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Author SHA1 Message Date
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()

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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

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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

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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.

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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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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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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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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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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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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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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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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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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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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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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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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.

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

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.

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

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.

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

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.

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

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.

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

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.

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

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
1a143982e1 hotfix: Windows build, no longer console mode 2025-07-10 17:01:03 -04:00
234551b9fd hotfix: findows build 2025-07-10 16:50:42 -04:00
93a55c6468 hotfix: windows build fixes 2025-07-10 16:43:05 -04:00
96857a41c6 hotfix: windows build, fresh docs 2025-07-10 16:34:46 -04:00
4144cdf067 draft lessons 2025-07-10 00:14:56 -04:00
665689c550 hotfix: Windows build attempt 2025-07-09 23:33:09 -04:00
d11f76ac43 Squashed commit of 53 Commits: [alpha_streamline_2]
* Field of View, Pathing courtesy of libtcod
* python-tcod emulation at `mcrfpy.libtcod` - partial implementation
* documentation, tutorial drafts: in middling to good shape

┌────────────┬────────────────────┬───────────┬────────────┬───────────────┬────────────────┬────────────────┬─────────────┐
│ Date       │ Models             │     Input │     Output │  Cache Create │     Cache Read │   Total Tokens │  Cost (USD) │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-05 │ - opus-4           │    13,630 │    159,500 │     3,854,900 │     84,185,034 │     88,213,064 │     $210.72 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-06 │ - opus-4           │     5,814 │    113,190 │     4,242,407 │    150,191,183 │    154,552,594 │     $313.41 │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-07 │ - opus-4           │     7,244 │    104,599 │     3,894,453 │     81,781,179 │     85,787,475 │     $184.46 │
│            │ - sonnet-4         │           │            │               │                │                │             │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-08 │ - opus-4           │    50,312 │    158,599 │     5,021,189 │     60,028,561 │     65,258,661 │     $167.05 │
│            │ - sonnet-4         │           │            │               │                │                │             │
├────────────┼────────────────────┼───────────┼────────────┼───────────────┼────────────────┼────────────────┼─────────────┤
│ 2025-07-09 │ - opus-4           │     6,311 │    109,653 │     4,171,140 │     80,092,875 │     84,379,979 │     $193.09 │
│            │ - sonnet-4         │           │            │               │                │                │             │
└────────────┴────────────────────┴───────────┴────────────┴───────────────┴────────────────┴────────────────┴─────────────┘

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

Author: John McCardle <mccardle.john@gmail.com>

    Draft tutorials

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP with FOV, A* pathfinding, and GUI text widget completions

    - Mark TCOD Integration Sprint as complete
    - Document FOV system with perspective rendering implementation
    - Update UIEntity pathfinding status to complete with A* and caching
    - Add comprehensive achievement entry for July 10 work
    - Reflect current engine capabilities accurately

    The engine now has all core roguelike mechanics:
    - Field of View with per-entity visibility
    - Pathfinding (both Dijkstra and A*)
    - Text input for in-game consoles
    - Performance optimizations throughout

Author: John McCardle <mccardle.john@gmail.com>

    feat(engine): implement perspective FOV, pathfinding, and GUI text widgets

    Major Engine Enhancements:
    - Complete FOV (Field of View) system with perspective rendering
      - UIGrid.perspective property for entity-based visibility
      - Three-layer overlay colors (unexplored, explored, visible)
      - Per-entity visibility state tracking
      - Perfect knowledge updates only for explored areas

    - Advanced Pathfinding Integration
      - A* pathfinding implementation in UIGrid
      - Entity.path_to() method for direct pathfinding
      - Dijkstra maps for multi-target pathfinding
      - Path caching for performance optimization

    - GUI Text Input Widgets
      - TextInputWidget class with cursor, selection, scrolling
      - Improved widget with proper text rendering and input handling
      - Example showcase of multiple text input fields
      - Foundation for in-game console and chat systems

    - Performance & Architecture Improvements
      - PyTexture copy operations optimized
      - GameEngine update cycle refined
      - UIEntity property handling enhanced
      - UITestScene modernized

    Test Suite:
    - Interactive visibility demos showing FOV in action
    - Pathfinding comparison (A* vs Dijkstra)
    - Debug utilities for visibility and empty path handling
    - Sizzle reel demo combining pathfinding and vision
    - Multiple text input test scenarios

    This commit brings McRogueFace closer to a complete roguelike engine
    with essential features like line-of-sight, intelligent pathfinding,
    and interactive text input capabilities.

Author: John McCardle <mccardle.john@gmail.com>

    feat(demos): enhance interactive pathfinding demos with entity.path_to()

    - dijkstra_interactive_enhanced.py: Animation along paths with smooth movement
      - M key to start movement animation
      - P to pause/resume
      - R to reset positions
      - Visual path gradient for better clarity

    - pathfinding_showcase.py: Advanced multi-entity behaviors
      - Chase mode: enemies pursue player
      - Flee mode: enemies avoid player
      - Patrol mode: entities follow waypoints
      - WASD player movement
      - Dijkstra distance field visualization (D key)
      - Larger dungeon map with multiple rooms

    - Both demos use new entity.path_to() method
    - Smooth interpolated movement animations
    - Real-time pathfinding recalculation
    - Comprehensive test coverage

    These demos showcase the power of integrated pathfinding for game AI.

Author: John McCardle <mccardle.john@gmail.com>

    feat(entity): implement path_to() method for entity pathfinding

    - Add path_to(target_x, target_y) method to UIEntity class
    - Uses existing Dijkstra pathfinding implementation from UIGrid
    - Returns list of (x, y) coordinate tuples for complete path
    - Supports both positional and keyword argument formats
    - Proper error handling for out-of-bounds and no-grid scenarios
    - Comprehensive test suite covering normal and edge cases

    Part of TCOD integration sprint - gives entities immediate pathfinding capabilities.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update roadmap with Dijkstra pathfinding progress

    - Mark UIGrid TCOD Integration as completed
    - Document critical PyArg bug fix achievement
    - Update UIEntity Pathfinding to 50% complete
    - Add detailed progress notes for July 9 sprint work

Author: John McCardle <mccardle.john@gmail.com>

    feat(tcod): complete Dijkstra pathfinding implementation with critical PyArg fix

    - Add complete Dijkstra pathfinding to UIGrid class
      - compute_dijkstra(), get_dijkstra_distance(), get_dijkstra_path()
      - Full TCODMap and TCODDijkstra integration
      - Proper memory management in constructors/destructors

    - Create mcrfpy.libtcod submodule with Python bindings
      - dijkstra_compute(), dijkstra_get_distance(), dijkstra_get_path()
      - line() function for drawing corridors
      - Foundation for future FOV and pathfinding algorithms

    - Fix critical PyArg bug in UIGridPoint color setter
      - PyObject_to_sfColor() now handles both Color objects and tuples
      - Prevents "SystemError: new style getargs format but argument is not a tuple"
      - Proper error handling and exception propagation

    - Add comprehensive test suite
      - test_dijkstra_simple.py validates all pathfinding operations
      - dijkstra_test.py for headless testing with screenshots
      - dijkstra_interactive.py for full user interaction demos

    - Consolidate and clean up test files
      - Removed 6 duplicate/broken demo attempts
      - Two clean versions: headless test + interactive demo

    Part of TCOD integration sprint for RoguelikeDev Tutorial Event.

Author: John McCardle <mccardle.john@gmail.com>

    Roguelike Tutorial Planning + Prep

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): complete markdown API documentation export

    - Created comprehensive markdown documentation matching HTML completeness
    - Documented all 75 functions, 20 classes, 56 methods, and 20 automation methods
    - Zero ellipsis instances - complete coverage with no missing documentation
    - Added proper markdown formatting with code blocks and navigation
    - Included full parameter documentation, return values, and examples

    Key features:
    - 23KB GitHub-compatible markdown documentation
    - 47 argument sections with detailed parameters
    - 35 return value specifications
    - 23 code examples with syntax highlighting
    - 38 explanatory notes and 10 exception specifications
    - Full table of contents with anchor links
    - Professional markdown formatting

    Both export formats now available:
    - HTML: docs/api_reference_complete.html (54KB, rich styling)
    - Markdown: docs/API_REFERENCE_COMPLETE.md (23KB, GitHub-compatible)

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): complete API documentation with zero missing methods

    - Eliminated ALL ellipsis instances (0 remaining)
    - Documented 40 functions with complete signatures and examples
    - Documented 21 classes with full method and property documentation
    - Added 56 method descriptions with detailed parameters and return values
    - Included 15 complete property specifications
    - Added 24 code examples and 38 explanatory notes
    - Comprehensive coverage of all collection methods, system classes, and functions

    Key highlights:
    - EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index)
    - Animation: Full property and method documentation with examples
    - Color: All manipulation methods (from_hex, to_hex, lerp) with examples
    - Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy)
    - Scene: All management methods including register_keyboard
    - Timer: Complete control methods (pause, resume, cancel, restart)
    - Window: All management methods (get, center, screenshot)
    - System functions: Complete audio, scene, UI, and system function documentation

Author: John McCardle <mccardle.john@gmail.com>

    feat(docs): create professional HTML API documentation

    - Fixed all formatting issues from original HTML output
    - Added comprehensive constructor documentation for all classes
    - Enhanced visual design with modern styling and typography
    - Fixed literal newline display and markdown link conversion
    - Added proper semantic HTML structure and navigation
    - Includes detailed documentation for Entity, collections, and system types

Author: John McCardle <mccardle.john@gmail.com>

    feat: complete API reference generator and finish Phase 7 documentation

    Implemented comprehensive API documentation generator that:
    - Introspects live mcrfpy module for accurate documentation
    - Generates organized Markdown reference (docs/API_REFERENCE.md)
    - Categorizes classes and functions by type
    - Includes full automation module documentation
    - Provides summary statistics

    Results:
    - 20 classes documented
    - 19 module functions documented
    - 20 automation methods documented
    - 100% coverage of public API
    - Clean, readable Markdown output

    Phase 7 Summary:
    - Completed 4/5 tasks (1 cancelled as architecturally inappropriate)
    - All documentation tasks successful
    - Type stubs, docstrings, and API reference all complete

Author: John McCardle <mccardle.john@gmail.com>

    docs: cancel PyPI wheel task and add future vision for Python extension architecture

    Task #70 Analysis:
    - Discovered fundamental incompatibility with PyPI distribution
    - McRogueFace embeds CPython rather than being loaded by it
    - Traditional wheels expect to extend existing Python interpreter
    - Current architecture is application-with-embedded-Python

    Decisions:
    - Cancelled PyPI wheel preparation as out of scope for Alpha
    - Cleaned up attempted packaging files (pyproject.toml, setup.py, etc.)
    - Identified better distribution methods (installers, package managers)

    Added Future Vision:
    - Comprehensive plan for pure Python extension architecture
    - Would allow true "pip install mcrogueface" experience
    - Requires major refactoring to invert control flow
    - Python would drive main loop with C++ performance extensions
    - Unscheduled but documented as long-term possibility

    This clarifies the architectural boundaries and sets realistic
    expectations for distribution methods while preserving the vision
    of what McRogueFace could become with significant rework.

Author: John McCardle <mccardle.john@gmail.com>

    feat: generate comprehensive .pyi type stubs for IDE support (#108)

    Created complete type stub files for the mcrfpy module to enable:
    - Full IntelliSense/autocomplete in IDEs
    - Static type checking with mypy/pyright
    - Better documentation tooltips
    - Parameter hints and return types

    Implementation details:
    - Manually crafted stubs for accuracy (15KB, 533 lines)
    - Complete coverage: 19 classes, 112 functions/methods
    - Proper type annotations using typing module
    - @overload decorators for multiple signatures
    - Type aliases for common patterns (UIElement union)
    - Preserved all docstrings for IDE help
    - Automation module fully typed
    - PEP 561 compliant with py.typed marker

    Testing:
    - Validated Python syntax with ast.parse()
    - Verified all expected classes and functions
    - Confirmed type annotations are well-formed
    - Checked docstring preservation (80 docstrings)

    Usage:
    - VS Code: Add stubs/ to python.analysis.extraPaths
    - PyCharm: Mark stubs/ directory as Sources Root
    - Other IDEs will auto-detect .pyi files

    This significantly improves the developer experience when using
    McRogueFace as a Python game engine.

Author: John McCardle <mccardle.john@gmail.com>

    docs: add comprehensive parameter documentation to all API methods (#86)

    Enhanced documentation for the mcrfpy module with:
    - Detailed docstrings for all API methods
    - Type hints in documentation (name: type format)
    - Return type specifications
    - Exception documentation where applicable
    - Usage examples for complex methods
    - Module-level documentation with overview and example code

    Specific improvements:
    - Audio API: Added parameter types and return values
    - Scene API: Documented transition types and error conditions
    - Timer API: Clarified handler signature and runtime parameter
    - UI Search: Added wildcard pattern examples for findAll()
    - Metrics API: Documented all dictionary keys returned

    Also fixed method signatures:
    - Changed METH_VARARGS to METH_NOARGS for parameterless methods
    - Ensures proper Python calling conventions

    Test coverage included - all documentation is accessible via Python's
    __doc__ attributes and shows correctly formatted information.

Author: John McCardle <mccardle.john@gmail.com>

    docs: mark issue #85 as completed in Phase 7

Author: John McCardle <mccardle.john@gmail.com>

    docs: replace all 'docstring' placeholders with comprehensive documentation (#85)

    Added proper Python docstrings for all UI component classes:

    UIFrame:
    - Container element that can hold child drawables
    - Documents position, size, colors, outline, and clip_children
    - Includes constructor signature with all parameters

    UICaption:
    - Text display element with font and styling
    - Documents text content, position, font, colors, outline
    - Notes that w/h are computed from text content

    UISprite:
    - Texture/sprite display element
    - Documents position, texture, sprite_index, scale
    - Notes that w/h are computed from texture and scale

    UIGrid:
    - Tile-based grid for game worlds
    - Documents grid dimensions, tile size, texture atlas
    - Includes entities collection and background_color

    All docstrings follow consistent format:
    - Constructor signature with defaults
    - Brief description
    - Args section with types and defaults
    - Attributes section with all properties

    This completes Phase 7 task #85 for documentation improvements.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP with PyArgHelpers infrastructure completion

Author: John McCardle <mccardle.john@gmail.com>

    refactor: implement PyArgHelpers for standardized Python argument parsing

    This major refactoring standardizes how position, size, and other arguments
    are parsed across all UI components. PyArgHelpers provides consistent handling
    for various argument patterns:

    - Position as (x, y) tuple or separate x, y args
    - Size as (w, h) tuple or separate width, height args
    - Grid position and size with proper validation
    - Color parsing with PyColorObject support

    Changes across UI components:
    - UICaption: Migrated to PyArgHelpers, improved resize() for future multiline support
    - UIFrame: Uses standardized position parsing
    - UISprite: Consistent position handling
    - UIGrid: Grid-specific position/size helpers
    - UIEntity: Unified argument parsing

    Also includes:
    - Improved error messages for type mismatches (int or float accepted)
    - Reduced code duplication across constructors
    - Better handling of keyword/positional argument conflicts
    - Maintains backward compatibility with existing API

    This addresses the inconsistent argument handling patterns discovered during
    the inheritance hierarchy work and prepares for Phase 7 documentation.

Author: John McCardle <mccardle.john@gmail.com>

    feat(Python): establish proper inheritance hierarchy for UI types

    All UIDrawable-derived Python types now properly inherit from the Drawable
    base class in Python, matching the C++ inheritance structure.

    Changes:
    - Add Py_TPFLAGS_BASETYPE to PyDrawableType to allow inheritance
    - Set tp_base = &mcrfpydef::PyDrawableType for all UI types
    - Add PyDrawable.h include to UI type headers
    - Rename _Drawable to Drawable and update error message

    This enables proper Python inheritance: Frame, Caption, Sprite, Grid,
    and Entity all inherit from Drawable, allowing shared functionality
    and isinstance() checks.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UISprite)

    - Update UISprite to use base class position instead of sprite position
    - Synchronize sprite position with base class position for rendering
    - Implement onPositionChanged() for position synchronization
    - Update all UISprite methods to use base position consistently
    - Add comprehensive test coverage for UISprite position handling

    This is part 3 of moving position to the base class. UIGrid is the final
    class that needs to be updated.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UICaption)

    - Update UICaption to use base class position instead of text position
    - Synchronize text position with base class position for rendering
    - Add onPositionChanged() virtual method for position synchronization
    - Update all UICaption methods to use base position consistently
    - Add comprehensive test coverage for UICaption position handling

    This is part 2 of moving position to the base class. UISprite and UIGrid
    will be updated in subsequent commits.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: move position property to UIDrawable base class (UIFrame)

    - Add position member to UIDrawable base class
    - Add common position getters/setters (x, y, pos) to base class
    - Update UIFrame to use base class position instead of box position
    - Synchronize box position with base class position for rendering
    - Update all UIFrame methods to use base position consistently
    - Add comprehensive test coverage for UIFrame position handling

    This is part 1 of moving position to the base class. Other derived classes
    (UICaption, UISprite, UIGrid) will be updated in subsequent commits.

Author: John McCardle <mccardle.john@gmail.com>

    refactor: remove UIEntity collision_pos field

    - Remove redundant collision_pos field from UIEntity
    - Update position getters/setters to use integer-cast position when needed
    - Remove all collision_pos synchronization code
    - Simplify entity position handling to use single float position field
    - Add comprehensive test coverage proving functionality is preserved

    This removes technical debt and simplifies the codebase without changing API behavior.

Author: John McCardle <mccardle.john@gmail.com>

    feat: add PyArgHelpers infrastructure for standardized argument parsing

    - Create PyArgHelpers.h with parsing functions for position, size, grid coordinates, and color
    - Support tuple-based vector arguments with conflict detection
    - Provide consistent error messages and validation
    - Add comprehensive test coverage for infrastructure

    This sets the foundation for standardizing all Python API constructors.

Author: John McCardle <mccardle.john@gmail.com>

    docs: mark Phase 6 (Rendering Revolution) as complete

    Phase 6 is now complete with all core rendering features implemented:

    Completed Features:
    - Grid background colors (#50) - customizable backgrounds with animation
    - RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture
    - Viewport-based rendering (#8) - three scaling modes with coordinate transform

    Strategic Decisions:
    - UIGrid already has optimal RenderTexture implementation for its viewport needs
    - UICaption/UISprite clipping deemed unnecessary (no children to clip)
    - Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery

    The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution.

Author: John McCardle <mccardle.john@gmail.com>

    feat(viewport): complete viewport-based rendering system (#8)

    Implements a comprehensive viewport system that allows fixed game resolution
    with flexible window scaling, addressing the primary wishes for issues #34, #49, and #8.

    Key Features:
    - Fixed game resolution independent of window size (window.game_resolution property)
    - Three scaling modes accessible via window.scaling_mode:
      - "center": 1:1 pixels, viewport centered in window
      - "stretch": viewport fills window, ignores aspect ratio
      - "fit": maintains aspect ratio with black bars
    - Automatic window-to-game coordinate transformation for mouse input
    - Full Python API integration with PyWindow properties

    Technical Implementation:
    - GameEngine::ViewportMode enum with Center, Stretch, Fit modes
    - SFML View system for efficient GPU-based viewport scaling
    - updateViewport() recalculates on window resize or mode change
    - windowToGameCoords() transforms mouse coordinates correctly
    - PyScene mouse input automatically uses transformed coordinates

    Tests:
    - test_viewport_simple.py: Basic API functionality
    - test_viewport_visual.py: Visual verification with screenshots
    - test_viewport_scaling.py: Interactive mode switching and resizing

    This completes the viewport-based rendering task and provides the foundation
    for resolution-independent game development as requested for Crypt of Sokoban.

Author: John McCardle <mccardle.john@gmail.com>

    docs: update ROADMAP for Phase 6 progress

    - Marked Phase 6 as IN PROGRESS
    - Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE
    - Marked Grid background colors (#50) as COMPLETED
    - Added technical notes from implementation experience
    - Identified viewport rendering (#8) as next priority

Author: John McCardle <mccardle.john@gmail.com>

    feat(rendering): implement RenderTexture base infrastructure and UIFrame clipping (#6)

    - Added RenderTexture support to UIDrawable base class
      - std::unique_ptr<sf::RenderTexture> for opt-in rendering
      - Dirty flag system for optimization
      - enableRenderTexture() and markDirty() methods

    - Implemented clip_children property for UIFrame
      - Python-accessible boolean property
      - Automatic RenderTexture creation when enabled
      - Proper coordinate transformation for nested frames

    - Updated UIFrame::render() for clipping support
      - Renders to RenderTexture when clip_children=true
      - Handles nested clipping correctly
      - Only re-renders when dirty flag is set

    - Added comprehensive dirty flag propagation
      - All property setters mark frame as dirty
      - Size changes recreate RenderTexture
      - Animation system integration

    - Created tests for clipping functionality
      - Basic clipping test with visual verification
      - Advanced nested clipping test
      - Dynamic resize handling test

    This is Phase 1 of the RenderTexture overhaul, providing the foundation
    for advanced rendering effects like blur, glow, and viewport rendering.

Author: John McCardle <mccardle.john@gmail.com>

    docs: create RenderTexture overhaul design document

    - Comprehensive design for Issue #6 implementation
    - Opt-in architecture to maintain backward compatibility
    - Phased implementation plan with clear milestones
    - Performance considerations and risk mitigation
    - API design for clipping and future effects

    Also includes Grid background color test

Author: John McCardle <mccardle.john@gmail.com>

    feat(Grid): add customizable background_color property (#50)

    - Added sf::Color background_color member with default dark gray
    - Python property getter/setter for background_color
    - Animation support for individual color components (r/g/b/a)
    - Replaces hardcoded clear color in render method
    - Test demonstrates color changes and property access

    Closes #50

Author: John McCardle <mccardle.john@gmail.com>

    docs: update roadmap for Phase 6 preparation

    - Mark Phase 5 (Window/Scene Architecture) as complete
    - Update issue statuses (#34, #61, #1, #105 completed)
    - Add Phase 6 implementation strategy for RenderTexture overhaul
    - Archive Phase 5 test files to .archive/
    - Identify quick wins and technical approach for rendering work

Author: John McCardle <mccardle.john@gmail.com>

    feat(Phase 5): Complete Window/Scene Architecture

    - Window singleton with properties (resolution, fullscreen, vsync, title)
    - OOP Scene support with lifecycle methods (on_enter, on_exit, on_keypress, update)
    - Window resize events trigger scene.on_resize callbacks
    - Scene transitions (fade, slide_left/right/up/down) with smooth animations
    - Full integration of Python Scene objects with C++ engine

    All Phase 5 tasks (#34, #1, #61, #105) completed successfully.

Author: John McCardle <mccardle.john@gmail.com>

    research: SFML 3.0 migration analysis

    - Analyzed SFML 3.0 breaking changes (event system, scoped enums, C++17)
    - Assessed migration impact on McRogueFace (40+ files affected)
    - Evaluated timing relative to mcrfpy.sfml module plans
    - Recommended deferring migration until after mcrfpy.sfml implementation
    - Created SFML_3_MIGRATION_RESEARCH.md with comprehensive strategy

Author: John McCardle <mccardle.john@gmail.com>

    research: SFML exposure options analysis (#14)

    - Analyzed current SFML 2.6.1 usage throughout codebase
    - Evaluated python-sfml (abandoned, only supports SFML 2.3.2)
    - Recommended direct integration as mcrfpy.sfml module
    - Created comprehensive SFML_EXPOSURE_RESEARCH.md with implementation plan
    - Identified opportunity to provide modern SFML 2.6+ Python bindings

Author: John McCardle <mccardle.john@gmail.com>

    feat: add basic profiling/metrics system (#104)

    - Add ProfilingMetrics struct to track performance data
    - Track frame time (current and 60-frame rolling average)
    - Calculate FPS from average frame time
    - Count draw calls, UI elements, and visible elements per frame
    - Track total runtime and current frame number
    - PyScene counts elements during render
    - Expose metrics via mcrfpy.getMetrics() returning dict

    This provides basic performance monitoring capabilities for
    identifying bottlenecks and optimizing rendering performance.

Author: John McCardle <mccardle.john@gmail.com>

    fix: improve click handling with proper z-order and coordinate transforms

    - UIFrame: Fix coordinate transformation (subtract parent pos, not add)
    - UIFrame: Check children in reverse order (highest z-index first)
    - UIFrame: Skip invisible elements entirely
    - PyScene: Sort elements by z-index before checking clicks
    - PyScene: Stop at first element that handles the click
    - UIGrid: Implement entity click detection with grid coordinate transform
    - UIGrid: Check entities in reverse order, return sprite as target

    Click events now correctly respect z-order (top elements get priority),
    handle coordinate transforms for nested frames, and support clicking
    on grid entities. Elements without click handlers are transparent to
    clicks, allowing elements below to receive them.

    Note: Click testing requires non-headless mode due to PyScene limitation.

    feat: implement name system for finding UI elements (#39/40/41)

    - Add 'name' property to UIDrawable base class
    - All UI elements (Frame, Caption, Sprite, Grid, Entity) support .name
    - Entity delegates name to its sprite member
    - Add find(name, scene=None) function for exact match search
    - Add findAll(pattern, scene=None) with wildcard support (* matches any sequence)
    - Both functions search recursively through Frame children and Grid entities
    - Comprehensive test coverage for all functionality

    This provides a simple way to find UI elements by name in Python scripts,
    supporting both exact matches and wildcard patterns.

Author: John McCardle <mccardle.john@gmail.com>

    fix: prevent segfault when closing window via X button

    - Add cleanup() method to GameEngine to clear Python references before destruction
    - Clear timers and McRFPy_API references in proper order
    - Call cleanup() at end of run loop and in destructor
    - Ensure cleanup is only called once per GameEngine instance

    Also includes:
    - Fix audio ::stop() calls (already in place, OpenAL warning is benign)
    - Add Caption support for x, y keywords (e.g. Caption("text", x=5, y=10))
    - Refactor UIDrawable_methods.h into UIBase.h for better organization
    - Move UIEntity-specific implementations to UIEntityPyMethods.h

Author: John McCardle <mccardle.john@gmail.com>

    feat: stabilize test suite and add UIDrawable methods

    - Add visible, opacity properties to all UI classes (#87, #88)
    - Add get_bounds(), move(), resize() methods to UIDrawable (#89, #98)
    - Create UIDrawable_methods.h with template implementations
    - Fix test termination issues - all tests now exit properly
    - Fix test_sprite_texture_swap.py click handler signature
    - Fix test_drawable_base.py segfault in headless mode
    - Convert audio objects to pointers for cleanup (OpenAL warning persists)
    - Remove debug print statements from UICaption
    - Special handling for UIEntity to delegate drawable methods to sprite

    All test files are now "airtight" - they complete successfully,
    terminate on their own, and handle edge cases properly.

Author: John McCardle <mccardle.john@gmail.com>

    docs: add Phase 1-3 completion summary

    - Document all completed tasks across three phases
    - Show before/after API improvements
    - Highlight technical achievements
    - Outline next steps for Phase 4-7

Author: John McCardle <mccardle.john@gmail.com>

    feat: implement mcrfpy.Timer object with pause/resume/cancel capabilities closes #103

    - Created PyTimer.h/cpp with object-oriented timer interface
    - Enhanced PyTimerCallable with pause/resume state tracking
    - Added timer control methods: pause(), resume(), cancel(), restart()
    - Added timer properties: interval, remaining, paused, active, callback
    - Fixed timing logic to prevent rapid catch-up after resume
    - Timer objects automatically register with game engine
    - Added comprehensive test demonstrating all functionality

Author: John McCardle <mccardle.john@gmail.com>

    feat(Color): add helper methods from_hex, to_hex, lerp closes #94

    - Add Color.from_hex(hex_string) class method for creating colors from hex
    - Support formats: #RRGGBB, RRGGBB, #RRGGBBAA, RRGGBBAA
    - Add color.to_hex() to convert Color to hex string
    - Add color.lerp(other, t) for smooth color interpolation
    - Comprehensive test coverage for all methods

Author: John McCardle <mccardle.john@gmail.com>

    fix: properly configure UTF-8 encoding for Python stdio

    - Use PyConfig to set stdio_encoding="UTF-8" during initialization
    - Set stdio_errors="surrogateescape" for robust handling
    - Configure in both init_python() and init_python_with_config()
    - Cleaner solution than wrapping streams after initialization
    - Fixes UnicodeEncodeError when printing unicode characters

Author: John McCardle <mccardle.john@gmail.com>

    feat(Vector): implement arithmetic operations closes #93

    - Add PyNumberMethods with add, subtract, multiply, divide, negate, absolute
    - Add rich comparison for equality/inequality checks
    - Add boolean check (zero vector is False)
    - Implement vector methods: magnitude(), normalize(), dot(), distance_to(), angle(), copy()
    - Fix UIDrawable::get_click() segfault when click_callable is null
    - Comprehensive test coverage for all arithmetic operations

Author: John McCardle <mccardle.john@gmail.com>

    feat: Complete position argument standardization for all UI classes

    - Frame and Sprite now support pos keyword override
    - Entity now accepts x,y arguments (was pos-only before)
    - All UI classes now consistently support:
      - (x, y) positional
      - ((x, y)) tuple
      - x=x, y=y keywords
      - pos=(x,y) keyword
      - pos=Vector keyword
    - Improves API consistency and flexibility

Author: John McCardle <mccardle.john@gmail.com>

    feat: Standardize position arguments across all UI classes

    - Create PyPositionHelper for consistent position parsing
    - Grid.at() now accepts (x,y), ((x,y)), x=x, y=y, pos=(x,y)
    - Caption now accepts x,y args in addition to pos
    - Grid init fully supports keyword arguments
    - Maintain backward compatibility for all formats
    - Consistent error messages across classes

Author: John McCardle <mccardle.john@gmail.com>

    feat: Add Entity.die() method for lifecycle management closes #30

    - Remove entity from its grid's entity list
    - Clear grid reference after removal
    - Safe to call multiple times (no-op if not on grid)
    - Works with shared_ptr entity management

Author: John McCardle <mccardle.john@gmail.com>

    perf: Skip out-of-bounds entities during Grid rendering closes #52

    - Add visibility bounds check in entity render loop
    - Skip entities outside view with 1 cell margin
    - Improves performance for large grids with many entities
    - Bounds check considers zoom and pan settings

Author: John McCardle <mccardle.john@gmail.com>

    verify: Sprite texture swapping functionality closes #19

    - Texture property getter/setter already implemented
    - Position/scale preservation during swap confirmed
    - Type validation for texture assignment working
    - Tests verify functionality is complete

Author: John McCardle <mccardle.john@gmail.com>

    feat: Grid size tuple support closes #90

    - Add grid_size keyword parameter to Grid.__init__
    - Accept tuple or list of two integers
    - Override grid_x/grid_y if grid_size provided
    - Maintain backward compatibility
    - Add comprehensive test coverage

Author: John McCardle <mccardle.john@gmail.com>

    feat: Phase 1 - safe constructors and _Drawable foundation

    Closes #7 - Make all UI class constructors safe:
    - Added safe default constructors for UISprite, UIGrid, UIEntity, UICaption
    - Initialize all members to predictable values
    - Made Python init functions accept no arguments
    - Added x,y properties to UIEntity

    Closes #71 - Create _Drawable Python base class:
    - Created PyDrawable.h/cpp with base type (not yet inherited by UI types)
    - Registered in module initialization

    Closes #87 - Add visible property:
    - Added bool visible=true to UIDrawable base class
    - All render methods check visibility before drawing

    Closes #88 - Add opacity property:
    - Added float opacity=1.0 to UIDrawable base class
    - UICaption and UISprite apply opacity to alpha channel

    Closes #89 - Add get_bounds() method:
    - Virtual method returns sf::FloatRect(x,y,w,h)
    - Implemented in Frame, Caption, Sprite, Grid

    Closes #98 - Add move() and resize() methods:
    - move(dx,dy) for relative movement
    - resize(w,h) for absolute sizing
    - Caption resize is no-op (size controlled by font)

Author: John McCardle <mccardle.john@gmail.com>

    docs: comprehensive alpha_streamline_2 plan and strategic vision

    - Add 7-phase development plan for alpha_streamline_2 branch
    - Define architectural dependencies and critical path
    - Identify new issues needed (Timer objects, event system, etc.)
    - Add strategic vision document with 3 transformative directions
    - Timeline: 10-12 weeks to solid Beta foundation

Author: John McCardle <mccardle.john@gmail.com>

    feat(Grid): flexible at() method arguments

    - Support tuple argument: grid.at((x, y))
    - Support keyword arguments: grid.at(x=5, y=3)
    - Support pos keyword: grid.at(pos=(2, 8))
    - Maintain backward compatibility with grid.at(x, y)
    - Add comprehensive error handling for invalid arguments

    Improves API ergonomics and Python-like flexibility
2025-07-09 22:41:15 -04:00
cd0bd5468b Squashed commit of the following: [alpha_streamline_1]
the low-hanging fruit of pre-existing issues and standardizing the
Python interfaces

Special thanks to Claude Code, ~100k output tokens for this merge

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

commit 99f301e3a0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:25:32 2025 -0400

    Add position tuple support and pos property to UI elements

    closes #83, closes #84

    - Issue #83: Add position tuple support to constructors
      - Frame and Sprite now accept both (x, y) and ((x, y)) forms
      - Also accept Vector objects as position arguments
      - Caption and Entity already supported tuple/Vector forms
      - Uses PyVector::from_arg for flexible position parsing

    - Issue #84: Add pos property to Frame and Sprite
      - Added pos getter that returns a Vector
      - Added pos setter that accepts Vector or tuple
      - Provides consistency with Caption and Entity which already had pos properties
      - All UI elements now have a uniform way to get/set positions as Vectors

    Both features improve API consistency and make it easier to work with positions.

commit 2f2b488fb5
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:18:10 2025 -0400

    Standardize sprite_index property and add scale_x/scale_y to UISprite

    closes #81, closes #82

    - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity
      - Added sprite_index as the primary property name
      - Kept sprite_number as a deprecated alias for backward compatibility
      - Updated repr() methods to use sprite_index
      - Updated animation system to recognize both names

    - Issue #82: Added scale_x and scale_y properties to UISprite
      - Enables non-uniform scaling of sprites
      - scale property still works for uniform scaling
      - Both properties work with the animation system

    All existing code using sprite_number continues to work due to backward compatibility.

commit 5a003a9aa5
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 16:09:52 2025 -0400

    Fix multiple low priority issues

    closes #12, closes #80, closes #95, closes #96, closes #99

    - Issue #12: Set tp_new to NULL for GridPoint and GridPointState to prevent instantiation from Python
    - Issue #80: Renamed Caption.size to Caption.font_size for semantic clarity
    - Issue #95: Fixed UICollection repr to show actual derived types instead of generic UIDrawable
    - Issue #96: Added extend() method to UICollection for API consistency with UIEntityCollection
    - Issue #99: Exposed read-only properties for Texture (sprite_width, sprite_height, sheet_width, sheet_height, sprite_count, source) and Font (family, source)

    All issues have corresponding tests that verify the fixes work correctly.

commit e5affaf317
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 15:50:09 2025 -0400

    Fix critical issues: script loading, entity types, and color properties

    - Issue #37: Fix Windows scripts subdirectory not checked
      - Updated executeScript() to use executable_path() from platform.h
      - Scripts now load correctly when working directory differs from executable

    - Issue #76: Fix UIEntityCollection returns wrong type
      - Updated UIEntityCollectionIter::next() to check for stored Python object
      - Derived Entity classes now preserve their type when retrieved from collections

    - Issue #9: Recreate RenderTexture when resized (already fixed)
      - Confirmed RenderTexture recreation already implemented in set_size() and set_float_member()
      - Uses 1.5x padding and 4096 max size limit

    - Issue #79: Fix Color r, g, b, a properties return None
      - Implemented get_member() and set_member() in PyColor.cpp
      - Color component properties now work correctly with proper validation

    - Additional fix: Grid.at() method signature
      - Changed from METH_O to METH_VARARGS to accept two arguments

    All fixes include comprehensive tests to verify functionality.

    closes #37, closes #76, closes #9, closes #79
2025-07-05 18:56:02 -04:00
e6dbb2d560 Squashed commit of the following: [interpreter_mode]
closes #63
closes #69
closes #59
closes #47
closes #2
closes #3
closes #33
closes #27
closes #73
closes #74
closes #78

  I'd like to thank Claude Code for ~200-250M total tokens and 500-700k output tokens

    🤖 Generated with [Claude Code](https://claude.ai/code)
    Co-Authored-By: Claude <noreply@anthropic.com>

commit 9bd1561bfc
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 11:20:07 2025 -0400

    Alpha 0.1 release
    - Move RenderTexture (#6) out of alpha requirements, I don't need it
      that badly
    - alpha blockers resolved:
      * Animation system (#59)
      * Z-order rendering (#63)
      * Python Sequence Protocol (#69)
      * New README (#47)
      * Removed deprecated methods (#2, #3)

    🍾 McRogueFace 0.1.0

commit 43321487eb
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:36:09 2025 -0400

    Issue #63 (z-order rendering) complete
    - Archive z-order test files

commit 90c318104b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 10:34:06 2025 -0400

    Fix Issue #63: Implement z-order rendering with dirty flag optimization

    - Add dirty flags to PyScene and UIFrame to track when sorting is needed
    - Implement lazy sorting - only sort when z_index changes or elements are added/removed
    - Make Frame children respect z_index (previously rendered in insertion order only)
    - Update UIDrawable::set_int to notify when z_index changes
    - Mark collections dirty on append, remove, setitem, and slice operations
    - Remove per-frame vector copy in PyScene::render for better performance

commit e4482e7189
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 01:58:03 2025 -0400

    Implement complete Python Sequence Protocol for collections (closes #69)

    Major implementation of the full sequence protocol for both UICollection
    and UIEntityCollection, making them behave like proper Python sequences.

