McRogueFace/tests/demo/screens/ldtk_demo.py
2026-02-07 11:34:38 -05:00

438 lines
14 KiB
Python

# ldtk_demo.py - Visual demo of LDtk import system
# Shows prebuilt level content and procedural generation via auto-rules
# Uses the official LDtk TopDown example with real sprite art
#
# Usage:
# Headless: cd build && ./mcrogueface --headless --exec ../tests/demo/screens/ldtk_demo.py
# Interactive: cd build && ./mcrogueface --exec ../tests/demo/screens/ldtk_demo.py
import mcrfpy
from mcrfpy import automation
import sys
# -- Asset Paths -------------------------------------------------------
LDTK_PATH = "../tests/demo/ldtk/Typical_TopDown_example.ldtk"
# -- Load Project ------------------------------------------------------
print("Loading LDtk TopDown example...")
proj = mcrfpy.LdtkProject(LDTK_PATH)
ts = proj.tileset("TopDown_by_deepnight")
texture = ts.to_texture()
rs = proj.ruleset("Collisions")
Terrain = rs.terrain_enum()
print(f" Project: v{proj.version}")
print(f" Tileset: {ts.name} ({ts.tile_count} tiles, {ts.tile_width}x{ts.tile_height}px)")
print(f" Ruleset: {rs.name} ({rs.rule_count} rules, {rs.group_count} groups)")
print(f" Terrain values: {[t.name for t in Terrain]}")
print(f" Levels: {proj.level_names}")
# -- Helper: Info Panel -------------------------------------------------
def make_info_panel(scene, lines, x=560, y=60, w=220, h=None):
"""Create a semi-transparent info panel with text lines."""
if h is None:
h = len(lines) * 22 + 20
panel = mcrfpy.Frame(pos=(x, y), size=(w, h),
fill_color=mcrfpy.Color(20, 20, 30, 220),
outline_color=mcrfpy.Color(80, 80, 120),
outline=1.5)
scene.children.append(panel)
for i, text in enumerate(lines):
cap = mcrfpy.Caption(text=text, pos=(10, 10 + i * 22))
cap.fill_color = mcrfpy.Color(200, 200, 220)
panel.children.append(cap)
return panel
# ======================================================================
# SCREEN 1: Prebuilt Level Content (all 3 levels)
# ======================================================================
print("\nSetting up Screen 1: Prebuilt Levels...")
scene1 = mcrfpy.Scene("ldtk_prebuilt")
bg1 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(10, 10, 15))
scene1.children.append(bg1)
title1 = mcrfpy.Caption(text="LDtk Prebuilt Levels (auto-layer tiles from editor)",
pos=(20, 10))
title1.fill_color = mcrfpy.Color(255, 255, 255)
scene1.children.append(title1)
# Load all 3 levels side by side
level_grids = []
level_x_offset = 20
for li, lname in enumerate(proj.level_names):
level = proj.level(lname)
# Find the Collisions layer (has the auto_tiles)
for layer_info in level["layers"]:
if layer_info["name"] == "Collisions" and layer_info.get("auto_tiles"):
lw, lh = layer_info["width"], layer_info["height"]
auto_tiles = layer_info["auto_tiles"]
# Label
label = mcrfpy.Caption(
text=f"{lname} ({lw}x{lh})",
pos=(level_x_offset, 38))
label.fill_color = mcrfpy.Color(180, 220, 255)
scene1.children.append(label)
# Create layer with prebuilt tiles
prebuilt_layer = mcrfpy.TileLayer(
name=f"prebuilt_{lname}", texture=texture,
grid_size=(lw, lh))
prebuilt_layer.fill(-1)
for tile in auto_tiles:
x, y = tile["x"], tile["y"]
if 0 <= x < lw and 0 <= y < lh:
prebuilt_layer.set((x, y), tile["tile_id"])
# Determine display size (scale to fit)
max_w = 310 if li < 2 else 310
