0.0), seed=42)
districts.normalize(0.0, 1.0)
# District types based on value
# 0.0-0.2: Residential (green-ish)
# 0.2-0.4: Commercial (blue-ish)
# 0.4-0.6: Industrial (gray)
# 0.6-0.8: Park/nature
# 0.8-1.0: Downtown (tall buildings)
# Step 2: Create building blocks using BSP
bsp = mcrfpy.BSP(pos=(1, 1), size=(GRID_WIDTH - 2, GRID_HEIGHT - 2))
bsp.split_recursive(depth=4, min_size=(6, 5), max_ratio=2.0, seed=42)
# Step 3: Create park areas using noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=99)
parks = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
parks.add_noise(noise, world_size=(8, 8), mode='fbm', octaves=3)
parks.normalize(0.0, 1.0)
# Step 4: Render base (roads)
color_layer.fill(mcrfpy.Color(60, 60, 65)) # Asphalt
# Step 5: Draw buildings based on BSP and district type
for leaf in bsp.leaves():
pos = leaf.pos
size = leaf.size
cx, cy = leaf.center()
# Get district type at center
district_val = districts.get((cx, cy))
# Shrink for roads between buildings
shrink = 1
# Determine building style based on district
if district_val < 0.2:
# Residential
building_color = mcrfpy.Color(140, 160, 140)
roof_color = mcrfpy.Color(160, 100, 80)
shrink = 2 # More space between houses
elif district_val < 0.4:
# Commercial
building_color = mcrfpy.Color(120, 140, 170)
roof_color = mcrfpy.Color(80, 100, 130)
elif district_val < 0.6:
# Industrial
building_color = mcrfpy.Color(100, 100, 105)
roof_color = mcrfpy.Color(70, 70, 75)
elif district_val < 0.8:
# Park area - check noise for actual park placement
park_val = parks.get((cx, cy))
if park_val > 0.4:
# This block is a park
for y in range(pos[1] + 1, pos[1] + size[1] - 1):
for x in range(pos[0] + 1, pos[0] + size[0] - 1):
t = parks.get((x, y))
if t > 0.6:
color_layer.set(((x, y)), mcrfpy.Color(50, 120, 50)) # Trees
else:
color_layer.set(((x, y)), mcrfpy.Color(80, 150, 80)) # Grass
continue
else:
building_color = mcrfpy.Color(130, 150, 130)
roof_color = mcrfpy.Color(100, 80, 70)
else:
# Downtown
building_color = mcrfpy.Color(150, 155, 165)
roof_color = mcrfpy.Color(90, 95, 110)
shrink = 1 # Dense buildings
# Draw building
for y in range(pos[1] + shrink, pos[1] + size[1] - shrink):
for x in range(pos[0] + shrink, pos[0] + size[0] - shrink):
# Building edge (roof)
if y == pos[1] + shrink or y == pos[1] + size[1] - shrink - 1:
color_layer.set(((x, y)), roof_color)
elif x == pos[0] + shrink or x == pos[0] + size[0] - shrink - 1:
color_layer.set(((x, y)), roof_color)
else:
color_layer.set(((x, y)), building_color)
# Step 6: Add main roads (cross the city)
road_color = mcrfpy.Color(70, 70, 75)
marking_color = mcrfpy.Color(200, 200, 100)
# Horizontal main road
main_y = GRID_HEIGHT // 2
for x in range(GRID_WIDTH):
for dy in range(-1, 2):
if 0 <= main_y + dy < GRID_HEIGHT:
color_layer.set(((x, main_y + dy)), road_color)
# Road markings
if x % 4 == 0:
color_layer.set(((x, main_y)), marking_color)
# Vertical main road
main_x = GRID_WIDTH // 2
for y in range(GRID_HEIGHT):
for dx in range(-1, 2):
if 0 <= main_x + dx < GRID_WIDTH:
color_layer.set(((main_x + dx, y)), road_color)
if y % 4 == 0:
color_layer.set(((main_x, y)), marking_color)
# Intersection
for dy in range(-1, 2):
for dx in range(-1, 2):
color_layer.set(((main_x + dx, main_y + dy)), road_color)
# Step 7: Add a central plaza
plaza_x, plaza_y = main_x, main_y
for dy in range(-3, 4):
for dx in range(-4, 5):
nx, ny = plaza_x + dx, plaza_y + dy
if 0 <= nx < GRID_WIDTH and 0 <= ny < GRID_HEIGHT:
if abs(dx) <= 1 and abs(dy) <= 1:
color_layer.set(((nx, ny)), mcrfpy.Color(180, 160, 140)) # Fountain
