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John McCardle 0811b76946 Fix FontAtlas texture deletion bug - text now renders in WebGL
The FontAtlas class was missing move semantics, causing the GPU texture
to be deleted immediately after creation. When FontAtlas was moved into
the cache with std::move(), the default move constructor copied textureId_,
then the original's destructor deleted the texture the cache was using.

Added:
- Move constructor that transfers ownership and clears source textureId_
- Move assignment operator with proper cleanup of existing resources
- Deleted copy operations since GPU textures can't be shared

Also cleaned up the text fragment shader to use proper alpha sampling.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 13:54:48 -05:00
assets asset cleanup 2026-01-08 22:52:34 -05:00
cmake/toolchains mingw toolchain and final fixes for Windows. Closes #162 2026-01-08 21:16:27 -05:00
deps/platform WASM Python integration milestone - game.py runs in browser 2026-01-31 05:15:11 -05:00
docs First successful Emscripten/WASM build for #158 2026-01-31 00:34:11 -05:00
explanation Add headless-automation.md explanation document 2026-01-14 03:04:48 +00:00
modules First successful Emscripten/WASM build for #158 2026-01-31 00:34:11 -05:00
src Fix FontAtlas texture deletion bug - text now renders in WebGL 2026-01-31 13:54:48 -05:00
stubs Update documentation for API changes #229, #230, #184 2026-01-28 19:20:04 -05:00
tests Add Game-to-API Bridge for external client integration 2026-01-29 23:08:26 -05:00
tools Fix #161: Update Grid, GridPoint, GridPointState stubs to match current API 2026-01-21 21:47:26 -05:00
wasm_stdlib/lib/python3.14 WASM Python integration milestone - game.py runs in browser 2026-01-31 05:15:11 -05:00
.gitignore WASM Python integration milestone - game.py runs in browser 2026-01-31 05:15:11 -05:00
.gitmodules feat: Replace libtcod with libtcod-headless fork (closes #134) 2025-11-26 11:22:48 -05:00
build.sh Squashed commit of the following: [alpha_streamline_1] 2025-07-05 18:56:02 -04:00
BUILD_FROM_SOURCE.md docs: Add comprehensive build documentation 2025-11-26 11:28:10 -05:00
build_windows.bat hotfix: Windows build attempt 2025-07-09 23:33:09 -04:00
build_windows_cmake.bat Squashed commit of the following: [alpha_presentable] 2025-07-15 21:30:49 -04:00
CLAUDE.md Update documentation for API changes #229, #230, #184 2026-01-28 19:20:04 -05:00
CMakeLists.txt Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL 2026-01-31 11:13:15 -05:00
compile_commands.json Squashed commit of the following: [interpreter_mode] 2025-07-05 17:23:09 -04:00
forgejo-mcp.linux.amd64 version bump for forgejo-mcp binary 2025-11-03 10:59:22 -05:00
LICENSE.md Refactor: Python 3.12, build libtcod & SFML from source. Cmake build. Directory cleanup 2024-02-24 22:48:39 -05:00
README.md README.md updates: closes #168 2026-01-21 21:34:13 -05:00
ROADMAP.md feat: auto-exit in --headless --exec mode when script completes 2025-10-30 22:52:52 -04:00

McRogueFace

Blame my wife for the name

A Python-powered 2D game engine for creating roguelike games, built with C++ and SFML.

  • Core roguelike logic from libtcod: field of view, pathfinding
  • Animate sprites with multiple frames. Smooth transitions for positions, sizes, zoom, and camera
  • Simple GUI element system allows keyboard and mouse input, composition
  • No compilation or installation necessary. The runtime is a full Python environment; "Zip And Ship"

📖 Full Documentation & Tutorials - Quickstart guide, API reference, and cookbook

Quick Start

Download the latest release:

  • Windows: McRogueFace-*-Win.zip
  • Linux: McRogueFace-*-Linux.tar.bz2

Extract and run mcrogueface (or mcrogueface.exe on Windows) to see the demo game.

