The BFS solver couldn't account for obstacles blocking push paths - knowing the button is reachable doesn't mean the player can get to the correct side of the boulder. Reverse-pull guarantees solvability by construction: start with boulder on button, simulate valid un-pushes to move it away. Each un-push verifies both the new boulder cell and the player's required push position are walkable. Also fixes chest clumping: level 2 previously crammed 3 treasures + boulder + button into a single room. Redesigned all level plans to spread treasures across rooms (max 1 per room). Updated lv_planner for procedural levels 9+ with the same constraint. Level plans no longer specify "boulder" - it's auto-generated from the button position with min_pulls scaling by depth (2-8). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> |
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|---|---|---|
| assets | ||
| cmake/toolchains | ||
| deps/platform | ||
| docs | ||
| explanation | ||
| modules | ||
| src | ||
| stubs | ||
| tests | ||
| tools | ||
| wasm_stdlib/lib/python3.14 | ||
| .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 | ||
| 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
- roguelike_tutorial/ - Complete roguelike tutorial implementations
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 Gitea 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.