A grid child (speech bubble, marker, range indicator) is an OVERLAY painted over the map through one camera -- it occupies no cell, nothing collides with it, and the turn manager cannot see it. Entities are the world contents. So children are per-view and entities are shared, not the other way around. Ownership follows from that. A UIDrawable has one `parent`, but a GridData may have N views, so a child owned by the data could only ever name one of them -- arbitrarily -- and would dangle if that view died while the others kept drawing it. That is why children's dirty push dead-ended at the internal UIGrid, which is in no scene: a Frame(cache_subtree=True) above the grid was never told to re-composite and re-blitted a stale cache. Owned by the view, a child's parent is a real scene-graph drawable and the dead-end cannot be expressed. - GridData::children/children_need_sort -> UIGridView; UIGrid::get_children -> UIGridView::get_children (collection owner = the view, so UICollection::append already parents and invalidates correctly) - UIDrawable::removeFromParent drops its UIGRID arm; set_parent rejects _GridData - UIGrid::render's child-drawing block deleted (the ghost path has no children); UIGrid::resize's aligned-child loop moved to UIGridView::resize, which never had one -- a resized grid was not re-anchoring aligned children at all - PyScene hover, mcrfpy.find()/findAll(), and the ImGui explorer read the view's children. find() no longer dedups children per-GridData (two views hold different children); entities still dedup. Also fixes a latent staleness this exposed: UIGridView::render's #351 early-out never consulted its own render_dirty. It survived on content_generation plus a "grid has children -> always full render" carve-out -- but removing the LAST child lifts that carve-out, leaving every other input unchanged, so the view re-blitted a raster with the removed child still baked in. can_skip now requires !render_dirty, and render() clears it after rasterizing. mcrfpy.Grid IS the UIGridView, so grid.children.append(...) is unchanged for every single-view script; only the internal _GridData loses `children` (API snapshot: delegation 62 -> 61, public surface identical). Answers #361's Q1 (one child, one view, one screen pixel) and moots its Q2 (no non-drawable parent kind remains to represent), unblocking it. Test: tests/regression/issue_364_grid_children_on_view_test.py -- 17 assertions; the load-bearing ones screenshot a grid inside a Frame(cache_subtree=True) and assert move/recolor/remove of a child change the pixels. All three were byte-identical before. Suite 326/326. Spun out: #368 (markContentDirty's was_dirty latch swallows every invalidation after the first -- not grid-specific), #369 (.parent allocates a fresh wrapper, so `child.parent is parent` is always False). closes #364 |
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| .gitea/workflows | ||
| api | ||
| assets | ||
| cmake/toolchains | ||
| deps/platform | ||
| docs | ||
| explanation | ||
| games/unwritten | ||
| modules | ||
| sanitizers | ||
| shade_sprite | ||
| src | ||
| stubs | ||
| tests | ||
| tools | ||
| wasm_stdlib/lib/python3.14 | ||
| web | ||
| .gitignore | ||
| .gitmodules | ||
| build.sh | ||
| BUILD_FROM_SOURCE.md | ||
| build_windows.bat | ||
| build_windows_cmake.bat | ||
| CLAUDE.md | ||
| CMakeLists.txt | ||
| compile_commands.json | ||
| forgejo-mcp.linux.amd64 | ||
| LICENSE.md | ||
| Makefile | ||
| mcrf-init.sh | ||
| pyrightconfig.json | ||
| README.md | ||
| ROADMAP.md | ||
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_depsarchives 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:
Key wiki pages:
- Home - Documentation hub with multiple entry points
- Grid System - Three-layer grid architecture
- Python Binding System - C++/Python integration
- Performance and Profiling - Optimization tools
- Adding Python Bindings - Step-by-step binding guide
- Issue Roadmap - All open issues organized by system
📖 Development Guides
In the repository root:
- CLAUDE.md - Build instructions, testing guidelines, common tasks
- ROADMAP.md - Strategic vision and development phases
- docs/api-stability.md - 1.0 compatibility policy (value semantics, bulk-edit convention, subinterpreter exclusion)
- docs/threading-model.md - Threading contract for off-main-thread access via
mcrfpy.lock() - roguelike_tutorial/ - Complete roguelike tutorial implementations
Note: Running mcrfpy in a Python subinterpreter is unsupported in 1.x; the module declares
m_size = -1and will refuse or misbehave. See #220.
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
mcroguefacelike 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 Forgejo 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.