max_h = 300
scale = min(max_w / (lw * ts.tile_width),
max_h / (lh * ts.tile_height))
disp_w = int(lw * ts.tile_width * scale)
disp_h = int(lh * ts.tile_height * scale)
grid = mcrfpy.Grid(
grid_size=(lw, lh),
pos=(level_x_offset, 60),
size=(disp_w, disp_h),
layers=[prebuilt_layer])
grid.fill_color = mcrfpy.Color(30, 30, 50)
grid.center = (lw * ts.tile_width // 2,
lh * ts.tile_height // 2)
scene1.children.append(grid)
level_grids.append((lname, lw, lh, len(auto_tiles)))
level_x_offset += disp_w + 20
break
# Info panel
info_lines = [
"LDtk Prebuilt Content",
"",
f"Project: TopDown example",
f"Version: {proj.version}",
f"Tileset: {ts.name}",
f" {ts.tile_count} tiles, {ts.tile_width}x{ts.tile_height}px",
"",
"Levels loaded:",
]
for lname, lw, lh, natiles in level_grids:
info_lines.append(f" {lname}: {lw}x{lh}")
info_lines.append(f" auto_tiles: {natiles}")
make_info_panel(scene1, info_lines, x=20, y=400, w=400)
nav1 = mcrfpy.Caption(
text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
pos=(20, 740))
nav1.fill_color = mcrfpy.Color(120, 120, 150)
scene1.children.append(nav1)
# ======================================================================
# SCREEN 2: Procedural Generation via Auto-Rules
# ======================================================================
print("\nSetting up Screen 2: Procedural Generation...")
scene2 = mcrfpy.Scene("ldtk_procgen")
bg2 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(10, 10, 15))
scene2.children.append(bg2)
title2 = mcrfpy.Caption(
text="LDtk Procedural Generation (auto-rules at runtime)",
pos=(20, 10))
title2.fill_color = mcrfpy.Color(255, 255, 255)
scene2.children.append(title2)
# Generate a procedural dungeon using the LDtk Collisions rules
PW, PH = 32, 24
proc_dm = mcrfpy.DiscreteMap((PW, PH), fill=0)
# Fill everything with walls first
for y in range(PH):
for x in range(PW):
proc_dm.set(x, y, int(Terrain.WALLS))
# Carve out rooms as floor (value 0 = empty/floor in this tileset)
rooms = [
(2, 2, 10, 6), # Room 1: top-left
(16, 2, 13, 6), # Room 2: top-right
(2, 12, 8, 10), # Room 3: bottom-left
(14, 11, 14, 11), # Room 4: bottom-right
(10, 8, 6, 5), # Room 5: center
]
for rx, ry, rw, rh in rooms:
for y in range(ry, min(ry + rh, PH)):
for x in range(rx, min(rx + rw, PW)):
proc_dm.set(x, y, 0) # 0 = floor/empty
# Connect rooms with corridors
corridors = [
# Horizontal corridors
(11, 4, 16, 6), # Room 1 -> Room 2
(9, 12, 14, 14), # Room 3 -> Room 4
# Vertical corridors
(5, 7, 7, 12), # Room 1 -> Room 3
(20, 7, 22, 11), # Room 2 -> Room 4
# Center connections
(10, 9, 14, 11), # Center -> Room 4
]
for cx1, cy1, cx2, cy2 in corridors:
for y in range(cy1, min(cy2 + 1, PH)):
for x in range(cx1, min(cx2 + 1, PW)):
proc_dm.set(x, y, 0)
# Apply auto-rules
proc_layer = mcrfpy.TileLayer(
name="procgen", texture=texture, grid_size=(PW, PH))
proc_layer.fill(-1)
rs.apply(proc_dm, proc_layer, seed=42)
# Stats
wall_count = sum(1 for y in range(PH) for x in range(PW)
if proc_dm.get(x, y) == int(Terrain.WALLS))
floor_count = PW * PH - wall_count
resolved = rs.resolve(proc_dm, seed=42)
matched = sum(1 for t in resolved if t >= 0)
unmatched = sum(1 for t in resolved if t == -1)
print(f" Dungeon: {PW}x{PH}")
print(f" Walls: {wall_count}, Floors: {floor_count}")