    Core Features Implemented:
    - __setitem__ (collection[i] = value) with type validation
    - __delitem__ (del collection[i]) with proper cleanup
    - __contains__ (item in collection) by C++ pointer comparison
    - __add__ (collection + other) returns Python list
    - __iadd__ (collection += other) with full validation before modification
    - Negative indexing support throughout
    - Complete slice support (getting, setting, deletion)
    - Extended slices with step \!= 1
    - index() and count() methods
    - Type safety enforced for all operations

    UICollection specifics:
    - Accepts Frame, Caption, Sprite, and Grid objects only
    - Preserves z_index when replacing items
    - Auto-assigns z_index on append (existing behavior maintained)

    UIEntityCollection specifics:
    - Accepts Entity objects only
    - Manages grid references on add/remove/replace
    - Uses std::list iteration with std::advance()

    Also includes:
    - Default value support for constructors:
      - Caption accepts None for font (uses default_font)
      - Grid accepts None for texture (uses default_texture)
      - Sprite accepts None for texture (uses default_texture)
      - Entity accepts None for texture (uses default_texture)

    This completes Issue #69, removing it as an Alpha Blocker.

commit 70cf44f8f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Jul 5 00:56:42 2025 -0400

    Implement comprehensive animation system (closes #59)

    - Add Animation class with 30+ easing functions (linear, ease in/out, quad, cubic, elastic, bounce, etc.)
    - Add property system to all UI classes for animation support:
      - UIFrame: position, size, colors (including individual r/g/b/a components)
      - UICaption: position, size, text, colors
      - UISprite: position, scale, sprite_number (with sequence support)
      - UIGrid: position, size, camera center, zoom
      - UIEntity: position, sprite properties
    - Create AnimationManager singleton for frame-based updates
    - Add Python bindings through PyAnimation wrapper
    - Support for delta animations (relative values)
    - Fix segfault when running scripts directly (mcrf_module initialization)
    - Fix headless/windowed mode behavior to respect --headless flag
    - Animations run purely in C++ without Python callbacks per frame

    All UI properties are now animatable with smooth interpolation and professional easing curves.

commit 05bddae511
Author: John McCardle <mccardle.john@gmail.com>
Date:   Fri Jul 4 06:59:02 2025 -0400

    Update comprehensive documentation for Alpha release (Issue #47)

    - Completely rewrote README.md to reflect current features
    - Updated GitHub Pages documentation site with:
      - Modern landing page highlighting Crypt of Sokoban
      - Comprehensive API reference (2700+ lines) with exhaustive examples
      - Updated getting-started guide with installation and first game tutorial
      - 8 detailed tutorials covering all major game systems
      - Quick reference cheat sheet for common operations
    - Generated documentation screenshots showing UI elements
    - Fixed deprecated API references and added new features
    - Added automation API documentation
    - Included Python 3.12 requirement and platform-specific instructions

    Note: Text rendering in headless mode has limitations for screenshots

commit af6a5e090b
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:58 2025 -0400

    Update ROADMAP.md to reflect completion of Issues #2 and #3

    - Marked both issues as completed with the removal of deprecated action system
    - Updated open issue count from ~50 to ~48
    - These were both Alpha blockers, bringing us closer to release

commit 281800cd23
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:43:22 2025 -0400

    Remove deprecated registerPyAction/registerInputAction system (closes #2, closes #3)

    This is our largest net-negative commit yet\! Removed the entire deprecated
    action registration system that provided unnecessary two-step indirection:
    keyboard → action string → Python callback

    Removed components:
    - McRFPy_API::_registerPyAction() and _registerInputAction() methods
    - McRFPy_API::callbacks map for storing Python callables
    - McRFPy_API::doAction() method for executing callbacks
    - ACTIONPY macro from Scene.h for detecting "_py" suffixed actions
    - Scene::registerActionInjected() and unregisterActionInjected() methods
    - tests/api_registerPyAction_issue2_test.py (tested deprecated functionality)

    The game now exclusively uses keypressScene() for keyboard input handling,
    which is simpler and more direct. Also commented out the unused _camFollow
    function that referenced non-existent do_camfollow variable.

commit cc8a7d20e8
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:59 2025 -0400

    Clean up temporary test files

commit ff83fd8bb1
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:13:46 2025 -0400

    Update ROADMAP.md to reflect massive progress today

    - Fixed 12+ critical bugs in a single session
    - Implemented 3 missing features (Entity.index, EntityCollection.extend, sprite validation)
    - Updated Phase 1 progress showing 11 of 12 items complete
    - Added detailed summary of today's achievements with issue numbers
    - Emphasized test-driven development approach used throughout

commit dae400031f
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:12:29 2025 -0400

    Remove deprecated player_input and turn-based functions for Issue #3

    Removed the commented-out player_input(), computerTurn(), and playerTurn()
    functions that were part of the old turn-based system. These are no longer
    needed as input is now handled through Scene callbacks.

    Partial fix for #3

commit cb0130b46e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:09:06 2025 -0400

    Implement sprite index validation for Issue #33

    Added validation to prevent setting sprite indices outside the valid
    range for a texture. The implementation:
    - Adds getSpriteCount() method to PyTexture to expose total sprites
    - Validates sprite_number setter to ensure index is within bounds
    - Provides clear error messages showing valid range
    - Works for both Sprite and Entity objects

    closes #33

commit 1e7f5e9e7e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:05:47 2025 -0400

    Implement EntityCollection.extend() method for Issue #27

    Added extend() method to EntityCollection that accepts any iterable
    of Entity objects and adds them all to the collection. The method:
    - Accepts lists, tuples, generators, or any iterable
    - Validates all items are Entity objects
    - Sets the grid association for each added entity
    - Properly handles errors and empty iterables

    closes #27

commit 923350137d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 21:02:14 2025 -0400

    Implement Entity.index() method for Issue #73

    Added index() method to Entity class that returns the entity's
    position in its parent grid's entity collection. This enables
    proper entity removal patterns using entity.index().

commit 6134869371
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:41:03 2025 -0400

    Add validation to keypressScene() for non-callable arguments

    Added PyCallable_Check validation to ensure keypressScene() only
    accepts callable objects. Now properly raises TypeError with a
    clear error message when passed non-callable arguments like
    strings, numbers, None, or dicts.

commit 4715356b5e
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:31:36 2025 -0400

    Fix Sprite texture setter 'error return without exception set'

    Implemented the missing UISprite::set_texture method to properly:
    - Validate the input is a Texture instance
    - Update the sprite's texture using setTexture()
    - Return appropriate error messages for invalid inputs

    The setter now works correctly and no longer returns -1 without
    setting an exception.

commit 6dd1cec600
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 20:27:32 2025 -0400

    Fix Entity property setters and PyVector implementation

    Fixed the 'new style getargs format' error in Entity property setters by:
    - Implementing PyObject_to_sfVector2f/2i using PyVector::from_arg
    - Adding proper error checking in Entity::set_position
    - Implementing PyVector get_member/set_member for x/y properties
    - Fixing PyVector::from_arg to handle non-tuple arguments correctly

    Now Entity.pos and Entity.sprite_number setters work correctly with
    proper type validation.

commit f82b861bcd
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:48:33 2025 -0400

    Fix Issue #74: Add missing Grid.grid_y property

    Added individual grid_x and grid_y getter properties to the Grid class
    to complement the existing grid_size property. This allows direct access
    to grid dimensions and fixes error messages that referenced these
    properties before they existed.

    closes #74

commit 59e6f8d53d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:42:32 2025 -0400

    Fix Issue #78: Middle mouse click no longer sends 'C' keyboard event

    The bug was caused by accessing event.key.code on a mouse event without
    checking the event type first. Since SFML uses a union for events, this
    read garbage data. The middle mouse button value (2) coincidentally matched
    the keyboard 'C' value (2), causing the spurious keyboard event.

    Fixed by adding event type check before accessing key-specific fields.
    Only keyboard events (KeyPressed/KeyReleased) now trigger key callbacks.

    Test added to verify middle clicks no longer generate keyboard events.

    Closes #78

commit 1c71d8d4f7
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:36:15 2025 -0400

    Fix Grid to support None/null texture and fix error message bug

    - Allow Grid to be created with None as texture parameter
    - Use default cell dimensions (16x16) when no texture provided
    - Skip sprite rendering when texture is null, but still render colors
    - Fix issue #77: Corrected copy/paste error in Grid.at() error messages
    - Grid now functional for color-only rendering and entity positioning

    Test created to verify Grid works without texture, showing colored cells.

    Closes #77

commit 18cfe93a44
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 19:25:49 2025 -0400

    Fix --exec interactive prompt bug and create comprehensive test suite

    Major fixes:
    - Fixed --exec entering Python REPL instead of game loop
    - Resolved screenshot transparency issue (requires timer callbacks)
    - Added debug output to trace Python initialization

    Test suite created:
    - 13 comprehensive tests covering all Python-exposed methods
    - Tests use timer callback pattern for proper game loop interaction
    - Discovered multiple critical bugs and missing features

    Critical bugs found:
    - Grid class segfaults on instantiation (blocks all Grid functionality)
    - Issue #78 confirmed: Middle mouse click sends 'C' keyboard event
    - Entity property setters have argument parsing errors
    - Sprite texture setter returns improper error
    - keypressScene() segfaults on non-callable arguments

    Documentation updates:
    - Updated CLAUDE.md with testing guidelines and TDD practices
    - Created test reports documenting all findings
    - Updated ROADMAP.md with test results and new priorities

    The Grid segfault is now the highest priority as it blocks all Grid-based functionality.

commit 9ad0b6850d
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 15:55:24 2025 -0400

    Update ROADMAP.md to reflect Python interpreter and automation API progress

    - Mark #32 (Python interpreter behavior) as 90% complete
      - All major Python flags implemented: -h, -V, -c, -m, -i
      - Script execution with proper sys.argv handling works
      - Only stdin (-) support missing

    - Note that new automation API enables:
      - Automated UI testing capabilities
      - Demo recording and playback
      - Accessibility testing support

    - Flag issues #53 and #45 as potentially aided by automation API

commit 7ec4698653
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:57:59 2025 -0400

    Update ROADMAP.md to remove closed issues

    - Remove #72 (iterator improvements - closed)
    - Remove #51 (UIEntity derive from UIDrawable - closed)
    - Update issue counts: 64 open issues from original 78
    - Update dependencies and references to reflect closed issues
    - Clarify that core iterators are complete, only grid points remain

commit 68c1a016b0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 14:27:01 2025 -0400

    Implement --exec flag and PyAutoGUI-compatible automation API

    - Add --exec flag to execute multiple scripts before main program
    - Scripts are executed in order and share Python interpreter state
    - Implement full PyAutoGUI-compatible automation API in McRFPy_Automation
    - Add screenshot, mouse control, keyboard input capabilities
    - Fix Python initialization issues when multiple scripts are loaded
    - Update CommandLineParser to handle --exec with proper sys.argv management
    - Add comprehensive examples and documentation

    This enables automation testing by allowing test scripts to run alongside
    games using the same Python environment. The automation API provides
    event injection into the SFML render loop for UI testing.

    Closes #32 partially (Python interpreter emulation)
    References automation testing requirements

commit 763fa201f0
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 10:43:17 2025 -0400

    Python command emulation

commit a44b8c93e9
Author: John McCardle <mccardle.john@gmail.com>
Date:   Thu Jul 3 09:42:46 2025 -0400

    Prep: Cleanup for interpreter mode
2025-07-05 17:23:09 -04:00
167636ce8c Iterators, other Python C API improvements
closes #72
ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated.
**RPATH updates**
Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer?

The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer.

**New standard object initialization**
PyColor, PyVector
  - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax
  - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp
  - Updated PyObject_New usage in UIEntity.cpp
  - All object creation now uses module-based type lookups instead of static references
  - Created centralized utilities in PyObjectUtils.h

**RAII Wrappers**
automatic reference counting via C++ object lifecycle
  - Created PyRAII.h with PyObjectRef and PyTypeRef classes
  - These provide automatic reference counting management
  - Updated PyColor::from_arg() to demonstrate RAII usage
  - Prevents memory leaks and reference counting errors

**Python object base in type defs:**
`.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}`
PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid

**convertDrawableToPython**
replace crazy macro to detect the correct Python type of a UIDrawable instance

  - Removed the problematic macro from UIDrawable.h
  - Created template-based functions in PyObjectUtils.h
  - Updated UICollection.cpp to use local helper function
  - The new approach is cleaner, more debuggable, and avoids static type references

**Iterator fixes**
tp_iter on UICollection, UIGrid, UIGridPoint, UISprite
UIGrid logic improved, standard

**List vs Vector usage analysis**
there are different use cases that weren't standardized:
  - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>>
  - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>>

The rationale is currently connected to frequency of expected changes.
* A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed.
* A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
2025-05-31 09:11:51 -04:00
f594998dc3 Final day of changes for 7DRL 2025 - Crypt of Sokoban game code 2025-03-12 22:42:26 -04:00
5b259d0b38 Moving console access to python side, so Windows users won't brick their session. 2025-03-08 21:12:40 -05:00
cea084bddf Whoops, never commited the UI icons spritesheet 2025-03-08 20:33:55 -05:00
dd2db1586e Whoops, never committed the tile config 2025-03-08 20:31:34 -05:00
6be474da08 7DRL 2025 progress 2025-03-08 10:42:17 -05:00
e928dda4b3 Squashed: grid-entity-integration partial features for 7DRL 2025 deployment
This squash commit includes changes from April 21st through 28th, 2024, and the past 3 days of work at 7DRL.
Rather than resume my feature branch work, I made minor changes to safe the C++ functionality and wrote workarounds in Python.

I'm very likely to delete this commit from history by rolling master back to the previous commit, and squash merging a finished feature branch.
2025-03-05 20:26:04 -05:00
232105a893 Squashed commit of the following: [reprs_and_member_names]
Closes #22
Closes #23
Closes #24
Closes #25
Closes #31
Closes #56

commit 43fac8f4f3
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:52 2024 -0400

    Typo in UIFrame repr

commit 3fd5ad93e2
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:30 2024 -0400

    Add UIGridPoint and UIGridPointState repr

commit 03376897b8
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:17 2024 -0400

    Add UIGrid repr

commit 48af072a33
Author: John McCardle <mccardle.john@gmail.com>
Date:   Sat Apr 20 18:32:05 2024 -0400

    Add UIEntity repr
2024-04-20 18:33:18 -04:00
549 changed files with 1852686 additions and 3368 deletions

28
.gitignore vendored
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@ -8,5 +8,31 @@ PCbuild
obj obj
build build
lib lib
obj __pycache__
.cache/
7DRL2025 Release/
CMakeFiles/
Makefile
*.zip
__lib/
__lib_windows/
build-windows/
build_windows/
_oldscripts/
assets/
cellular_automata_fire/
deps/
fetch_issues_txt.py
forest_fire_CA.py
mcrogueface.github.io
scripts/
tcod_reference
.archive
.mcp.json
dist/
# Keep important documentation and tests
!CLAUDE.md
!README.md
!tests/

7
.gitmodules vendored
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@ -10,6 +10,7 @@
[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

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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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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Gitea-First Workflow
**IMPORTANT**: This project uses Gitea for issue tracking, documentation, and project management. Always consult and update Gitea resources before and during development work.
**Gitea Instance**: https://gamedev.ffwf.net/gitea/john/McRogueFace
### Core Principles
1. **Gitea is the Single Source of Truth**
- Issue tracker contains current tasks, bugs, and feature requests
- Wiki contains living documentation and architecture decisions
- Use Gitea MCP tools to query and update issues programmatically
2. **Always Check Gitea First**
- Before starting work: Check open issues for related tasks or blockers
- Before implementing: Read relevant wiki pages per the [Development Workflow](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Development-Workflow) consultation table
- When using `/roadmap` command: Query Gitea for up-to-date issue status
- When researching a feature: Search Gitea wiki and issues before grepping codebase
- When encountering a bug: Check if an issue already exists
3. **Create Granular Issues**
- Break large features into separate, focused issues
- Each issue should address one specific problem or enhancement
- Tag issues appropriately: `[Bugfix]`, `[Major Feature]`, `[Minor Feature]`, etc.
- Link related issues using dependencies or blocking relationships
4. **Document as You Go**
- When work on one issue interacts with another system: Add notes to related issues
- When discovering undocumented behavior: Note it for wiki update
- When documentation misleads you: Note it for wiki correction
- After committing code changes: Update relevant wiki pages (with user permission)
- Follow the [Development Workflow](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Development-Workflow) for wiki update procedures
5. **Cross-Reference Everything**
- Commit messages should reference issue numbers (e.g., "Fixes #104", "Addresses #125")
- Issue comments should link to commits when work is done
- Wiki pages should reference relevant issues for implementation details
- Issues should link to each other when dependencies exist
### Workflow Pattern
```
┌─────────────────────────────────────────────────────┐
│ 1. Check Gitea Issues & Wiki │
│ - Is there an existing issue for this? │
│ - What's the current status? │
│ - Are there related issues or blockers? │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 2. Create Issues (if needed) │
│ - Break work into granular tasks │
│ - Tag appropriately │
│ - Link dependencies │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 3. Do the Work │
│ - Implement/fix/document │
│ - Write tests first (TDD) │
│ - Add inline documentation │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 4. Update Gitea │
│ - Add notes to affected issues │
│ - Create follow-up issues for discovered work │
│ - Update wiki if architecture/APIs changed │
│ - Add documentation correction tasks │
└─────────────────┬───────────────────────────────────┘
┌─────────────────────────────────────────────────────┐
│ 5. Commit & Reference │
│ - Commit messages reference issue numbers │
│ - Close issues or update status │
│ - Add commit links to issue comments │
└─────────────────────────────────────────────────────┘
```
### Benefits of Gitea-First Approach
- **Reduced Context Switching**: Check brief issue descriptions instead of re-reading entire codebase
- **Better Planning**: Issues provide roadmap; avoid duplicate or contradictory work
- **Living Documentation**: Wiki and issues stay current as work progresses
- **Historical Context**: Issue comments capture why decisions were made
- **Efficiency**: MCP tools allow programmatic access to project state
### MCP Tools Available
Claude Code has access to Gitea MCP tools for:
- `list_repo_issues` - Query current issues with filtering
- `get_issue` - Get detailed issue information
- `create_issue` - Create new issues programmatically
- `create_issue_comment` - Add comments to issues
- `edit_issue` - Update issue status, title, body
- `add_issue_labels` - Tag issues appropriately
- `add_issue_dependency` / `add_issue_blocking` - Link related issues
- Plus wiki, milestone, and label management tools
Use these tools liberally to keep the project organized!
### Gitea Label System
**IMPORTANT**: Always apply appropriate labels when creating new issues!
The project uses a structured label system to organize issues:
**Label Categories:**
1. **System Labels** (identify affected codebase area):
- `system:rendering` - Rendering pipeline and visuals
- `system:ui-hierarchy` - UI component hierarchy and composition
- `system:grid` - Grid system and spatial containers
- `system:animation` - Animation and property interpolation
- `system:python-binding` - Python/C++ binding layer
- `system:input` - Input handling and events
- `system:performance` - Performance optimization and profiling
- `system:documentation` - Documentation infrastructure
2. **Priority Labels** (development timeline):
- `priority:tier1-active` - Current development focus - critical path to v1.0
- `priority:tier2-foundation` - Important foundation work - not blocking v1.0
- `priority:tier3-future` - Future features - deferred until after v1.0
3. **Type/Scope Labels** (effort and complexity):
- `Major Feature` - Significant time and effort required
- `Minor Feature` - Some effort required to create or overhaul functionality
- `Tiny Feature` - Quick and easy - a few lines or little interconnection
- `Bugfix` - Fixes incorrect behavior
- `Refactoring & Cleanup` - No new functionality, just improving codebase
- `Documentation` - Documentation work
- `Demo Target` - Functionality to demonstrate
4. **Workflow Labels** (current blockers/needs):
- `workflow:blocked` - Blocked by other work - waiting on dependencies
- `workflow:needs-documentation` - Needs documentation before or after implementation
- `workflow:needs-benchmark` - Needs performance testing and benchmarks
- `Alpha Release Requirement` - Blocker to 0.1 Alpha release
**When creating issues:**
- Apply at least one `system:*` label (what part of codebase)
- Apply one `priority:tier*` label (when to address it)
- Apply one type label (`Major Feature`, `Minor Feature`, `Tiny Feature`, or `Bugfix`)
- Apply `workflow:*` labels if applicable (blocked, needs docs, needs benchmarks)
**Example label combinations:**
- New rendering feature: `system:rendering`, `priority:tier2-foundation`, `Major Feature`
- Python API improvement: `system:python-binding`, `priority:tier1-active`, `Minor Feature`
- Performance work: `system:performance`, `priority:tier1-active`, `Major Feature`, `workflow:needs-benchmark`
**⚠️ CRITICAL BUG**: The Gitea MCP tool (v0.07) has a label application bug documented in `GITEA_MCP_LABEL_BUG_REPORT.md`:
- `add_issue_labels` and `replace_issue_labels` behave inconsistently
- Single ID arrays produce different results than multi-ID arrays for the SAME IDs
- Label IDs do not map reliably to actual labels
**Workaround Options:**
1. **Best**: Apply labels manually via web interface: `https://gamedev.ffwf.net/gitea/john/McRogueFace/issues/<number>`
2. **Automated**: Apply labels ONE AT A TIME using single-element arrays (slower but more reliable)
3. **Use single-ID mapping** (documented below)
**Label ID Reference** (for documentation purposes - see issue #131 for details):
```
1=Major Feature, 2=Alpha Release, 3=Bugfix, 4=Demo Target, 5=Documentation,
6=Minor Feature, 7=tier1-active, 8=tier2-foundation, 9=tier3-future,
10=Refactoring, 11=animation, 12=docs, 13=grid, 14=input, 15=performance,
16=python-binding, 17=rendering, 18=ui-hierarchy, 19=Tiny Feature,
20=blocked, 21=needs-benchmark, 22=needs-documentation
```
## Build System
McRogueFace uses a unified Makefile for both Linux native builds and Windows cross-compilation.
**IMPORTANT**: All `make` commands must be run from the **project root directory** (`/home/john/Development/McRogueFace/`), not from `build/` or any subdirectory.
### Quick Reference
```bash
# Linux builds
make # Build for Linux (default target)
make linux # Same as above
make run # Build and run
make clean # Remove Linux build artifacts
# Windows cross-compilation (requires MinGW-w64)
make windows # Release build for Windows
make windows-debug # Debug build with console output
make clean-windows # Remove Windows build artifacts
# Distribution packages
make package-linux-light # Linux with minimal stdlib (~25 MB)
make package-linux-full # Linux with full stdlib (~26 MB)
make package-windows-light # Windows with minimal stdlib
make package-windows-full # Windows with full stdlib
make package-all # All platform/preset combinations
# Cleanup
make clean-all # Remove all builds and packages
make clean-dist # Remove only distribution packages
```
### Build Outputs
| Command | Output Directory | Executable |
|---------|------------------|------------|
| `make` / `make linux` | `build/` | `build/mcrogueface` |
| `make windows` | `build-windows/` | `build-windows/mcrogueface.exe` |
| `make windows-debug` | `build-windows-debug/` | `build-windows-debug/mcrogueface.exe` |
| `make package-*` | `dist/` | `.tar.gz` or `.zip` archives |
### Prerequisites
**Linux build:**
- CMake 3.14+
- GCC/G++ with C++17 support
- SFML 2.6 development libraries
- Libraries in `__lib/` directory (libpython3.14, libtcod, etc.)
**Windows cross-compilation:**
- MinGW-w64 (`x86_64-w64-mingw32-g++-posix`)
- Libraries in `__lib_windows/` directory
- Toolchain file: `cmake/toolchains/mingw-w64-x86_64.cmake`
### Library Dependencies
The build expects pre-built libraries in:
- `__lib/` - Linux shared libraries (libpython3.14.so, libsfml-*.so, libtcod.so)
- `__lib/Python/Lib/` - Python standard library source
- `__lib/Python/lib.linux-x86_64-3.14/` - Python extension modules (.so)
- `__lib_windows/` - Windows DLLs and libraries
### Manual CMake Build
If you need more control over the build:
```bash
# Linux
mkdir build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
# Windows cross-compile
mkdir build-windows && cd build-windows
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/mingw-w64-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
# Windows debug with console
cmake .. -DCMAKE_TOOLCHAIN_FILE=../cmake/toolchains/mingw-w64-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Debug \
-DMCRF_WINDOWS_CONSOLE=ON
```
### Distribution Packaging
The packaging system creates self-contained archives with:
- Executable
- Required shared libraries
- Assets (sprites, fonts, audio)
- Python scripts
- Filtered Python stdlib (light or full variant)
**Light variant** (~25 MB): Core + gamedev + utility modules only
**Full variant** (~26 MB): Includes networking, async, debugging modules
Packaging tools:
- `tools/package.sh` - Main packaging orchestrator
- `tools/package_stdlib.py` - Creates filtered stdlib archives
- `tools/stdlib_modules.yaml` - Module categorization config
### Troubleshooting
**"No rule to make target 'linux'"**: You're in the wrong directory. Run `make` from project root.
**Library linking errors**: Ensure `__lib/` contains all required .so files. Check `CMakeLists.txt` for `link_directories(${CMAKE_SOURCE_DIR}/__lib)`.
**Windows build fails**: Verify MinGW-w64 is installed with posix thread model: `x86_64-w64-mingw32-g++-posix --version`
### Legacy Build Scripts
The following are deprecated but kept for reference:
- `build.sh` - Original Linux build script (use `make` instead)
- `GNUmakefile.legacy` - Old wrapper makefile (renamed to avoid conflicts)
## Project Architecture
McRogueFace is a C++ game engine with Python scripting support, designed for creating roguelike games. The architecture consists of:
### Core Engine (C++)
- **Entry Point**: `src/main.cpp` initializes the game engine
- **Scene System**: `Scene.h/cpp` manages game states
- **Entity System**: `UIEntity.h/cpp` provides game objects
- **Python Integration**: `McRFPy_API.h/cpp` exposes engine functionality to Python
- **UI Components**: `UIFrame`, `UICaption`, `UISprite`, `UIGrid` for rendering
### Game Logic (Python)
- **Main Script**: `src/scripts/game.py` contains game initialization and scene setup
- **Entity System**: `src/scripts/cos_entities.py` implements game entities (Player, Enemy, Boulder, etc.)
- **Level Generation**: `src/scripts/cos_level.py` uses BSP for procedural dungeon generation
- **Tile System**: `src/scripts/cos_tiles.py` implements Wave Function Collapse for tile placement
### Key Python API (`mcrfpy` module)
The C++ engine exposes these primary functions to Python:
- Scene Management: `Scene("name")` object
- Entity Creation: `Entity()` with position and sprite properties
- Grid Management: `Grid()` for tilemap rendering
- Input Handling: `keypressScene()` for keyboard events
- Audio: `createSoundBuffer()`, `playSound()`, `setVolume()`
- Timers: `Timer("name")` object for event scheduling
## Development Workflow
### Running the Game
After building, the executable expects:
- `assets/` directory with sprites, fonts, and audio
- `scripts/` directory with Python game files
- Python 3.12 shared libraries in `./lib/`
### Modifying Game Logic
- Game scripts are in `src/scripts/`
- Main game entry is `game.py`
- Entity behavior in `cos_entities.py`
- Level generation in `cos_level.py`
### Adding New Features
1. C++ API additions go in `src/McRFPy_API.cpp`
2. Expose to Python using the existing binding pattern
3. Update Python scripts to use new functionality
## Testing
### Test Suite Structure
The `tests/` directory contains the comprehensive test suite:
```
tests/
├── run_tests.py # Test runner - executes all tests with timeout
├── unit/ # Unit tests for individual components (105+ tests)
├── integration/ # Integration tests for system interactions
├── regression/ # Bug regression tests (issue_XX_*.py)
├── benchmarks/ # Performance benchmarks
├── demo/ # Feature demonstration system
│ ├── demo_main.py # Interactive demo runner
│ ├── screens/ # Per-feature demo screens
│ └── screenshots/ # Generated demo screenshots
└── notes/ # Analysis files and documentation
```
### Running Tests
```bash
# Run the full test suite (from tests/ directory)
cd tests && python3 run_tests.py
# Run a specific test
cd build && ./mcrogueface --headless --exec ../tests/unit/some_test.py
# Run the demo system interactively
cd build && ./mcrogueface ../tests/demo/demo_main.py
# Generate demo screenshots (headless)
cd build && ./mcrogueface --headless --exec ../tests/demo/demo_main.py
```
### Reading Tests as Examples
**IMPORTANT**: Before implementing a feature or fixing a bug, check existing tests for API usage examples:
- `tests/unit/` - Shows correct usage of individual mcrfpy classes and functions
- `tests/demo/screens/` - Complete working examples of UI components
- `tests/regression/` - Documents edge cases and bug scenarios
Example: To understand Animation API:
```bash
grep -r "Animation" tests/unit/
cat tests/demo/screens/animation_demo.py
```
### Writing Tests
**Always write tests when adding features or fixing bugs:**
1. **For new features**: Create `tests/unit/feature_name_test.py`
2. **For bug fixes**: Create `tests/regression/issue_XX_description_test.py`
3. **For demos**: Add to `tests/demo/screens/` if it showcases a feature
### Quick Testing Commands
```bash
# Test headless mode with inline Python
cd build
./mcrogueface --headless -c "import mcrfpy; print('Headless test')"
# Run specific test with output
./mcrogueface --headless --exec ../tests/unit/my_test.py 2>&1
```
## Common Development Tasks
### Compiling McRogueFace
See the [Build System](#build-system) section above for comprehensive build instructions.
```bash
# Quick reference (run from project root!)
make # Linux build
make windows # Windows cross-compile
make clean && make # Full rebuild
```
### Running and Capturing Output
```bash
# Run with timeout and capture output
cd build
timeout 5 ./mcrogueface 2>&1 | tee output.log
# Run in background and kill after delay
./mcrogueface > output.txt 2>&1 & PID=$!; sleep 3; kill $PID 2>/dev/null
# Just capture first N lines (useful for crashes)
./mcrogueface 2>&1 | head -50
```
### Debugging with GDB
```bash
# Interactive debugging
gdb ./mcrogueface
(gdb) run
(gdb) bt # backtrace after crash
# Batch mode debugging (non-interactive)
gdb -batch -ex run -ex where -ex quit ./mcrogueface 2>&1
# Get just the backtrace after a crash
gdb -batch -ex "run" -ex "bt" ./mcrogueface 2>&1 | head -50
# Debug with specific commands
echo -e "run\nbt 5\nquit\ny" | gdb ./mcrogueface 2>&1
```
### Testing Different Python Scripts
```bash
# The game automatically runs build/scripts/game.py on startup
# To test different behavior:
# Option 1: Replace game.py temporarily
cd build
cp scripts/my_test_script.py scripts/game.py
./mcrogueface
# Option 2: Backup original and test
mv scripts/game.py scripts/game.py.bak
cp my_test.py scripts/game.py
./mcrogueface
mv scripts/game.py.bak scripts/game.py
# Option 3: For quick tests, create minimal game.py
echo 'import mcrfpy; print("Test"); scene = mcrfpy.Scene("test"); scene.activate()' > scripts/game.py
```
### Understanding Key Macros and Patterns
#### RET_PY_INSTANCE Macro (UIDrawable.h)
This macro handles converting C++ UI objects to their Python equivalents:
```cpp
RET_PY_INSTANCE(target);
// Expands to a switch on target->derived_type() that:
// 1. Allocates the correct Python object type (Frame, Caption, Sprite, Grid)
// 2. Sets the shared_ptr data member
// 3. Returns the PyObject*
```
#### Collection Patterns
- `UICollection` wraps `std::vector<std::shared_ptr<UIDrawable>>`
- `UIEntityCollection` wraps `std::list<std::shared_ptr<UIEntity>>`
- Different containers require different iteration code (vector vs list)
#### Python Object Creation Patterns
```cpp
// Pattern 1: Using tp_alloc (most common)
auto o = (PyUIFrameObject*)type->tp_alloc(type, 0);
o->data = std::make_shared<UIFrame>();
// Pattern 2: Getting type from module
auto type = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Entity");
auto o = (PyUIEntityObject*)type->tp_alloc(type, 0);
// Pattern 3: Direct shared_ptr assignment
iterObj->data = self->data; // Shares the C++ object
```
### Working Directory Structure
```
build/
├── mcrogueface # The executable
├── scripts/
│ └── game.py # Auto-loaded Python script
├── assets/ # Copied from source during build
└── lib/ # Python libraries (copied from __lib/)
```
### Quick Iteration Tips
- Keep a test script ready for quick experiments
- Use `timeout` to auto-kill hanging processes
- The game expects a window manager; use Xvfb for headless testing
- Python errors go to stderr, game output to stdout
- Segfaults usually mean Python type initialization issues
## Important Notes
- The project uses SFML for graphics/audio and libtcod for roguelike utilities
- Python scripts are loaded at runtime from the `scripts/` directory
- Asset loading expects specific paths relative to the executable
- The game was created for 7DRL 2025 as "Crypt of Sokoban"
- Iterator implementations require careful handling of C++/Python boundaries
## Testing Guidelines
### Test-Driven Development
- **Always write tests first**: Create tests in `./tests/` for all bugs and new features
- **Practice TDD**: Write tests that fail to demonstrate the issue, then pass after the fix
- **Read existing tests**: Check `tests/unit/` and `tests/demo/screens/` for API examples before writing code
- **Close the loop**: Reproduce issue → change code → recompile → run test → verify
### Two Types of Tests
#### 1. Direct Execution Tests (No Game Loop)
For tests that only need class initialization or direct code execution:
```python
# tests/unit/my_feature_test.py
import mcrfpy
import sys
# Test code - runs immediately
frame = mcrfpy.Frame(pos=(0,0), size=(100,100))
assert frame.x == 0
assert frame.w == 100
print("PASS")
sys.exit(0)
```
#### 2. Game Loop Tests (Timer-Based)
For tests requiring rendering, screenshots, or elapsed time:
```python
# tests/unit/my_visual_test.py
import mcrfpy
from mcrfpy import automation
import sys
def run_test(runtime):
"""Timer callback - runs after game loop starts"""
automation.screenshot("test_result.png")
# Validate results...
print("PASS")
sys.exit(0)
test_scene = mcrfpy.Scene("test")
ui = test_scene.children
ui.append(mcrfpy.Frame(pos=(50,50), size=(100,100)))
mcrfpy.current_scene = test_scene
timer = mcrfpy.Timer("test", run_test, 100)
```
### Key Testing Principles
- **Timer callbacks are essential**: Screenshots only work after the render loop starts
- **Use automation API**: `automation.screenshot()`, `automation.click()` for visual testing
- **Exit properly**: Always call `sys.exit(0)` for PASS or `sys.exit(1)` for FAIL
- **Headless mode**: Use `--headless --exec` for CI/automated testing
- **Check examples first**: Read `tests/demo/screens/*.py` for correct API usage
### API Quick Reference (from tests)
```python
# Scene: create and activate a scene, or create another scene
mcrfpy.current_scene = mcrfpy.Scene("test")
demo_scene = mcrfpy.Scene("demo")
# Animation: (property, target_value, duration, easing)
# direct use of Animation object: deprecated
#anim = mcrfpy.Animation("x", 500.0, 2.0, "easeInOut")
#anim.start(frame)
# preferred: create animations directly against the targeted object; use Enum of easing functions
frame.animate("x", 500.0, 2.0, mcrfpy.Easing.EASE_IN_OUT)
# Caption: use keyword arguments to avoid positional conflicts
cap = mcrfpy.Caption(text="Hello", pos=(100, 100))
# Grid center: uses pixel coordinates, not cell coordinates
grid = mcrfpy.Grid(grid_size=(15, 10), pos=(50, 50), size=(400, 300))
grid.center = (120, 80) # pixels: (cells * cell_size / 2)
# grid center defaults to the position that puts (0, 0) in the top left corner of the grid's visible area.
# set grid.center to focus on that position. To position the camera in tile coordinates, use grid.center_camera():
grid.center_camera((14.5, 8.5)) # offset of 0.5 tiles to point at the middle of the tile
# Keyboard handler: key names are "Num1", "Num2", "Escape", "Q", etc.
def on_key(key, state):
if key == "Num1" and state == "start":
demo_scene.activate()
```
## Development Best Practices
### Testing and Deployment
- **Keep tests in ./tests, not ./build/tests** - ./build gets shipped, tests shouldn't be included
- **Run full suite before commits**: `cd tests && python3 run_tests.py`
## Documentation Guidelines
### Documentation Macro System
**As of 2025-10-30, McRogueFace uses a macro-based documentation system** (`src/McRFPy_Doc.h`) that ensures consistent, complete docstrings across all Python bindings.
#### Include the Header
```cpp
#include "McRFPy_Doc.h"
```
#### Documenting Methods
For methods in PyMethodDef arrays, use `MCRF_METHOD`:
```cpp
{"method_name", (PyCFunction)Class::method, METH_VARARGS,
MCRF_METHOD(ClassName, method_name,
MCRF_SIG("(arg1: type, arg2: type)", "return_type"),
MCRF_DESC("Brief description of what the method does."),
MCRF_ARGS_START
MCRF_ARG("arg1", "Description of first argument")
MCRF_ARG("arg2", "Description of second argument")
MCRF_RETURNS("Description of return value")
MCRF_RAISES("ValueError", "Condition that raises this exception")
MCRF_NOTE("Important notes or caveats")
MCRF_LINK("docs/guide.md", "Related Documentation")
)},
```
#### Documenting Properties
For properties in PyGetSetDef arrays, use `MCRF_PROPERTY`:
```cpp
{"property_name", (getter)getter_func, (setter)setter_func,
MCRF_PROPERTY(property_name,
"Brief description of the property. "
"Additional details about valid values, side effects, etc."
), NULL},
```
#### Available Macros
- `MCRF_SIG(params, ret)` - Method signature
- `MCRF_DESC(text)` - Description paragraph
- `MCRF_ARGS_START` - Begin arguments section
- `MCRF_ARG(name, desc)` - Individual argument
- `MCRF_RETURNS(text)` - Return value description
- `MCRF_RAISES(exception, condition)` - Exception documentation
- `MCRF_NOTE(text)` - Important notes
- `MCRF_LINK(path, text)` - Reference to external documentation
#### Documentation Prose Guidelines
**Keep C++ docstrings concise** (1-2 sentences per section). For complex topics, use `MCRF_LINK` to reference external guides:
```cpp
MCRF_LINK("docs/animation-guide.md", "Animation System Tutorial")
```
**External documentation** (in `docs/`) can be verbose with examples, tutorials, and design rationale.
### Regenerating Documentation
After modifying C++ inline documentation with MCRF_* macros:
1. **Rebuild the project**: `make -j$(nproc)`
2. **Generate all documentation** (recommended - single command):
```bash
./tools/generate_all_docs.sh
```
This creates:
- `docs/api_reference_dynamic.html` - HTML API reference
- `docs/API_REFERENCE_DYNAMIC.md` - Markdown API reference
- `docs/mcrfpy.3` - Unix man page (section 3)
- `stubs/mcrfpy.pyi` - Type stubs for IDE support
3. **Or generate individually**:
```bash
# API docs (HTML + Markdown)
./build/mcrogueface --headless --exec tools/generate_dynamic_docs.py
# Type stubs (manually-maintained with @overload support)
./build/mcrogueface --headless --exec tools/generate_stubs_v2.py
# Man page (requires pandoc)
./tools/generate_man_page.sh
```
**System Requirements:**
- `pandoc` must be installed for man page generation: `sudo apt-get install pandoc`
### Important Notes
- **Single source of truth**: Documentation lives in C++ source files via MCRF_* macros
- **McRogueFace as Python interpreter**: Documentation scripts MUST be run using McRogueFace itself, not system Python
- **Use --headless --exec**: For non-interactive documentation generation
- **Link transformation**: `MCRF_LINK` references are transformed to appropriate format (HTML, Markdown, etc.)
- **No manual dictionaries**: The old hardcoded documentation system has been removed
### Documentation Pipeline Architecture
1. **C++ Source** → MCRF_* macros in PyMethodDef/PyGetSetDef arrays
2. **Compilation** → Macros expand to complete docstrings embedded in module
3. **Introspection** → Scripts use `dir()`, `getattr()`, `__doc__` to extract
4. **Generation** → HTML/Markdown/Stub files created with transformed links
5. **No drift**: Impossible for docs and code to disagree - they're the same file!
The macro system ensures complete, consistent documentation across all Python bindings.
### Adding Documentation for New Python Types
When adding a new Python class/type to the engine, follow these steps to ensure it's properly documented:
#### 1. Class Docstring (tp_doc)
In the `PyTypeObject` definition (usually in the header file), set `tp_doc` with a comprehensive docstring:
```cpp
// In PyMyClass.h
.tp_doc = PyDoc_STR(
"MyClass(arg1: type, arg2: type)\n\n"
"Brief description of what this class does.\n\n"
"Args:\n"
" arg1: Description of first argument.\n"
" arg2: Description of second argument.\n\n"
"Properties:\n"
" prop1 (type, read-only): Description of property.\n"
" prop2 (type): Description of writable property.\n\n"
"Example:\n"
" obj = mcrfpy.MyClass('example', 42)\n"
" print(obj.prop1)\n"
),
```
#### 2. Method Documentation (PyMethodDef)
For each method in the `methods[]` array, use the MCRF_* macros:
```cpp
// In PyMyClass.cpp
PyMethodDef PyMyClass::methods[] = {
{"do_something", (PyCFunction)do_something, METH_VARARGS,
MCRF_METHOD(MyClass, do_something,
MCRF_SIG("(value: int)", "bool"),
MCRF_DESC("Does something with the value."),
MCRF_ARGS_START
MCRF_ARG("value", "The value to process")
MCRF_RETURNS("True if successful, False otherwise")
)},
{NULL} // Sentinel
};
```
#### 3. Property Documentation (PyGetSetDef)
For each property in the `getsetters[]` array, include a docstring:
```cpp
// In PyMyClass.cpp
PyGetSetDef PyMyClass::getsetters[] = {
{"property_name", (getter)get_property, (setter)set_property,
"Property description. Include (type, read-only) if not writable.",
NULL},
{NULL} // Sentinel
};
```
**Important for read-only properties:** Include "read-only" in the docstring so the doc generator detects it:
```cpp
{"name", (getter)get_name, NULL, // NULL setter = read-only
"Object name (str, read-only). Unique identifier.",
NULL},
```
#### 4. Register Type in Module
Ensure the type is properly registered in `McRFPy_API.cpp` and its methods/getsetters are assigned:
```cpp
// Set methods and getsetters before PyType_Ready
mcrfpydef::PyMyClassType.tp_methods = PyMyClass::methods;
mcrfpydef::PyMyClassType.tp_getset = PyMyClass::getsetters;
// Then call PyType_Ready and add to module
```
#### 5. Regenerate Documentation
After adding the new type, regenerate all docs:
```bash
make -j4 # Rebuild with new documentation
cd build
./mcrogueface --headless --exec ../tools/generate_dynamic_docs.py
cp docs/API_REFERENCE_DYNAMIC.md ../docs/
cp docs/api_reference_dynamic.html ../docs/
```
#### 6. Update Type Stubs (Optional)
For IDE support, update `stubs/mcrfpy.pyi` with the new class:
```python
class MyClass:
"""Brief description."""
def __init__(self, arg1: str, arg2: int) -> None: ...
@property
def prop1(self) -> str: ...
def do_something(self, value: int) -> bool: ...
```
### Documentation Extraction Details
The doc generator (`tools/generate_dynamic_docs.py`) uses Python introspection:
- **Classes**: Detected via `inspect.isclass()`, docstring from `cls.__doc__`
- **Methods**: Detected via `callable()` check on class attributes
- **Properties**: Detected via `types.GetSetDescriptorType` (C++ extension) or `property` (Python)
- **Read-only detection**: Checks if "read-only" appears in property docstring
If documentation isn't appearing, verify:
1. The type is exported to the `mcrfpy` module
2. Methods/getsetters arrays are properly assigned before `PyType_Ready()`
3. Docstrings don't contain null bytes or invalid UTF-8
---
- Close issues automatically in gitea by adding to the commit message "closes #X", where X is the issue number. This associates the issue closure with the specific commit, so granular commits are preferred. You should only use the MCP tool to close issues directly when discovering that the issue is already complete; when committing changes, always such "closes" (or the opposite, "reopens") references to related issues. If on a feature branch, the issue will be referenced by the commit, and when merged to master, the issue will be actually closed (or reopened).