else:
color_layer.set(((nx, ny)), mcrfpy.Color(160, 150, 140)) # Plaza tiles
# Title
title = mcrfpy.Caption(text="Procedural City: BSP + Voronoi Districts + Noise Parks", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Setup
scene = mcrfpy.Scene("city")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_32_advanced_city.png")
print("Screenshot saved: procgen_32_advanced_city.png")

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"""Advanced: Natural Cave System
Combines: Noise (cave formation) + Threshold (open areas) + Kernel (smoothing) + BSP (structured areas)
Creates organic cave networks with some structured rooms.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def run_demo(runtime):
# Step 1: Generate cave base using turbulent noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
cave_noise = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
cave_noise.add_noise(noise, world_size=(10, 8), mode='turbulence', octaves=4)
cave_noise.normalize(0.0, 1.0)
# Step 2: Create cave mask via threshold
# Values > 0.45 become open cave, rest is rock
cave_mask = cave_noise.threshold_binary((0.4, 1.0), 1.0)
# Step 3: Apply smoothing kernel to remove isolated pixels
smooth_kernel = {
(-1, -1): 1, (0, -1): 2, (1, -1): 1,
(-1, 0): 2, (0, 0): 4, (1, 0): 2,
(-1, 1): 1, (0, 1): 2, (1, 1): 1,
}
cave_mask.kernel_transform(smooth_kernel)
cave_mask.normalize(0.0, 1.0)
# Re-threshold after smoothing
cave_mask = cave_mask.threshold_binary((0.5, 1.0), 1.0)
# Step 4: Add some structured rooms using BSP in one corner
# This represents ancient ruins within the caves
bsp = mcrfpy.BSP(pos=(GRID_WIDTH - 22, GRID_HEIGHT - 18), size=(18, 14))
bsp.split_recursive(depth=2, min_size=(6, 5), seed=42)
ruins_hmap = bsp.to_heightmap(
size=(GRID_WIDTH, GRID_HEIGHT),
select='leaves',
shrink=1,
value=1.0
)
# Step 5: Combine caves and ruins
combined = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
combined.copy_from(cave_mask)
combined.max(ruins_hmap)
# Step 6: Add connecting tunnels from ruins to main cave
# Find a cave entrance point
tunnel_points = []
for y in range(GRID_HEIGHT - 18, GRID_HEIGHT - 10):
for x in range(GRID_WIDTH - 25, GRID_WIDTH - 20):
if cave_mask.get((x, y)) > 0.5:
tunnel_points.append((x, y))
break
if tunnel_points:
break
if tunnel_points:
tx, ty = tunnel_points[0]
# Carve tunnel to ruins entrance
combined.dig_bezier(
points=((tx, ty), (tx + 3, ty), (GRID_WIDTH - 22, ty + 2), (GRID_WIDTH - 20, GRID_HEIGHT - 15)),
start_radius=1.5, end_radius=1.5,
start_height=1.0, end_height=1.0
)
# Step 7: Add large cavern (central chamber)
combined.add_hill((GRID_WIDTH // 3, GRID_HEIGHT // 2), 8, 0.6)
# Step 8: Create water pools in low noise areas
water_noise = mcrfpy.NoiseSource(dimensions=2, algorithm='perlin', seed=99)
water_map = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
water_map.add_noise(water_noise, world_size=(15, 12), mode='fbm', octaves=3)
water_map.normalize(0.0, 1.0)
# Step 9: Render
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cave_val = combined.get((x, y))
water_val = water_map.get((x, y))
original_noise = cave_noise.get((x, y))
# Check if in ruins area
in_ruins = (x >= GRID_WIDTH - 22 and x < GRID_WIDTH - 4 and
y >= GRID_HEIGHT - 18 and y < GRID_HEIGHT - 4)
if cave_val < 0.3:
# Solid rock
base = 30 + int(original_noise * 25)
color_layer.set(((x, y)), mcrfpy.Color(base + 10, base + 5, base + 15))
elif cave_val < 0.5:
# Cave wall edge
color_layer.set(((x, y)), mcrfpy.Color(45, 40, 50))
else:
# Open cave floor
if water_val > 0.7 and not in_ruins:
