McRogueFace/tests/debug_visibility.py
John McCardle d13153ddb4 feat(engine): implement perspective FOV, pathfinding, and GUI text widgets
Major Engine Enhancements:
- Complete FOV (Field of View) system with perspective rendering
  - UIGrid.perspective property for entity-based visibility
  - Three-layer overlay colors (unexplored, explored, visible)
  - Per-entity visibility state tracking
  - Perfect knowledge updates only for explored areas

- Advanced Pathfinding Integration
  - A* pathfinding implementation in UIGrid
  - Entity.path_to() method for direct pathfinding
  - Dijkstra maps for multi-target pathfinding
  - Path caching for performance optimization

- GUI Text Input Widgets
  - TextInputWidget class with cursor, selection, scrolling
  - Improved widget with proper text rendering and input handling
  - Example showcase of multiple text input fields
  - Foundation for in-game console and chat systems

- Performance & Architecture Improvements
  - PyTexture copy operations optimized
  - GameEngine update cycle refined
  - UIEntity property handling enhanced
  - UITestScene modernized

Test Suite:
- Interactive visibility demos showing FOV in action
- Pathfinding comparison (A* vs Dijkstra)
- Debug utilities for visibility and empty path handling
- Sizzle reel demo combining pathfinding and vision
- Multiple text input test scenarios

This commit brings McRogueFace closer to a complete roguelike engine
with essential features like line-of-sight, intelligent pathfinding,
and interactive text input capabilities.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-09 22:18:29 -04:00

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Python

#!/usr/bin/env python3
"""Debug visibility crash"""
import mcrfpy
import sys
print("Debug visibility...")
# Create scene and grid
mcrfpy.createScene("debug")
grid = mcrfpy.Grid(grid_x=5, grid_y=5)
# Initialize grid
print("Initializing grid...")
for y in range(5):
for x in range(5):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
# Create entity
print("Creating entity...")
entity = mcrfpy.Entity(2, 2)
entity.sprite_index = 64
grid.entities.append(entity)
print(f"Entity at ({entity.x}, {entity.y})")
# Check gridstate
print(f"\nGridstate length: {len(entity.gridstate)}")
print(f"Expected: {5 * 5}")
# Try to access gridstate
print("\nChecking gridstate access...")
try:
if len(entity.gridstate) > 0:
state = entity.gridstate[0]
print(f"First state: visible={state.visible}, discovered={state.discovered}")
except Exception as e:
print(f"Error accessing gridstate: {e}")
# Try update_visibility
print("\nTrying update_visibility...")
try:
entity.update_visibility()
print("update_visibility succeeded")
except Exception as e:
print(f"Error in update_visibility: {e}")
# Try perspective
print("\nTesting perspective...")
print(f"Initial perspective: {grid.perspective}")
try:
grid.perspective = 0
print(f"Set perspective to 0: {grid.perspective}")
except Exception as e:
print(f"Error setting perspective: {e}")
print("\nTest complete")
sys.exit(0)