print(f" Resolved: {matched} matched, {unmatched} unmatched")
# Display grid
disp_w2 = min(520, PW * ts.tile_width)
disp_h2 = min(520, PH * ts.tile_height)
scale2 = min(520 / (PW * ts.tile_width), 520 / (PH * ts.tile_height))
disp_w2 = int(PW * ts.tile_width * scale2)
disp_h2 = int(PH * ts.tile_height * scale2)
grid2 = mcrfpy.Grid(grid_size=(PW, PH),
pos=(20, 60), size=(disp_w2, disp_h2),
layers=[proc_layer])
grid2.fill_color = mcrfpy.Color(30, 30, 50)
grid2.center = (PW * ts.tile_width // 2, PH * ts.tile_height // 2)
scene2.children.append(grid2)
# Info panel
make_info_panel(scene2, [
"Procedural Dungeon",
"",
f"Grid: {PW}x{PH}",
f"Seed: 42",
"",
"Terrain counts:",
f" WALLS: {wall_count}",
f" FLOOR: {floor_count}",
"",
"Resolution:",
f" Matched: {matched}/{PW*PH}",
f" Unmatched: {unmatched}",
"",
f"Rules: {rs.rule_count} total",
f"Groups: {rs.group_count}",
"",
"5 rooms + corridors",
"carved from solid walls",
], x=disp_w2 + 40, y=60, w=260)
nav2 = mcrfpy.Caption(
text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
pos=(20, 740))
nav2.fill_color = mcrfpy.Color(120, 120, 150)
scene2.children.append(nav2)
# ======================================================================
# SCREEN 3: Side-by-Side Comparison
# ======================================================================
print("\nSetting up Screen 3: Comparison...")
scene3 = mcrfpy.Scene("ldtk_compare")
bg3 = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(10, 10, 15))
scene3.children.append(bg3)
title3 = mcrfpy.Caption(
text="LDtk: Prebuilt vs Re-resolved (same tileset, same rules)",
pos=(20, 10))
title3.fill_color = mcrfpy.Color(255, 255, 255)
scene3.children.append(title3)
# Use World_Level_1 (16x16, square, compact)
cmp_level = proj.level("World_Level_1")
cmp_layer = None
for layer in cmp_level["layers"]:
if layer["name"] == "Collisions":
cmp_layer = layer
break
cw, ch = cmp_layer["width"], cmp_layer["height"]
cmp_auto_tiles = cmp_layer["auto_tiles"]
cmp_intgrid = cmp_layer["intgrid"]
# Left: Prebuilt tiles from editor
left_label = mcrfpy.Caption(text="Prebuilt (from LDtk editor)", pos=(20, 38))
left_label.fill_color = mcrfpy.Color(180, 220, 255)
scene3.children.append(left_label)
left_layer = mcrfpy.TileLayer(
name="cmp_prebuilt", texture=texture, grid_size=(cw, ch))
left_layer.fill(-1)
for tile in cmp_auto_tiles:
x, y = tile["x"], tile["y"]
if 0 <= x < cw and 0 <= y < ch:
left_layer.set((x, y), tile["tile_id"])
grid_left = mcrfpy.Grid(grid_size=(cw, ch),
pos=(20, 60), size=(350, 350),
layers=[left_layer])
grid_left.fill_color = mcrfpy.Color(30, 30, 50)
grid_left.center = (cw * ts.tile_width // 2, ch * ts.tile_height // 2)
scene3.children.append(grid_left)
# Right: Re-resolved using our engine
right_label = mcrfpy.Caption(
text="Re-resolved (our engine, same IntGrid)", pos=(400, 38))
right_label.fill_color = mcrfpy.Color(180, 255, 220)
scene3.children.append(right_label)
cmp_dm = mcrfpy.DiscreteMap((cw, ch))
for y in range(ch):
for x in range(cw):
cmp_dm.set(x, y, cmp_intgrid[y * cw + x])
right_layer = mcrfpy.TileLayer(
name="cmp_resolved", texture=texture, grid_size=(cw, ch))
right_layer.fill(-1)
rs.apply(cmp_dm, right_layer, seed=42)
grid_right = mcrfpy.Grid(grid_size=(cw, ch),