View file

@ -8,49 +8,157 @@ 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 # Detect cross-compilation for Windows (MinGW)
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux) if(CMAKE_CROSSCOMPILING AND WIN32)
include_directories(${CMAKE_SOURCE_DIR}/deps) set(MCRF_CROSS_WINDOWS TRUE)
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux/Python-3.11.1) message(STATUS "Cross-compiling for Windows using MinGW")
include_directories(${CMAKE_SOURCE_DIR}/deps/libtcod) endif()
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython) # Add include directories
include_directories(${CMAKE_SOURCE_DIR}/deps/Python) include_directories(${CMAKE_SOURCE_DIR}/deps)
include_directories(SYSTEM ${CMAKE_SOURCE_DIR}/deps/libtcod)
# Python includes: use different paths for Windows vs Linux
if(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(${CMAKE_SOURCE_DIR}/deps/Python)
endif()
# ImGui and ImGui-SFML include directories
include_directories(${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
)
# 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
set(LINK_LIBS list(APPEND SOURCES ${IMGUI_SOURCES})
m
dl
util
pthread
python3.12
sfml-graphics
sfml-window
sfml-system
sfml-audio
tcod)
# On Windows, add any additional libs and include directories # Find OpenGL (required by ImGui-SFML)
if(WIN32) if(MCRF_CROSS_WINDOWS)
# Add the necessary Windows-specific libraries and include directories # For cross-compilation, OpenGL is provided by MinGW
# include_directories(path_to_additional_includes) set(OPENGL_LIBRARIES opengl32)
# link_directories(path_to_additional_libs)
# list(APPEND LINK_LIBS additional_windows_libs)
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
else() else()
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux) find_package(OpenGL REQUIRED)
set(OPENGL_LIBRARIES OpenGL::GL)
endif() endif()
# Add the directory where the linker should look for the libraries # Create a list of libraries to link against
#link_directories(${CMAKE_SOURCE_DIR}/deps_linux) if(MCRF_CROSS_WINDOWS)
link_directories(${CMAKE_SOURCE_DIR}/lib) # 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
set(LINK_LIBS
sfml-graphics
sfml-window
sfml-system
sfml-audio
tcod
python3.14
m dl util pthread
${OPENGL_LIBRARIES})
include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
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})
# Define NO_SDL for libtcod-headless headers (excludes SDL-dependent code)
target_compile_definitions(mcrogueface PRIVATE NO_SDL)
# 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()
# Now the linker will find the libraries in the specified directory # Now the linker will find the libraries in the specified directory
target_link_libraries(mcrogueface ${LINK_LIBS}) target_link_libraries(mcrogueface ${LINK_LIBS})
@ -67,9 +175,44 @@ add_custom_command(TARGET mcrogueface POST_BUILD
# Copy Python standard library to build directory # Copy Python standard library to build directory
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>/lib) ${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
# rpath for including shared libraries # On Windows, copy DLLs to executable directory
set_target_properties(mcrogueface PROPERTIES if(MCRF_CROSS_WINDOWS)
INSTALL_RPATH "./lib") # 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
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>
COMMAND ${CMAKE_COMMAND} -E echo "Copied DLLs to executable directory")
endif()
# rpath for including shared libraries (Linux/Unix only)
if(NOT WIN32)
set_target_properties(mcrogueface PROPERTIES
INSTALL_RPATH "$ORIGIN/./lib")
endif()

