The parent link (#122/#183) is meant to be the inverse of collection
membership, but only append() maintained it.
insert(), extend() and setitem() called setParent(owner.lock())
unconditionally. A scene collection has no owner drawable, so that
resolved to null -- and setParent(nullptr) also clears parent_scene. The
drawable landed in the scene's UI vector, rendered fine, and reported a
.parent of None.
The slice arms never touched the link at all. A slice-delete left the
removed child pointing at a parent that no longer contained it; a
slice-assign never parented the incoming items, nor unparented the ones
they displaced. A stale parent is a live weak_ptr to a frame the child
has left, and it is what get_global_position() walks.
Route every mutator through link_child()/unlink_child(), which are now
the single place that knows a scene parents via setParentScene() and a
drawable via setParent().
Three latent traps in the same functions, found while fixing this:
* collection[-1] on an EMPTY collection hung the engine forever:
`while (index < 0) index += size()` adds zero on every pass.
* getitem's `index > size() - 1` check underflowed to SIZE_MAX when
size() was 0, so the bounds check passed and it indexed an empty
vector.
* insert() and setitem() resolved the index before detaching the
incoming drawable from its old parent. If it was already a member of
the same collection, detaching erased it and shifted everything
after -- so an index validated against the old size could write past
the end. Slice-assign now builds its result as an independent vector
for the same reason.
closes #377
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|---|---|---|
| .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.