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> commit9bd1561bfcAuthor: 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 commit43321487ebAuthor: 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 commit90c318104bAuthor: 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 commite4482e7189Author: 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. commit70cf44f8f0Author: 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. commit05bddae511Author: 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 commitaf6a5e090bAuthor: 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 commit281800cd23Author: 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. commitcc8a7d20e8Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 21:13:59 2025 -0400 Clean up temporary test files commitff83fd8bb1Author: 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 commitdae400031fAuthor: 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 commitcb0130b46eAuthor: 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 commit1e7f5e9e7eAuthor: 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 commit923350137dAuthor: 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(). commit6134869371Author: 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. commit4715356b5eAuthor: 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. commit6dd1cec600Author: 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. commitf82b861bcdAuthor: 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 commit59e6f8d53dAuthor: 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 commit1c71d8d4f7Author: 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 commit18cfe93a44Author: 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. commit9ad0b6850dAuthor: 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 commit7ec4698653Author: 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 commit68c1a016b0Author: 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 commit763fa201f0Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 10:43:17 2025 -0400 Python command emulation commita44b8c93e9Author: John McCardle <mccardle.john@gmail.com> Date: Thu Jul 3 09:42:46 2025 -0400 Prep: Cleanup for interpreter mode
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Makefile
# Convenience Makefile wrapper for McRogueFace
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# This delegates to CMake build in the build directory
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.PHONY: all build clean run test dist help
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# Default target
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all: build
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# Build the project
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build:
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@./build.sh
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# Clean build artifacts
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clean:
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@./clean.sh
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# Run the game
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run: build
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@cd build && ./mcrogueface
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# Run in Python mode
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python: build
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@cd build && ./mcrogueface -i
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# Test basic functionality
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test: build
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@echo "Testing McRogueFace..."
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@cd build && ./mcrogueface -V
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@cd build && ./mcrogueface -c "print('Test passed')"
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@cd build && ./mcrogueface --headless -c "import mcrfpy; print('mcrfpy imported successfully')"
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# Create distribution archive
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dist: build
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@echo "Creating distribution archive..."
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@cd build && zip -r ../McRogueFace-$$(date +%Y%m%d).zip . -x "*.o" "CMakeFiles/*" "Makefile" "*.cmake"
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@echo "Distribution archive created: McRogueFace-$$(date +%Y%m%d).zip"
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# Show help
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help:
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@echo "McRogueFace Build System"
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@echo "======================="
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@echo ""
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@echo "Available targets:"
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@echo " make - Build the project (default)"
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@echo " make build - Build the project"
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@echo " make clean - Remove all build artifacts"
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@echo " make run - Build and run the game"
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@echo " make python - Build and run in Python interactive mode"
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@echo " make test - Run basic tests"
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@echo " make dist - Create distribution archive"
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@echo " make help - Show this help message"
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@echo ""
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@echo "Build output goes to: ./build/"
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@echo "Distribution archives are created in project root"
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