198
README.md
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@ -1,30 +1,182 @@
# McRogueFace - 2D Game Engine # McRogueFace
An experimental prototype game engine built for my own use in 7DRL 2023.
*Blame my wife for the name* *Blame my wife for the name*
## Tenets: A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML.
* C++ first, Python close behind. * Core roguelike logic from libtcod: field of view, pathfinding
* Entity-Component system based on David Churchill's Memorial University COMP4300 course lectures available on Youtube. * Animate sprites with multiple frames. Smooth transitions for positions, sizes, zoom, and camera
* Graphics, particles and shaders provided by SFML. * Simple GUI element system allows keyboard and mouse input, composition
* Pathfinding, noise generation, and other Roguelike goodness provided by TCOD. * No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship"
## Why? ![ Image ]()
I did the r/RoguelikeDev TCOD tutorial in Python. I loved it, but I did not want to be limited to ASCII. I want to be able to draw pixels on top of my tiles (like lines or circles) and eventually incorporate even more polish. **Pre-Alpha Release Demo**: my 7DRL 2025 entry *"Crypt of Sokoban"* - a prototype with buttons, boulders, enemies, and items.
## To-do ## Quick Start
* ✅ Initial Commit **Download**:
* ✅ Integrate scene, action, entity, component system from COMP4300 engine
* ✅ Windows / Visual Studio project - The entire McRogueFace visual framework:
* ✅ Draw Sprites - **Sprite**: an image file or one sprite from a shared sprite sheet
* ✅ Play Sounds - **Caption**: load a font, display text
* ✅ Draw UI, spawn entity from Python code - **Frame**: A rectangle; put other things on it to move or manage GUIs as modules
* ❌ Python AI for entities (NPCs on set paths, enemies towards player) - **Grid**: A 2D array of tiles with zoom + position control
* ✅ Walking / Collision - **Entity**: Lives on a Grid, displays a sprite, and can have a perspective or move along a path
* ❌ "Boards" (stairs / doors / walk off edge of screen) - **Animation**: Change any property on any of the above over time
* ❌ Cutscenes - interrupt normal controls, text scroll, character portraits
* ❌ Mouse integration - tooltips, zoom, click to select targets, cursors ```bash
# Clone and build
git clone <wherever you found this repo>
cd McRogueFace
make
# Run the example game
cd build
./mcrogueface
```
## 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: Creating a Simple Scene
```python
import mcrfpy
# Create a new scene
intro = mcrfpy.Scene("intro")
# Add a text caption
caption = mcrfpy.Caption((50, 50), "Welcome to McRogueFace!")
caption.size = 48
caption.fill_color = (255, 255, 255)
# Add to scene
intro.children.append(caption)
# Switch to the scene
intro.activate()
```
## Documentation
### 📚 Developer Documentation
For comprehensive documentation about systems, architecture, and development workflows:
**[Project Wiki](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki)**
Key wiki pages:
- **[Home](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Home)** - Documentation hub with multiple entry points
- **[Grid System](https://gamedev.ffwf.net/gitea/john/McRogueFace/wiki/Grid-System)** - Three-layer grid architecture
- **[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
- C++17 compiler (GCC 7+ or Clang 5+)
- CMake 3.14+
- Python 3.12+
- SFML 2.6
- Linux or Windows (macOS untested)
## Project Structure
```
McRogueFace/
├── assets/ # Sprites, fonts, audio
├── build/ # Build output directory: zip + ship
│ ├─ (*)assets/ # (copied location of assets)
│ ├─ (*)scripts/ # (copied location of src/scripts)
│ └─ lib/ # SFML, TCOD libraries, Python + standard library / modules
├── deps/ # Python, SFML, and libtcod imports can be tossed in here to build
│ └─ platform/ # windows, linux subdirectories for OS-specific cpython config
├── docs/ # generated HTML, markdown docs
│ └─ stubs/ # .pyi files for editor integration
├── modules/ # git submodules, to build all of McRogueFace's dependencies from source
├── src/ # C++ engine source
│ └─ scripts/ # Python game scripts (copied during build)
└── tests/ # Automated test suite
└── tools/ # For the McRogueFace ecosystem: docs generation
```
If you are building McRogueFace to implement game logic or scene configuration in C++, you'll have to compile the project.
If you are writing a game in Python using McRogueFace, you only need to rename and zip/distribute the `build` directory.
## Philosophy
- **C++ every frame, Python every tick**: All rendering data is handled in C++. Structure your UI and program animations in Python, and they are rendered without Python. All game logic can be written in Python.
- **No Compiling Required; Zip And Ship**: Implement your game objects with Python, zip up McRogueFace with your "game.py" to ship
- **Built-in Roguelike Support**: Dungeon generation, pathfinding, and field-of-view via libtcod
- **Hands-Off Testing**: PyAutoGUI-inspired event generation framework. All McRogueFace interactions can be performed headlessly via script: for software testing or AI integration
- **Interactive Development**: Python REPL integration for live game debugging. Use `mcrogueface` like a Python interpreter
## Contributing
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.
### 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
This project is licensed under the MIT License - see LICENSE file for details.
## Acknowledgments
- Developed for 7-Day Roguelike 2023, 2024, 2025 - here's to many more
- 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

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@ -0,0 +1,223 @@
# McRogueFace - Development Roadmap
## Project Status
**Current State**: Active development - C++ game engine with Python scripting
**Latest Release**: Alpha 0.1
**Issue Tracking**: See [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues) for current tasks and bugs
---
## 🎯 Strategic Vision
### Engine Philosophy
- **C++ First**: Performance-critical code stays in C++
- **Python Close Behind**: Rich scripting without frame-rate impact
- **Game-Ready**: Each improvement should benefit actual game development
### Architecture Goals
1. **Clean Inheritance**: Drawable → UI components, proper type preservation
2. **Collection Consistency**: Uniform iteration, indexing, and search patterns
3. **Resource Management**: RAII everywhere, proper lifecycle handling
4. **Multi-Platform**: Windows/Linux feature parity maintained
---
## 🏗️ Architecture Decisions
### Three-Layer Grid Architecture
Following successful roguelike patterns (Caves of Qud, Cogmind, DCSS):
1. **Visual Layer** (UIGridPoint) - Sprites, colors, animations
2. **World State Layer** (TCODMap) - Walkability, transparency, physics
3. **Entity Perspective Layer** (UIGridPointState) - Per-entity FOV, knowledge
### Performance Architecture
Critical for large maps (1000x1000):
- **Spatial Hashing** for entity queries (not quadtrees!)
- **Batch Operations** with context managers (10-100x speedup)
- **Memory Pooling** for entities and components
- **Dirty Flag System** to avoid unnecessary updates
- **Zero-Copy NumPy Integration** via buffer protocol
### Key Insight from Research
"Minimizing Python/C++ boundary crossings matters more than individual function complexity"
- Batch everything possible
- Use context managers for logical operations
- Expose arrays, not individual cells
- Profile and optimize hot paths only
---
## 🚀 Development Phases
For detailed task tracking and current priorities, see the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).
### Phase 1: Foundation Stabilization ✅
**Status**: Complete
**Key Issues**: #7 (Safe Constructors), #71 (Base Class), #87 (Visibility), #88 (Opacity)
### Phase 2: Constructor & API Polish ✅
**Status**: Complete
**Key Features**: Pythonic API, tuple support, standardized defaults
### Phase 3: Entity Lifecycle Management ✅
**Status**: Complete
**Key Issues**: #30 (Entity.die()), #93 (Vector methods), #94 (Color helpers), #103 (Timer objects)
### Phase 4: Visibility & Performance ✅
**Status**: Complete
**Key Features**: AABB culling, name system, profiling tools
### Phase 5: Window/Scene Architecture ✅
**Status**: Complete
**Key Issues**: #34 (Window object), #61 (Scene object), #1 (Resize events), #105 (Scene transitions)
### Phase 6: Rendering Revolution ✅
**Status**: Complete
**Key Issues**: #50 (Grid backgrounds), #6 (RenderTexture), #8 (Viewport rendering)
### Phase 7: Documentation & Distribution ✅
**Status**: Complete (2025-10-30)
**Key Issues**: #85 (Docstrings), #86 (Parameter docs), #108 (Type stubs), #97 (API docs)
**Completed**: All classes and functions converted to MCRF_* macro system with automated HTML/Markdown/man page generation
See [current open issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues?state=open) for active work.
---
## 🔮 Future Vision: Pure Python Extension Architecture
### Concept: McRogueFace as a Traditional Python Package
**Status**: Long-term vision
**Complexity**: Major architectural overhaul
Instead of being a C++ application that embeds Python, McRogueFace could be redesigned as a pure Python extension module that can be installed via `pip install mcrogueface`.
### Technical Approach
1. **Separate Core Engine from Python Embedding**
- Extract SFML rendering, audio, and input into C++ extension modules
- Remove embedded CPython interpreter
- Use Python's C API to expose functionality
2. **Module Structure**
```
mcrfpy/
├── __init__.py # Pure Python coordinator
├── _core.so # C++ rendering/game loop extension
├── _sfml.so # SFML bindings
├── _audio.so # Audio system bindings
└── engine.py # Python game engine logic
```
3. **Inverted Control Flow**
- Python drives the main loop instead of C++
- C++ extensions handle performance-critical operations
- Python manages game logic, scenes, and entity systems
### Benefits
- **Standard Python Packaging**: `pip install mcrogueface`
- **Virtual Environment Support**: Works with venv, conda, poetry
- **Better IDE Integration**: Standard Python development workflow
- **Easier Testing**: Use pytest, standard Python testing tools
- **Cross-Python Compatibility**: Support multiple Python versions
- **Modular Architecture**: Users can import only what they need
### Challenges
- **Major Refactoring**: Complete restructure of codebase
- **Performance Considerations**: Python-driven main loop overhead
- **Build Complexity**: Multiple extension modules to compile
- **Platform Support**: Need wheels for many platform/Python combinations
- **API Stability**: Would need careful design to maintain compatibility
### Example Usage (Future Vision)
```python
import mcrfpy
from mcrfpy import Scene, Frame, Sprite, Grid
# Create game directly in Python
game = mcrfpy.Game(width=1024, height=768)
# Define scenes using Python classes
class MainMenu(Scene):
def on_enter(self):
self.ui.append(Frame(100, 100, 200, 50))
self.ui.append(Sprite("logo.png", x=400, y=100))
def on_keypress(self, key, pressed):
if key == "ENTER" and pressed:
self.game.set_scene("game")
# Run the game
game.add_scene("menu", MainMenu())
game.run()
```
This architecture would make McRogueFace a first-class Python citizen, following standard Python packaging conventions while maintaining high performance through C++ extensions.
---
## 📋 Major Feature Areas
For current status and detailed tasks, see the corresponding Gitea issue labels:
### Core Systems
- **UI/Rendering System**: Issues tagged `[Major Feature]` related to rendering
- **Grid/Entity System**: Pathfinding, FOV, entity management
- **Animation System**: Property animation, easing functions, callbacks
- **Scene/Window Management**: Scene lifecycle, transitions, viewport
### Performance Optimization
- **#115**: SpatialHash for 10,000+ entities
- **#116**: Dirty flag system
- **#113**: Batch operations for NumPy-style access
- **#117**: Memory pool for entities
### Advanced Features
- **#118**: Scene as Drawable (scenes can be drawn/animated)
- **#122**: Parent-Child UI System
- **#123**: Grid Subgrid System (256x256 chunks)
- **#124**: Grid Point Animation
- **#106**: Shader support
- **#107**: Particle system
### Documentation
- **#92**: Inline C++ documentation system
- **#91**: Python type stub files (.pyi)
- **#97**: Automated API documentation extraction
- **#126**: Generate perfectly consistent Python interface
---
## 📚 Resources
- **Issue Tracker**: [Gitea Issues](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues)
- **Source Code**: [Gitea Repository](https://gamedev.ffwf.net/gitea/john/McRogueFace)
- **Documentation**: See `CLAUDE.md` for build instructions and development guide
- **Tutorial**: See `roguelike_tutorial/` for implementation examples
- **Workflow**: See "Gitea-First Workflow" section in `CLAUDE.md` for issue management best practices
---
## 🔄 Development Workflow
**Gitea is the Single Source of Truth** for this project. Before starting any work:
1. **Check Gitea Issues** for existing tasks, bugs, or related work
2. **Create granular issues** for new features or problems
3. **Update issues** when work affects other systems
4. **Document discoveries** - if something is undocumented or misleading, create a task to fix it
5. **Cross-reference commits** with issue numbers (e.g., "Fixes #104")
See the "Gitea-First Workflow" section in `CLAUDE.md` for detailed guidelines on efficient development practices using the Gitea MCP tools.
---
*For current priorities, task tracking, and bug reports, please use the [Gitea issue tracker](https://gamedev.ffwf.net/gitea/john/McRogueFace/issues).*

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#!/bin/bash
# Build script for McRogueFace - compiles everything into ./build directory
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
echo -e "${GREEN}McRogueFace Build Script${NC}"
echo "========================="
# Create build directory if it doesn't exist
if [ ! -d "build" ]; then
echo -e "${YELLOW}Creating build directory...${NC}"
mkdir build
fi
# Change to build directory
cd build
# Run CMake to generate build files
echo -e "${YELLOW}Running CMake...${NC}"
cmake .. -DCMAKE_BUILD_TYPE=Release
# Check if CMake succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}CMake configuration failed!${NC}"
exit 1
fi
# Run make with parallel jobs
echo -e "${YELLOW}Building with make...${NC}"
make -j$(nproc)
# Check if make succeeded
if [ $? -ne 0 ]; then
echo -e "${RED}Build failed!${NC}"
exit 1
fi
echo -e "${GREEN}Build completed successfully!${NC}"
echo ""
echo "The build directory contains:"
ls -la
echo ""
echo -e "${GREEN}To run McRogueFace:${NC}"
echo " cd build"
echo " ./mcrogueface"
echo ""
echo -e "${GREEN}To create a distribution archive:${NC}"
echo " cd build"
echo " zip -r ../McRogueFace-$(date +%Y%m%d).zip ."

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@ -0,0 +1,36 @@
@echo off
REM Windows build script for McRogueFace
REM Run this over SSH without Visual Studio GUI
echo Building McRogueFace for Windows...
REM Clean previous build
if exist build_win rmdir /s /q build_win
mkdir build_win
cd build_win
REM Generate Visual Studio project files with CMake
REM Use -G to specify generator, -A for architecture
REM Visual Studio 2022 = "Visual Studio 17 2022"
REM Visual Studio 2019 = "Visual Studio 16 2019"
cmake -G "Visual Studio 17 2022" -A x64 ..
if errorlevel 1 (
echo CMake configuration failed!
exit /b 1
)
REM Build using MSBuild (comes with Visual Studio)
REM You can also use cmake --build . --config Release
msbuild McRogueFace.sln /p:Configuration=Release /p:Platform=x64 /m
if errorlevel 1 (
echo Build failed!
exit /b 1
)
echo Build completed successfully!
echo Executable location: build_win\Release\mcrogueface.exe
REM Alternative: Using cmake to build (works with any generator)
REM cmake --build . --config Release --parallel
cd ..

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@echo off
REM Windows build script using cmake --build (generator-agnostic)
REM This version works with any CMake generator
echo Building McRogueFace for Windows using CMake...
REM Set build directory
set BUILD_DIR=build_win
set CONFIG=Release
REM Clean previous build
if exist %BUILD_DIR% rmdir /s /q %BUILD_DIR%
mkdir %BUILD_DIR%
cd %BUILD_DIR%
REM Configure with CMake
REM You can change the generator here if needed:
REM -G "Visual Studio 17 2022" (VS 2022)
REM -G "Visual Studio 16 2019" (VS 2019)
REM -G "MinGW Makefiles" (MinGW)
REM -G "Ninja" (Ninja build system)
cmake -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=%CONFIG% ..
if errorlevel 1 (
echo CMake configuration failed!
cd ..
exit /b 1
)
REM Build using cmake (works with any generator)
cmake --build . --config %CONFIG% --parallel
if errorlevel 1 (
echo Build failed!
cd ..
exit /b 1
)
echo.
echo Build completed successfully!
echo Executable: %BUILD_DIR%\%CONFIG%\mcrogueface.exe
echo.
cd ..

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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")

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[
{
"directory": "/home/john/Development/McRogueFace/build",
"command": "/usr/bin/c++ -I/home/john/Development/McRogueFace/deps -I/home/john/Development/McRogueFace/deps/libtcod -I/home/john/Development/McRogueFace/deps/cpython -I/home/john/Development/McRogueFace/deps/Python -I/home/john/Development/McRogueFace/deps/platform/linux -g -std=gnu++2a -o CMakeFiles/mcrogueface.dir/src/GameEngine.cpp.o -c /home/john/Development/McRogueFace/src/GameEngine.cpp",
"file": "/home/john/Development/McRogueFace/src/GameEngine.cpp"
},
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@ -1,157 +0,0 @@
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red #FF0000
silver #C0C0C0
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burlywood #DEB887
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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;
} }

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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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@ -0,0 +1,12 @@
"""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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@ -0,0 +1,45 @@
"""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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@ -0,0 +1,11 @@
"""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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@ -0,0 +1,14 @@
"""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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@ -0,0 +1,82 @@
"""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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"""McRogueFace - Health Bar Widget (animated)
Documentation: https://mcrogueface.github.io/cookbook/ui_health_bar
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_health_bar_animated.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class AnimatedHealthBar:
"""Health bar with smooth fill animation."""
def __init__(self, x, y, w, h, current, maximum):
self.x = x
self.y = y
self.w = w
self.h = h
self.current = current
self.display_current = current # What's visually shown
self.maximum = maximum
self.timer_name = f"hp_anim_{id(self)}"
# Background
self.background = mcrfpy.Frame(x, y, w, h)
self.background.fill_color = mcrfpy.Color(40, 40, 40)
self.background.outline = 2
self.background.outline_color = mcrfpy.Color(60, 60, 60)
# Damage preview (shows recent damage in different color)
self.damage_fill = mcrfpy.Frame(x + 2, y + 2, w - 4, h - 4)
self.damage_fill.fill_color = mcrfpy.Color(180, 50, 50)
self.damage_fill.outline = 0
# Main fill
self.fill = mcrfpy.Frame(x + 2, y + 2, w - 4, h - 4)
self.fill.fill_color = mcrfpy.Color(50, 200, 50)
self.fill.outline = 0
self._update_display()
def _update_display(self):
"""Update the visual fill based on display_current."""
ratio = max(0, min(1, self.display_current / self.maximum))
self.fill.w = (self.w - 4) * ratio
# Color based on ratio
if ratio > 0.6:
self.fill.fill_color = mcrfpy.Color(50, 200, 50)
elif ratio > 0.3:
self.fill.fill_color = mcrfpy.Color(230, 180, 30)
else:
self.fill.fill_color = mcrfpy.Color(200, 50, 50)
def set_health(self, new_current, animate=True):
"""
Set health with optional animation.
Args:
new_current: New health value
animate: Whether to animate the transition
"""
old_current = self.current
self.current = max(0, min(self.maximum, new_current))
if not animate:
self.display_current = self.current
self._update_display()
return
# Show damage preview immediately
if self.current < old_current:
damage_ratio = self.current / self.maximum
self.damage_fill.w = (self.w - 4) * (old_current / self.maximum)
# Animate the fill
self._start_animation()
def _start_animation(self):
"""Start animating toward target health."""
mcrfpy.delTimer(self.timer_name)
def animate_step(dt):
# Lerp toward target
diff = self.current - self.display_current
if abs(diff) < 0.5:
self.display_current = self.current
mcrfpy.delTimer(self.timer_name)
# Also update damage preview
self.damage_fill.w = self.fill.w
else:
# Move 10% of the way each frame
self.display_current += diff * 0.1
self._update_display()
mcrfpy.setTimer(self.timer_name, animate_step, 16)
def damage(self, amount):
"""Apply damage with animation."""
self.set_health(self.current - amount, animate=True)
def heal(self, amount):
"""Apply healing with animation."""
self.set_health(self.current + amount, animate=True)
def add_to_scene(self, ui):
"""Add all frames to scene."""
ui.append(self.background)
ui.append(self.damage_fill)
ui.append(self.fill)
# Usage
hp_bar = AnimatedHealthBar(50, 50, 300, 30, current=100, maximum=100)
hp_bar.add_to_scene(ui)
# Damage will animate smoothly
hp_bar.damage(40)

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"""McRogueFace - Health Bar Widget (basic)
Documentation: https://mcrogueface.github.io/cookbook/ui_health_bar
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_health_bar_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
mcrfpy.createScene("game")
mcrfpy.setScene("game")
ui = mcrfpy.sceneUI("game")
# Player health bar at top
player_hp = EnhancedHealthBar(10, 10, 300, 30, 100, 100)
player_hp.add_to_scene(ui)
# Enemy health bar
enemy_hp = EnhancedHealthBar(400, 10, 200, 20, 50, 50)
enemy_hp.add_to_scene(ui)
# Simulate combat
def combat_tick(dt):
import random
if random.random() < 0.3:
player_hp.damage(random.randint(5, 15))
if random.random() < 0.4:
enemy_hp.damage(random.randint(3, 8))
mcrfpy.setTimer("combat", combat_tick, 1000)
# Keyboard controls for testing
def on_key(key, state):
if state != "start":
return
if key == "H":
player_hp.heal(20)
elif key == "D":
player_hp.damage(10)
mcrfpy.keypressScene(on_key)

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"""McRogueFace - Health Bar Widget (enhanced)
Documentation: https://mcrogueface.github.io/cookbook/ui_health_bar
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_health_bar_enhanced.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class EnhancedHealthBar:
"""Health bar with text display, color transitions, and animations."""
def __init__(self, x, y, w, h, current, maximum, show_text=True):
self.x = x
self.y = y
self.w = w
self.h = h
self.current = current
self.maximum = maximum
self.show_text = show_text
# Color thresholds (ratio -> color)
self.colors = {
0.6: mcrfpy.Color(50, 205, 50), # Green when > 60%
0.3: mcrfpy.Color(255, 165, 0), # Orange when > 30%
0.0: mcrfpy.Color(220, 20, 20), # Red when <= 30%
}
# Background frame with dark fill
self.background = mcrfpy.Frame(x, y, w, h)
self.background.fill_color = mcrfpy.Color(30, 30, 30)
self.background.outline = 2
self.background.outline_color = mcrfpy.Color(100, 100, 100)
# Fill frame (nested inside background conceptually)
padding = 2
self.fill = mcrfpy.Frame(
x + padding,
y + padding,
w - padding * 2,
h - padding * 2
)
self.fill.outline = 0
# Text label
self.label = None
if show_text:
self.label = mcrfpy.Caption(
"",
mcrfpy.default_font,
x + w / 2 - 20,
y + h / 2 - 8
)
self.label.fill_color = mcrfpy.Color(255, 255, 255)
self.label.outline = 1
self.label.outline_color = mcrfpy.Color(0, 0, 0)
self._update()
def _get_color_for_ratio(self, ratio):
"""Get the appropriate color based on health ratio."""
for threshold, color in sorted(self.colors.items(), reverse=True):
if ratio > threshold:
return color
# Return the lowest threshold color if ratio is 0 or below
return self.colors[0.0]
def _update(self):
"""Update fill width, color, and text."""
ratio = max(0, min(1, self.current / self.maximum))
# Update fill width (accounting for padding)
padding = 2
self.fill.w = (self.w - padding * 2) * ratio
# Update color based on ratio
self.fill.fill_color = self._get_color_for_ratio(ratio)
# Update text
if self.label:
self.label.text = f"{int(self.current)}/{int(self.maximum)}"
# Center the text
text_width = len(self.label.text) * 8 # Approximate
self.label.x = self.x + (self.w - text_width) / 2
def set_health(self, current, maximum=None):
"""Update health values."""
self.current = max(0, current)
if maximum is not None:
self.maximum = maximum
self._update()
def damage(self, amount):
"""Apply damage (convenience method)."""
self.set_health(self.current - amount)
def heal(self, amount):
"""Apply healing (convenience method)."""
self.set_health(min(self.maximum, self.current + amount))
def add_to_scene(self, ui):
"""Add all components to scene UI."""
ui.append(self.background)
ui.append(self.fill)
if self.label:
ui.append(self.label)
# Usage
mcrfpy.createScene("demo")
mcrfpy.setScene("demo")
ui = mcrfpy.sceneUI("demo")
# Create enhanced health bar
hp = EnhancedHealthBar(50, 50, 250, 25, current=100, maximum=100)
hp.add_to_scene(ui)
# Simulate damage
hp.damage(30) # Now 70/100, shows green
hp.damage(25) # Now 45/100, shows orange
hp.damage(20) # Now 25/100, shows red

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"""McRogueFace - Health Bar Widget (multi)
Documentation: https://mcrogueface.github.io/cookbook/ui_health_bar
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_health_bar_multi.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class ResourceBar:
"""Generic resource bar that can represent any stat."""
def __init__(self, x, y, w, h, current, maximum,
fill_color, bg_color=None, label=""):
self.x = x
self.y = y
self.w = w
self.h = h
self.current = current
self.maximum = maximum
self.label_text = label
if bg_color is None:
bg_color = mcrfpy.Color(30, 30, 30)
# Background
self.background = mcrfpy.Frame(x, y, w, h)
self.background.fill_color = bg_color
self.background.outline = 1
self.background.outline_color = mcrfpy.Color(60, 60, 60)
# Fill
self.fill = mcrfpy.Frame(x + 1, y + 1, w - 2, h - 2)
self.fill.fill_color = fill_color
self.fill.outline = 0
# Label (left side)
self.label = mcrfpy.Caption(label, mcrfpy.default_font, x - 30, y + 2)
self.label.fill_color = mcrfpy.Color(200, 200, 200)
self._update()
def _update(self):
ratio = max(0, min(1, self.current / self.maximum))
self.fill.w = (self.w - 2) * ratio
def set_value(self, current, maximum=None):
self.current = max(0, current)
if maximum:
self.maximum = maximum
self._update()
def add_to_scene(self, ui):
if self.label_text:
ui.append(self.label)
ui.append(self.background)
ui.append(self.fill)
class PlayerStats:
"""Collection of resource bars for a player."""
def __init__(self, x, y):
bar_width = 200
bar_height = 18
spacing = 25
self.hp = ResourceBar(
x, y, bar_width, bar_height,
current=100, maximum=100,
fill_color=mcrfpy.Color(220, 50, 50),
label="HP"
)
self.mp = ResourceBar(
x, y + spacing, bar_width, bar_height,
current=50, maximum=50,
fill_color=mcrfpy.Color(50, 100, 220),
label="MP"
)
self.stamina = ResourceBar(
x, y + spacing * 2, bar_width, bar_height,
current=80, maximum=80,
fill_color=mcrfpy.Color(50, 180, 50),
label="SP"
)
def add_to_scene(self, ui):
self.hp.add_to_scene(ui)
self.mp.add_to_scene(ui)
self.stamina.add_to_scene(ui)
# Usage
mcrfpy.createScene("stats_demo")
mcrfpy.setScene("stats_demo")
ui = mcrfpy.sceneUI("stats_demo")
stats = PlayerStats(80, 20)
stats.add_to_scene(ui)
# Update individual stats
stats.hp.set_value(75)
stats.mp.set_value(30)
stats.stamina.set_value(60)

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"""McRogueFace - Selection Menu Widget (basic)
Documentation: https://mcrogueface.github.io/cookbook/ui_menu
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_menu_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Setup
mcrfpy.createScene("main_menu")
mcrfpy.setScene("main_menu")
ui = mcrfpy.sceneUI("main_menu")
# Background
bg = mcrfpy.Frame(0, 0, 1024, 768)
bg.fill_color = mcrfpy.Color(20, 20, 35)
ui.append(bg)
# Title
title = mcrfpy.Caption("DUNGEON QUEST", mcrfpy.default_font, 350, 100)
title.fill_color = mcrfpy.Color(255, 200, 50)
ui.append(title)
# Menu
def start_game():
print("Starting game...")
def show_options():
print("Options...")
menu = Menu(
362, 250,
["New Game", "Continue", "Options", "Quit"],
lambda i, opt: {
0: start_game,
1: lambda: print("Continue..."),
2: show_options,
3: mcrfpy.exit
}.get(i, lambda: None)(),
title="Main Menu"
)
menu.add_to_scene(ui)
# Input
def on_key(key, state):
if state != "start":
return
menu.handle_key(key)
mcrfpy.keypressScene(on_key)

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"""McRogueFace - Selection Menu Widget (enhanced)
Documentation: https://mcrogueface.github.io/cookbook/ui_menu
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_menu_enhanced.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class MenuBar:
"""Horizontal menu bar with dropdown submenus."""
def __init__(self, y=0, items=None):
"""
Create a menu bar.
Args:
y: Y position (usually 0 for top)
items: List of dicts with 'label' and 'options' keys
"""
self.y = y
self.items = items or []
self.selected_item = 0
self.dropdown_open = False
self.dropdown_selected = 0
self.item_width = 100
self.height = 30
# Main bar frame
self.bar = mcrfpy.Frame(0, y, 1024, self.height)
self.bar.fill_color = mcrfpy.Color(50, 50, 70)
self.bar.outline = 0
# Item captions
self.item_captions = []
for i, item in enumerate(items):
cap = mcrfpy.Caption(
item['label'],
mcrfpy.default_font,
10 + i * self.item_width,
y + 7
)
cap.fill_color = mcrfpy.Color(200, 200, 200)
self.item_captions.append(cap)
# Dropdown panel (hidden initially)
self.dropdown = None
self.dropdown_captions = []
def _update_highlight(self):
"""Update visual selection on bar."""
for i, cap in enumerate(self.item_captions):
if i == self.selected_item and self.dropdown_open:
cap.fill_color = mcrfpy.Color(255, 255, 100)
else:
cap.fill_color = mcrfpy.Color(200, 200, 200)
def _show_dropdown(self, ui):
"""Show dropdown for selected item."""
# Remove existing dropdown
self._hide_dropdown(ui)
item = self.items[self.selected_item]
options = item.get('options', [])
if not options:
return
x = 5 + self.selected_item * self.item_width
y = self.y + self.height
width = 150
height = len(options) * 25 + 10
self.dropdown = mcrfpy.Frame(x, y, width, height)
self.dropdown.fill_color = mcrfpy.Color(40, 40, 60, 250)
self.dropdown.outline = 1
self.dropdown.outline_color = mcrfpy.Color(80, 80, 100)
ui.append(self.dropdown)
self.dropdown_captions = []
for i, opt in enumerate(options):
cap = mcrfpy.Caption(
opt['label'],
mcrfpy.default_font,
x + 10,
y + 5 + i * 25
)
cap.fill_color = mcrfpy.Color(200, 200, 200)
self.dropdown_captions.append(cap)
ui.append(cap)
self.dropdown_selected = 0
self._update_dropdown_highlight()
def _hide_dropdown(self, ui):
"""Hide dropdown menu."""
if self.dropdown:
try:
ui.remove(self.dropdown)
except:
pass
self.dropdown = None
for cap in self.dropdown_captions:
try:
ui.remove(cap)
except:
pass
self.dropdown_captions = []
def _update_dropdown_highlight(self):
"""Update dropdown selection highlight."""
for i, cap in enumerate(self.dropdown_captions):
if i == self.dropdown_selected:
cap.fill_color = mcrfpy.Color(255, 255, 100)
else:
cap.fill_color = mcrfpy.Color(200, 200, 200)
def add_to_scene(self, ui):
ui.append(self.bar)
for cap in self.item_captions:
ui.append(cap)
def handle_key(self, key, ui):
"""Handle keyboard navigation."""
if not self.dropdown_open:
if key == "Left":
self.selected_item = (self.selected_item - 1) % len(self.items)
self._update_highlight()
elif key == "Right":
self.selected_item = (self.selected_item + 1) % len(self.items)
self._update_highlight()
elif key == "Return" or key == "Down":
self.dropdown_open = True
self._show_dropdown(ui)
self._update_highlight()
else:
if key == "Up":
options = self.items[self.selected_item].get('options', [])
self.dropdown_selected = (self.dropdown_selected - 1) % len(options)
self._update_dropdown_highlight()
elif key == "Down":
options = self.items[self.selected_item].get('options', [])
self.dropdown_selected = (self.dropdown_selected + 1) % len(options)
self._update_dropdown_highlight()
elif key == "Return":
opt = self.items[self.selected_item]['options'][self.dropdown_selected]
if opt.get('action'):
opt['action']()
self.dropdown_open = False
self._hide_dropdown(ui)
self._update_highlight()
elif key == "Escape":
self.dropdown_open = False
self._hide_dropdown(ui)
self._update_highlight()

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"""McRogueFace - Message Log Widget (basic)
Documentation: https://mcrogueface.github.io/cookbook/ui_message_log
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_message_log_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Initialize
mcrfpy.createScene("game")
mcrfpy.setScene("game")
ui = mcrfpy.sceneUI("game")
# Create log at bottom of screen
log = EnhancedMessageLog(10, 500, 700, 250, line_height=20)
ui.append(log.frame)
# Simulate game events
def simulate_combat(dt):
import random
events = [
("You swing your sword!", "combat"),
("The orc dodges!", "combat"),
("Critical hit!", "combat"),
("You found a potion!", "loot"),
]
event = random.choice(events)
log.add(event[0], event[1])
# Add messages every 2 seconds for demo
mcrfpy.setTimer("combat_sim", simulate_combat, 2000)
# Keyboard controls
def on_key(key, state):
if state != "start":
return
if key == "PageUp":
log.scroll_up(3)
elif key == "PageDown":
log.scroll_down(3)
elif key == "C":
log.set_filter('combat')
elif key == "L":
log.set_filter('loot')
elif key == "A":
log.set_filter(None) # All
mcrfpy.keypressScene(on_key)
log.system("Press PageUp/PageDown to scroll")
log.system("Press C for combat, L for loot, A for all")

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"""McRogueFace - Message Log Widget (enhanced)
Documentation: https://mcrogueface.github.io/cookbook/ui_message_log
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_message_log_enhanced.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
def handle_keys(key, state):
if state != "start":
return
if key == "PageUp":
log.scroll_up(5)
elif key == "PageDown":
log.scroll_down(5)
mcrfpy.keypressScene(handle_keys)
# Or with mouse scroll on the frame
def on_log_scroll(x, y, button, action):
# Note: You may need to implement scroll detection
# based on your input system
pass
log.frame.click = on_log_scroll

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"""McRogueFace - Modal Dialog Widget (basic)
Documentation: https://mcrogueface.github.io/cookbook/ui_modal_dialog
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_modal_dialog_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Scene setup
mcrfpy.createScene("game")
mcrfpy.setScene("game")
ui = mcrfpy.sceneUI("game")
# Game background
bg = mcrfpy.Frame(0, 0, 1024, 768)
bg.fill_color = mcrfpy.Color(25, 35, 45)
ui.append(bg)
title = mcrfpy.Caption("My Game", mcrfpy.default_font, 450, 50)
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Quit button
quit_btn = mcrfpy.Frame(430, 400, 160, 50)
quit_btn.fill_color = mcrfpy.Color(150, 50, 50)
quit_btn.outline = 2
quit_btn.outline_color = mcrfpy.Color(200, 100, 100)
ui.append(quit_btn)
quit_label = mcrfpy.Caption("Quit Game", mcrfpy.default_font, 460, 415)
quit_label.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(quit_label)
# Confirmation dialog
confirm_dialog = None
def show_quit_confirm():
global confirm_dialog
def on_response(index, label):
if label == "Yes":
mcrfpy.exit()
confirm_dialog = EnhancedDialog(
"Quit Game?",
"Are you sure you want to quit?\nUnsaved progress will be lost.",
["Yes", "No"],
DialogStyle.WARNING,
on_response
)
confirm_dialog.add_to_scene(ui)
confirm_dialog.show()
quit_btn.click = lambda x, y, b, a: show_quit_confirm() if a == "start" else None
def on_key(key, state):
if state != "start":
return
if confirm_dialog and confirm_dialog.handle_key(key):
return
if key == "Escape":
show_quit_confirm()
mcrfpy.keypressScene(on_key)

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"""McRogueFace - Modal Dialog Widget (enhanced)
Documentation: https://mcrogueface.github.io/cookbook/ui_modal_dialog
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_modal_dialog_enhanced.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
class DialogManager:
"""Manages a queue of dialogs."""
def __init__(self, ui):
self.ui = ui
self.queue = []
self.current = None
def show(self, title, message, buttons=None, style=None, callback=None):
"""
Queue a dialog to show.
If no dialog is active, shows immediately.
Otherwise, queues for later.
"""
dialog_data = {
'title': title,
'message': message,
'buttons': buttons or ["OK"],
'style': style or DialogStyle.INFO,
'callback': callback
}
if self.current is None:
self._show_dialog(dialog_data)
else:
self.queue.append(dialog_data)
def _show_dialog(self, data):
"""Actually display a dialog."""
def on_close(index, label):
if data['callback']:
data['callback'](index, label)
self._on_dialog_closed()
self.current = EnhancedDialog(
data['title'],
data['message'],
data['buttons'],
data['style'],
on_close
)
self.current.add_to_scene(self.ui)
self.current.show()
def _on_dialog_closed(self):
"""Handle dialog close, show next if queued."""
self.current = None
if self.queue:
next_dialog = self.queue.pop(0)
self._show_dialog(next_dialog)
def handle_key(self, key):
"""Forward key events to current dialog."""
if self.current:
return self.current.handle_key(key)
return False
# Usage
manager = DialogManager(ui)
# Queue multiple dialogs
manager.show("First", "This is the first message")
manager.show("Second", "This appears after closing the first")
manager.show("Third", "And this is last", ["Done"])

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"""McRogueFace - Tooltip on Hover (basic)
Documentation: https://mcrogueface.github.io/cookbook/ui_tooltip
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_tooltip_basic.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
mcrfpy.createScene("game")
mcrfpy.setScene("game")
ui = mcrfpy.sceneUI("game")
# Background
bg = mcrfpy.Frame(0, 0, 1024, 768)
bg.fill_color = mcrfpy.Color(25, 25, 35)
ui.append(bg)
# Create inventory slots with tooltips
class InventorySlot:
def __init__(self, x, y, item_name, item_desc, tooltip_mgr):
self.frame = mcrfpy.Frame(x, y, 50, 50)
self.frame.fill_color = mcrfpy.Color(50, 50, 60)
self.frame.outline = 1
self.frame.outline_color = mcrfpy.Color(80, 80, 90)
self.label = mcrfpy.Caption(item_name[:3], mcrfpy.default_font, x + 10, y + 15)
self.label.fill_color = mcrfpy.Color(200, 200, 200)
tooltip_mgr.register(self.frame, item_desc, title=item_name)
def add_to_scene(self, ui):
ui.append(self.frame)
ui.append(self.label)
# Setup tooltip manager
tips = TooltipManager()
tips.hover_delay = 300
# Create inventory
items = [
("Health Potion", "Restores 50 HP\nConsumable"),
("Mana Crystal", "Restores 30 MP\nConsumable"),
("Iron Key", "Opens iron doors\nQuest Item"),
("Gold Ring", "Worth 100 gold\nSell to merchant"),
]
slots = []
for i, (name, desc) in enumerate(items):
slot = InventorySlot(100 + i * 60, 100, name, desc, tips)
slot.add_to_scene(ui)
slots.append(slot)
# Add tooltip last
tips.add_to_scene(ui)
# Update loop
def update(dt):
from mcrfpy import automation
x, y = automation.position()
tips.update(x, y)
mcrfpy.setTimer("update", update, 50)

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"""McRogueFace - Tooltip on Hover (multi)
Documentation: https://mcrogueface.github.io/cookbook/ui_tooltip
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/cookbook/ui/ui_tooltip_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 create_info_icon(x, y, tooltip_text, ui):
"""
Create an info icon that shows tooltip on hover.
Args:
x, y: Position of the icon
tooltip_text: Text to show
ui: Scene UI to add elements to
"""
# Info icon (small circle with "i")
icon = mcrfpy.Frame(x, y, 20, 20)
icon.fill_color = mcrfpy.Color(70, 130, 180)
icon.outline = 1
icon.outline_color = mcrfpy.Color(100, 160, 210)
icon_label = mcrfpy.Caption("i", mcrfpy.default_font, x + 6, y + 2)
icon_label.fill_color = mcrfpy.Color(255, 255, 255)
# Tooltip (positioned to the right of icon)
tip_frame = mcrfpy.Frame(x + 25, y - 5, 180, 50)
tip_frame.fill_color = mcrfpy.Color(40, 40, 55, 240)
tip_frame.outline = 1
tip_frame.outline_color = mcrfpy.Color(80, 80, 100)
tip_frame.visible = False
tip_text = mcrfpy.Caption(tooltip_text, mcrfpy.default_font, x + 33, y + 3)
tip_text.fill_color = mcrfpy.Color(220, 220, 220)
tip_text.visible = False
# Hover behavior
def on_icon_hover(mx, my, button, action):
tip_frame.visible = True
tip_text.visible = True
icon.click = on_icon_hover
# Track when to hide
def check_hover(dt):
from mcrfpy import automation
mx, my = automation.position()
if not (icon.x <= mx <= icon.x + icon.w and
icon.y <= my <= icon.y + icon.h):
if tip_frame.visible:
tip_frame.visible = False
tip_text.visible = False
timer_name = f"info_hover_{id(icon)}"
mcrfpy.setTimer(timer_name, check_hover, 100)
# Add to scene
ui.append(icon)
ui.append(icon_label)
ui.append(tip_frame)
ui.append(tip_text)
return icon
# Usage
mcrfpy.createScene("info_demo")
mcrfpy.setScene("info_demo")
ui = mcrfpy.sceneUI("info_demo")
# Setting with info icon
setting_label = mcrfpy.Caption("Difficulty:", mcrfpy.default_font, 100, 100)
setting_label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(setting_label)
create_info_icon(200, 98, "Affects enemy\nHP and damage", ui)

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"""Type stubs for McRogueFace Python API.
Core game engine interface for creating roguelike games with Python.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union, overload