Your First Game

Create scripts/game.py (or edit the existing one):

import mcrfpy

# Create and activate a scene
scene = mcrfpy.Scene("game")
scene.activate()

# Load a sprite sheet
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)

# Create a tile grid
grid = mcrfpy.Grid(grid_size=(20, 15), texture=texture, pos=(50, 50), size=(640, 480))
grid.zoom = 2.0
scene.children.append(grid)

# Add a player entity
player = mcrfpy.Entity(pos=(10, 7), texture=texture, sprite_index=84)
grid.entities.append(player)

# Handle keyboard input
def on_key(key, state):
    if state != "start":
        return
    x, y = int(player.x), int(player.y)
    if key == "W": y -= 1
    elif key == "S": y += 1
    elif key == "A": x -= 1
    elif key == "D": x += 1
    player.x, player.y = x, y

scene.on_key = on_key

Run mcrogueface and you have a movable character!

Visual Framework

  • Sprite: Single image or sprite from a shared sheet
  • Caption: Text rendering with fonts
  • Frame: Container rectangle for composing UIs
  • Grid: 2D tile array with zoom and camera control
  • Entity: Grid-based game object with sprite and pathfinding
  • Animation: Interpolate any property over time with easing

Building from Source

For most users, pre-built releases are available. If you need to build from source:

Quick Build (with pre-built dependencies)

Download build_deps.tar.gz from the releases page, then:

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)

git clone --recursive <repository-url> McRogueFace
cd McRogueFace
# See BUILD_FROM_SOURCE.md for complete instructions

BUILD_FROM_SOURCE.md - Complete build guide including:

  • System dependency installation
  • Compiling SFML, Python, and libtcod-headless from source
  • Creating build_deps archives for distribution
  • Troubleshooting common build issues

System Requirements

  • Linux: Debian/Ubuntu tested; other distros should work
  • Windows: Supported (see build guide for details)
  • macOS: Untested

Example: Main Menu with Buttons

import mcrfpy

# Create a scene
scene = mcrfpy.Scene("menu")

# Add a background frame
bg = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
                  fill_color=mcrfpy.Color(20, 20, 40))
scene.children.append(bg)

# Add a title
title = mcrfpy.Caption(pos=(312, 100), text="My Roguelike",
                       fill_color=mcrfpy.Color(255, 255, 100))
title.font_size = 48
scene.children.append(title)

# Create a button
button = mcrfpy.Frame(pos=(362, 300), size=(300, 80),
                      fill_color=mcrfpy.Color(50, 150, 50))
button_text = mcrfpy.Caption(pos=(90, 25), text="Start Game")
button.children.append(button_text)

def on_click(x, y, btn):
    print("Game starting!")

button.on_click = on_click
scene.children.append(button)

scene.activate()

Documentation

📚 Developer Documentation

For comprehensive documentation about systems, architecture, and development workflows:

Project Wiki

Key wiki pages:

📖 Development Guides

In the repository root:

Build Requirements

  • C++17 compiler (GCC 7+ or Clang 5+)
  • CMake 3.14+
  • Python 3.14 (embedded)
  • SFML 2.6
  • Linux or Windows (macOS untested)

See BUILD_FROM_SOURCE.md for detailed compilation instructions.

Project Structure

McRogueFace/
├── assets/        # Sprites, fonts, audio
├── build/         # Build output: this is what you distribute
│   ├── assets/    # (copied from assets/)
│   ├── scripts/   # (copied from src/scripts/)
│   └── lib/       # Python stdlib and extension modules
├── docs/          # Generated HTML, markdown API docs
├── src/           # C++ engine source
│   └── scripts/   # Python game scripts
├── stubs/         # .pyi type stubs for IDE integration
├── tests/         # Automated test suite
└── tools/         # Documentation generation scripts

If you are building McRogueFace to implement game logic or scene configuration in C++, you'll have to compile the project.

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 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 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, 2026 - here's to many more
  • Built with SFML, libtcod, and Python
  • Inspired by David Churchill's COMP4300 game engine lectures