# Water pool
t = (water_val - 0.7) / 0.3
color_layer.set(((x, y)), mcrfpy.Color(
int(30 + t * 20), int(50 + t * 30), int(100 + t * 50)
))
elif in_ruins and ruins_hmap.get((x, y)) > 0.5:
# Ruins floor (worked stone)
base = 85 + ((x + y) % 3) * 5
color_layer.set(((x, y)), mcrfpy.Color(base + 10, base + 5, base))
else:
# Natural cave floor
base = 55 + int(original_noise * 20)
var = ((x * 3 + y * 5) % 8)
color_layer.set(((x, y)), mcrfpy.Color(base + var, base - 5 + var, base - 8))
# Glowing fungi spots
fungi_noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=777)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if combined.get((x, y)) > 0.5: # Only in open areas
fungi_val = fungi_noise.get((x * 0.5, y * 0.5))
if fungi_val > 0.8:
color_layer.set(((x, y)), mcrfpy.Color(80, 180, 120))
# Border
for x in range(GRID_WIDTH):
color_layer.set(((x, 0)), mcrfpy.Color(20, 18, 25))
color_layer.set(((x, GRID_HEIGHT - 1)), mcrfpy.Color(20, 18, 25))
for y in range(GRID_HEIGHT):
color_layer.set(((0, y)), mcrfpy.Color(20, 18, 25))
color_layer.set(((GRID_WIDTH - 1, y)), mcrfpy.Color(20, 18, 25))
# Title
title = mcrfpy.Caption(text="Cave System: Noise + Threshold + Kernel + BSP Ruins", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Setup
scene = mcrfpy.Scene("caves")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_33_advanced_caves.png")
print("Screenshot saved: procgen_33_advanced_caves.png")

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"""Advanced: Volcanic Crater Region
Combines: Hills (mountains) + dig_hill (craters) + Voronoi (lava flows) + Erosion + Noise
Creates a volcanic landscape with active lava, ash fields, and rocky terrain.
"""
import mcrfpy
from mcrfpy import automation
GRID_WIDTH, GRID_HEIGHT = 64, 48
CELL_SIZE = 16
def volcanic_color(elevation, lava_intensity, ash_level):
"""Color based on elevation, lava presence, and ash coverage."""
# Lava overrides everything
if lava_intensity > 0.6:
t = (lava_intensity - 0.6) / 0.4
return mcrfpy.Color(
int(200 + t * 55),
int(80 + t * 80),
int(20 + t * 30)
)
elif lava_intensity > 0.4:
# Cooling lava
t = (lava_intensity - 0.4) / 0.2
return mcrfpy.Color(
int(80 + t * 120),
int(30 + t * 50),
int(20)
)
# Check for crater interior (very low elevation)
if elevation < 0.15:
t = elevation / 0.15
return mcrfpy.Color(int(40 + t * 30), int(20 + t * 20), int(10 + t * 15))
# Ash coverage
if ash_level > 0.6:
t = (ash_level - 0.6) / 0.4
base = int(60 + t * 40)
return mcrfpy.Color(base, base - 5, base - 10)
# Normal terrain by elevation
if elevation < 0.3:
# Volcanic plain
t = (elevation - 0.15) / 0.15
return mcrfpy.Color(int(50 + t * 30), int(40 + t * 25), int(35 + t * 20))
elif elevation < 0.5:
# Rocky slopes
t = (elevation - 0.3) / 0.2
return mcrfpy.Color(int(70 + t * 20), int(60 + t * 15), int(50 + t * 15))
elif elevation < 0.7:
# Mountain sides
t = (elevation - 0.5) / 0.2
return mcrfpy.Color(int(85 + t * 25), int(75 + t * 20), int(65 + t * 20))
elif elevation < 0.85:
# High slopes
t = (elevation - 0.7) / 0.15
return mcrfpy.Color(int(100 + t * 30), int(90 + t * 25), int(80 + t * 25))
else:
# Peaks
t = (elevation - 0.85) / 0.15
return mcrfpy.Color(int(130 + t * 50), int(120 + t * 50), int(115 + t * 50))
def run_demo(runtime):
# Step 1: Create base terrain with noise
noise = mcrfpy.NoiseSource(dimensions=2, algorithm='simplex', seed=42)
terrain = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.3)
terrain.add_noise(noise, world_size=(12, 10), mode='fbm', octaves=4, scale=0.2)
# Step 2: Add volcanic mountains
# Main volcano
terrain.add_hill((GRID_WIDTH // 2, GRID_HEIGHT // 2), 20, 0.7)