# Type aliases
UIElement = Union['Frame', 'Caption', 'Sprite', 'Grid']
Transition = Union[str, None]
# Classes
class Color:
"""SFML Color Object for RGBA colors."""
r: int
g: int
b: int
a: int
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, r: int, g: int, b: int, a: int = 255) -> None: ...
def from_hex(self, hex_string: str) -> 'Color':
"""Create color from hex string (e.g., '#FF0000' or 'FF0000')."""
...
def to_hex(self) -> str:
"""Convert color to hex string format."""
...
def lerp(self, other: 'Color', t: float) -> 'Color':
"""Linear interpolation between two colors."""
...
class Vector:
"""SFML Vector Object for 2D coordinates."""
x: float
y: float
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float, y: float) -> None: ...
def add(self, other: 'Vector') -> 'Vector': ...
def subtract(self, other: 'Vector') -> 'Vector': ...
def multiply(self, scalar: float) -> 'Vector': ...
def divide(self, scalar: float) -> 'Vector': ...
def distance(self, other: 'Vector') -> float: ...
def normalize(self) -> 'Vector': ...
def dot(self, other: 'Vector') -> float: ...
class Texture:
"""SFML Texture Object for images."""
def __init__(self, filename: str) -> None: ...
filename: str
width: int
height: int
sprite_count: int
class Font:
"""SFML Font Object for text rendering."""
def __init__(self, filename: str) -> None: ...
filename: str
family: str
class Drawable:
"""Base class for all drawable UI elements."""
x: float
y: float
visible: bool
z_index: int
name: str
pos: Vector
def get_bounds(self) -> Tuple[float, float, float, float]:
"""Get bounding box as (x, y, width, height)."""
...
def move(self, dx: float, dy: float) -> None:
"""Move by relative offset (dx, dy)."""
...
def resize(self, width: float, height: float) -> None:
"""Resize to new dimensions (width, height)."""
...
class Frame(Drawable):
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)
A rectangular frame UI element that can contain other drawable elements.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, w: float = 0, h: float = 0,
fill_color: Optional[Color] = None, outline_color: Optional[Color] = None,
outline: float = 0, click: Optional[Callable] = None,
children: Optional[List[UIElement]] = None) -> None: ...
w: float
h: float
fill_color: Color
outline_color: Color
outline: float
click: Optional[Callable[[float, float, int], None]]
children: 'UICollection'
clip_children: bool
class Caption(Drawable):
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)
A text display UI element with customizable font and styling.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, text: str = '', x: float = 0, y: float = 0,
font: Optional[Font] = None, fill_color: Optional[Color] = None,
outline_color: Optional[Color] = None, outline: float = 0,
click: Optional[Callable] = None) -> None: ...
text: str
font: Font
fill_color: Color
outline_color: Color
outline: float
click: Optional[Callable[[float, float, int], None]]
w: float # Read-only, computed from text
h: float # Read-only, computed from text
class Sprite(Drawable):
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)
A sprite UI element that displays a texture or portion of a texture atlas.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, texture: Optional[Texture] = None,
sprite_index: int = 0, scale: float = 1.0,
click: Optional[Callable] = None) -> None: ...
texture: Texture
sprite_index: int
scale: float
click: Optional[Callable[[float, float, int], None]]
w: float # Read-only, computed from texture
h: float # Read-only, computed from texture
class Grid(Drawable):
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)
A grid-based tilemap UI element for rendering tile-based levels and game worlds.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, x: float = 0, y: float = 0, grid_size: Tuple[int, int] = (20, 20),
texture: Optional[Texture] = None, tile_width: int = 16, tile_height: int = 16,
scale: float = 1.0, click: Optional[Callable] = None) -> None: ...
grid_size: Tuple[int, int]
tile_width: int
tile_height: int
texture: Texture
scale: float
points: List[List['GridPoint']]
entities: 'EntityCollection'
background_color: Color
click: Optional[Callable[[int, int, int], None]]
def at(self, x: int, y: int) -> 'GridPoint':
"""Get grid point at tile coordinates."""
...
class GridPoint:
"""Grid point representing a single tile."""
texture_index: int
solid: bool
color: Color
class GridPointState:
"""State information for a grid point."""
texture_index: int
color: Color
class Entity(Drawable):
"""Entity(grid_x=0, grid_y=0, texture=None, sprite_index=0, name='')
Game entity that lives within a Grid.
"""
@overload
def __init__(self) -> None: ...
@overload
def __init__(self, grid_x: float = 0, grid_y: float = 0, texture: Optional[Texture] = None,
sprite_index: int = 0, name: str = '') -> None: ...
grid_x: float
grid_y: float
texture: Texture
sprite_index: int
grid: Optional[Grid]
def at(self, grid_x: float, grid_y: float) -> None:
"""Move entity to grid position."""
...
def die(self) -> None:
"""Remove entity from its grid."""
...
def index(self) -> int:
"""Get index in parent grid's entity collection."""
...
class UICollection:
"""Collection of UI drawable elements (Frame, Caption, Sprite, Grid)."""
def __len__(self) -> int: ...
def __getitem__(self, index: int) -> UIElement: ...
def __setitem__(self, index: int, value: UIElement) -> None: ...
def __delitem__(self, index: int) -> None: ...
def __contains__(self, item: UIElement) -> bool: ...
def __iter__(self) -> Any: ...
def __add__(self, other: 'UICollection') -> 'UICollection': ...
def __iadd__(self, other: 'UICollection') -> 'UICollection': ...
def append(self, item: UIElement) -> None: ...
def extend(self, items: List[UIElement]) -> None: ...
def remove(self, item: UIElement) -> None: ...
def index(self, item: UIElement) -> int: ...
def count(self, item: UIElement) -> int: ...
class EntityCollection:
"""Collection of Entity objects."""
def __len__(self) -> int: ...
def __getitem__(self, index: int) -> Entity: ...
def __setitem__(self, index: int, value: Entity) -> None: ...
def __delitem__(self, index: int) -> None: ...
def __contains__(self, item: Entity) -> bool: ...
def __iter__(self) -> Any: ...
def __add__(self, other: 'EntityCollection') -> 'EntityCollection': ...
def __iadd__(self, other: 'EntityCollection') -> 'EntityCollection': ...
def append(self, item: Entity) -> None: ...
def extend(self, items: List[Entity]) -> None: ...
def remove(self, item: Entity) -> None: ...
def index(self, item: Entity) -> int: ...
def count(self, item: Entity) -> int: ...
class Scene:
"""Base class for object-oriented scenes."""
name: str
def __init__(self, name: str) -> None: ...
def activate(self) -> None:
"""Called when scene becomes active."""
...
def deactivate(self) -> None:
"""Called when scene becomes inactive."""
...
def get_ui(self) -> UICollection:
"""Get UI elements collection."""
...
def on_keypress(self, key: str, pressed: bool) -> None:
"""Handle keyboard events."""
...
def on_click(self, x: float, y: float, button: int) -> None:
"""Handle mouse clicks."""
...
def on_enter(self) -> None:
"""Called when entering the scene."""
...
def on_exit(self) -> None:
"""Called when leaving the scene."""
...
def on_resize(self, width: int, height: int) -> None:
"""Handle window resize events."""
...
def update(self, dt: float) -> None:
"""Update scene logic."""
...
class Timer:
"""Timer object for scheduled callbacks."""
name: str
interval: int
active: bool
def __init__(self, name: str, callback: Callable[[float], None], interval: int) -> None: ...
def pause(self) -> None:
"""Pause the timer."""
...
def resume(self) -> None:
"""Resume the timer."""
...
def cancel(self) -> None:
"""Cancel and remove the timer."""
...
class Window:
"""Window singleton for managing the game window."""
resolution: Tuple[int, int]
fullscreen: bool
vsync: bool
title: str
fps_limit: int
game_resolution: Tuple[int, int]
scaling_mode: str
@staticmethod
def get() -> 'Window':
"""Get the window singleton instance."""
...
class Animation:
"""Animation object for animating UI properties."""
target: Any
property: str
duration: float
easing: str
loop: bool
on_complete: Optional[Callable]
def __init__(self, target: Any, property: str, start_value: Any, end_value: Any,
duration: float, easing: str = 'linear', loop: bool = False,
on_complete: Optional[Callable] = None) -> None: ...
def start(self) -> None:
"""Start the animation."""
...
def update(self, dt: float) -> bool:
"""Update animation, returns True if still running."""
...
def get_current_value(self) -> Any:
"""Get the current interpolated value."""
...
# Module functions
def createSoundBuffer(filename: str) -> int:
"""Load a sound effect from a file and return its buffer ID."""
...
def loadMusic(filename: str) -> None:
"""Load and immediately play background music from a file."""
...
def setMusicVolume(volume: int) -> None:
"""Set the global music volume (0-100)."""
...
def setSoundVolume(volume: int) -> None:
"""Set the global sound effects volume (0-100)."""
...
def playSound(buffer_id: int) -> None:
"""Play a sound effect using a previously loaded buffer."""
...
def getMusicVolume() -> int:
"""Get the current music volume level (0-100)."""
...
def getSoundVolume() -> int:
"""Get the current sound effects volume level (0-100)."""
...
def sceneUI(scene: Optional[str] = None) -> UICollection:
"""Get all UI elements for a scene."""
...
def currentScene() -> str:
"""Get the name of the currently active scene."""
...
def setScene(scene: str, transition: Optional[str] = None, duration: float = 0.0) -> None:
"""Switch to a different scene with optional transition effect."""
...
def createScene(name: str) -> None:
"""Create a new empty scene."""
...
def keypressScene(handler: Callable[[str, bool], None]) -> None:
"""Set the keyboard event handler for the current scene."""
...
def setTimer(name: str, handler: Callable[[float], None], interval: int) -> None:
"""Create or update a recurring timer."""
...
def delTimer(name: str) -> None:
"""Stop and remove a timer."""
...
def exit() -> None:
"""Cleanly shut down the game engine and exit the application."""
...
def setScale(multiplier: float) -> None:
"""Scale the game window size (deprecated - use Window.resolution)."""
...
def find(name: str, scene: Optional[str] = None) -> Optional[UIElement]:
"""Find the first UI element with the specified name."""
...
def findAll(pattern: str, scene: Optional[str] = None) -> List[UIElement]:
"""Find all UI elements matching a name pattern (supports * wildcards)."""
...
def getMetrics() -> Dict[str, Union[int, float]]:
"""Get current performance metrics."""
...
# Submodule
class automation:
"""Automation API for testing and scripting."""
@staticmethod
def screenshot(filename: str) -> bool:
"""Save a screenshot to the specified file."""
...
@staticmethod
def position() -> Tuple[int, int]:
"""Get current mouse position as (x, y) tuple."""
...
@staticmethod
def size() -> Tuple[int, int]:
"""Get screen size as (width, height) tuple."""
...
@staticmethod
def onScreen(x: int, y: int) -> bool:
"""Check if coordinates are within screen bounds."""
...
@staticmethod
def moveTo(x: int, y: int, duration: float = 0.0) -> None:
"""Move mouse to absolute position."""
...
@staticmethod
def moveRel(xOffset: int, yOffset: int, duration: float = 0.0) -> None:
"""Move mouse relative to current position."""
...
@staticmethod
def dragTo(x: int, y: int, duration: float = 0.0, button: str = 'left') -> None:
"""Drag mouse to position."""
...
@staticmethod
def dragRel(xOffset: int, yOffset: int, duration: float = 0.0, button: str = 'left') -> None:
"""Drag mouse relative to current position."""
...
@staticmethod
def click(x: Optional[int] = None, y: Optional[int] = None, clicks: int = 1,
interval: float = 0.0, button: str = 'left') -> None:
"""Click mouse at position."""
...
@staticmethod
def mouseDown(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
"""Press mouse button down."""
...
@staticmethod
def mouseUp(x: Optional[int] = None, y: Optional[int] = None, button: str = 'left') -> None:
"""Release mouse button."""
...
@staticmethod
def keyDown(key: str) -> None:
"""Press key down."""
...
@staticmethod
def keyUp(key: str) -> None:
"""Release key."""
...
@staticmethod
def press(key: str) -> None:
"""Press and release a key."""
...
@staticmethod
def typewrite(text: str, interval: float = 0.0) -> None:
"""Type text with optional interval between characters."""
...

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"""Type stubs for McRogueFace Python API.
Auto-generated - do not edit directly.
"""
from typing import Any, List, Dict, Tuple, Optional, Callable, Union
# Module documentation
# McRogueFace Python API\n\nCore game engine interface for creating roguelike games with Python.\n\nThis module provides:\n- Scene management (createScene, setScene, currentScene)\n- UI components (Frame, Caption, Sprite, Grid)\n- Entity system for game objects\n- Audio playback (sound effects and music)\n- Timer system for scheduled events\n- Input handling\n- Performance metrics\n\nExample:\n import mcrfpy\n \n # Create a new scene\n mcrfpy.createScene('game')\n mcrfpy.setScene('game')\n \n # Add UI elements\n frame = mcrfpy.Frame(10, 10, 200, 100)\n caption = mcrfpy.Caption('Hello World', 50, 50)\n mcrfpy.sceneUI().extend([frame, caption])\n
# Classes
class Animation:
"""Animation object for animating UI properties"""
def __init__(selftype(self)) -> None: ...
def get_current_value(self, *args, **kwargs) -> Any: ...
def start(self, *args, **kwargs) -> Any: ...
def update(selfreturns True if still running) -> Any: ...
class Caption:
"""Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Color:
"""SFML Color Object"""
def __init__(selftype(self)) -> None: ...
def from_hex(selfe.g., '#FF0000' or 'FF0000') -> Any: ...
def lerp(self, *args, **kwargs) -> Any: ...
def to_hex(self, *args, **kwargs) -> Any: ...
class Drawable:
"""Base class for all drawable UI elements"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Entity:
"""UIEntity objects"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def die(self, *args, **kwargs) -> Any: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def move(selfdx, dy) -> Any: ...
def path_to(selfx: int, y: int) -> bool: ...
def resize(selfwidth, height) -> Any: ...
def update_visibility(self) -> None: ...
class EntityCollection:
"""Iterable, indexable collection of Entities"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class Font:
"""SFML Font Object"""
def __init__(selftype(self)) -> None: ...
class Frame:
"""Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Grid:
"""Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def at(self, *args, **kwargs) -> Any: ...
def compute_astar_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def compute_dijkstra(selfroot_x: int, root_y: int, diagonal_cost: float = 1.41) -> None: ...
def compute_fov(selfx: int, y: int, radius: int = 0, light_walls: bool = True, algorithm: int = FOV_BASIC) -> None: ...
def find_path(selfx1: int, y1: int, x2: int, y2: int, diagonal_cost: float = 1.41) -> List[Tuple[int, int]]: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def get_dijkstra_distance(selfx: int, y: int) -> Optional[float]: ...
def get_dijkstra_path(selfx: int, y: int) -> List[Tuple[int, int]]: ...
def is_in_fov(selfx: int, y: int) -> bool: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class GridPoint:
"""UIGridPoint object"""
def __init__(selftype(self)) -> None: ...
class GridPointState:
"""UIGridPointState object"""
def __init__(selftype(self)) -> None: ...
class Scene:
"""Base class for object-oriented scenes"""
def __init__(selftype(self)) -> None: ...
def activate(self, *args, **kwargs) -> Any: ...
def get_ui(self, *args, **kwargs) -> Any: ...
def register_keyboard(selfalternative to overriding on_keypress) -> Any: ...
class Sprite:
"""Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None)"""
def __init__(selftype(self)) -> None: ...
def get_bounds(selfx, y, width, height) -> Any: ...
def move(selfdx, dy) -> Any: ...
def resize(selfwidth, height) -> Any: ...
class Texture:
"""SFML Texture Object"""
def __init__(selftype(self)) -> None: ...
class Timer:
"""Timer object for scheduled callbacks"""
def __init__(selftype(self)) -> None: ...
def cancel(self, *args, **kwargs) -> Any: ...
def pause(self, *args, **kwargs) -> Any: ...
def restart(self, *args, **kwargs) -> Any: ...
def resume(self, *args, **kwargs) -> Any: ...
class UICollection:
"""Iterable, indexable collection of UI objects"""
def __init__(selftype(self)) -> None: ...
def append(self, *args, **kwargs) -> Any: ...
def count(self, *args, **kwargs) -> Any: ...
def extend(self, *args, **kwargs) -> Any: ...
def index(self, *args, **kwargs) -> Any: ...
def remove(self, *args, **kwargs) -> Any: ...
class UICollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class UIEntityCollectionIter:
"""Iterator for a collection of UI objects"""
def __init__(selftype(self)) -> None: ...
class Vector:
"""SFML Vector Object"""
def __init__(selftype(self)) -> None: ...
def angle(self, *args, **kwargs) -> Any: ...
def copy(self, *args, **kwargs) -> Any: ...
def distance_to(self, *args, **kwargs) -> Any: ...
def dot(self, *args, **kwargs) -> Any: ...
def magnitude(self, *args, **kwargs) -> Any: ...
def magnitude_squared(self, *args, **kwargs) -> Any: ...
def normalize(self, *args, **kwargs) -> Any: ...
class Window:
"""Window singleton for accessing and modifying the game window properties"""
def __init__(selftype(self)) -> None: ...
def center(self, *args, **kwargs) -> Any: ...
def get(self, *args, **kwargs) -> Any: ...
def screenshot(self, *args, **kwargs) -> Any: ...
# Functions
def createScene(name: str) -> None: ...
def createSoundBuffer(filename: str) -> int: ...
def currentScene() -> str: ...
def delTimer(name: str) -> None: ...
def exit() -> None: ...
def find(name: str, scene: str = None) -> UIDrawable | None: ...
def findAll(pattern: str, scene: str = None) -> list: ...
def getMetrics() -> dict: ...
def getMusicVolume() -> int: ...
def getSoundVolume() -> int: ...
def keypressScene(handler: callable) -> None: ...
def loadMusic(filename: str) -> None: ...
def playSound(buffer_id: int) -> None: ...
def sceneUI(scene: str = None) -> list: ...
def setMusicVolume(volume: int) -> None: ...
def setScale(multiplier: float) -> None: ...
def setScene(scene: str, transition: str = None, duration: float = 0.0) -> None: ...
def setSoundVolume(volume: int) -> None: ...
def setTimer(name: str, handler: callable, interval: int) -> None: ...
# Constants
FOV_BASIC: int
FOV_DIAMOND: int
FOV_PERMISSIVE_0: int
FOV_PERMISSIVE_1: int
FOV_PERMISSIVE_2: int
FOV_PERMISSIVE_3: int
FOV_PERMISSIVE_4: int
FOV_PERMISSIVE_5: int
FOV_PERMISSIVE_6: int
FOV_PERMISSIVE_7: int
FOV_PERMISSIVE_8: int
FOV_RESTRICTIVE: int
FOV_SHADOW: int
default_font: Any
default_texture: Any

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"""Type stubs for McRogueFace automation API."""
from typing import Optional, Tuple
def click(x=None, y=None, clicks=1, interval=0.0, button='left') -> Any: ...
def doubleClick(x=None, y=None) -> Any: ...
def dragRel(xOffset, yOffset, duration=0.0, button='left') -> Any: ...
def dragTo(x, y, duration=0.0, button='left') -> Any: ...
def hotkey(*keys) - Press a hotkey combination (e.g., hotkey('ctrl', 'c')) -> Any: ...
def keyDown(key) -> Any: ...
def keyUp(key) -> Any: ...
def middleClick(x=None, y=None) -> Any: ...
def mouseDown(x=None, y=None, button='left') -> Any: ...
def mouseUp(x=None, y=None, button='left') -> Any: ...
def moveRel(xOffset, yOffset, duration=0.0) -> Any: ...
def moveTo(x, y, duration=0.0) -> Any: ...
def onScreen(x, y) -> Any: ...
def position() - Get current mouse position as (x, y) -> Any: ...
def rightClick(x=None, y=None) -> Any: ...
def screenshot(filename) -> Any: ...
def scroll(clicks, x=None, y=None) -> Any: ...
def size() - Get screen size as (width, height) -> Any: ...
def tripleClick(x=None, y=None) -> Any: ...
def typewrite(message, interval=0.0) -> Any: ...

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"""
ai.py - Enemy AI System for McRogueFace Roguelike
Simple AI behaviors for enemies: chase player when visible, wander otherwise.
Uses A* pathfinding via entity.path_to() for movement.
"""
from typing import List, Tuple, Optional, TYPE_CHECKING
import random
from entities import Enemy, Player, Actor
from combat import melee_attack, CombatResult
if TYPE_CHECKING:
from dungeon import Dungeon
class AIBehavior:
"""Base class for AI behaviors."""
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""
Execute one turn of AI behavior.
Args:
enemy: The enemy taking a turn
player: The player to potentially chase/attack
dungeon: The dungeon map
enemies: List of all enemies (for collision avoidance)
Returns:
CombatResult if combat occurred, None otherwise
"""
raise NotImplementedError
class BasicChaseAI(AIBehavior):
"""
Simple chase AI: If player is visible, move toward them.
If adjacent, attack. Otherwise, stand still or wander.
"""
def __init__(self, sight_range: int = 8):
"""
Args:
sight_range: How far the enemy can see
"""
self.sight_range = sight_range
def can_see_player(self, enemy: Enemy, player: Player,
dungeon: 'Dungeon') -> bool:
"""Check if enemy can see the player."""
# Simple distance check combined with line of sight
distance = enemy.distance_to(player)
if distance > self.sight_range:
return False
# Check line of sight using Bresenham's line
return self._has_line_of_sight(enemy.x, enemy.y, player.x, player.y, dungeon)
def _has_line_of_sight(self, x1: int, y1: int, x2: int, y2: int,
dungeon: 'Dungeon') -> bool:
"""
Check if there's a clear line of sight between two points.
Uses Bresenham's line algorithm.
"""
dx = abs(x2 - x1)
dy = abs(y2 - y1)
x, y = x1, y1
sx = 1 if x1 < x2 else -1
sy = 1 if y1 < y2 else -1
if dx > dy:
err = dx / 2
while x != x2:
if not dungeon.is_transparent(x, y):
return False
err -= dy
if err < 0:
y += sy
err += dx
x += sx
else:
err = dy / 2
while y != y2:
if not dungeon.is_transparent(x, y):
return False
err -= dx
if err < 0:
x += sx
err += dy
y += sy
return True
def get_path_to_player(self, enemy: Enemy, player: Player) -> List[Tuple[int, int]]:
"""
Get a path from enemy to player using A* pathfinding.
Uses the entity's built-in path_to method.
"""
try:
path = enemy.entity.path_to(player.x, player.y)
# Convert path to list of tuples
return [(int(p[0]), int(p[1])) for p in path] if path else []
except (AttributeError, TypeError):
# Fallback: simple direction-based movement
return []
def is_position_blocked(self, x: int, y: int, dungeon: 'Dungeon',
enemies: List[Enemy], player: Player) -> bool:
"""Check if a position is blocked by terrain or another actor."""
# Check terrain
if not dungeon.is_walkable(x, y):
return True
# Check player position
if player.x == x and player.y == y:
return True
# Check other enemies
for other in enemies:
if other.is_alive and other.x == x and other.y == y:
return True
return False
def move_toward(self, enemy: Enemy, target_x: int, target_y: int,
dungeon: 'Dungeon', enemies: List[Enemy],
player: Player) -> bool:
"""
Move one step toward the target position.
Returns True if movement occurred, False otherwise.
"""
# Try pathfinding first
path = self.get_path_to_player(enemy, player)
if path and len(path) > 1:
# First element is current position, second is next step
next_x, next_y = path[1]
else:
# Fallback: move in the general direction
dx = 0
dy = 0
if target_x < enemy.x:
dx = -1
elif target_x > enemy.x:
dx = 1
if target_y < enemy.y:
dy = -1
elif target_y > enemy.y:
dy = 1
next_x = enemy.x + dx
next_y = enemy.y + dy
# Check if the position is blocked
if not self.is_position_blocked(next_x, next_y, dungeon, enemies, player):
enemy.move_to(next_x, next_y)
return True
# Try moving in just one axis
if next_x != enemy.x:
if not self.is_position_blocked(next_x, enemy.y, dungeon, enemies, player):
enemy.move_to(next_x, enemy.y)
return True
if next_y != enemy.y:
if not self.is_position_blocked(enemy.x, next_y, dungeon, enemies, player):
enemy.move_to(enemy.x, next_y)
return True
return False
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""Execute the enemy's turn."""
if not enemy.is_alive:
return None
# Check if adjacent to player (can attack)
if enemy.distance_to(player) == 1:
return melee_attack(enemy, player)
# Check if can see player
if self.can_see_player(enemy, player, dungeon):
# Move toward player
self.move_toward(enemy, player.x, player.y, dungeon, enemies, player)
return None
class WanderingAI(BasicChaseAI):
"""
AI that wanders randomly when it can't see the player.
More active than BasicChaseAI.
"""
def __init__(self, sight_range: int = 8, wander_chance: float = 0.3):
"""
Args:
sight_range: How far the enemy can see
wander_chance: Probability of wandering each turn (0.0 to 1.0)
"""
super().__init__(sight_range)
self.wander_chance = wander_chance
def wander(self, enemy: Enemy, dungeon: 'Dungeon',
enemies: List[Enemy], player: Player) -> bool:
"""
Move in a random direction.
Returns True if movement occurred.
"""
# Random direction
directions = [
(-1, 0), (1, 0), (0, -1), (0, 1), # Cardinal
(-1, -1), (1, -1), (-1, 1), (1, 1) # Diagonal
]
random.shuffle(directions)
for dx, dy in directions:
new_x = enemy.x + dx
new_y = enemy.y + dy
if not self.is_position_blocked(new_x, new_y, dungeon, enemies, player):
enemy.move_to(new_x, new_y)
return True
return False
def take_turn(self, enemy: Enemy, player: Player, dungeon: 'Dungeon',
enemies: List[Enemy]) -> Optional[CombatResult]:
"""Execute the enemy's turn with wandering behavior."""
if not enemy.is_alive:
return None
# Check if adjacent to player (can attack)
if enemy.distance_to(player) == 1:
return melee_attack(enemy, player)
# Check if can see player
if self.can_see_player(enemy, player, dungeon):
# Chase player
self.move_toward(enemy, player.x, player.y, dungeon, enemies, player)
else:
# Wander randomly
if random.random() < self.wander_chance:
self.wander(enemy, dungeon, enemies, player)
return None
# Default AI instance
default_ai = WanderingAI(sight_range=8, wander_chance=0.3)
def process_enemy_turns(enemies: List[Enemy], player: Player,
dungeon: 'Dungeon',
ai: AIBehavior = None) -> List[CombatResult]:
"""
Process turns for all enemies.
Args:
enemies: List of all enemies
player: The player
dungeon: The dungeon map
ai: AI behavior to use (defaults to WanderingAI)
Returns:
List of combat results from this round of enemy actions
"""
if ai is None:
ai = default_ai
results = []
for enemy in enemies:
if enemy.is_alive:
result = ai.take_turn(enemy, player, dungeon, enemies)
if result:
results.append(result)
return results

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"""
combat.py - Combat System for McRogueFace Roguelike
Handles attack resolution, damage calculation, and combat outcomes.
"""
from dataclasses import dataclass
from typing import Tuple, Optional
import random
from entities import Actor, Player, Enemy
from constants import (
MSG_PLAYER_ATTACK, MSG_PLAYER_KILL, MSG_PLAYER_MISS,
MSG_ENEMY_ATTACK, MSG_ENEMY_MISS
)
@dataclass
class CombatResult:
"""
Result of a combat action.
Attributes:
attacker: The attacking actor
defender: The defending actor
damage: Damage dealt (after defense)
killed: Whether the defender was killed
message: Human-readable result message
message_color: Color tuple for the message
"""
attacker: Actor
defender: Actor
damage: int
killed: bool
message: str
message_color: Tuple[int, int, int, int]
def calculate_damage(attack: int, defense: int, variance: float = 0.2) -> int:
"""
Calculate damage with some randomness.
Args:
attack: Attacker's attack power
defense: Defender's defense value
variance: Random variance as percentage (0.2 = +/-20%)
Returns:
Final damage amount (minimum 0)
"""
# Base damage is attack vs defense
base_damage = attack - defense
# Add some variance
if base_damage > 0:
variance_amount = int(base_damage * variance)
damage = base_damage + random.randint(-variance_amount, variance_amount)
else:
# Small chance to do 1 damage even with high defense
damage = 1 if random.random() < 0.1 else 0
return max(0, damage)
def attack(attacker: Actor, defender: Actor) -> CombatResult:
"""
Perform an attack from one actor to another.
Args:
attacker: The actor making the attack
defender: The actor being attacked
Returns:
CombatResult with outcome details
"""
# Calculate damage
damage = calculate_damage(
attacker.fighter.attack,
defender.fighter.defense
)
# Apply damage
actual_damage = defender.fighter.take_damage(damage + defender.fighter.defense)
# Note: take_damage applies defense internally, so we add it back
# Actually, we calculated damage already reduced by defense, so just apply it:
defender.fighter.hp = max(0, defender.fighter.hp - damage + actual_damage)
# Simplified: just use take_damage properly
# Reset and do it right:
# Apply raw damage (defense already calculated)
defender.fighter.hp = max(0, defender.fighter.hp - damage)
killed = not defender.is_alive
# Generate message based on attacker/defender types
if isinstance(attacker, Player):
if killed:
message = MSG_PLAYER_KILL % defender.name
color = (255, 255, 100, 255) # Yellow for kills
elif damage > 0:
message = MSG_PLAYER_ATTACK % (defender.name, damage)
color = (255, 255, 255, 255) # White for hits
else:
message = MSG_PLAYER_MISS % defender.name
color = (150, 150, 150, 255) # Gray for misses
else:
if damage > 0:
message = MSG_ENEMY_ATTACK % (attacker.name, damage)
color = (255, 100, 100, 255) # Red for enemy hits
else:
message = MSG_ENEMY_MISS % attacker.name
color = (150, 150, 150, 255) # Gray for misses
return CombatResult(
attacker=attacker,
defender=defender,
damage=damage,
killed=killed,
message=message,
message_color=color
)
def melee_attack(attacker: Actor, defender: Actor) -> CombatResult:
"""
Perform a melee attack (bump attack).
This is the standard roguelike bump-to-attack.
Args:
attacker: The actor making the attack
defender: The actor being attacked
Returns:
CombatResult with outcome details
"""
return attack(attacker, defender)
def try_attack(attacker: Actor, target_x: int, target_y: int,
enemies: list, player: Optional[Player] = None) -> Optional[CombatResult]:
"""
Attempt to attack whatever is at the target position.
Args:
attacker: The actor making the attack
target_x: X coordinate to attack
target_y: Y coordinate to attack
enemies: List of Enemy actors
player: The player (if attacker is an enemy)
Returns:
CombatResult if something was attacked, None otherwise
"""
# Check if player is attacking
if isinstance(attacker, Player):
# Look for enemy at position
for enemy in enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
return melee_attack(attacker, enemy)
else:
# Enemy attacking - check if player is at position
if player and player.x == target_x and player.y == target_y:
return melee_attack(attacker, player)
return None
def process_kill(attacker: Actor, defender: Actor) -> int:
"""
Process the aftermath of killing an enemy.
Args:
attacker: The actor that made the kill
defender: The actor that was killed
Returns:
XP gained (if attacker is player and defender is enemy)
"""
xp_gained = 0
if isinstance(attacker, Player) and isinstance(defender, Enemy):
xp_gained = defender.xp_reward
attacker.gain_xp(xp_gained)
# Remove the dead actor from the grid
defender.remove()
return xp_gained

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"""
constants.py - Game Constants for McRogueFace Complete Roguelike Template
All configuration values in one place for easy tweaking.
"""
# =============================================================================
# WINDOW AND DISPLAY
# =============================================================================
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 768
# Grid display area (where the dungeon is rendered)
GRID_X = 0
GRID_Y = 0
GRID_WIDTH = 800
GRID_HEIGHT = 600
# Tile dimensions (must match your texture)
TILE_WIDTH = 16
TILE_HEIGHT = 16
# =============================================================================
# DUNGEON GENERATION
# =============================================================================
# Size of the dungeon in tiles
DUNGEON_WIDTH = 80
DUNGEON_HEIGHT = 45
# Room size constraints
ROOM_MIN_SIZE = 6
ROOM_MAX_SIZE = 12
MAX_ROOMS = 15
# Enemy spawning per room
MAX_ENEMIES_PER_ROOM = 3
MIN_ENEMIES_PER_ROOM = 0
# =============================================================================
# SPRITE INDICES (for kenney_tinydungeon.png - 16x16 tiles)
# Adjust these if using a different tileset
# =============================================================================
# Terrain
SPRITE_FLOOR = 48 # Dungeon floor
SPRITE_WALL = 33 # Wall tile
SPRITE_STAIRS_DOWN = 50 # Stairs going down
SPRITE_DOOR = 49 # Door tile
# Player sprites
SPRITE_PLAYER = 84 # Player character (knight)
# Enemy sprites
SPRITE_GOBLIN = 111 # Goblin enemy
SPRITE_ORC = 112 # Orc enemy
SPRITE_TROLL = 116 # Troll enemy
# Items (for future expansion)
SPRITE_POTION = 89 # Health potion
SPRITE_CHEST = 91 # Treasure chest
# =============================================================================
# COLORS (R, G, B, A)
# =============================================================================
# Map colors
COLOR_DARK_WALL = (50, 50, 100, 255)
COLOR_DARK_FLOOR = (30, 30, 50, 255)
COLOR_LIGHT_WALL = (100, 100, 150, 255)
COLOR_LIGHT_FLOOR = (80, 80, 100, 255)
# FOV overlay colors
COLOR_FOG = (0, 0, 0, 200) # Unexplored areas
COLOR_REMEMBERED = (0, 0, 0, 128) # Seen but not visible
COLOR_VISIBLE = (0, 0, 0, 0) # Currently visible (transparent)
# UI Colors
COLOR_UI_BG = (20, 20, 30, 230)
COLOR_UI_BORDER = (80, 80, 120, 255)
COLOR_TEXT = (255, 255, 255, 255)
COLOR_TEXT_HIGHLIGHT = (255, 255, 100, 255)
# Health bar colors
COLOR_HP_BAR_BG = (80, 0, 0, 255)
COLOR_HP_BAR_FILL = (0, 180, 0, 255)
COLOR_HP_BAR_WARNING = (180, 180, 0, 255)
COLOR_HP_BAR_CRITICAL = (180, 0, 0, 255)
# Message log colors
COLOR_MSG_DEFAULT = (255, 255, 255, 255)
COLOR_MSG_DAMAGE = (255, 100, 100, 255)
COLOR_MSG_HEAL = (100, 255, 100, 255)
COLOR_MSG_INFO = (100, 100, 255, 255)
COLOR_MSG_IMPORTANT = (255, 255, 100, 255)
# =============================================================================
# PLAYER STATS
# =============================================================================
PLAYER_START_HP = 30
PLAYER_START_ATTACK = 5
PLAYER_START_DEFENSE = 2
# =============================================================================
# ENEMY STATS
# Each enemy type: (hp, attack, defense, xp_reward, name)
# =============================================================================
ENEMY_STATS = {
'goblin': {
'hp': 10,
'attack': 3,
'defense': 0,
'xp': 35,
'sprite': SPRITE_GOBLIN,
'name': 'Goblin'
},
'orc': {
'hp': 16,
'attack': 4,
'defense': 1,
'xp': 50,
'sprite': SPRITE_ORC,
'name': 'Orc'
},
'troll': {
'hp': 24,
'attack': 6,
'defense': 2,
'xp': 100,
'sprite': SPRITE_TROLL,
'name': 'Troll'
}
}
# Enemy spawn weights per dungeon level
# Format: {level: [(enemy_type, weight), ...]}
# Higher weight = more likely to spawn
ENEMY_SPAWN_WEIGHTS = {
1: [('goblin', 100)],
2: [('goblin', 80), ('orc', 20)],
3: [('goblin', 60), ('orc', 40)],
4: [('goblin', 40), ('orc', 50), ('troll', 10)],
5: [('goblin', 20), ('orc', 50), ('troll', 30)],
}
# Default weights for levels beyond those defined
DEFAULT_SPAWN_WEIGHTS = [('goblin', 10), ('orc', 50), ('troll', 40)]
# =============================================================================
# FOV (Field of View) SETTINGS
# =============================================================================
FOV_RADIUS = 8 # How far the player can see
FOV_LIGHT_WALLS = True # Whether walls at FOV edge are visible
# =============================================================================
# INPUT KEYS
# Key names as returned by McRogueFace keypressScene
# =============================================================================
KEY_UP = ['Up', 'W', 'Numpad8']
KEY_DOWN = ['Down', 'S', 'Numpad2']
KEY_LEFT = ['Left', 'A', 'Numpad4']
KEY_RIGHT = ['Right', 'D', 'Numpad6']
# Diagonal movement (numpad)
KEY_UP_LEFT = ['Numpad7']
KEY_UP_RIGHT = ['Numpad9']
KEY_DOWN_LEFT = ['Numpad1']
KEY_DOWN_RIGHT = ['Numpad3']
# Actions
KEY_WAIT = ['Period', 'Numpad5'] # Skip turn
KEY_DESCEND = ['Greater', 'Space'] # Go down stairs (> key or space)
# =============================================================================
# GAME MESSAGES
# =============================================================================
MSG_WELCOME = "Welcome to the dungeon! Find the stairs to descend deeper."
MSG_DESCEND = "You descend the stairs to level %d..."
MSG_PLAYER_ATTACK = "You attack the %s for %d damage!"
MSG_PLAYER_KILL = "You have slain the %s!"
MSG_PLAYER_MISS = "You attack the %s but do no damage."
MSG_ENEMY_ATTACK = "The %s attacks you for %d damage!"
MSG_ENEMY_MISS = "The %s attacks you but does no damage."
MSG_BLOCKED = "You can't move there!"
MSG_STAIRS = "You see stairs leading down here. Press > or Space to descend."
MSG_DEATH = "You have died! Press R to restart."
MSG_NO_STAIRS = "There are no stairs here."
# =============================================================================
# UI LAYOUT
# =============================================================================
# Health bar
HP_BAR_X = 10
HP_BAR_Y = 620
HP_BAR_WIDTH = 200
HP_BAR_HEIGHT = 24
# Message log
MSG_LOG_X = 10
MSG_LOG_Y = 660
MSG_LOG_WIDTH = 780
MSG_LOG_HEIGHT = 100
MSG_LOG_MAX_LINES = 5
# Dungeon level display
LEVEL_DISPLAY_X = 700
LEVEL_DISPLAY_Y = 620
# =============================================================================
# ASSET PATHS
# =============================================================================
TEXTURE_PATH = "assets/kenney_tinydungeon.png"
FONT_PATH = "assets/JetbrainsMono.ttf"

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"""
dungeon.py - Procedural Dungeon Generation for McRogueFace
Generates a roguelike dungeon with rooms connected by corridors.
Includes stairs placement for multi-level progression.
"""
import random
from dataclasses import dataclass
from typing import List, Tuple, Optional
from constants import (
DUNGEON_WIDTH, DUNGEON_HEIGHT,
ROOM_MIN_SIZE, ROOM_MAX_SIZE, MAX_ROOMS,
SPRITE_FLOOR, SPRITE_WALL, SPRITE_STAIRS_DOWN,
MAX_ENEMIES_PER_ROOM, MIN_ENEMIES_PER_ROOM,
ENEMY_SPAWN_WEIGHTS, DEFAULT_SPAWN_WEIGHTS
)
@dataclass
class Rect:
"""A rectangle representing a room in the dungeon."""
x: int
y: int
width: int
height: int
@property
def x2(self) -> int:
return self.x + self.width
@property
def y2(self) -> int:
return self.y + self.height
@property
def center(self) -> Tuple[int, int]:
"""Return the center coordinates of this room."""
center_x = (self.x + self.x2) // 2
center_y = (self.y + self.y2) // 2
return center_x, center_y
def intersects(self, other: 'Rect') -> bool:
"""Check if this room overlaps with another (with 1 tile buffer)."""
return (self.x <= other.x2 + 1 and self.x2 + 1 >= other.x and
self.y <= other.y2 + 1 and self.y2 + 1 >= other.y)
def inner(self) -> Tuple[int, int, int, int]:
"""Return the inner area of the room (excluding walls)."""
return self.x + 1, self.y + 1, self.width - 2, self.height - 2
class Tile:
"""Represents a single tile in the dungeon."""
def __init__(self, walkable: bool = False, transparent: bool = False,
sprite: int = SPRITE_WALL):
self.walkable = walkable
self.transparent = transparent
self.sprite = sprite
self.explored = False
self.visible = False
class Dungeon:
"""
The dungeon map with rooms, corridors, and tile data.
Attributes:
width: Width of the dungeon in tiles
height: Height of the dungeon in tiles
level: Current dungeon depth
tiles: 2D array of Tile objects
rooms: List of rooms (Rect objects)
player_start: Starting position for the player
stairs_pos: Position of the stairs down
"""
def __init__(self, width: int = DUNGEON_WIDTH, height: int = DUNGEON_HEIGHT,
level: int = 1):
self.width = width
self.height = height
self.level = level
self.tiles: List[List[Tile]] = []
self.rooms: List[Rect] = []
self.player_start: Tuple[int, int] = (0, 0)
self.stairs_pos: Tuple[int, int] = (0, 0)
# Initialize all tiles as walls
self._init_tiles()
def _init_tiles(self) -> None:
"""Fill the dungeon with wall tiles."""
self.tiles = [
[Tile(walkable=False, transparent=False, sprite=SPRITE_WALL)
for _ in range(self.height)]
for _ in range(self.width)
]
def in_bounds(self, x: int, y: int) -> bool:
"""Check if coordinates are within dungeon bounds."""
return 0 <= x < self.width and 0 <= y < self.height
def is_walkable(self, x: int, y: int) -> bool:
"""Check if a tile can be walked on."""
if not self.in_bounds(x, y):
return False
return self.tiles[x][y].walkable
def is_transparent(self, x: int, y: int) -> bool:
"""Check if a tile allows light to pass through."""
if not self.in_bounds(x, y):
return False
return self.tiles[x][y].transparent
def get_tile(self, x: int, y: int) -> Optional[Tile]:
"""Get the tile at the given position."""
if not self.in_bounds(x, y):
return None
return self.tiles[x][y]
def set_tile(self, x: int, y: int, walkable: bool, transparent: bool,
sprite: int) -> None:
"""Set properties of a tile."""
if self.in_bounds(x, y):
tile = self.tiles[x][y]
tile.walkable = walkable
tile.transparent = transparent
tile.sprite = sprite
def carve_room(self, room: Rect) -> None:
"""Carve out a room in the dungeon (make tiles walkable)."""
inner_x, inner_y, inner_w, inner_h = room.inner()
for x in range(inner_x, inner_x + inner_w):
for y in range(inner_y, inner_y + inner_h):
self.set_tile(x, y, walkable=True, transparent=True,
sprite=SPRITE_FLOOR)
def carve_tunnel_h(self, x1: int, x2: int, y: int) -> None:
"""Carve a horizontal tunnel."""
for x in range(min(x1, x2), max(x1, x2) + 1):
self.set_tile(x, y, walkable=True, transparent=True,
sprite=SPRITE_FLOOR)
def carve_tunnel_v(self, y1: int, y2: int, x: int) -> None:
"""Carve a vertical tunnel."""
for y in range(min(y1, y2), max(y1, y2) + 1):
self.set_tile(x, y, walkable=True, transparent=True,
sprite=SPRITE_FLOOR)
def connect_rooms(self, room1: Rect, room2: Rect) -> None:
"""Connect two rooms with an L-shaped corridor."""
x1, y1 = room1.center
x2, y2 = room2.center
# Randomly choose to go horizontal then vertical, or vice versa
if random.random() < 0.5:
self.carve_tunnel_h(x1, x2, y1)
self.carve_tunnel_v(y1, y2, x2)
else:
self.carve_tunnel_v(y1, y2, x1)