pos=(400, 60), size=(350, 350),
layers=[right_layer])
grid_right.fill_color = mcrfpy.Color(30, 30, 50)
grid_right.center = (cw * ts.tile_width // 2, ch * ts.tile_height // 2)
scene3.children.append(grid_right)
# Tile comparison stats
cmp_matched = 0
cmp_mismatched = 0
for y in range(ch):
for x in range(cw):
pre = left_layer.at(x, y)
res = right_layer.at(x, y)
if pre == res:
cmp_matched += 1
else:
cmp_mismatched += 1
cmp_total = cw * ch
cmp_pct = (cmp_matched / cmp_total * 100) if cmp_total > 0 else 0
print(f" Comparison Level_1: {cmp_matched}/{cmp_total} match ({cmp_pct:.0f}%)")
# Bottom: Another procgen with different seed
bot_label = mcrfpy.Caption(
text="Procgen (new layout, seed=999)", pos=(20, 430))
bot_label.fill_color = mcrfpy.Color(255, 220, 180)
scene3.children.append(bot_label)
BW, BH = 16, 16
bot_dm = mcrfpy.DiscreteMap((BW, BH), fill=int(Terrain.WALLS))
# Diamond room shape
for y in range(BH):
for x in range(BW):
cx_d = abs(x - BW // 2)
cy_d = abs(y - BH // 2)
if cx_d + cy_d < 6:
bot_dm.set(x, y, 0) # floor
# Add some internal walls (pillars)
for px, py in [(6, 6), (9, 6), (6, 9), (9, 9)]:
bot_dm.set(px, py, int(Terrain.WALLS))
bot_layer = mcrfpy.TileLayer(
name="bot_procgen", texture=texture, grid_size=(BW, BH))
bot_layer.fill(-1)
rs.apply(bot_dm, bot_layer, seed=999)
grid_bot = mcrfpy.Grid(grid_size=(BW, BH),
pos=(20, 460), size=(250, 250),
layers=[bot_layer])
grid_bot.fill_color = mcrfpy.Color(30, 30, 50)
grid_bot.center = (BW * ts.tile_width // 2, BH * ts.tile_height // 2)
scene3.children.append(grid_bot)
# Info
make_info_panel(scene3, [
"Tile-by-Tile Comparison",
f"Level: World_Level_1 ({cw}x{ch})",
"",
f" Matches: {cmp_matched}/{cmp_total}",
f" Mismatches: {cmp_mismatched}/{cmp_total}",
f" Match rate: {cmp_pct:.0f}%",
"",
"Prebuilt has stacked tiles",
"(shadows, outlines, etc.)",
"Our engine picks last match",
"per cell (single layer).",
"",
"Bottom: diamond room +",
"4 pillars, seed=999",
], x=300, y=440, w=340)
nav3 = mcrfpy.Caption(
text="[1] Prebuilt [2] Procgen [3] Compare [ESC] Quit",
pos=(20, 740))
nav3.fill_color = mcrfpy.Color(120, 120, 150)
scene3.children.append(nav3)
# ======================================================================
# Navigation & Screenshots
# ======================================================================
scenes = [scene1, scene2, scene3]
scene_names = ["prebuilt", "procgen", "compare"]
def on_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
if key == mcrfpy.Key.NUM_1:
mcrfpy.current_scene = scene1
elif key == mcrfpy.Key.NUM_2:
mcrfpy.current_scene = scene2
elif key == mcrfpy.Key.NUM_3:
mcrfpy.current_scene = scene3
elif key == mcrfpy.Key.ESCAPE:
mcrfpy.exit()
for s in scenes:
s.on_key = on_key
# Detect headless mode
is_headless = False
try:
win = mcrfpy.Window.get()
is_headless = "headless" in str(win).lower()
except:
is_headless = True
if is_headless:
for i, (sc, name) in enumerate(zip(scenes, scene_names)):
mcrfpy.current_scene = sc
for _ in range(3):
mcrfpy.step(0.016)
fname = f"ldtk_demo_{name}.png"
automation.screenshot(fname)
print(f" Screenshot: {fname}")
print("\nAll screenshots captured. Done!")
sys.exit(0)
else:
mcrfpy.current_scene = scene1
print("\nLDtk Demo ready!")
print("Press [1] [2] [3] to switch screens, [ESC] to quit")