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John McCardle 3e18c1fbf6 fix(grid): overlay children belong to the GridView, not the shared GridData
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
2026-07-12 23:06:59 -04:00
.gitea/workflows Add Gitea Actions CI workflow for automated testing, closes #285 2026-04-10 03:31:31 -04:00
api fix(grid): overlay children belong to the GridView, not the shared GridData 2026-07-12 23:06:59 -04:00
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 docs(grid): document grid-world child coordinates and the overlay pattern 2026-07-12 18:02:29 -04:00
explanation Add headless-automation.md explanation document 2026-01-14 03:04:48 +00:00
games/unwritten UNWRITTEN: complete short-form RPG at games/unwritten/ 2026-07-03 10:11:12 -04:00
modules Bump libtcod-headless to 79abc66 (FOV overflow fixes); closes #321 2026-06-26 20:57:38 -04:00
sanitizers Re-enable ASan leak detection, add Massif heap profiling target 2026-04-10 01:08:54 -04:00
shade_sprite entity animation version demo 2026-02-27 22:12:17 -05:00
src fix(grid): overlay children belong to the GridView, not the shared GridData 2026-07-12 23:06:59 -04:00
stubs Untrack generated docs; add API manifest infra and pre-commit hook 2026-07-11 20:57:31 -04:00
tests fix(grid): overlay children belong to the GridView, not the shared GridData 2026-07-12 23:06:59 -04:00
tools Untrack generated docs; add API manifest infra and pre-commit hook 2026-07-11 20:57:31 -04:00
wasm_stdlib/lib/python3.14 WASM Python integration milestone - game.py runs in browser 2026-01-31 05:15:11 -05:00
web Migrate docs and links to Forgejo instance (dev.ffwf.net/forgejo) 2026-07-02 19:49:22 -04:00
.gitignore Untrack offshoot/pending plan docs (3D, procgen spec, grid-entity overhaul) 2026-07-11 21:02:06 -04:00
.gitmodules Tiled XML/JSON import support 2026-02-06 21:43:03 -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 Add profiling build target + native profiler workflow; closes #345 2026-07-10 18:59:39 -04:00
CMakeLists.txt Add profiling build target + native profiler workflow; closes #345 2026-07-10 18:59:39 -04:00
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
Makefile Untrack generated docs; add API manifest infra and pre-commit hook 2026-07-11 20:57:31 -04:00
mcrf-init.sh Add mcrf-init.sh: game project scaffolding without engine recompilation 2026-02-20 23:17:59 -05:00
pyrightconfig.json Add mcrf-init.sh: game project scaffolding without engine recompilation 2026-02-20 23:17:59 -05:00
README.md Freeze value semantics + record 1.0 compatibility policy 2026-07-02 20:23:11 -04:00
ROADMAP.md Roadmap updates 2026-07-11 10:51:28 -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:

Note: Running mcrfpy in a Python subinterpreter is unsupported in 1.x; the module declares m_size = -1 and 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 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 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.

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