self.carve_tunnel_h(x1, x2, y2)
def place_stairs(self) -> None:
"""Place stairs in the last room."""
if self.rooms:
# Stairs go in the center of the last room
self.stairs_pos = self.rooms[-1].center
x, y = self.stairs_pos
self.set_tile(x, y, walkable=True, transparent=True,
sprite=SPRITE_STAIRS_DOWN)
def generate(self) -> None:
"""Generate the dungeon using BSP-style room placement."""
self._init_tiles()
self.rooms.clear()
for _ in range(MAX_ROOMS):
# Random room dimensions
w = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position (ensure room fits in dungeon)
x = random.randint(1, self.width - w - 1)
y = random.randint(1, self.height - h - 1)
new_room = Rect(x, y, w, h)
# Check for intersections with existing rooms
if any(new_room.intersects(other) for other in self.rooms):
continue
# Room is valid - carve it out
self.carve_room(new_room)
if self.rooms:
# Connect to previous room
self.connect_rooms(self.rooms[-1], new_room)
else:
# First room - player starts here
self.player_start = new_room.center
self.rooms.append(new_room)
# Place stairs in the last room
self.place_stairs()
def get_spawn_positions(self) -> List[Tuple[int, int]]:
"""
Get valid spawn positions for enemies.
Returns positions from all rooms except the first (player start).
"""
positions = []
for room in self.rooms[1:]: # Skip first room (player start)
inner_x, inner_y, inner_w, inner_h = room.inner()
for x in range(inner_x, inner_x + inner_w):
for y in range(inner_y, inner_y + inner_h):
# Don't spawn on stairs
if (x, y) != self.stairs_pos:
positions.append((x, y))
return positions
def get_enemy_spawns(self) -> List[Tuple[str, int, int]]:
"""
Determine which enemies to spawn and where.
Returns list of (enemy_type, x, y) tuples.
"""
spawns = []
# Get spawn weights for this level
weights = ENEMY_SPAWN_WEIGHTS.get(self.level, DEFAULT_SPAWN_WEIGHTS)
# Create weighted list for random selection
enemy_types = []
for enemy_type, weight in weights:
enemy_types.extend([enemy_type] * weight)
# Spawn enemies in each room (except the first)
for room in self.rooms[1:]:
num_enemies = random.randint(MIN_ENEMIES_PER_ROOM, MAX_ENEMIES_PER_ROOM)
# Scale up enemies slightly with dungeon level
num_enemies = min(num_enemies + (self.level - 1) // 2, MAX_ENEMIES_PER_ROOM + 2)
inner_x, inner_y, inner_w, inner_h = room.inner()
used_positions = set()
for _ in range(num_enemies):
# Find an unused position
attempts = 0
while attempts < 20:
x = random.randint(inner_x, inner_x + inner_w - 1)
y = random.randint(inner_y, inner_y + inner_h - 1)
if (x, y) not in used_positions and (x, y) != self.stairs_pos:
enemy_type = random.choice(enemy_types)
spawns.append((enemy_type, x, y))
used_positions.add((x, y))
break
attempts += 1
return spawns
def apply_to_grid(self, grid) -> None:
"""
Apply the dungeon data to a McRogueFace Grid object.
Args:
grid: A mcrfpy.Grid object to update
"""
for x in range(self.width):
for y in range(self.height):
tile = self.tiles[x][y]
point = grid.at(x, y)
point.tilesprite = tile.sprite
point.walkable = tile.walkable
point.transparent = tile.transparent
def generate_dungeon(level: int = 1) -> Dungeon:
"""
Convenience function to generate a new dungeon.
Args:
level: The dungeon depth (affects enemy spawns)
Returns:
A fully generated Dungeon object
"""
dungeon = Dungeon(level=level)
dungeon.generate()
return dungeon

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"""
entities.py - Player and Enemy Entity Definitions
Defines the game actors with stats, rendering, and basic behaviors.
Uses composition with McRogueFace Entity objects for rendering.
"""
from dataclasses import dataclass, field
from typing import Optional, List, Tuple, TYPE_CHECKING
import mcrfpy
from constants import (
PLAYER_START_HP, PLAYER_START_ATTACK, PLAYER_START_DEFENSE,
SPRITE_PLAYER, ENEMY_STATS, FOV_RADIUS
)
if TYPE_CHECKING:
from dungeon import Dungeon
@dataclass
class Fighter:
"""
Combat statistics component for entities that can fight.
Attributes:
hp: Current hit points
max_hp: Maximum hit points
attack: Attack power
defense: Damage reduction
"""
hp: int
max_hp: int
attack: int
defense: int
@property
def is_alive(self) -> bool:
"""Check if this fighter is still alive."""
return self.hp > 0
@property
def hp_percent(self) -> float:
"""Return HP as a percentage (0.0 to 1.0)."""
if self.max_hp <= 0:
return 0.0
return self.hp / self.max_hp
def heal(self, amount: int) -> int:
"""
Heal by the given amount, up to max_hp.
Returns:
The actual amount healed.
"""
old_hp = self.hp
self.hp = min(self.hp + amount, self.max_hp)
return self.hp - old_hp
def take_damage(self, amount: int) -> int:
"""
Take damage, reduced by defense.
Args:
amount: Raw damage before defense calculation
Returns:
The actual damage taken after defense.
"""
# Defense reduces damage, minimum 0
actual_damage = max(0, amount - self.defense)
self.hp = max(0, self.hp - actual_damage)
return actual_damage
class Actor:
"""
Base class for all game actors (player and enemies).
Wraps a McRogueFace Entity and adds game logic.
"""
def __init__(self, x: int, y: int, sprite: int, name: str,
texture: mcrfpy.Texture, grid: mcrfpy.Grid,
fighter: Fighter):
"""
Create a new actor.
Args:
x: Starting X position
y: Starting Y position
sprite: Sprite index for rendering
name: Display name of this actor
texture: Texture for the entity sprite
grid: Grid to add the entity to
fighter: Combat statistics
"""
self.name = name
self.fighter = fighter
self.grid = grid
self._x = x
self._y = y
# Create the McRogueFace entity
self.entity = mcrfpy.Entity((x, y), texture, sprite)
grid.entities.append(self.entity)
@property
def x(self) -> int:
return self._x
@x.setter
def x(self, value: int) -> None:
self._x = value
self.entity.pos = (value, self._y)
@property
def y(self) -> int:
return self._y
@y.setter
def y(self, value: int) -> None:
self._y = value
self.entity.pos = (self._x, value)
@property
def pos(self) -> Tuple[int, int]:
return (self._x, self._y)
@pos.setter
def pos(self, value: Tuple[int, int]) -> None:
self._x, self._y = value
self.entity.pos = value
@property
def is_alive(self) -> bool:
return self.fighter.is_alive
def move(self, dx: int, dy: int) -> None:
"""Move by the given delta."""
self.x += dx
self.y += dy
def move_to(self, x: int, y: int) -> None:
"""Move to an absolute position."""
self.pos = (x, y)
def distance_to(self, other: 'Actor') -> int:
"""Calculate Manhattan distance to another actor."""
return abs(self.x - other.x) + abs(self.y - other.y)
def remove(self) -> None:
"""Remove this actor's entity from the grid."""
try:
idx = self.entity.index()
self.grid.entities.remove(idx)
except (ValueError, RuntimeError):
pass # Already removed
class Player(Actor):
"""
The player character with additional player-specific functionality.
"""
def __init__(self, x: int, y: int, texture: mcrfpy.Texture,
grid: mcrfpy.Grid):
fighter = Fighter(
hp=PLAYER_START_HP,
max_hp=PLAYER_START_HP,
attack=PLAYER_START_ATTACK,
defense=PLAYER_START_DEFENSE
)
super().__init__(
x=x, y=y,
sprite=SPRITE_PLAYER,
name="Player",
texture=texture,
grid=grid,
fighter=fighter
)
self.xp = 0
self.level = 1
self.dungeon_level = 1
def gain_xp(self, amount: int) -> bool:
"""
Gain experience points.
Args:
amount: XP to gain
Returns:
True if the player leveled up
"""
self.xp += amount
xp_to_level = self.xp_for_next_level
if self.xp >= xp_to_level:
self.level_up()
return True
return False
@property
def xp_for_next_level(self) -> int:
"""XP required for the next level."""
return self.level * 100
def level_up(self) -> None:
"""Level up the player, improving stats."""
self.level += 1
# Improve stats
hp_increase = 5
attack_increase = 1
defense_increase = 1 if self.level % 3 == 0 else 0
self.fighter.max_hp += hp_increase
self.fighter.hp += hp_increase # Heal the increase amount
self.fighter.attack += attack_increase
self.fighter.defense += defense_increase
def update_fov(self, dungeon: 'Dungeon') -> None:
"""
Update field of view based on player position.
Uses entity.update_visibility() for TCOD FOV calculation.
"""
# Update the entity's visibility data
self.entity.update_visibility()
# Apply FOV to dungeon tiles
for x in range(dungeon.width):
for y in range(dungeon.height):
state = self.entity.at(x, y)
tile = dungeon.get_tile(x, y)
if tile:
tile.visible = state.visible
if state.visible:
tile.explored = True
class Enemy(Actor):
"""
An enemy actor with AI behavior.
"""
def __init__(self, x: int, y: int, enemy_type: str,
texture: mcrfpy.Texture, grid: mcrfpy.Grid):
"""
Create a new enemy.
Args:
x: Starting X position
y: Starting Y position
enemy_type: Key into ENEMY_STATS dictionary
texture: Texture for the entity sprite
grid: Grid to add the entity to
"""
stats = ENEMY_STATS.get(enemy_type, ENEMY_STATS['goblin'])
fighter = Fighter(
hp=stats['hp'],
max_hp=stats['hp'],
attack=stats['attack'],
defense=stats['defense']
)
super().__init__(
x=x, y=y,
sprite=stats['sprite'],
name=stats['name'],
texture=texture,
grid=grid,
fighter=fighter
)
self.enemy_type = enemy_type
self.xp_reward = stats['xp']
# AI state
self.target: Optional[Actor] = None
self.path: List[Tuple[int, int]] = []
def create_player(x: int, y: int, texture: mcrfpy.Texture,
grid: mcrfpy.Grid) -> Player:
"""
Factory function to create the player.
Args:
x: Starting X position
y: Starting Y position
texture: Texture for player sprite
grid: Grid to add player to
Returns:
A new Player instance
"""
return Player(x, y, texture, grid)
def create_enemy(x: int, y: int, enemy_type: str,
texture: mcrfpy.Texture, grid: mcrfpy.Grid) -> Enemy:
"""
Factory function to create an enemy.
Args:
x: Starting X position
y: Starting Y position
enemy_type: Type of enemy ('goblin', 'orc', 'troll')
texture: Texture for enemy sprite
grid: Grid to add enemy to
Returns:
A new Enemy instance
"""
return Enemy(x, y, enemy_type, texture, grid)

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"""
game.py - Main Entry Point for McRogueFace Complete Roguelike Template
This is the main game file that ties everything together:
- Scene setup
- Input handling
- Game loop
- Level transitions
To run: Copy this template to your McRogueFace scripts/ directory
and rename to game.py (or import from game.py).
"""
import mcrfpy
from typing import List, Optional
# Import game modules
from constants import (
SCREEN_WIDTH, SCREEN_HEIGHT,
GRID_X, GRID_Y, GRID_WIDTH, GRID_HEIGHT,
DUNGEON_WIDTH, DUNGEON_HEIGHT,
TEXTURE_PATH, FONT_PATH,
KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT,
KEY_UP_LEFT, KEY_UP_RIGHT, KEY_DOWN_LEFT, KEY_DOWN_RIGHT,
KEY_WAIT, KEY_DESCEND,
MSG_WELCOME, MSG_DESCEND, MSG_BLOCKED, MSG_STAIRS, MSG_DEATH, MSG_NO_STAIRS,
FOV_RADIUS, COLOR_FOG, COLOR_REMEMBERED, COLOR_VISIBLE
)
from dungeon import Dungeon, generate_dungeon
from entities import Player, Enemy, create_player, create_enemy
from turns import TurnManager, GameState
from ui import GameUI, DeathScreen
class Game:
"""
Main game class that manages the complete roguelike experience.
"""
def __init__(self):
"""Initialize the game."""
# Load resources
self.texture = mcrfpy.Texture(TEXTURE_PATH, 16, 16)
self.font = mcrfpy.Font(FONT_PATH)
# Create scene
mcrfpy.createScene("game")
self.ui_collection = mcrfpy.sceneUI("game")
# Create grid
self.grid = mcrfpy.Grid(
DUNGEON_WIDTH, DUNGEON_HEIGHT,
self.texture,
GRID_X, GRID_Y,
GRID_WIDTH, GRID_HEIGHT
)
self.ui_collection.append(self.grid)
# Game state
self.dungeon: Optional[Dungeon] = None
self.player: Optional[Player] = None
self.enemies: List[Enemy] = []
self.turn_manager: Optional[TurnManager] = None
self.current_level = 1
# UI
self.game_ui = GameUI(self.font)
self.game_ui.add_to_scene(self.ui_collection)
self.death_screen: Optional[DeathScreen] = None
self.game_over = False
# Set up input handling
mcrfpy.keypressScene(self.handle_keypress)
# Start the game
self.new_game()
# Switch to game scene
mcrfpy.setScene("game")
def new_game(self) -> None:
"""Start a new game from level 1."""
self.current_level = 1
self.game_over = False
# Clear any death screen
if self.death_screen:
self.death_screen.remove_from_scene(self.ui_collection)
self.death_screen = None
# Generate first level
self.generate_level()
# Welcome message
self.game_ui.clear_messages()
self.game_ui.add_message(MSG_WELCOME, (255, 255, 100, 255))
def generate_level(self) -> None:
"""Generate a new dungeon level."""
# Clear existing entities from grid
while len(self.grid.entities) > 0:
self.grid.entities.remove(0)
self.enemies.clear()
# Generate dungeon
self.dungeon = generate_dungeon(self.current_level)
self.dungeon.apply_to_grid(self.grid)
# Create player at start position
start_x, start_y = self.dungeon.player_start
self.player = create_player(start_x, start_y, self.texture, self.grid)
self.player.dungeon_level = self.current_level
# Spawn enemies
enemy_spawns = self.dungeon.get_enemy_spawns()
for enemy_type, x, y in enemy_spawns:
enemy = create_enemy(x, y, enemy_type, self.texture, self.grid)
self.enemies.append(enemy)
# Set up turn manager
self.turn_manager = TurnManager(self.player, self.enemies, self.dungeon)
self.turn_manager.on_message = self.game_ui.add_message
self.turn_manager.on_player_death = self.on_player_death
# Update FOV
self.update_fov()
# Center camera on player
self.center_camera()
# Update UI
self.game_ui.update_level(self.current_level)
self.update_ui()
def descend(self) -> None:
"""Go down to the next dungeon level."""
# Check if player is on stairs
if self.player.pos != self.dungeon.stairs_pos:
self.game_ui.add_message(MSG_NO_STAIRS, (150, 150, 150, 255))
return
self.current_level += 1
self.game_ui.add_message(MSG_DESCEND % self.current_level, (100, 100, 255, 255))
# Keep player stats
old_hp = self.player.fighter.hp
old_max_hp = self.player.fighter.max_hp
old_attack = self.player.fighter.attack
old_defense = self.player.fighter.defense
old_xp = self.player.xp
old_level = self.player.level
# Generate new level
self.generate_level()
# Restore player stats
self.player.fighter.hp = old_hp
self.player.fighter.max_hp = old_max_hp
self.player.fighter.attack = old_attack
self.player.fighter.defense = old_defense
self.player.xp = old_xp
self.player.level = old_level
self.update_ui()
def update_fov(self) -> None:
"""Update field of view and apply to grid tiles."""
if not self.player or not self.dungeon:
return
# Use entity's built-in FOV calculation
self.player.entity.update_visibility()
# Apply visibility to tiles
for x in range(self.dungeon.width):
for y in range(self.dungeon.height):
point = self.grid.at(x, y)
tile = self.dungeon.get_tile(x, y)
if tile:
state = self.player.entity.at(x, y)
if state.visible:
# Currently visible
tile.explored = True
tile.visible = True
point.color_overlay = mcrfpy.Color(*COLOR_VISIBLE)
elif tile.explored:
# Explored but not visible
tile.visible = False
point.color_overlay = mcrfpy.Color(*COLOR_REMEMBERED)
else:
# Never seen
point.color_overlay = mcrfpy.Color(*COLOR_FOG)
def center_camera(self) -> None:
"""Center the camera on the player."""
if self.player:
self.grid.center = (self.player.x, self.player.y)
def update_ui(self) -> None:
"""Update all UI elements."""
if self.player:
self.game_ui.update_hp(
self.player.fighter.hp,
self.player.fighter.max_hp
)
def on_player_death(self) -> None:
"""Handle player death."""
self.game_over = True
self.game_ui.add_message(MSG_DEATH, (255, 0, 0, 255))
# Show death screen
self.death_screen = DeathScreen(self.font)
self.death_screen.add_to_scene(self.ui_collection)
def handle_keypress(self, key: str, state: str) -> None:
"""
Handle keyboard input.
Args:
key: Key name
state: "start" for key down, "end" for key up
"""
# Only handle key down events
if state != "start":
return
# Handle restart when dead
if self.game_over:
if key == "R":
self.new_game()
return
# Handle movement
dx, dy = 0, 0
if key in KEY_UP:
dy = -1
elif key in KEY_DOWN:
dy = 1
elif key in KEY_LEFT:
dx = -1
elif key in KEY_RIGHT:
dx = 1
elif key in KEY_UP_LEFT:
dx, dy = -1, -1
elif key in KEY_UP_RIGHT:
dx, dy = 1, -1
elif key in KEY_DOWN_LEFT:
dx, dy = -1, 1
elif key in KEY_DOWN_RIGHT:
dx, dy = 1, 1
elif key in KEY_WAIT:
# Skip turn
self.turn_manager.handle_wait()
self.after_turn()
return
elif key in KEY_DESCEND:
# Try to descend
self.descend()
return
elif key == "Escape":
# Quit game
mcrfpy.exit()
return
# Process movement/attack
if dx != 0 or dy != 0:
if self.turn_manager.handle_player_action(dx, dy):
self.after_turn()
else:
# Movement was blocked
self.game_ui.add_message(MSG_BLOCKED, (150, 150, 150, 255))
def after_turn(self) -> None:
"""Called after each player turn."""
# Update FOV
self.update_fov()
# Center camera
self.center_camera()
# Update UI
self.update_ui()
# Check if standing on stairs
if self.player.pos == self.dungeon.stairs_pos:
self.game_ui.add_message(MSG_STAIRS, (100, 255, 100, 255))
# Clean up dead enemies
self.enemies = [e for e in self.enemies if e.is_alive]
# =============================================================================
# ENTRY POINT
# =============================================================================
# Global game instance
game: Optional[Game] = None
def start_game():
"""Start the game."""
global game
game = Game()
# Auto-start when this script is loaded
start_game()

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"""
turns.py - Turn Management System for McRogueFace Roguelike
Handles the turn-based game flow: player turn, then enemy turns.
"""
from enum import Enum, auto
from typing import List, Optional, Callable, TYPE_CHECKING
from entities import Player, Enemy
from combat import try_attack, process_kill, CombatResult
from ai import process_enemy_turns
if TYPE_CHECKING:
from dungeon import Dungeon
class GameState(Enum):
"""Current state of the game."""
PLAYER_TURN = auto() # Waiting for player input
ENEMY_TURN = auto() # Processing enemy actions
PLAYER_DEAD = auto() # Player has died
VICTORY = auto() # Player has won (optional)
LEVEL_TRANSITION = auto() # Moving to next level
class TurnManager:
"""
Manages the turn-based game loop.
The game follows this flow:
1. Player takes action (move or attack)
2. If action was valid, enemies take turns
3. Check for game over conditions
4. Return to step 1
"""
def __init__(self, player: Player, enemies: List[Enemy], dungeon: 'Dungeon'):
"""
Initialize the turn manager.
Args:
player: The player entity
enemies: List of all enemies
dungeon: The dungeon map
"""
self.player = player
self.enemies = enemies
self.dungeon = dungeon
self.state = GameState.PLAYER_TURN
self.turn_count = 0
# Callbacks for game events
self.on_message: Optional[Callable[[str, tuple], None]] = None
self.on_player_death: Optional[Callable[[], None]] = None
self.on_enemy_death: Optional[Callable[[Enemy], None]] = None
self.on_turn_end: Optional[Callable[[int], None]] = None
def reset(self, player: Player, enemies: List[Enemy], dungeon: 'Dungeon') -> None:
"""Reset the turn manager with new game state."""
self.player = player
self.enemies = enemies
self.dungeon = dungeon
self.state = GameState.PLAYER_TURN
self.turn_count = 0
def add_message(self, message: str, color: tuple = (255, 255, 255, 255)) -> None:
"""Add a message to the log via callback."""
if self.on_message:
self.on_message(message, color)
def handle_player_action(self, dx: int, dy: int) -> bool:
"""
Handle a player movement or attack action.
Args:
dx: X direction (-1, 0, or 1)
dy: Y direction (-1, 0, or 1)
Returns:
True if the action consumed a turn, False otherwise
"""
if self.state != GameState.PLAYER_TURN:
return False
target_x = self.player.x + dx
target_y = self.player.y + dy
# Check for attack
result = try_attack(self.player, target_x, target_y, self.enemies)
if result:
# Player attacked something
self.add_message(result.message, result.message_color)
if result.killed:
# Process kill
xp = process_kill(self.player, result.defender)
self.enemies.remove(result.defender)
if xp > 0:
self.add_message(f"You gain {xp} XP!", (255, 255, 100, 255))
if self.on_enemy_death:
self.on_enemy_death(result.defender)
# Action consumed a turn
self._end_player_turn()
return True
# No attack - try to move
if self.dungeon.is_walkable(target_x, target_y):
# Check for enemy blocking
blocked = False
for enemy in self.enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
blocked = True
break
if not blocked:
self.player.move_to(target_x, target_y)
self._end_player_turn()
return True
# Movement blocked
return False
def handle_wait(self) -> bool:
"""
Handle the player choosing to wait (skip turn).
Returns:
True (always consumes a turn)
"""
if self.state != GameState.PLAYER_TURN:
return False
self.add_message("You wait...", (150, 150, 150, 255))
self._end_player_turn()
return True
def _end_player_turn(self) -> None:
"""End the player's turn and process enemy turns."""
self.state = GameState.ENEMY_TURN
self._process_enemy_turns()
def _process_enemy_turns(self) -> None:
"""Process all enemy turns."""
# Get combat results from enemy actions
results = process_enemy_turns(
self.enemies,
self.player,
self.dungeon
)
# Report results
for result in results:
self.add_message(result.message, result.message_color)
# Check if player died
if not self.player.is_alive:
self.state = GameState.PLAYER_DEAD
if self.on_player_death:
self.on_player_death()
else:
# End turn
self.turn_count += 1
self.state = GameState.PLAYER_TURN
if self.on_turn_end:
self.on_turn_end(self.turn_count)
def is_player_turn(self) -> bool:
"""Check if it's the player's turn."""
return self.state == GameState.PLAYER_TURN
def is_game_over(self) -> bool:
"""Check if the game is over (player dead)."""
return self.state == GameState.PLAYER_DEAD
def get_enemy_count(self) -> int:
"""Get the number of living enemies."""
return sum(1 for e in self.enemies if e.is_alive)
class ActionResult:
"""Result of a player action."""
def __init__(self, success: bool, message: str = "",
color: tuple = (255, 255, 255, 255)):
self.success = success
self.message = message
self.color = color
def try_move_or_attack(player: Player, dx: int, dy: int,
dungeon: 'Dungeon', enemies: List[Enemy]) -> ActionResult:
"""
Attempt to move or attack in a direction.
This is a simpler, standalone function for games that don't want
the full TurnManager.
Args:
player: The player
dx: X direction
dy: Y direction
dungeon: The dungeon map
enemies: List of enemies
Returns:
ActionResult indicating success and any message
"""
target_x = player.x + dx
target_y = player.y + dy
# Check for attack
for enemy in enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
result = try_attack(player, target_x, target_y, enemies)
if result:
if result.killed:
process_kill(player, enemy)
enemies.remove(enemy)
return ActionResult(True, result.message, result.message_color)
# Check for movement
if dungeon.is_walkable(target_x, target_y):
player.move_to(target_x, target_y)
return ActionResult(True)
return ActionResult(False, "You can't move there!", (150, 150, 150, 255))

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"""
ui.py - User Interface Components for McRogueFace Roguelike
Contains the health bar and message log UI elements.
"""
from typing import List, Tuple, Optional
from dataclasses import dataclass
import mcrfpy
from constants import (
HP_BAR_X, HP_BAR_Y, HP_BAR_WIDTH, HP_BAR_HEIGHT,
MSG_LOG_X, MSG_LOG_Y, MSG_LOG_WIDTH, MSG_LOG_HEIGHT, MSG_LOG_MAX_LINES,
LEVEL_DISPLAY_X, LEVEL_DISPLAY_Y,
COLOR_UI_BG, COLOR_UI_BORDER, COLOR_TEXT,
COLOR_HP_BAR_BG, COLOR_HP_BAR_FILL, COLOR_HP_BAR_WARNING, COLOR_HP_BAR_CRITICAL,
COLOR_MSG_DEFAULT
)
@dataclass
class Message:
"""A message in the message log."""
text: str
color: Tuple[int, int, int, int]
class HealthBar:
"""
Visual health bar displaying player HP.
Uses nested Frames: an outer background frame and an inner fill frame
that resizes based on HP percentage.
"""
def __init__(self, x: int = HP_BAR_X, y: int = HP_BAR_Y,
width: int = HP_BAR_WIDTH, height: int = HP_BAR_HEIGHT,
font: mcrfpy.Font = None):
"""
Create a health bar.
Args:
x: X position
y: Y position
width: Total width of the bar
height: Height of the bar
font: Font for the HP text
"""
self.x = x
self.y = y
self.width = width
self.height = height
self.font = font or mcrfpy.default_font
# Background frame
self.bg_frame = mcrfpy.Frame(x, y, width, height)
self.bg_frame.fill_color = mcrfpy.Color(*COLOR_HP_BAR_BG)
self.bg_frame.outline = 2
self.bg_frame.outline_color = mcrfpy.Color(*COLOR_UI_BORDER)
# Fill frame (inside background)
self.fill_frame = mcrfpy.Frame(x + 2, y + 2, width - 4, height - 4)
self.fill_frame.fill_color = mcrfpy.Color(*COLOR_HP_BAR_FILL)
self.fill_frame.outline = 0
# HP text
self.hp_text = mcrfpy.Caption("HP: 0 / 0", self.font, x + 8, y + 4)
self.hp_text.fill_color = mcrfpy.Color(*COLOR_TEXT)
self._max_fill_width = width - 4
def add_to_scene(self, ui: mcrfpy.UICollection) -> None:
"""Add all health bar components to a scene."""
ui.append(self.bg_frame)
ui.append(self.fill_frame)
ui.append(self.hp_text)
def update(self, current_hp: int, max_hp: int) -> None:
"""
Update the health bar display.
Args:
current_hp: Current hit points
max_hp: Maximum hit points
"""
# Calculate fill percentage
if max_hp <= 0:
percent = 0.0
else:
percent = max(0.0, min(1.0, current_hp / max_hp))
# Update fill bar width
self.fill_frame.w = int(self._max_fill_width * percent)
# Update color based on HP percentage
if percent > 0.6:
color = COLOR_HP_BAR_FILL
elif percent > 0.3:
color = COLOR_HP_BAR_WARNING
else:
color = COLOR_HP_BAR_CRITICAL
self.fill_frame.fill_color = mcrfpy.Color(*color)
# Update text
self.hp_text.text = f"HP: {current_hp} / {max_hp}"
class MessageLog:
"""
Scrolling message log displaying game events.
Uses a Frame container with Caption children for each line.
"""
def __init__(self, x: int = MSG_LOG_X, y: int = MSG_LOG_Y,
width: int = MSG_LOG_WIDTH, height: int = MSG_LOG_HEIGHT,
max_lines: int = MSG_LOG_MAX_LINES,
font: mcrfpy.Font = None):
"""
Create a message log.
Args:
x: X position
y: Y position
width: Width of the log
height: Height of the log
max_lines: Maximum number of visible lines
font: Font for the messages
"""
self.x = x
self.y = y
self.width = width
self.height = height
self.max_lines = max_lines
self.font = font or mcrfpy.default_font
# Container frame
self.frame = mcrfpy.Frame(x, y, width, height)
self.frame.fill_color = mcrfpy.Color(*COLOR_UI_BG)
self.frame.outline = 1
self.frame.outline_color = mcrfpy.Color(*COLOR_UI_BORDER)
# Message storage
self.messages: List[Message] = []
self.captions: List[mcrfpy.Caption] = []
# Line height (approximate based on font)
self.line_height = 18
# Create caption objects for each line
self._init_captions()
def _init_captions(self) -> None:
"""Initialize caption objects for message display."""
for i in range(self.max_lines):
caption = mcrfpy.Caption(
"",
self.font,
self.x + 5,
self.y + 5 + i * self.line_height
)
caption.fill_color = mcrfpy.Color(*COLOR_MSG_DEFAULT)
self.captions.append(caption)
def add_to_scene(self, ui: mcrfpy.UICollection) -> None:
"""Add the message log to a scene."""
ui.append(self.frame)
for caption in self.captions:
ui.append(caption)
def add_message(self, text: str,
color: Tuple[int, int, int, int] = COLOR_MSG_DEFAULT) -> None:
"""
Add a message to the log.
Args:
text: Message text
color: Text color as (R, G, B, A)
"""
self.messages.append(Message(text, color))
# Trim old messages
if len(self.messages) > 100:
self.messages = self.messages[-100:]
# Update display
self._update_display()
def _update_display(self) -> None:
"""Update the displayed messages."""
# Get the most recent messages
recent = self.messages[-self.max_lines:]
for i, caption in enumerate(self.captions):
if i < len(recent):
msg = recent[i]
caption.text = msg.text
caption.fill_color = mcrfpy.Color(*msg.color)
else:
caption.text = ""
def clear(self) -> None:
"""Clear all messages."""
self.messages.clear()
self._update_display()
class LevelDisplay:
"""Simple display showing current dungeon level."""
def __init__(self, x: int = LEVEL_DISPLAY_X, y: int = LEVEL_DISPLAY_Y,
font: mcrfpy.Font = None):
"""
Create a level display.
Args:
x: X position
y: Y position
font: Font for the text
"""
self.font = font or mcrfpy.default_font
self.caption = mcrfpy.Caption("Level: 1", self.font, x, y)
self.caption.fill_color = mcrfpy.Color(*COLOR_TEXT)
def add_to_scene(self, ui: mcrfpy.UICollection) -> None:
"""Add to a scene."""
ui.append(self.caption)
def update(self, level: int) -> None:
"""Update the displayed level."""
self.caption.text = f"Dungeon Level: {level}"
class GameUI:
"""
Container for all UI elements.
Provides a single point of access for updating the entire UI.
"""
def __init__(self, font: mcrfpy.Font = None):
"""
Create the game UI.
Args:
font: Font for all UI elements
"""
self.font = font or mcrfpy.default_font
# Create UI components
self.health_bar = HealthBar(font=self.font)
self.message_log = MessageLog(font=self.font)
self.level_display = LevelDisplay(font=self.font)
def add_to_scene(self, ui: mcrfpy.UICollection) -> None:
"""Add all UI elements to a scene."""
self.health_bar.add_to_scene(ui)
self.message_log.add_to_scene(ui)
self.level_display.add_to_scene(ui)
def update_hp(self, current_hp: int, max_hp: int) -> None:
"""Update the health bar."""
self.health_bar.update(current_hp, max_hp)
def add_message(self, text: str,
color: Tuple[int, int, int, int] = COLOR_MSG_DEFAULT) -> None:
"""Add a message to the log."""
self.message_log.add_message(text, color)
def update_level(self, level: int) -> None:
"""Update the dungeon level display."""
self.level_display.update(level)
def clear_messages(self) -> None:
"""Clear the message log."""
self.message_log.clear()
class DeathScreen:
"""Game over screen shown when player dies."""
def __init__(self, font: mcrfpy.Font = None):
"""
Create the death screen.
Args:
font: Font for text
"""
self.font = font or mcrfpy.default_font
self.elements: List = []
# Semi-transparent overlay
self.overlay = mcrfpy.Frame(0, 0, 1024, 768)
self.overlay.fill_color = mcrfpy.Color(0, 0, 0, 180)
self.elements.append(self.overlay)
# Death message
self.death_text = mcrfpy.Caption(
"YOU HAVE DIED",
self.font,
362, 300
)
self.death_text.fill_color = mcrfpy.Color(255, 0, 0, 255)
self.death_text.outline = 2
self.death_text.outline_color = mcrfpy.Color(0, 0, 0, 255)
self.elements.append(self.death_text)
# Restart prompt
self.restart_text = mcrfpy.Caption(
"Press R to restart",
self.font,
400, 400
)
self.restart_text.fill_color = mcrfpy.Color(200, 200, 200, 255)
self.elements.append(self.restart_text)
def add_to_scene(self, ui: mcrfpy.UICollection) -> None:
"""Add death screen elements to a scene."""
for element in self.elements:
ui.append(element)
def remove_from_scene(self, ui: mcrfpy.UICollection) -> None:
"""Remove death screen elements from a scene."""
for element in self.elements:
try:
ui.remove(element)
except (ValueError, RuntimeError):
pass

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"""
McRogueFace Minimal Template
============================
A starting point for simple roguelike prototypes.
This template demonstrates:
- Scene object pattern (preferred OOP approach)
- Grid-based movement with boundary checking
- Keyboard input handling
- Entity positioning on a grid
Usage:
Place this file in your McRogueFace scripts directory and run McRogueFace.
Use arrow keys to move the @ symbol. Press Escape to exit.
"""
import mcrfpy
# =============================================================================
# CONSTANTS
# =============================================================================
# Grid dimensions (in tiles)
GRID_WIDTH: int = 20
GRID_HEIGHT: int = 15
# Tile size in pixels (must match your sprite sheet)
TILE_SIZE: int = 16
# CP437 sprite indices (standard roguelike character mapping)
# In CP437, character codes map to sprite indices: '@' = 64, '.' = 46, etc.
SPRITE_PLAYER: int = 64 # '@' symbol
SPRITE_FLOOR: int = 46 # '.' symbol
# Colors (RGBA tuples)
COLOR_BACKGROUND: tuple[int, int, int] = (20, 20, 30)
# =============================================================================
# GAME STATE
# =============================================================================
# Player position in grid coordinates
player_x: int = GRID_WIDTH // 2
player_y: int = GRID_HEIGHT // 2
# Reference to player entity (set during setup)
player_entity: mcrfpy.Entity = None
# =============================================================================
# MOVEMENT LOGIC
# =============================================================================
def try_move(dx: int, dy: int) -> bool:
"""
Attempt to move the player by (dx, dy) tiles.
Args:
dx: Horizontal movement (-1 = left, +1 = right, 0 = none)
dy: Vertical movement (-1 = up, +1 = down, 0 = none)
Returns:
True if movement succeeded, False if blocked by boundary
"""
global player_x, player_y
new_x = player_x + dx
new_y = player_y + dy
# Boundary checking: ensure player stays within grid
if 0 <= new_x < GRID_WIDTH and 0 <= new_y < GRID_HEIGHT:
player_x = new_x
player_y = new_y
# Update the entity's position on the grid
player_entity.x = player_x
player_entity.y = player_y
return True
return False
# =============================================================================
# INPUT HANDLING
# =============================================================================
def handle_keypress(key: str, action: str) -> None:
"""
Handle keyboard input for the game scene.
Args:
key: The key that was pressed (e.g., "Up", "Down", "Escape", "a", "W")
action: Either "start" (key pressed) or "end" (key released)
Note:
We only process on "start" to avoid double-triggering on key release.
"""
if action != "start":
return
# Movement keys (both arrow keys and WASD)
if key == "Up" or key == "W" or key == "w":
try_move(0, -1)
elif key == "Down" or key == "S" or key == "s":
try_move(0, 1)
elif key == "Left" or key == "A" or key == "a":
try_move(-1, 0)
elif key == "Right" or key == "D" or key == "d":
try_move(1, 0)
# Exit on Escape
elif key == "Escape":
mcrfpy.exit()
# =============================================================================
# SCENE SETUP
# =============================================================================
def setup_game() -> mcrfpy.Scene:
"""
Create and configure the game scene.
Returns:
The configured Scene object, ready to be activated.
"""
global player_entity
# Create the scene using the OOP pattern (preferred over createScene)
scene = mcrfpy.Scene("game")
# Load the sprite sheet texture
# Adjust the path and tile size to match your assets
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", TILE_SIZE, TILE_SIZE)
# Create the game grid
# Grid(pos, size, grid_size) where:
# pos = pixel position on screen
# size = pixel dimensions of the grid display
# grid_size = number of tiles (columns, rows)
grid = mcrfpy.Grid(
pos=(32, 32),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture
)
grid.fill_color = mcrfpy.Color(*COLOR_BACKGROUND)
# Fill the grid with floor tiles
for x in range(GRID_WIDTH):
for y in range(GRID_HEIGHT):
point = grid.at(x, y)
point.tilesprite = SPRITE_FLOOR
point.walkable = True
point.transparent = True
# Create the player entity
player_entity = mcrfpy.Entity(
pos=(player_x, player_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player_entity)
# Add the grid to the scene's UI
scene.children.append(grid)
# Set up keyboard input handler for this scene
scene.on_key = handle_keypress
return scene
# =============================================================================
# MAIN ENTRY POINT
# =============================================================================
# Create and activate the game scene
game_scene = setup_game()
game_scene.activate()

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"""
constants.py - Roguelike Template Constants
This module defines all the constants used throughout the roguelike template,
including sprite indices for CP437 tileset, colors for FOV system, and
game configuration values.
CP437 is the classic IBM PC character set commonly used in traditional roguelikes.
The sprite indices correspond to ASCII character codes in a CP437 tileset.
"""
import mcrfpy
# =============================================================================
# SPRITE INDICES (CP437 Character Codes)
# =============================================================================
# These indices correspond to characters in a CP437-style tileset.
# The default McRogueFace tileset uses 16x16 sprites arranged in a grid.
# Terrain sprites
SPRITE_FLOOR = 46 # '.' - Standard floor tile
SPRITE_WALL = 35 # '#' - Wall/obstacle tile
SPRITE_DOOR_CLOSED = 43 # '+' - Closed door
SPRITE_DOOR_OPEN = 47 # '/' - Open door
SPRITE_STAIRS_DOWN = 62 # '>' - Stairs going down
SPRITE_STAIRS_UP = 60 # '<' - Stairs going up
# Player sprite
SPRITE_PLAYER = 64 # '@' - The classic roguelike player symbol
# Enemy sprites
SPRITE_ORC = 111 # 'o' - Orc enemy
SPRITE_TROLL = 84 # 'T' - Troll enemy
SPRITE_GOBLIN = 103 # 'g' - Goblin enemy
SPRITE_RAT = 114 # 'r' - Giant rat
SPRITE_SNAKE = 115 # 's' - Snake
SPRITE_ZOMBIE = 90 # 'Z' - Zombie
# Item sprites
SPRITE_POTION = 33 # '!' - Potion
SPRITE_SCROLL = 63 # '?' - Scroll
SPRITE_GOLD = 36 # '$' - Gold/treasure
SPRITE_WEAPON = 41 # ')' - Weapon
SPRITE_ARMOR = 91 # '[' - Armor
SPRITE_RING = 61 # '=' - Ring
# =============================================================================
# FOV/VISIBILITY COLORS
# =============================================================================
# These colors are applied as overlays to grid tiles to create the fog of war
# effect. The alpha channel determines how much of the original tile shows through.
# Fully visible - no overlay (alpha = 0 means completely transparent overlay)
COLOR_VISIBLE = mcrfpy.Color(0, 0, 0, 0)
# Previously explored but not currently visible - dim blue-gray overlay
# This creates the "memory" effect where you can see the map layout
# but not current enemy positions
COLOR_EXPLORED = mcrfpy.Color(50, 50, 80, 180)
# Never seen - completely black (alpha = 255 means fully opaque)
COLOR_UNKNOWN = mcrfpy.Color(0, 0, 0, 255)
# =============================================================================
# TILE COLORS
# =============================================================================
# Base colors for different tile types (applied to the tile's color property)
COLOR_FLOOR = mcrfpy.Color(50, 50, 50) # Dark gray floor
COLOR_WALL = mcrfpy.Color(100, 100, 100) # Lighter gray walls
COLOR_FLOOR_LIT = mcrfpy.Color(100, 90, 70) # Warm lit floor
COLOR_WALL_LIT = mcrfpy.Color(130, 110, 80) # Warm lit walls
# =============================================================================
# ENTITY COLORS
# =============================================================================
# Colors applied to entity sprites
COLOR_PLAYER = mcrfpy.Color(255, 255, 255) # White player
COLOR_ORC = mcrfpy.Color(63, 127, 63) # Green orc
COLOR_TROLL = mcrfpy.Color(0, 127, 0) # Darker green troll
COLOR_GOBLIN = mcrfpy.Color(127, 127, 0) # Yellow-green goblin
# =============================================================================
# GAME CONFIGURATION
# =============================================================================
# Map dimensions (in tiles)
MAP_WIDTH = 80
MAP_HEIGHT = 45
# Room generation parameters
ROOM_MIN_SIZE = 6 # Minimum room dimension
ROOM_MAX_SIZE = 12 # Maximum room dimension
MAX_ROOMS = 30 # Maximum number of rooms to generate
# FOV settings
FOV_RADIUS = 8 # How far the player can see
# Display settings
GRID_PIXEL_WIDTH = 1024 # Grid display width in pixels
GRID_PIXEL_HEIGHT = 768 # Grid display height in pixels
# Sprite size (should match your tileset)
SPRITE_WIDTH = 16
SPRITE_HEIGHT = 16
# =============================================================================
# ENEMY DEFINITIONS
# =============================================================================
# Dictionary of enemy types with their properties for easy spawning
ENEMY_TYPES = {
"orc": {
"sprite": SPRITE_ORC,
"color": COLOR_ORC,
"name": "Orc",
"hp": 10,
"power": 3,
"defense": 0,
},
"troll": {
"sprite": SPRITE_TROLL,
"color": COLOR_TROLL,
"name": "Troll",
"hp": 16,
"power": 4,
"defense": 1,
},
"goblin": {
"sprite": SPRITE_GOBLIN,
"color": COLOR_GOBLIN,
"name": "Goblin",
"hp": 6,
"power": 2,
"defense": 0,
},
}

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"""
dungeon.py - Procedural Dungeon Generation
This module provides classic roguelike dungeon generation using the
"rooms and corridors" algorithm:
1. Generate random non-overlapping rectangular rooms
2. Connect rooms with L-shaped corridors
3. Mark tiles as walkable/transparent based on terrain type
The algorithm is simple but effective, producing dungeons similar to
the original Rogue game.
"""
from __future__ import annotations
import random
from typing import Iterator, Tuple, List, TYPE_CHECKING
if TYPE_CHECKING:
import mcrfpy
from constants import (
MAP_WIDTH, MAP_HEIGHT,
ROOM_MIN_SIZE, ROOM_MAX_SIZE, MAX_ROOMS,
SPRITE_FLOOR, SPRITE_WALL,
COLOR_FLOOR, COLOR_WALL,
)
class RectangularRoom:
"""
A rectangular room in the dungeon.
This class represents a single room and provides utilities for
working with room geometry. Rooms are defined by their top-left
corner (x1, y1) and bottom-right corner (x2, y2).
Attributes:
x1, y1: Top-left corner coordinates
x2, y2: Bottom-right corner coordinates
"""
def __init__(self, x: int, y: int, width: int, height: int) -> None:
"""
Create a new rectangular room.
Args:
x: X coordinate of the top-left corner
y: Y coordinate of the top-left corner
width: Width of the room in tiles
height: Height of the room in tiles
"""
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> Tuple[int, int]:
"""
Return the center coordinates of the room.
This is useful for connecting rooms with corridors and
for placing the player in the starting room.
Returns:
Tuple of (center_x, center_y)
"""
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
@property
def inner(self) -> Tuple[slice, slice]:
"""
Return the inner area of the room as a pair of slices.
The inner area excludes the walls (1 tile border), giving
the floor area where entities can be placed.
Returns:
Tuple of (x_slice, y_slice) for array indexing
"""
# Add 1 to exclude the walls on all sides
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: RectangularRoom) -> bool:
"""
Check if this room overlaps with another room.
Used during generation to ensure rooms don't overlap.
Args:
other: Another RectangularRoom to check against
Returns:
True if the rooms overlap, False otherwise
"""
return (
self.x1 <= other.x2