terrain.add_hill((GRID_WIDTH // 2, GRID_HEIGHT // 2), 12, 0.3) # Steep peak
# Secondary volcanoes
terrain.add_hill((15, 15), 10, 0.4)
terrain.add_hill((GRID_WIDTH - 12, GRID_HEIGHT - 15), 8, 0.35)
terrain.add_hill((10, GRID_HEIGHT - 10), 6, 0.25)
# Step 3: Create craters
terrain.dig_hill((GRID_WIDTH // 2, GRID_HEIGHT // 2), 6, 0.1) # Main crater
terrain.dig_hill((15, 15), 4, 0.15) # Secondary crater
terrain.dig_hill((GRID_WIDTH - 12, GRID_HEIGHT - 15), 3, 0.18) # Third crater
# Step 4: Create lava flow pattern using voronoi
lava = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
lava.add_voronoi(num_points=12, coefficients=(1.0, -0.8), seed=77)
lava.normalize(0.0, 1.0)
# Lava originates from craters - enhance around crater centers
lava.add_hill((GRID_WIDTH // 2, GRID_HEIGHT // 2), 8, 0.5)
lava.add_hill((15, 15), 5, 0.3)
# Lava flows downhill - multiply by inverted terrain
terrain_inv = terrain.inverse()
terrain_inv.normalize(0.0, 1.0)
lava.multiply(terrain_inv)
lava.normalize(0.0, 1.0)
# Step 5: Create ash distribution using noise
ash_noise = mcrfpy.NoiseSource(dimensions=2, algorithm='perlin', seed=123)
ash = mcrfpy.HeightMap((GRID_WIDTH, GRID_HEIGHT), fill=0.0)
ash.add_noise(ash_noise, world_size=(8, 6), mode='turbulence', octaves=3)
ash.normalize(0.0, 1.0)
# Ash settles on lower areas
ash.multiply(terrain_inv)
# Step 6: Apply erosion for realistic channels
terrain.rain_erosion(drops=1500, erosion=0.1, sedimentation=0.03, seed=42)
terrain.normalize(0.0, 1.0)
# Step 7: Add lava rivers from craters
lava.dig_bezier(
points=((GRID_WIDTH // 2, GRID_HEIGHT // 2 + 5),
(GRID_WIDTH // 2 - 5, GRID_HEIGHT // 2 + 15),
(GRID_WIDTH // 3, GRID_HEIGHT - 10),
(10, GRID_HEIGHT - 5)),
start_radius=2, end_radius=3,
start_height=0.9, end_height=0.7
)
lava.dig_bezier(
points=((GRID_WIDTH // 2 + 3, GRID_HEIGHT // 2 + 3),
(GRID_WIDTH // 2 + 15, GRID_HEIGHT // 2 + 8),
(GRID_WIDTH - 15, GRID_HEIGHT // 2 + 5),
(GRID_WIDTH - 5, GRID_HEIGHT // 2 + 10)),
start_radius=1.5, end_radius=2.5,
start_height=0.85, end_height=0.65
)
# Step 8: Render
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
elev = terrain.get((x, y))
lava_val = lava.get((x, y))
ash_val = ash.get((x, y))
color_layer.set(((x, y)), volcanic_color(elev, lava_val, ash_val))
# Add smoke/steam particles around crater rims
crater_centers = [
(GRID_WIDTH // 2, GRID_HEIGHT // 2, 6),
(15, 15, 4),
(GRID_WIDTH - 12, GRID_HEIGHT - 15, 3)
]
import math
for cx, cy, radius in crater_centers:
for angle in range(0, 360, 30):
rad = math.radians(angle)
px = int(cx + math.cos(rad) * radius)
py = int(cy + math.sin(rad) * radius)
if 0 <= px < GRID_WIDTH and 0 <= py < GRID_HEIGHT:
# Smoke color
color_layer.set(((px, py)), mcrfpy.Color(150, 140, 130, 180))
# Title
title = mcrfpy.Caption(text="Volcanic Region: Hills + Craters + Voronoi Lava + Erosion", pos=(10, 10))
title.fill_color = mcrfpy.Color(255, 255, 255)
title.outline = 1
title.outline_color = mcrfpy.Color(0, 0, 0)
scene.children.append(title)
# Setup
scene = mcrfpy.Scene("volcanic")
grid = mcrfpy.Grid(
grid_size=(GRID_WIDTH, GRID_HEIGHT),
pos=(0, 0),
size=(GRID_WIDTH * CELL_SIZE, GRID_HEIGHT * CELL_SIZE),
layers={}
)
grid.fill_color = mcrfpy.Color(0, 0, 0)
color_layer = grid.add_layer("color", z_index=-1)
scene.children.append(grid)
scene.activate()
# Run the demo
run_demo(0)
# Take screenshot
automation.screenshot("procgen_34_advanced_volcanic.png")
print("Screenshot saved: procgen_34_advanced_volcanic.png")

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