and self.x2 >= other.x1
and self.y1 <= other.y2
and self.y2 >= other.y1
)
def inner_tiles(self) -> Iterator[Tuple[int, int]]:
"""
Iterate over all floor tile coordinates in the room.
Yields coordinates for the interior of the room (excluding walls).
Yields:
Tuples of (x, y) coordinates
"""
for x in range(self.x1 + 1, self.x2):
for y in range(self.y1 + 1, self.y2):
yield x, y
def tunnel_between(
start: Tuple[int, int],
end: Tuple[int, int]
) -> Iterator[Tuple[int, int]]:
"""
Generate an L-shaped tunnel between two points.
The tunnel goes horizontally first, then vertically (or vice versa,
chosen randomly). This creates the classic roguelike corridor style.
Args:
start: Starting (x, y) coordinates
end: Ending (x, y) coordinates
Yields:
Tuples of (x, y) coordinates for each tile in the tunnel
"""
x1, y1 = start
x2, y2 = end
# Randomly choose whether to go horizontal-first or vertical-first
if random.random() < 0.5:
# Horizontal first, then vertical
corner_x, corner_y = x2, y1
else:
# Vertical first, then horizontal
corner_x, corner_y = x1, y2
# Generate the horizontal segment
for x in range(min(x1, corner_x), max(x1, corner_x) + 1):
yield x, y1
# Generate the vertical segment
for y in range(min(y1, corner_y), max(y1, corner_y) + 1):
yield corner_x, y
# Generate to the endpoint (if needed)
for x in range(min(corner_x, x2), max(corner_x, x2) + 1):
yield x, corner_y
for y in range(min(corner_y, y2), max(corner_y, y2) + 1):
yield x2, y
def generate_dungeon(
max_rooms: int = MAX_ROOMS,
room_min_size: int = ROOM_MIN_SIZE,
room_max_size: int = ROOM_MAX_SIZE,
map_width: int = MAP_WIDTH,
map_height: int = MAP_HEIGHT,
) -> List[RectangularRoom]:
"""
Generate a dungeon using the rooms-and-corridors algorithm.
This function creates a list of non-overlapping rooms. The actual
tile data should be applied to a Grid using populate_grid().
Algorithm:
1. Try to place MAX_ROOMS rooms randomly
2. Reject rooms that overlap existing rooms
3. Connect each new room to the previous room with a corridor
Args:
max_rooms: Maximum number of rooms to generate
room_min_size: Minimum room dimension
room_max_size: Maximum room dimension
map_width: Width of the dungeon in tiles
map_height: Height of the dungeon in tiles
Returns:
List of RectangularRoom objects representing the dungeon layout
"""
rooms: List[RectangularRoom] = []
for _ in range(max_rooms):
# Random room dimensions
room_width = random.randint(room_min_size, room_max_size)
room_height = random.randint(room_min_size, room_max_size)
# Random position (ensuring room fits within map bounds)
x = random.randint(0, map_width - room_width - 1)
y = random.randint(0, map_height - room_height - 1)
new_room = RectangularRoom(x, y, room_width, room_height)
# Check if this room overlaps with any existing room
if any(new_room.intersects(other) for other in rooms):
continue # Skip this room, try again
# Room is valid, add it
rooms.append(new_room)
return rooms
def populate_grid(grid: mcrfpy.Grid, rooms: List[RectangularRoom]) -> None:
"""
Apply dungeon layout to a McRogueFace Grid.
This function:
1. Fills the entire grid with walls
2. Carves out floor tiles for each room
3. Carves corridors connecting adjacent rooms
4. Sets walkable/transparent flags appropriately
Args:
grid: The McRogueFace Grid to populate
rooms: List of RectangularRoom objects from generate_dungeon()
"""
grid_width, grid_height = grid.grid_size
# Step 1: Fill entire map with walls
for x in range(grid_width):
for y in range(grid_height):
point = grid.at(x, y)
point.tilesprite = SPRITE_WALL
point.walkable = False
point.transparent = False
point.color = COLOR_WALL
# Step 2: Carve out rooms
for room in rooms:
for x, y in room.inner_tiles():
# Bounds check (room might extend past grid)
if 0 <= x < grid_width and 0 <= y < grid_height:
point = grid.at(x, y)
point.tilesprite = SPRITE_FLOOR
point.walkable = True
point.transparent = True
point.color = COLOR_FLOOR
# Step 3: Carve corridors between adjacent rooms
for i in range(1, len(rooms)):
# Connect each room to the previous room
start = rooms[i - 1].center
end = rooms[i].center
for x, y in tunnel_between(start, end):
if 0 <= x < grid_width and 0 <= y < grid_height:
point = grid.at(x, y)
point.tilesprite = SPRITE_FLOOR
point.walkable = True
point.transparent = True
point.color = COLOR_FLOOR
def get_random_floor_position(
grid: mcrfpy.Grid,
rooms: List[RectangularRoom],
exclude_first_room: bool = False
) -> Tuple[int, int]:
"""
Get a random walkable floor position for entity placement.
This is useful for placing enemies, items, or other entities
in valid floor locations.
Args:
grid: The populated Grid to search
rooms: List of rooms (used for faster random selection)
exclude_first_room: If True, won't return positions from the
first room (where the player usually starts)
Returns:
Tuple of (x, y) coordinates of a walkable floor tile
"""
available_rooms = rooms[1:] if exclude_first_room and len(rooms) > 1 else rooms
if not available_rooms:
# Fallback: find any walkable tile
grid_width, grid_height = grid.grid_size
walkable_tiles = []
for x in range(grid_width):
for y in range(grid_height):
if grid.at(x, y).walkable:
walkable_tiles.append((x, y))
return random.choice(walkable_tiles) if walkable_tiles else (1, 1)
# Pick a random room and a random position within it
room = random.choice(available_rooms)
floor_tiles = list(room.inner_tiles())
return random.choice(floor_tiles)
def get_spawn_positions(
rooms: List[RectangularRoom],
count: int,
exclude_first_room: bool = True
) -> List[Tuple[int, int]]:
"""
Get multiple spawn positions for enemies.
Distributes enemies across different rooms for better gameplay.
Args:
rooms: List of rooms from dungeon generation
count: Number of positions to generate
exclude_first_room: If True, won't spawn in the player's starting room
Returns:
List of (x, y) coordinate tuples
"""
available_rooms = rooms[1:] if exclude_first_room and len(rooms) > 1 else rooms
if not available_rooms:
return []
positions = []
for i in range(count):
# Cycle through rooms to distribute enemies
room = available_rooms[i % len(available_rooms)]
floor_tiles = list(room.inner_tiles())
# Try to avoid placing on the same tile
available_tiles = [t for t in floor_tiles if t not in positions]
if available_tiles:
positions.append(random.choice(available_tiles))
elif floor_tiles:
positions.append(random.choice(floor_tiles))
return positions

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"""
entities.py - Entity Management for Roguelike Template
This module provides entity creation and management utilities for the
roguelike template. Entities in McRogueFace are game objects that exist
on a Grid, such as the player, enemies, items, and NPCs.
The module includes:
- Entity factory functions for creating common entity types
- Helper functions for entity management
- Simple data containers for entity stats (for future expansion)
Note: McRogueFace entities are simple position + sprite objects. For
complex game logic like AI, combat, and inventory, you'll want to wrap
them in Python classes that reference the underlying Entity.
"""
from __future__ import annotations
from typing import Tuple, Optional, List, Dict, Any, TYPE_CHECKING
from dataclasses import dataclass
if TYPE_CHECKING:
import mcrfpy
from constants import (
SPRITE_PLAYER, SPRITE_ORC, SPRITE_TROLL, SPRITE_GOBLIN,
COLOR_PLAYER, COLOR_ORC, COLOR_TROLL, COLOR_GOBLIN,
ENEMY_TYPES,
)
@dataclass
class EntityStats:
"""
Optional stats container for game entities.
This dataclass can be used to track stats for entities that need them.
Attach it to your entity wrapper class for combat, leveling, etc.
Attributes:
hp: Current hit points
max_hp: Maximum hit points
power: Attack power
defense: Damage reduction
name: Display name for the entity
"""
hp: int = 10
max_hp: int = 10
power: int = 3
defense: int = 0
name: str = "Unknown"
@property
def is_alive(self) -> bool:
"""Check if the entity is still alive."""
return self.hp > 0
def take_damage(self, amount: int) -> int:
"""
Apply damage, accounting for defense.
Args:
amount: Raw damage amount
Returns:
Actual damage dealt after defense
"""
actual_damage = max(0, amount - self.defense)
self.hp = max(0, self.hp - actual_damage)
return actual_damage
def heal(self, amount: int) -> int:
"""
Heal the entity.
Args:
amount: Amount to heal
Returns:
Actual amount healed (may be less if near max HP)
"""
old_hp = self.hp
self.hp = min(self.max_hp, self.hp + amount)
return self.hp - old_hp
def create_player(
grid: mcrfpy.Grid,
texture: mcrfpy.Texture,
x: int,
y: int
) -> mcrfpy.Entity:
"""
Create and place the player entity on the grid.
The player uses the classic '@' symbol (sprite index 64 in CP437).
Args:
grid: The Grid to place the player on
texture: The texture/tileset to use
x: Starting X position
y: Starting Y position
Returns:
The created player Entity
"""
import mcrfpy
player = mcrfpy.Entity(
pos=(x, y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
return player
def create_enemy(
grid: mcrfpy.Grid,
texture: mcrfpy.Texture,
x: int,
y: int,
enemy_type: str = "orc"
) -> Tuple[mcrfpy.Entity, EntityStats]:
"""
Create an enemy entity with associated stats.
Enemy types are defined in constants.py. Currently available:
- "orc": Standard enemy, balanced stats
- "troll": Tough enemy, high HP and power
- "goblin": Weak enemy, low stats
Args:
grid: The Grid to place the enemy on
texture: The texture/tileset to use
x: X position
y: Y position
enemy_type: Key from ENEMY_TYPES dict
Returns:
Tuple of (Entity, EntityStats) for the created enemy
"""
import mcrfpy
# Get enemy definition, default to orc if not found
enemy_def = ENEMY_TYPES.get(enemy_type, ENEMY_TYPES["orc"])
entity = mcrfpy.Entity(
pos=(x, y),
texture=texture,
sprite_index=enemy_def["sprite"]
)
grid.entities.append(entity)
stats = EntityStats(
hp=enemy_def["hp"],
max_hp=enemy_def["hp"],
power=enemy_def["power"],
defense=enemy_def["defense"],
name=enemy_def["name"]
)
return entity, stats
def create_enemies_in_rooms(
grid: mcrfpy.Grid,
texture: mcrfpy.Texture,
rooms: list,
enemies_per_room: int = 2,
skip_first_room: bool = True
) -> List[Tuple[mcrfpy.Entity, EntityStats]]:
"""
Populate dungeon rooms with enemies.
This helper function places random enemies throughout the dungeon,
typically skipping the first room (where the player starts).
Args:
grid: The Grid to populate
texture: The texture/tileset to use
rooms: List of RectangularRoom objects from dungeon generation
enemies_per_room: Maximum enemies to spawn per room
skip_first_room: If True, don't spawn enemies in the first room
Returns:
List of (Entity, EntityStats) tuples for all created enemies
"""
import random
enemies = []
enemy_type_keys = list(ENEMY_TYPES.keys())
# Iterate through rooms, optionally skipping the first
rooms_to_populate = rooms[1:] if skip_first_room else rooms
for room in rooms_to_populate:
# Random number of enemies (0 to enemies_per_room)
num_enemies = random.randint(0, enemies_per_room)
# Get available floor tiles in this room
floor_tiles = list(room.inner_tiles())
for _ in range(num_enemies):
if not floor_tiles:
break
# Pick a random position and remove it from available
pos = random.choice(floor_tiles)
floor_tiles.remove(pos)
# Pick a random enemy type (weighted toward weaker enemies)
if random.random() < 0.8:
enemy_type = "orc" # 80% orcs
else:
enemy_type = "troll" # 20% trolls
x, y = pos
entity, stats = create_enemy(grid, texture, x, y, enemy_type)
enemies.append((entity, stats))
return enemies
def get_blocking_entity_at(
entities: List[mcrfpy.Entity],
x: int,
y: int
) -> Optional[mcrfpy.Entity]:
"""
Check if there's a blocking entity at the given position.
Useful for collision detection - checks if an entity exists at
the target position before moving there.
Args:
entities: List of entities to check
x: X coordinate to check
y: Y coordinate to check
Returns:
The entity at that position, or None if empty
"""
for entity in entities:
if entity.pos[0] == x and entity.pos[1] == y:
return entity
return None
def move_entity(
entity: mcrfpy.Entity,
grid: mcrfpy.Grid,
dx: int,
dy: int,
entities: List[mcrfpy.Entity] = None
) -> bool:
"""
Attempt to move an entity by a delta.
Checks for:
- Grid bounds
- Walkable terrain
- Other blocking entities (if entities list provided)
Args:
entity: The entity to move
grid: The grid for terrain collision
dx: Delta X (-1, 0, or 1 typically)
dy: Delta Y (-1, 0, or 1 typically)
entities: Optional list of entities to check for collision
Returns:
True if movement succeeded, False otherwise
"""
dest_x = entity.pos[0] + dx
dest_y = entity.pos[1] + dy
# Check grid bounds
grid_width, grid_height = grid.grid_size
if not (0 <= dest_x < grid_width and 0 <= dest_y < grid_height):
return False
# Check if tile is walkable
if not grid.at(dest_x, dest_y).walkable:
return False
# Check for blocking entities
if entities and get_blocking_entity_at(entities, dest_x, dest_y):
return False
# Move is valid
entity.pos = (dest_x, dest_y)
return True
def distance_between(
entity1: mcrfpy.Entity,
entity2: mcrfpy.Entity
) -> float:
"""
Calculate the Chebyshev distance between two entities.
Chebyshev distance (also called chessboard distance) counts
diagonal moves as 1, which is standard for roguelikes.
Args:
entity1: First entity
entity2: Second entity
Returns:
Distance in tiles (diagonal = 1)
"""
dx = abs(entity1.pos[0] - entity2.pos[0])
dy = abs(entity1.pos[1] - entity2.pos[1])
return max(dx, dy)
def entities_in_radius(
center: mcrfpy.Entity,
entities: List[mcrfpy.Entity],
radius: float
) -> List[mcrfpy.Entity]:
"""
Find all entities within a given radius of a center entity.
Uses Chebyshev distance for roguelike-style radius.
Args:
center: The entity to search around
entities: List of entities to check
radius: Maximum distance in tiles
Returns:
List of entities within the radius (excluding center)
"""
nearby = []
for entity in entities:
if entity is not center:
if distance_between(center, entity) <= radius:
nearby.append(entity)
return nearby
def remove_entity(
entity: mcrfpy.Entity,
grid: mcrfpy.Grid
) -> bool:
"""
Remove an entity from a grid.
Args:
entity: The entity to remove
grid: The grid containing the entity
Returns:
True if removal succeeded, False otherwise
"""
try:
idx = entity.index()
grid.entities.remove(idx)
return True
except (ValueError, AttributeError):
return False

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"""
game.py - Roguelike Template Main Entry Point
A minimal but complete roguelike starter using McRogueFace.
This template demonstrates:
- Scene and grid setup
- Procedural dungeon generation
- Player entity with keyboard movement
- Enemy entities (static, no AI)
- Field of view using TCOD via Entity.update_visibility()
- FOV visualization with grid color overlays
Run with: ./mcrogueface
Controls:
- Arrow keys / WASD: Move player
- Escape: Quit game
The template is designed to be extended. Good next steps:
- Add enemy AI (chase player, pathfinding)
- Implement combat system
- Add items and inventory
- Add multiple dungeon levels
"""
import mcrfpy
from typing import List, Tuple
# Import our template modules
from constants import (
MAP_WIDTH, MAP_HEIGHT,
SPRITE_WIDTH, SPRITE_HEIGHT,
FOV_RADIUS,
COLOR_VISIBLE, COLOR_EXPLORED, COLOR_UNKNOWN,
SPRITE_PLAYER,
)
from dungeon import generate_dungeon, populate_grid, RectangularRoom
from entities import (
create_player,
create_enemies_in_rooms,
move_entity,
EntityStats,
)
# =============================================================================
# GAME STATE
# =============================================================================
# Global game state - in a larger game, you'd use a proper state management
# system, but for a template this keeps things simple and visible.
class GameState:
"""Container for all game state."""
def __init__(self):
# Core game objects (set during initialization)
self.grid: mcrfpy.Grid = None
self.player: mcrfpy.Entity = None
self.rooms: List[RectangularRoom] = []
self.enemies: List[Tuple[mcrfpy.Entity, EntityStats]] = []
# Texture reference
self.texture: mcrfpy.Texture = None
# Global game state instance
game = GameState()
# =============================================================================
# FOV (FIELD OF VIEW) SYSTEM
# =============================================================================
def update_fov() -> None:
"""
Update the field of view based on player position.
This function:
1. Calls update_visibility() on the player entity to compute FOV using TCOD
2. Applies color overlays to tiles based on visibility state
The FOV creates the classic roguelike effect where:
- Visible tiles are fully bright (no overlay)
- Previously seen tiles are dimmed (remembered layout)
- Never-seen tiles are completely dark
TCOD handles the actual FOV computation based on the grid's
walkable and transparent flags set during dungeon generation.
"""
if not game.player or not game.grid:
return
# Tell McRogueFace/TCOD to recompute visibility from player position
game.player.update_visibility()
grid_width, grid_height = game.grid.grid_size
# Apply visibility colors to each tile
for x in range(grid_width):
for y in range(grid_height):
point = game.grid.at(x, y)
# Get the player's visibility state for this tile
state = game.player.at(x, y)
if state.visible:
# Currently visible - no overlay (full brightness)
point.color_overlay = COLOR_VISIBLE
elif state.discovered:
# Previously seen - dimmed overlay (memory)
point.color_overlay = COLOR_EXPLORED
else:
# Never seen - completely dark
point.color_overlay = COLOR_UNKNOWN
# =============================================================================
# INPUT HANDLING
# =============================================================================
def handle_keys(key: str, state: str) -> None:
"""
Handle keyboard input for player movement and game controls.
This is the main input handler registered with McRogueFace.
It processes key events and updates game state accordingly.
Args:
key: The key that was pressed (e.g., "W", "Up", "Escape")
state: Either "start" (key pressed) or "end" (key released)
"""
# Only process key press events, not releases
if state != "start":
return
# Movement deltas: (dx, dy)
movement = {
# Arrow keys
"Up": (0, -1),
"Down": (0, 1),
"Left": (-1, 0),
"Right": (1, 0),
# WASD keys
"W": (0, -1),
"S": (0, 1),
"A": (-1, 0),
"D": (1, 0),
# Numpad (for diagonal movement if desired)
"Numpad8": (0, -1),
"Numpad2": (0, 1),
"Numpad4": (-1, 0),
"Numpad6": (1, 0),
"Numpad7": (-1, -1),
"Numpad9": (1, -1),
"Numpad1": (-1, 1),
"Numpad3": (1, 1),
}
if key in movement:
dx, dy = movement[key]
# Get list of all entity objects for collision checking
all_entities = [e for e, _ in game.enemies]
# Attempt to move the player
if move_entity(game.player, game.grid, dx, dy, all_entities):
# Movement succeeded - update FOV
update_fov()
# Center camera on player
px, py = game.player.pos
game.grid.center = (px, py)
elif key == "Escape":
# Quit the game
mcrfpy.exit()
# =============================================================================
# GAME INITIALIZATION
# =============================================================================
def initialize_game() -> None:
"""
Set up the game world.
This function:
1. Creates the scene and loads resources
2. Generates the dungeon layout
3. Creates and places all entities
4. Initializes the FOV system
5. Sets up input handling
"""
# Create the game scene
mcrfpy.createScene("game")
ui = mcrfpy.sceneUI("game")
# Load the tileset texture
# The default McRogueFace texture works great for roguelikes
game.texture = mcrfpy.Texture(
"assets/kenney_tinydungeon.png",
SPRITE_WIDTH,
SPRITE_HEIGHT
)
# Create the grid (tile-based game world)
# Using keyword arguments for clarity - this is the preferred style
game.grid = mcrfpy.Grid(
pos=(0, 0), # Screen position in pixels
size=(1024, 768), # Display size in pixels
grid_size=(MAP_WIDTH, MAP_HEIGHT), # Map size in tiles
texture=game.texture
)
ui.append(game.grid)
# Generate dungeon layout
game.rooms = generate_dungeon()
# Apply dungeon to grid (sets tiles, walkable flags, etc.)
populate_grid(game.grid, game.rooms)
# Place player in the center of the first room
if game.rooms:
start_x, start_y = game.rooms[0].center
else:
# Fallback if no rooms generated
start_x, start_y = MAP_WIDTH // 2, MAP_HEIGHT // 2
game.player = create_player(
grid=game.grid,
texture=game.texture,
x=start_x,
y=start_y
)
# Center camera on player
game.grid.center = (start_x, start_y)
# Spawn enemies in other rooms
game.enemies = create_enemies_in_rooms(
grid=game.grid,
texture=game.texture,
rooms=game.rooms,
enemies_per_room=2,
skip_first_room=True
)
# Initial FOV calculation
update_fov()
# Register input handler
mcrfpy.keypressScene(handle_keys)
# Switch to game scene
mcrfpy.setScene("game")
# =============================================================================
# MAIN ENTRY POINT
# =============================================================================
def main() -> None:
"""
Main entry point for the roguelike template.
This function is called when the script starts. It initializes
the game and McRogueFace handles the game loop automatically.
"""
initialize_game()
# Display welcome message
print("=" * 50)
print(" ROGUELIKE TEMPLATE")
print("=" * 50)
print("Controls:")
print(" Arrow keys / WASD - Move")
print(" Escape - Quit")
print()
print(f"Dungeon generated with {len(game.rooms)} rooms")
print(f"Enemies spawned: {len(game.enemies)}")
print("=" * 50)
# Run the game
if __name__ == "__main__":
main()
else:
# McRogueFace runs game.py directly, not as __main__
main()

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"""McRogueFace - Part 0: Setting Up McRogueFace
Documentation: https://mcrogueface.github.io/tutorial/part_00_setup
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_00_setup/part_00_setup.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Create a Scene object - this is the preferred approach
scene = mcrfpy.Scene("hello")
# Create a caption to display text
title = mcrfpy.Caption(
pos=(512, 300),
text="Hello, Roguelike!"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 32
# Add the caption to the scene's UI collection
scene.children.append(title)
# Activate the scene to display it
scene.activate()
# Note: There is no run() function!
# The engine is already running - your script is imported by it.

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"""McRogueFace - Part 1: The '@' and the Dungeon Grid
Documentation: https://mcrogueface.github.io/tutorial/part_01_grid_movement
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_01_grid_movement/part_01_grid_movement.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# Sprite indices for CP437 tileset
SPRITE_AT = 64 # '@' - player character
SPRITE_FLOOR = 46 # '.' - floor tile
# Grid dimensions (in tiles)
GRID_WIDTH = 20
GRID_HEIGHT = 15
# Create the scene
scene = mcrfpy.Scene("game")
# Load the texture (sprite sheet)
# Parameters: path, sprite_width, sprite_height
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
# The grid displays tiles and contains entities
grid = mcrfpy.Grid(
pos=(100, 80), # Position on screen (pixels)
size=(640, 480), # Display size (pixels)
zoom = 2.0,
grid_size=(GRID_WIDTH, GRID_HEIGHT), # Size in tiles
texture=texture
)
# Fill the grid with floor tiles
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
# Create the player entity at the center of the grid
player = mcrfpy.Entity(
grid_pos=(GRID_WIDTH // 2, GRID_HEIGHT // 2), # Grid coordinates, not pixels!
texture=texture,
sprite_index=SPRITE_AT
)
# Add the player to the grid
# Option 1: Use the grid parameter in constructor
# player = mcrfpy.Entity(grid_pos=(10, 7), texture=texture, sprite_index=SPRITE_AT, grid=grid)
# Option 2: Append to grid.entities (what we will use)
grid.entities.append(player)
# Add the grid to the scene
scene.children.append(grid)
# Add a title caption
title = mcrfpy.Caption(
pos=(100, 20),
text="Part 1: Grid Movement - Use Arrow Keys or WASD"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 18
scene.children.append(title)
# Add a position display
pos_display = mcrfpy.Caption(
pos=(100, 50),
text=f"Player Position: ({player.x}, {player.y})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input to move the player.
Args:
key: The key that was pressed (e.g., "W", "Up", "Space")
action: Either "start" (key pressed) or "end" (key released)
"""
# Only respond to key press, not release
if action != "start":
return
# Get current player position
px, py = int(player.x), int(player.y)
# Calculate new position based on key
if key == "W" or key == "Up":
py -= 1 # Up decreases Y
elif key == "S" or key == "Down":
py += 1 # Down increases Y
elif key == "A" or key == "Left":
px -= 1 # Left decreases X
elif key == "D" or key == "Right":
px += 1 # Right increases X
elif key == "Escape":
mcrfpy.exit()
return
# Update player position
player.x = px
player.y = py
# Update the position display
pos_display.text = f"Player Position: ({player.x}, {player.y})"
# Set the key handler on the scene
# This is the preferred approach - works on ANY scene, not just the active one
scene.on_key = handle_keys
# Activate the scene
scene.activate()
print("Part 1 loaded! Use WASD or Arrow keys to move.")

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"""McRogueFace - Part 2: Walls, Floors, and Collision
Documentation: https://mcrogueface.github.io/tutorial/part_02_tiles_collision
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_02_tiles_collision/part_02_tiles_collision.py
This code is extracted from the McRogueFace documentation and can be
run directly with: ./mcrogueface path/to/this/file.py
"""
import mcrfpy
# =============================================================================
# Constants
# =============================================================================
# Sprite indices for CP437 tileset
SPRITE_WALL = 35 # '#' - wall
SPRITE_FLOOR = 46 # '.' - floor
SPRITE_PLAYER = 64 # '@' - player
# Grid dimensions
GRID_WIDTH = 30
GRID_HEIGHT = 20
# =============================================================================
# Map Creation
# =============================================================================
def create_map(grid: mcrfpy.Grid) -> None:
"""Fill the grid with walls and floors.
Creates a simple room with walls around the edges and floor in the middle.
"""
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = grid.at(x, y)
# Place walls around the edges
if x == 0 or x == GRID_WIDTH - 1 or y == 0 or y == GRID_HEIGHT - 1:
cell.tilesprite = SPRITE_WALL
cell.walkable = False
else:
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
# Add some interior walls to make it interesting
# Vertical wall
for y in range(5, 15):
cell = grid.at(10, y)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
# Horizontal wall
for x in range(15, 25):
cell = grid.at(x, 10)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
# Leave gaps for doorways
grid.at(10, 10).tilesprite = SPRITE_FLOOR
grid.at(10, 10).walkable = True
grid.at(20, 10).tilesprite = SPRITE_FLOOR
grid.at(20, 10).walkable = True
# =============================================================================
# Collision Detection
# =============================================================================
def can_move_to(grid: mcrfpy.Grid, x: int, y: int) -> bool:
"""Check if a position is valid for movement.
Args:
grid: The game grid
x: Target X coordinate (in tiles)
y: Target Y coordinate (in tiles)
Returns:
True if the position is walkable, False otherwise
"""
# Check grid bounds first
if x < 0 or x >= GRID_WIDTH:
return False
if y < 0 or y >= GRID_HEIGHT:
return False
# Check if the tile is walkable
cell = grid.at(x, y)
return cell.walkable
# =============================================================================
# Game Setup
# =============================================================================
# Create the scene
scene = mcrfpy.Scene("game")
# Load texture
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
grid = mcrfpy.Grid(
pos=(80, 100),
size=(720, 480),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture,
zoom=1.5
)
# Build the map
create_map(grid)
# Create the player in the center of the left room
player = mcrfpy.Entity(
grid_pos=(5, 10),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
# Add grid to scene
scene.children.append(grid)
# =============================================================================
# UI Elements
# =============================================================================
title = mcrfpy.Caption(
pos=(80, 20),
text="Part 2: Walls and Collision"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 24
scene.children.append(title)
instructions = mcrfpy.Caption(
pos=(80, 55),
text="WASD or Arrow Keys to move | Walls block movement"
)
instructions.fill_color = mcrfpy.Color(180, 180, 180)
instructions.font_size = 16
scene.children.append(instructions)
pos_display = mcrfpy.Caption(
pos=(80, 600),
text=f"Position: ({int(player.x)}, {int(player.y)})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
status_display = mcrfpy.Caption(
pos=(400, 600),
text="Status: Ready"
)
status_display.fill_color = mcrfpy.Color(100, 200, 100)
status_display.font_size = 16
scene.children.append(status_display)
# =============================================================================
# Input Handling
# =============================================================================
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input with collision detection."""
if action != "start":
return
# Get current position
px, py = int(player.x), int(player.y)
# Calculate intended new position
new_x, new_y = px, py
if key == "W" or key == "Up":
new_y -= 1
elif key == "S" or key == "Down":
new_y += 1
elif key == "A" or key == "Left":
new_x -= 1
elif key == "D" or key == "Right":
new_x += 1
elif key == "Escape":
mcrfpy.exit()
return
else:
return # Ignore other keys
# Check collision before moving
if can_move_to(grid, new_x, new_y):
player.x = new_x
player.y = new_y
pos_display.text = f"Position: ({new_x}, {new_y})"
status_display.text = "Status: Moved"
status_display.fill_color = mcrfpy.Color(100, 200, 100)
else:
status_display.text = "Status: Blocked!"
status_display.fill_color = mcrfpy.Color(200, 100, 100)
scene.on_key = handle_keys
# =============================================================================
# Start the Game
# =============================================================================
scene.activate()
print("Part 2 loaded! Try walking into walls.")

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"""McRogueFace - Part 3: Procedural Dungeon Generation
Documentation: https://mcrogueface.github.io/tutorial/part_03_dungeon_generation
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_03_dungeon_generation/part_03_dungeon_generation.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
# =============================================================================
# Constants
# =============================================================================
# Sprite indices for CP437 tileset
SPRITE_WALL = 35 # '#' - wall
SPRITE_FLOOR = 46 # '.' - floor
SPRITE_PLAYER = 64 # '@' - player
# Grid dimensions
GRID_WIDTH = 50
GRID_HEIGHT = 35
# Room generation parameters
ROOM_MIN_SIZE = 6
ROOM_MAX_SIZE = 12
MAX_ROOMS = 8
# =============================================================================
# Room Class
# =============================================================================
class RectangularRoom:
"""A rectangular room with its position and size."""
def __init__(self, x: int, y: int, width: int, height: int):
"""Create a new room.
Args:
x: Left edge X coordinate
y: Top edge Y coordinate
width: Room width in tiles
height: Room height in tiles
"""
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> tuple[int, int]:
"""Return the center coordinates of the room."""
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
@property
def inner(self) -> tuple[slice, slice]:
"""Return the inner area of the room (excluding walls).
The inner area is one tile smaller on each side to leave room
for walls between adjacent rooms.
"""
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: "RectangularRoom") -> bool:
"""Check if this room overlaps with another room.
Args:
other: Another RectangularRoom to check against
Returns:
True if the rooms overlap, False otherwise
"""
return (
self.x1 <= other.x2 and
self.x2 >= other.x1 and
self.y1 <= other.y2 and
self.y2 >= other.y1
)
# =============================================================================
# Dungeon Generation
# =============================================================================
def fill_with_walls(grid: mcrfpy.Grid) -> None:
"""Fill the entire grid with wall tiles."""
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = grid.at(x, y)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
cell.transparent = False
def carve_room(grid: mcrfpy.Grid, room: RectangularRoom) -> None:
"""Carve out a room by setting its inner tiles to floor.
Args:
grid: The game grid
room: The room to carve
"""
inner_x, inner_y = room.inner
for y in range(inner_y.start, inner_y.stop):
for x in range(inner_x.start, inner_x.stop):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_horizontal(grid: mcrfpy.Grid, x1: int, x2: int, y: int) -> None:
"""Carve a horizontal tunnel.
Args:
grid: The game grid
x1: Starting X coordinate
x2: Ending X coordinate
y: Y coordinate of the tunnel
"""
start_x = min(x1, x2)
end_x = max(x1, x2)
for x in range(start_x, end_x + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_vertical(grid: mcrfpy.Grid, y1: int, y2: int, x: int) -> None:
"""Carve a vertical tunnel.
Args:
grid: The game grid
y1: Starting Y coordinate
y2: Ending Y coordinate
x: X coordinate of the tunnel
"""
start_y = min(y1, y2)
end_y = max(y1, y2)
for y in range(start_y, end_y + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_l_tunnel(
grid: mcrfpy.Grid,
start: tuple[int, int],
end: tuple[int, int]
) -> None:
"""Carve an L-shaped tunnel between two points.
Randomly chooses to go horizontal-then-vertical or vertical-then-horizontal.
Args:
grid: The game grid
start: Starting (x, y) coordinates
end: Ending (x, y) coordinates
"""
x1, y1 = start
x2, y2 = end
# Randomly choose whether to go horizontal or vertical first
if random.random() < 0.5:
# Horizontal first, then vertical
carve_tunnel_horizontal(grid, x1, x2, y1)
carve_tunnel_vertical(grid, y1, y2, x2)
else:
# Vertical first, then horizontal
carve_tunnel_vertical(grid, y1, y2, x1)
carve_tunnel_horizontal(grid, x1, x2, y2)
def generate_dungeon(grid: mcrfpy.Grid) -> tuple[int, int]:
"""Generate a dungeon with rooms and tunnels.
Args:
grid: The game grid to generate the dungeon in
Returns:
The (x, y) coordinates where the player should start
"""
# Start with all walls
fill_with_walls(grid)
rooms: list[RectangularRoom] = []
for _ in range(MAX_ROOMS):
# Random room dimensions
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position (leaving 1-tile border)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
# Check for overlap with existing rooms
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue # Skip this room, try another
# No overlap - carve out the room
carve_room(grid, new_room)
# Connect to previous room with a tunnel
if rooms:
# Tunnel from this room's center to the previous room's center
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
# Return the center of the first room as the player start position
if rooms:
return rooms[0].center
else:
# Fallback if no rooms were generated
return GRID_WIDTH // 2, GRID_HEIGHT // 2
# =============================================================================
# Collision Detection
# =============================================================================
def can_move_to(grid: mcrfpy.Grid, x: int, y: int) -> bool:
"""Check if a position is valid for movement."""
if x < 0 or x >= GRID_WIDTH or y < 0 or y >= GRID_HEIGHT:
return False
return grid.at(x, y).walkable
# =============================================================================
# Game Setup
# =============================================================================
# Create the scene
scene = mcrfpy.Scene("game")
# Load texture
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
grid = mcrfpy.Grid(
pos=(50, 80),
size=(800, 560),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture,
zoom=1.0
)
# Generate the dungeon and get player start position
player_start_x, player_start_y = generate_dungeon(grid)
# Create the player at the starting position
player = mcrfpy.Entity(
grid_pos=(player_start_x, player_start_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
# Add grid to scene
scene.children.append(grid)
# =============================================================================
# UI Elements
# =============================================================================
title = mcrfpy.Caption(
pos=(50, 15),
text="Part 3: Procedural Dungeon Generation"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 24
scene.children.append(title)
instructions = mcrfpy.Caption(
pos=(50, 50),
text="WASD/Arrows: Move | R: Regenerate dungeon | Escape: Quit"
)
instructions.fill_color = mcrfpy.Color(180, 180, 180)
instructions.font_size = 16
scene.children.append(instructions)
pos_display = mcrfpy.Caption(
pos=(50, 660),
text=f"Position: ({int(player.x)}, {int(player.y)})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
room_display = mcrfpy.Caption(
pos=(400, 660),
text="Press R to regenerate the dungeon"
)
room_display.fill_color = mcrfpy.Color(100, 200, 100)
room_display.font_size = 16
scene.children.append(room_display)
# =============================================================================
# Input Handling
# =============================================================================
def regenerate_dungeon() -> None:
"""Generate a new dungeon and reposition the player."""
new_x, new_y = generate_dungeon(grid)
player.x = new_x
player.y = new_y
pos_display.text = f"Position: ({new_x}, {new_y})"
room_display.text = "New dungeon generated!"
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input."""
if action != "start":
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
new_y -= 1
elif key == "S" or key == "Down":
new_y += 1
elif key == "A" or key == "Left":
new_x -= 1
elif key == "D" or key == "Right":
new_x += 1
elif key == "R":
regenerate_dungeon()
return
elif key == "Escape":
mcrfpy.exit()
return
else:
return
if can_move_to(grid, new_x, new_y):
player.x = new_x
player.y = new_y
pos_display.text = f"Position: ({new_x}, {new_y})"
scene.on_key = handle_keys
# =============================================================================
# Start the Game
# =============================================================================
scene.activate()
print("Part 3 loaded! Explore the dungeon or press R to regenerate.")

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"""McRogueFace - Part 4: Field of View
Documentation: https://mcrogueface.github.io/tutorial/part_04_fov
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_04_fov/part_04_fov.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
# =============================================================================
# Constants
# =============================================================================
# Sprite indices for CP437 tileset
SPRITE_WALL = 35 # '#' - wall
SPRITE_FLOOR = 46 # '.' - floor
SPRITE_PLAYER = 64 # '@' - player
# Grid dimensions
GRID_WIDTH = 50
GRID_HEIGHT = 35
# Room generation parameters
ROOM_MIN_SIZE = 6
ROOM_MAX_SIZE = 12
MAX_ROOMS = 8
# FOV settings
FOV_RADIUS = 8
# Visibility colors (applied as overlays)
COLOR_VISIBLE = mcrfpy.Color(0, 0, 0, 0) # Fully transparent - show tile
COLOR_DISCOVERED = mcrfpy.Color(0, 0, 40, 180) # Dark blue tint - dimmed
COLOR_UNKNOWN = mcrfpy.Color(0, 0, 0, 255) # Solid black - hidden
# =============================================================================
# Room Class (from Part 3)
# =============================================================================
class RectangularRoom:
"""A rectangular room with its position and size."""
def __init__(self, x: int, y: int, width: int, height: int):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> tuple[int, int]:
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
@property
def inner(self) -> tuple[slice, slice]:
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: "RectangularRoom") -> bool:
return (
self.x1 <= other.x2 and
self.x2 >= other.x1 and
self.y1 <= other.y2 and
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
# Track which tiles have been discovered (seen at least once)
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# =============================================================================
# Dungeon Generation (from Part 3, with transparent property)
# =============================================================================
def fill_with_walls(grid: mcrfpy.Grid) -> None:
"""Fill the entire grid with wall tiles."""
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = grid.at(x, y)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
cell.transparent = False # Walls block line of sight
def carve_room(grid: mcrfpy.Grid, room: RectangularRoom) -> None:
"""Carve out a room by setting its inner tiles to floor."""
inner_x, inner_y = room.inner
for y in range(inner_y.start, inner_y.stop):
for x in range(inner_x.start, inner_x.stop):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True # Floors allow line of sight
def carve_tunnel_horizontal(grid: mcrfpy.Grid, x1: int, x2: int, y: int) -> None:
"""Carve a horizontal tunnel."""
for x in range(min(x1, x2), max(x1, x2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_vertical(grid: mcrfpy.Grid, y1: int, y2: int, x: int) -> None:
"""Carve a vertical tunnel."""
for y in range(min(y1, y2), max(y1, y2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_l_tunnel(
grid: mcrfpy.Grid,
start: tuple[int, int],
end: tuple[int, int]
) -> None:
"""Carve an L-shaped tunnel between two points."""
x1, y1 = start
x2, y2 = end
if random.random() < 0.5:
carve_tunnel_horizontal(grid, x1, x2, y1)
carve_tunnel_vertical(grid, y1, y2, x2)
else:
carve_tunnel_vertical(grid, y1, y2, x1)
carve_tunnel_horizontal(grid, x1, x2, y2)
def generate_dungeon(grid: mcrfpy.Grid) -> tuple[int, int]:
"""Generate a dungeon with rooms and tunnels."""
fill_with_walls(grid)
init_explored() # Reset exploration when generating new dungeon
rooms: list[RectangularRoom] = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(grid, new_room)
if rooms:
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
if rooms:
return rooms[0].center
return GRID_WIDTH // 2, GRID_HEIGHT // 2
# =============================================================================
# Field of View
# =============================================================================
def update_fov(grid: mcrfpy.Grid, fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization.
Args:
grid: The game grid
fov_layer: The ColorLayer for FOV visualization
player_x: Player's X position
player_y: Player's Y position
"""
# Compute FOV from player position
grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
# Update each tile's visibility
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if grid.is_in_fov(x, y):
# Currently visible - mark as explored and show clearly
mark_explored(x, y)
fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
# Previously seen but not currently visible - show dimmed
fov_layer.set(x, y, COLOR_DISCOVERED)
else:
# Never seen - hide completely
fov_layer.set(x, y, COLOR_UNKNOWN)
# =============================================================================
# Collision Detection
# =============================================================================
def can_move_to(grid: mcrfpy.Grid, x: int, y: int) -> bool:
"""Check if a position is valid for movement."""
if x < 0 or x >= GRID_WIDTH or y < 0 or y >= GRID_HEIGHT:
return False
return grid.at(x, y).walkable
# =============================================================================
# Game Setup
# =============================================================================
# Create the scene
scene = mcrfpy.Scene("game")
# Load texture
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
grid = mcrfpy.Grid(
pos=(50, 80),
size=(800, 560),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture,
zoom=1.0
)
# Generate the dungeon
player_start_x, player_start_y = generate_dungeon(grid)
# Add a color layer for FOV visualization (below entities)
fov_layer = grid.add_layer("color", z_index=-1)
# Initialize the FOV layer to all black (unknown)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
grid_pos=(player_start_x, player_start_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
# Calculate initial FOV
update_fov(grid, fov_layer, player_start_x, player_start_y)
# Add grid to scene
scene.children.append(grid)
# =============================================================================
# UI Elements
# =============================================================================
title = mcrfpy.Caption(
pos=(50, 15),
text="Part 4: Field of View"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 24
scene.children.append(title)
instructions = mcrfpy.Caption(
pos=(50, 50),
text="WASD/Arrows: Move | R: Regenerate | Escape: Quit"
)
instructions.fill_color = mcrfpy.Color(180, 180, 180)
instructions.font_size = 16
scene.children.append(instructions)
pos_display = mcrfpy.Caption(
pos=(50, 660),
text=f"Position: ({int(player.x)}, {int(player.y)})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
fov_display = mcrfpy.Caption(
pos=(400, 660),
text=f"FOV Radius: {FOV_RADIUS}"
)
fov_display.fill_color = mcrfpy.Color(100, 200, 100)
fov_display.font_size = 16
scene.children.append(fov_display)
# =============================================================================
# Input Handling
# =============================================================================
def regenerate_dungeon() -> None:
"""Generate a new dungeon and reposition the player."""
new_x, new_y = generate_dungeon(grid)
player.x = new_x
player.y = new_y
# Reset FOV layer to unknown
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Calculate new FOV
update_fov(grid, fov_layer, new_x, new_y)
pos_display.text = f"Position: ({new_x}, {new_y})"
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input."""
if action != "start":
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
new_y -= 1
elif key == "S" or key == "Down":
new_y += 1
elif key == "A" or key == "Left":
new_x -= 1
elif key == "D" or key == "Right":
new_x += 1
elif key == "R":
regenerate_dungeon()
return
elif key == "Escape":
mcrfpy.exit()
return
else:
return
if can_move_to(grid, new_x, new_y):
player.x = new_x
player.y = new_y
pos_display.text = f"Position: ({new_x}, {new_y})"
# Update FOV after movement
update_fov(grid, fov_layer, new_x, new_y)
scene.on_key = handle_keys
# =============================================================================
# Start the Game
# =============================================================================
scene.activate()
print("Part 4 loaded! Explore the dungeon - watch the fog of war!")

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"""McRogueFace - Part 5: Placing Enemies
Documentation: https://mcrogueface.github.io/tutorial/part_05_enemies
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_05_enemies/part_05_enemies.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
# =============================================================================
# Constants
# =============================================================================
# Sprite indices for CP437 tileset
SPRITE_WALL = 35 # '#' - wall
SPRITE_FLOOR = 46 # '.' - floor
SPRITE_PLAYER = 64 # '@' - player
# Enemy sprites (lowercase letters in CP437)
SPRITE_GOBLIN = 103 # 'g'
SPRITE_ORC = 111 # 'o'
SPRITE_TROLL = 116 # 't'
# Grid dimensions
GRID_WIDTH = 50
GRID_HEIGHT = 35
# Room generation parameters
ROOM_MIN_SIZE = 6
ROOM_MAX_SIZE = 12
MAX_ROOMS = 8
# Enemy spawn parameters
MAX_ENEMIES_PER_ROOM = 3
# FOV settings
FOV_RADIUS = 8
# Visibility colors
COLOR_VISIBLE = mcrfpy.Color(0, 0, 0, 0)
COLOR_DISCOVERED = mcrfpy.Color(0, 0, 40, 180)
COLOR_UNKNOWN = mcrfpy.Color(0, 0, 0, 255)
# =============================================================================
# Enemy Data
# =============================================================================
# Enemy templates - stats for each enemy type
ENEMY_TEMPLATES = {
"goblin": {
"sprite": SPRITE_GOBLIN,
"hp": 6,
"max_hp": 6,
"attack": 3,
"defense": 0,
"color": mcrfpy.Color(100, 200, 100) # Greenish
},
"orc": {
"sprite": SPRITE_ORC,
"hp": 10,
"max_hp": 10,
"attack": 4,
"defense": 1,
"color": mcrfpy.Color(100, 150, 100) # Darker green
},
"troll": {
"sprite": SPRITE_TROLL,
"hp": 16,
"max_hp": 16,
"attack": 6,
"defense": 2,
"color": mcrfpy.Color(50, 150, 50) # Dark green
}
}
# Global storage for entity data
# Maps entity objects to their data dictionaries
entity_data: dict = {}
# Global references
player = None
grid = None
fov_layer = None
# =============================================================================
# Room Class (from Part 3)
# =============================================================================
class RectangularRoom:
"""A rectangular room with its position and size."""
def __init__(self, x: int, y: int, width: int, height: int):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> tuple[int, int]:
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
@property
def inner(self) -> tuple[slice, slice]:
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: "RectangularRoom") -> bool:
return (
self.x1 <= other.x2 and
self.x2 >= other.x1 and
self.y1 <= other.y2 and
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking (from Part 4)
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# =============================================================================
# Dungeon Generation (from Part 4)
# =============================================================================
def fill_with_walls(target_grid: mcrfpy.Grid) -> None:
"""Fill the entire grid with wall tiles."""
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
cell.transparent = False
def carve_room(target_grid: mcrfpy.Grid, room: RectangularRoom) -> None:
"""Carve out a room by setting its inner tiles to floor."""
inner_x, inner_y = room.inner
for y in range(inner_y.start, inner_y.stop):
for x in range(inner_x.start, inner_x.stop):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_horizontal(target_grid: mcrfpy.Grid, x1: int, x2: int, y: int) -> None:
"""Carve a horizontal tunnel."""
for x in range(min(x1, x2), max(x1, x2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_vertical(target_grid: mcrfpy.Grid, y1: int, y2: int, x: int) -> None:
"""Carve a vertical tunnel."""
for y in range(min(y1, y2), max(y1, y2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_l_tunnel(
target_grid: mcrfpy.Grid,
start: tuple[int, int],
end: tuple[int, int]
) -> None:
"""Carve an L-shaped tunnel between two points."""
x1, y1 = start
x2, y2 = end
if random.random() < 0.5:
carve_tunnel_horizontal(target_grid, x1, x2, y1)
carve_tunnel_vertical(target_grid, y1, y2, x2)
else:
carve_tunnel_vertical(target_grid, y1, y2, x1)
carve_tunnel_horizontal(target_grid, x1, x2, y2)
# =============================================================================
# Enemy Management
# =============================================================================
def spawn_enemy(target_grid: mcrfpy.Grid, x: int, y: int, enemy_type: str, texture: mcrfpy.Texture) -> mcrfpy.Entity:
"""Spawn an enemy at the given position.
Args:
target_grid: The game grid
x: X position in tiles
y: Y position in tiles
enemy_type: Type of enemy ("goblin", "orc", or "troll")
texture: The texture to use for the sprite
Returns:
The created enemy Entity
"""
template = ENEMY_TEMPLATES[enemy_type]
enemy = mcrfpy.Entity(
grid_pos=(x, y),
texture=texture,
sprite_index=template["sprite"]
)
# Start hidden until player sees them
enemy.visible = False
# Add to grid
target_grid.entities.append(enemy)
# Store enemy data
entity_data[enemy] = {
"type": enemy_type,
"name": enemy_type.capitalize(),
"hp": template["hp"],
"max_hp": template["max_hp"],
"attack": template["attack"],
"defense": template["defense"],
"is_player": False
}
return enemy
def spawn_enemies_in_room(target_grid: mcrfpy.Grid, room: RectangularRoom, texture: mcrfpy.Texture) -> None:
"""Spawn random enemies in a room.
Args:
target_grid: The game grid
room: The room to spawn enemies in
texture: The texture to use for sprites
"""
# Random number of enemies (0 to MAX_ENEMIES_PER_ROOM)
num_enemies = random.randint(0, MAX_ENEMIES_PER_ROOM)
for _ in range(num_enemies):
# Random position within the room's inner area
inner_x, inner_y = room.inner
x = random.randint(inner_x.start, inner_x.stop - 1)
y = random.randint(inner_y.start, inner_y.stop - 1)
# Check if position is already occupied
if get_blocking_entity_at(target_grid, x, y) is not None:
continue # Skip this spawn attempt
# Choose enemy type based on weighted random
roll = random.random()
if roll < 0.6:
enemy_type = "goblin" # 60% chance
elif roll < 0.9:
enemy_type = "orc" # 30% chance
else:
enemy_type = "troll" # 10% chance
spawn_enemy(target_grid, x, y, enemy_type, texture)
def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int) -> mcrfpy.Entity | None:
"""Get any entity that blocks movement at the given position.
Args:
target_grid: The game grid
x: X position to check
y: Y position to check
Returns:
The blocking entity, or None if no entity blocks this position
"""
for entity in target_grid.entities:
if int(entity.x) == x and int(entity.y) == y:
return entity
return None
def clear_enemies(target_grid: mcrfpy.Grid) -> None:
"""Remove all enemies from the grid."""
global entity_data
# Get list of enemies to remove (not the player)
enemies_to_remove = []
for entity in target_grid.entities:
if entity in entity_data and not entity_data[entity].get("is_player", False):
enemies_to_remove.append(entity)
# Remove from grid and entity_data
for enemy in enemies_to_remove:
# Find and remove from grid.entities
for i, e in enumerate(target_grid.entities):
if e == enemy:
target_grid.entities.remove(i)
break
# Remove from entity_data
if enemy in entity_data:
del entity_data[enemy]
# =============================================================================
# Entity Visibility
# =============================================================================
def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
"""Update visibility of all entities based on FOV.
Entities outside the player's field of view are hidden.
"""
global player
for entity in target_grid.entities:
# Player is always visible
if entity == player:
entity.visible = True
continue
# Other entities are only visible if in FOV
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
# =============================================================================
# Field of View (from Part 4)
# =============================================================================
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization."""
# Compute FOV from player position
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
# Update each tile's visibility
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
# Update entity visibility
update_entity_visibility(target_grid)
# =============================================================================
# Collision Detection
# =============================================================================
def can_move_to(target_grid: mcrfpy.Grid, x: int, y: int) -> bool:
"""Check if a position is valid for movement.
A position is valid if:
1. It is within grid bounds
2. The tile is walkable
3. No entity is blocking it
"""
# Check bounds
if x < 0 or x >= GRID_WIDTH or y < 0 or y >= GRID_HEIGHT:
return False
# Check tile walkability
if not target_grid.at(x, y).walkable:
return False
# Check for blocking entities
if get_blocking_entity_at(target_grid, x, y) is not None:
return False
return True
# =============================================================================
# Dungeon Generation with Enemies
# =============================================================================
def generate_dungeon(target_grid: mcrfpy.Grid, texture: mcrfpy.Texture) -> tuple[int, int]:
"""Generate a dungeon with rooms, tunnels, and enemies.
Args:
target_grid: The game grid
texture: The texture for entity sprites
Returns:
The (x, y) coordinates where the player should start
"""
# Clear any existing enemies
clear_enemies(target_grid)
# Fill with walls
fill_with_walls(target_grid)
init_explored()
rooms: list[RectangularRoom] = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(target_grid, new_room)
if rooms:
carve_l_tunnel(target_grid, new_room.center, rooms[-1].center)
# Spawn enemies in all rooms except the first (player starting room)
spawn_enemies_in_room(target_grid, new_room, texture)
rooms.append(new_room)
if rooms:
return rooms[0].center
return GRID_WIDTH // 2, GRID_HEIGHT // 2
# =============================================================================
# Game Setup
# =============================================================================
# Create the scene
scene = mcrfpy.Scene("game")
# Load texture
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
grid = mcrfpy.Grid(
pos=(50, 80),
size=(800, 560),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture,
zoom=1.0
)
# Generate the dungeon (without player first to get starting position)
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(grid, new_room)
if rooms:
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
# Get player starting position
if rooms:
player_start_x, player_start_y = rooms[0].center
else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
grid_pos=(player_start_x, player_start_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
# Store player data
entity_data[player] = {
"type": "player",
"name": "Player",
"hp": 30,
"max_hp": 30,
"attack": 5,
"defense": 2,
"is_player": True
}
# Now spawn enemies in rooms (except the first one)
for i, room in enumerate(rooms):
if i == 0:
continue # Skip player's starting room
spawn_enemies_in_room(grid, room, texture)
# Calculate initial FOV
update_fov(grid, fov_layer, player_start_x, player_start_y)
# Add grid to scene
scene.children.append(grid)
# =============================================================================
# UI Elements
# =============================================================================
title = mcrfpy.Caption(
pos=(50, 15),
text="Part 5: Placing Enemies"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 24
scene.children.append(title)
instructions = mcrfpy.Caption(
pos=(50, 50),
text="WASD/Arrows: Move | R: Regenerate | Escape: Quit"
)
instructions.fill_color = mcrfpy.Color(180, 180, 180)
instructions.font_size = 16
scene.children.append(instructions)
pos_display = mcrfpy.Caption(
pos=(50, 660),
text=f"Position: ({int(player.x)}, {int(player.y)})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
status_display = mcrfpy.Caption(
pos=(400, 660),
text="Explore the dungeon..."
)
status_display.fill_color = mcrfpy.Color(100, 200, 100)
status_display.font_size = 16
scene.children.append(status_display)
# =============================================================================
# Input Handling
# =============================================================================
def regenerate_dungeon() -> None:
"""Generate a new dungeon and reposition the player."""
global player, grid, fov_layer, rooms
# Clear enemies
clear_enemies(grid)
# Regenerate dungeon structure
fill_with_walls(grid)
init_explored()
rooms = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(grid, new_room)
if rooms:
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
# Reposition player
if rooms:
new_x, new_y = rooms[0].center
else:
new_x, new_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
player.x = new_x
player.y = new_y
# Spawn new enemies
for i, room in enumerate(rooms):
if i == 0:
continue
spawn_enemies_in_room(grid, room, texture)
# Reset FOV layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Update FOV
update_fov(grid, fov_layer, new_x, new_y)
pos_display.text = f"Position: ({new_x}, {new_y})"
status_display.text = "New dungeon generated!"
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input."""
global player, grid, fov_layer
if action != "start":
return
px, py = int(player.x), int(player.y)
new_x, new_y = px, py
if key == "W" or key == "Up":
new_y -= 1
elif key == "S" or key == "Down":
new_y += 1
elif key == "A" or key == "Left":
new_x -= 1
elif key == "D" or key == "Right":
new_x += 1
elif key == "R":
regenerate_dungeon()
return
elif key == "Escape":
mcrfpy.exit()
return
else:
return
# Check for blocking entity (potential combat target)
blocker = get_blocking_entity_at(grid, new_x, new_y)
if blocker is not None and blocker != player:
# For now, just report that we bumped into an enemy
if blocker in entity_data:
enemy_name = entity_data[blocker]["name"]
status_display.text = f"A {enemy_name} blocks your path!"
status_display.fill_color = mcrfpy.Color(200, 150, 100)
return
# Check if we can move
if can_move_to(grid, new_x, new_y):
player.x = new_x
player.y = new_y
pos_display.text = f"Position: ({new_x}, {new_y})"
status_display.text = "Exploring..."
status_display.fill_color = mcrfpy.Color(100, 200, 100)
# Update FOV after movement
update_fov(grid, fov_layer, new_x, new_y)
scene.on_key = handle_keys
# =============================================================================
# Start the Game
# =============================================================================
scene.activate()
print("Part 5 loaded! Enemies lurk in the dungeon...")

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"""McRogueFace - Part 6: Combat System
Documentation: https://mcrogueface.github.io/tutorial/part_06_combat
Repository: https://github.com/jmccardle/McRogueFace/blob/master/docs/tutorials/part_06_combat/part_06_combat.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
from dataclasses import dataclass
from typing import Optional
# =============================================================================
# Constants
# =============================================================================
# Sprite indices for CP437 tileset
SPRITE_WALL = 35 # '#' - wall
SPRITE_FLOOR = 46 # '.' - floor
SPRITE_PLAYER = 64 # '@' - player
SPRITE_CORPSE = 37 # '%' - remains
# Enemy sprites
SPRITE_GOBLIN = 103 # 'g'
SPRITE_ORC = 111 # 'o'
SPRITE_TROLL = 116 # 't'
# Grid dimensions
GRID_WIDTH = 50
GRID_HEIGHT = 35
# Room generation parameters
ROOM_MIN_SIZE = 6
ROOM_MAX_SIZE = 12
MAX_ROOMS = 8
# Enemy spawn parameters
MAX_ENEMIES_PER_ROOM = 3
# FOV settings
FOV_RADIUS = 8
# Visibility colors
COLOR_VISIBLE = mcrfpy.Color(0, 0, 0, 0)
COLOR_DISCOVERED = mcrfpy.Color(0, 0, 40, 180)
COLOR_UNKNOWN = mcrfpy.Color(0, 0, 0, 255)
# Message log settings
MAX_MESSAGES = 5
# =============================================================================
# Fighter Component
# =============================================================================
@dataclass
class Fighter:
"""Combat stats for an entity."""
hp: int
max_hp: int
attack: int
defense: int
name: str
is_player: bool = False
@property
def is_alive(self) -> bool:
"""Check if this fighter is still alive."""
return self.hp > 0
def take_damage(self, amount: int) -> int:
"""Apply damage and return actual damage taken."""
actual_damage = min(self.hp, amount)
self.hp -= actual_damage
return actual_damage
def heal(self, amount: int) -> int:
"""Heal and return actual amount healed."""
actual_heal = min(self.max_hp - self.hp, amount)
self.hp += actual_heal
return actual_heal
# =============================================================================
# Enemy Templates
# =============================================================================
ENEMY_TEMPLATES = {
"goblin": {
"sprite": SPRITE_GOBLIN,
"hp": 6,
"attack": 3,
"defense": 0,
"color": mcrfpy.Color(100, 200, 100)
},
"orc": {
"sprite": SPRITE_ORC,
"hp": 10,
"attack": 4,
"defense": 1,
"color": mcrfpy.Color(100, 150, 100)
},
"troll": {
"sprite": SPRITE_TROLL,
"hp": 16,
"attack": 6,
"defense": 2,
"color": mcrfpy.Color(50, 150, 50)
}
}
# =============================================================================
# Global State
# =============================================================================
# Entity data storage
entity_data: dict[mcrfpy.Entity, Fighter] = {}
# Global references
player: Optional[mcrfpy.Entity] = None
grid: Optional[mcrfpy.Grid] = None
fov_layer = None
texture: Optional[mcrfpy.Texture] = None
# Game state
game_over: bool = False
# Message log
messages: list[tuple[str, mcrfpy.Color]] = []
# =============================================================================
# Room Class
# =============================================================================
class RectangularRoom:
"""A rectangular room with its position and size."""
def __init__(self, x: int, y: int, width: int, height: int):
self.x1 = x
self.y1 = y
self.x2 = x + width
self.y2 = y + height
@property
def center(self) -> tuple[int, int]:
center_x = (self.x1 + self.x2) // 2
center_y = (self.y1 + self.y2) // 2
return center_x, center_y
@property
def inner(self) -> tuple[slice, slice]:
return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
def intersects(self, other: "RectangularRoom") -> bool:
return (
self.x1 <= other.x2 and
self.x2 >= other.x1 and
self.y1 <= other.y2 and
self.y2 >= other.y1
)
# =============================================================================
# Exploration Tracking
# =============================================================================
explored: list[list[bool]] = []
def init_explored() -> None:
"""Initialize the explored array to all False."""
global explored
explored = [[False for _ in range(GRID_WIDTH)] for _ in range(GRID_HEIGHT)]
def mark_explored(x: int, y: int) -> None:
"""Mark a tile as explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
explored[y][x] = True
def is_explored(x: int, y: int) -> bool:
"""Check if a tile has been explored."""
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
return explored[y][x]
return False
# =============================================================================
# Message Log
# =============================================================================
def add_message(text: str, color: mcrfpy.Color = None) -> None:
"""Add a message to the log.
Args:
text: The message text
color: Optional color (defaults to white)
"""
if color is None:
color = mcrfpy.Color(255, 255, 255)
messages.append((text, color))
# Keep only the most recent messages
while len(messages) > MAX_MESSAGES:
messages.pop(0)
# Update the message display
update_message_display()
def update_message_display() -> None:
"""Update the message log UI."""
if message_log_caption is None:
return
# Combine messages into a single string
lines = []
for text, color in messages:
lines.append(text)
message_log_caption.text = "\n".join(lines)
def clear_messages() -> None:
"""Clear all messages."""
global messages
messages = []
update_message_display()
# =============================================================================
# Dungeon Generation
# =============================================================================
def fill_with_walls(target_grid: mcrfpy.Grid) -> None:
"""Fill the entire grid with wall tiles."""
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_WALL
cell.walkable = False
cell.transparent = False
def carve_room(target_grid: mcrfpy.Grid, room: RectangularRoom) -> None:
"""Carve out a room by setting its inner tiles to floor."""
inner_x, inner_y = room.inner
for y in range(inner_y.start, inner_y.stop):
for x in range(inner_x.start, inner_x.stop):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_horizontal(target_grid: mcrfpy.Grid, x1: int, x2: int, y: int) -> None:
"""Carve a horizontal tunnel."""
for x in range(min(x1, x2), max(x1, x2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_tunnel_vertical(target_grid: mcrfpy.Grid, y1: int, y2: int, x: int) -> None:
"""Carve a vertical tunnel."""
for y in range(min(y1, y2), max(y1, y2) + 1):
if 0 <= x < GRID_WIDTH and 0 <= y < GRID_HEIGHT:
cell = target_grid.at(x, y)
cell.tilesprite = SPRITE_FLOOR
cell.walkable = True
cell.transparent = True
def carve_l_tunnel(
target_grid: mcrfpy.Grid,
start: tuple[int, int],
end: tuple[int, int]
) -> None:
"""Carve an L-shaped tunnel between two points."""
x1, y1 = start
x2, y2 = end
if random.random() < 0.5:
carve_tunnel_horizontal(target_grid, x1, x2, y1)
carve_tunnel_vertical(target_grid, y1, y2, x2)
else:
carve_tunnel_vertical(target_grid, y1, y2, x1)
carve_tunnel_horizontal(target_grid, x1, x2, y2)
# =============================================================================
# Entity Management
# =============================================================================
def spawn_enemy(target_grid: mcrfpy.Grid, x: int, y: int, enemy_type: str, tex: mcrfpy.Texture) -> mcrfpy.Entity:
"""Spawn an enemy at the given position."""
template = ENEMY_TEMPLATES[enemy_type]
enemy = mcrfpy.Entity(
grid_pos=(x, y),
texture=tex,
sprite_index=template["sprite"]
)
enemy.visible = False
target_grid.entities.append(enemy)
# Create Fighter component for this enemy
entity_data[enemy] = Fighter(
hp=template["hp"],
max_hp=template["hp"],
attack=template["attack"],
defense=template["defense"],
name=enemy_type.capitalize(),
is_player=False
)
return enemy
def spawn_enemies_in_room(target_grid: mcrfpy.Grid, room: RectangularRoom, tex: mcrfpy.Texture) -> None:
"""Spawn random enemies in a room."""
num_enemies = random.randint(0, MAX_ENEMIES_PER_ROOM)
for _ in range(num_enemies):
inner_x, inner_y = room.inner
x = random.randint(inner_x.start, inner_x.stop - 1)
y = random.randint(inner_y.start, inner_y.stop - 1)
if get_entity_at(target_grid, x, y) is not None:
continue
roll = random.random()
if roll < 0.6:
enemy_type = "goblin"
elif roll < 0.9:
enemy_type = "orc"
else:
enemy_type = "troll"
spawn_enemy(target_grid, x, y, enemy_type, tex)
def get_entity_at(target_grid: mcrfpy.Grid, x: int, y: int) -> Optional[mcrfpy.Entity]:
"""Get any entity at the given position."""
for entity in target_grid.entities:
if int(entity.x) == x and int(entity.y) == y:
# Check if this entity is alive (or is a non-Fighter entity)
if entity in entity_data:
if entity_data[entity].is_alive:
return entity
else:
return entity
return None
def get_blocking_entity_at(target_grid: mcrfpy.Grid, x: int, y: int, exclude: mcrfpy.Entity = None) -> Optional[mcrfpy.Entity]:
"""Get any living entity that blocks movement at the given position."""
for entity in target_grid.entities:
if entity == exclude:
continue
if int(entity.x) == x and int(entity.y) == y:
if entity in entity_data and entity_data[entity].is_alive:
return entity
return None
def remove_entity(target_grid: mcrfpy.Grid, entity: mcrfpy.Entity) -> None:
"""Remove an entity from the grid and data storage."""
# Find and remove from grid
for i, e in enumerate(target_grid.entities):
if e == entity:
target_grid.entities.remove(i)
break
# Remove from entity data
if entity in entity_data:
del entity_data[entity]
def clear_enemies(target_grid: mcrfpy.Grid) -> None:
"""Remove all enemies from the grid."""
enemies_to_remove = []
for entity in target_grid.entities:
if entity in entity_data and not entity_data[entity].is_player:
enemies_to_remove.append(entity)
for enemy in enemies_to_remove:
remove_entity(target_grid, enemy)
# =============================================================================
# Combat System
# =============================================================================
def calculate_damage(attacker: Fighter, defender: Fighter) -> int:
"""Calculate damage dealt from attacker to defender.
Args:
attacker: The attacking Fighter
defender: The defending Fighter
Returns:
The amount of damage to deal (minimum 0)
"""
damage = max(0, attacker.attack - defender.defense)
return damage
def perform_attack(attacker_entity: mcrfpy.Entity, defender_entity: mcrfpy.Entity) -> None:
"""Execute an attack from one entity to another.
Args:
attacker_entity: The entity performing the attack
defender_entity: The entity being attacked
"""
global game_over
attacker = entity_data.get(attacker_entity)
defender = entity_data.get(defender_entity)
if attacker is None or defender is None:
return
# Calculate and apply damage
damage = calculate_damage(attacker, defender)
defender.take_damage(damage)
# Generate combat message
if damage > 0:
if attacker.is_player:
add_message(
f"You hit the {defender.name} for {damage} damage!",
mcrfpy.Color(200, 200, 200)
)
else:
add_message(
f"The {attacker.name} hits you for {damage} damage!",
mcrfpy.Color(255, 150, 150)
)
else:
if attacker.is_player:
add_message(
f"You hit the {defender.name} but deal no damage.",
mcrfpy.Color(150, 150, 150)
)
else:
add_message(
f"The {attacker.name} hits you but deals no damage.",
mcrfpy.Color(150, 150, 200)
)
# Check for death
if not defender.is_alive:
handle_death(defender_entity, defender)
def handle_death(entity: mcrfpy.Entity, fighter: Fighter) -> None:
"""Handle the death of an entity.
Args:
entity: The entity that died
fighter: The Fighter component of the dead entity
"""
global game_over, grid
if fighter.is_player:
# Player death
add_message("You have died!", mcrfpy.Color(255, 50, 50))
add_message("Press R to restart or Escape to quit.", mcrfpy.Color(200, 200, 200))
game_over = True
# Change player sprite to corpse
entity.sprite_index = SPRITE_CORPSE
else:
# Enemy death
add_message(f"The {fighter.name} dies!", mcrfpy.Color(100, 255, 100))
# Replace with corpse
entity.sprite_index = SPRITE_CORPSE
# Mark as dead (hp is already 0)
# Remove blocking but keep visual corpse
# Actually remove the entity and its data
remove_entity(grid, entity)
# Update HP display
update_hp_display()
# =============================================================================
# Field of View
# =============================================================================
def update_entity_visibility(target_grid: mcrfpy.Grid) -> None:
"""Update visibility of all entities based on FOV."""
global player
for entity in target_grid.entities:
if entity == player:
entity.visible = True
continue
ex, ey = int(entity.x), int(entity.y)
entity.visible = target_grid.is_in_fov(ex, ey)
def update_fov(target_grid: mcrfpy.Grid, target_fov_layer, player_x: int, player_y: int) -> None:
"""Update the field of view visualization."""
target_grid.compute_fov(player_x, player_y, FOV_RADIUS, mcrfpy.FOV.SHADOW)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
if target_grid.is_in_fov(x, y):
mark_explored(x, y)
target_fov_layer.set(x, y, COLOR_VISIBLE)
elif is_explored(x, y):
target_fov_layer.set(x, y, COLOR_DISCOVERED)
else:
target_fov_layer.set(x, y, COLOR_UNKNOWN)
update_entity_visibility(target_grid)
# =============================================================================
# Movement and Actions
# =============================================================================
def can_move_to(target_grid: mcrfpy.Grid, x: int, y: int, mover: mcrfpy.Entity = None) -> bool:
"""Check if a position is valid for movement."""
if x < 0 or x >= GRID_WIDTH or y < 0 or y >= GRID_HEIGHT:
return False
if not target_grid.at(x, y).walkable:
return False
blocker = get_blocking_entity_at(target_grid, x, y, exclude=mover)
if blocker is not None:
return False
return True
def try_move_or_attack(dx: int, dy: int) -> None:
"""Attempt to move the player or attack if blocked by enemy.
Args:
dx: Change in X position (-1, 0, or 1)
dy: Change in Y position (-1, 0, or 1)
"""
global player, grid, fov_layer, game_over
if game_over:
return
px, py = int(player.x), int(player.y)
target_x = px + dx
target_y = py + dy
# Check bounds
if target_x < 0 or target_x >= GRID_WIDTH or target_y < 0 or target_y >= GRID_HEIGHT:
return
# Check for blocking entity
blocker = get_blocking_entity_at(grid, target_x, target_y, exclude=player)
if blocker is not None:
# Attack the blocking entity
perform_attack(player, blocker)
# After player attacks, enemies take their turn
enemy_turn()
elif grid.at(target_x, target_y).walkable:
# Move to the empty tile
player.x = target_x
player.y = target_y
pos_display.text = f"Position: ({target_x}, {target_y})"
# Update FOV after movement
update_fov(grid, fov_layer, target_x, target_y)
# Enemies take their turn after player moves
enemy_turn()
# Update HP display
update_hp_display()
# =============================================================================
# Enemy AI
# =============================================================================
def enemy_turn() -> None:
"""Execute enemy actions."""
global player, grid, game_over
if game_over:
return
player_x, player_y = int(player.x), int(player.y)
# Collect enemies that can act
enemies = []
for entity in grid.entities:
if entity == player:
continue
if entity in entity_data and entity_data[entity].is_alive:
enemies.append(entity)
for enemy in enemies:
fighter = entity_data.get(enemy)
if fighter is None or not fighter.is_alive:
continue
ex, ey = int(enemy.x), int(enemy.y)
# Only act if in player's FOV (aware of player)
if not grid.is_in_fov(ex, ey):
continue
# Check if adjacent to player
dx = player_x - ex
dy = player_y - ey
if abs(dx) <= 1 and abs(dy) <= 1 and (dx != 0 or dy != 0):
# Adjacent - attack!
perform_attack(enemy, player)
else:
# Not adjacent - try to move toward player
move_toward_player(enemy, ex, ey, player_x, player_y)
def move_toward_player(enemy: mcrfpy.Entity, ex: int, ey: int, px: int, py: int) -> None:
"""Move an enemy one step toward the player.
Uses simple greedy movement - not true pathfinding.
"""
global grid
# Calculate direction to player
dx = 0
dy = 0
if px < ex:
dx = -1
elif px > ex:
dx = 1
if py < ey:
dy = -1
elif py > ey:
dy = 1
# Try to move in the desired direction
# First try the combined direction
new_x = ex + dx
new_y = ey + dy
if can_move_to(grid, new_x, new_y, enemy):
enemy.x = new_x
enemy.y = new_y
elif dx != 0 and can_move_to(grid, ex + dx, ey, enemy):
# Try horizontal only
enemy.x = ex + dx
elif dy != 0 and can_move_to(grid, ex, ey + dy, enemy):
# Try vertical only
enemy.y = ey + dy
# If all fail, enemy stays in place
# =============================================================================
# UI Updates
# =============================================================================
def update_hp_display() -> None:
"""Update the HP display in the UI."""
global player
if hp_display is None or player is None:
return
if player in entity_data:
fighter = entity_data[player]
hp_display.text = f"HP: {fighter.hp}/{fighter.max_hp}"
# Color based on health percentage
hp_percent = fighter.hp / fighter.max_hp
if hp_percent > 0.6:
hp_display.fill_color = mcrfpy.Color(100, 255, 100)
elif hp_percent > 0.3:
hp_display.fill_color = mcrfpy.Color(255, 255, 100)
else:
hp_display.fill_color = mcrfpy.Color(255, 100, 100)
# =============================================================================
# Game Setup
# =============================================================================
# Create the scene
scene = mcrfpy.Scene("game")
# Load texture
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
# Create the grid
grid = mcrfpy.Grid(
pos=(50, 80),
size=(800, 480),
grid_size=(GRID_WIDTH, GRID_HEIGHT),
texture=texture,
zoom=1.0
)
# Generate initial dungeon structure
fill_with_walls(grid)
init_explored()
rooms: list[RectangularRoom] = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(grid, new_room)
if rooms:
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
# Get player starting position
if rooms:
player_start_x, player_start_y = rooms[0].center
else:
player_start_x, player_start_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Add FOV layer
fov_layer = grid.add_layer("color", z_index=-1)
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Create the player
player = mcrfpy.Entity(
grid_pos=(player_start_x, player_start_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
# Create player Fighter component
entity_data[player] = Fighter(
hp=30,
max_hp=30,
attack=5,
defense=2,
name="Player",
is_player=True
)
# Spawn enemies in all rooms except the first
for i, room in enumerate(rooms):
if i == 0:
continue
spawn_enemies_in_room(grid, room, texture)
# Calculate initial FOV
update_fov(grid, fov_layer, player_start_x, player_start_y)
# Add grid to scene
scene.children.append(grid)
# =============================================================================
# UI Elements
# =============================================================================
title = mcrfpy.Caption(
pos=(50, 15),
text="Part 6: Combat System"
)
title.fill_color = mcrfpy.Color(255, 255, 255)
title.font_size = 24
scene.children.append(title)
instructions = mcrfpy.Caption(
pos=(50, 50),
text="WASD/Arrows: Move/Attack | R: Restart | Escape: Quit"
)
instructions.fill_color = mcrfpy.Color(180, 180, 180)
instructions.font_size = 16
scene.children.append(instructions)
# Position display
pos_display = mcrfpy.Caption(
pos=(50, 580),
text=f"Position: ({int(player.x)}, {int(player.y)})"
)
pos_display.fill_color = mcrfpy.Color(200, 200, 100)
pos_display.font_size = 16
scene.children.append(pos_display)
# HP display
hp_display = mcrfpy.Caption(
pos=(300, 580),
text="HP: 30/30"
)
hp_display.fill_color = mcrfpy.Color(100, 255, 100)
hp_display.font_size = 16
scene.children.append(hp_display)
# Message log (positioned below the grid)
message_log_caption = mcrfpy.Caption(
pos=(50, 610),
text=""
)
message_log_caption.fill_color = mcrfpy.Color(200, 200, 200)
message_log_caption.font_size = 14
scene.children.append(message_log_caption)
# Initial message
add_message("Welcome to the dungeon! Find and defeat the enemies.", mcrfpy.Color(100, 100, 255))
# =============================================================================
# Input Handling
# =============================================================================
def restart_game() -> None:
"""Restart the game with a new dungeon."""
global player, grid, fov_layer, game_over, entity_data, rooms
game_over = False
# Clear all entities and data
entity_data.clear()
# Remove all entities from grid
while len(grid.entities) > 0:
grid.entities.remove(0)
# Regenerate dungeon
fill_with_walls(grid)
init_explored()
clear_messages()
rooms = []
for _ in range(MAX_ROOMS):
room_width = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
room_height = random.randint(ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = random.randint(1, GRID_WIDTH - room_width - 2)
y = random.randint(1, GRID_HEIGHT - room_height - 2)
new_room = RectangularRoom(x, y, room_width, room_height)
overlaps = False
for other_room in rooms:
if new_room.intersects(other_room):
overlaps = True
break
if overlaps:
continue
carve_room(grid, new_room)
if rooms:
carve_l_tunnel(grid, new_room.center, rooms[-1].center)
rooms.append(new_room)
# Get new player starting position
if rooms:
new_x, new_y = rooms[0].center
else:
new_x, new_y = GRID_WIDTH // 2, GRID_HEIGHT // 2
# Recreate player
player = mcrfpy.Entity(
grid_pos=(new_x, new_y),
texture=texture,
sprite_index=SPRITE_PLAYER
)
grid.entities.append(player)
entity_data[player] = Fighter(
hp=30,
max_hp=30,
attack=5,
defense=2,
name="Player",
is_player=True
)
# Spawn enemies
for i, room in enumerate(rooms):
if i == 0:
continue
spawn_enemies_in_room(grid, room, texture)
# Reset FOV layer
for y in range(GRID_HEIGHT):
for x in range(GRID_WIDTH):
fov_layer.set(x, y, COLOR_UNKNOWN)
# Update displays
update_fov(grid, fov_layer, new_x, new_y)
pos_display.text = f"Position: ({new_x}, {new_y})"
update_hp_display()
add_message("A new adventure begins!", mcrfpy.Color(100, 100, 255))
def handle_keys(key: str, action: str) -> None:
"""Handle keyboard input."""
global game_over
if action != "start":
return
# Handle restart
if key == "R":
restart_game()
return
if key == "Escape":
mcrfpy.exit()
return
# Ignore other input if game is over
if game_over:
return
# Movement and attack
if key == "W" or key == "Up":
try_move_or_attack(0, -1)
elif key == "S" or key == "Down":
try_move_or_attack(0, 1)
elif key == "A" or key == "Left":
try_move_or_attack(-1, 0)
elif key == "D" or key == "Right":
try_move_or_attack(1, 0)
scene.on_key = handle_keys
# =============================================================================
# Start the Game
# =============================================================================
scene.activate()
print("Part 6 loaded! Combat is now active. Good luck!")

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