McRogueFace/tests/integration/interactive_visibility.py
John McCardle 9f481a2e4a fix: Update test files to use current API patterns
Migrates test suite to current API:
- Frame(x, y, w, h) → Frame(pos=(x, y), size=(w, h))
- Caption("text", x, y) → Caption(pos=(x, y), text="text")
- caption.size → caption.font_size
- Entity(x, y, ...) → Entity((x, y), ...)
- Grid(w, h, ...) → Grid(grid_size=(w, h), ...)
- cell.color → ColorLayer system

Tests now serve as valid API usage examples.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 19:47:48 -05:00

204 lines
5.8 KiB
Python

#!/usr/bin/env python3
"""
Interactive Visibility Demo
==========================
Controls:
- WASD: Move the player (green @)
- Arrow keys: Move enemy (red E)
- Tab: Cycle perspective (Omniscient → Player → Enemy → Omniscient)
- Space: Update visibility for current entity
- R: Reset positions
"""
import mcrfpy
import sys
# Create scene and grid
mcrfpy.createScene("visibility_demo")
grid = mcrfpy.Grid(grid_x=30, grid_y=20)
grid.fill_color = mcrfpy.Color(20, 20, 30) # Dark background
# Add color layer for cell coloring
color_layer = grid.add_layer("color", z_index=-1)
# Initialize grid - all walkable and transparent
for y in range(20):
for x in range(30):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
color_layer.set(x, y, mcrfpy.Color(100, 100, 120)) # Floor color
# Create walls
walls = [
# Central cross
[(15, y) for y in range(8, 12)],
[(x, 10) for x in range(13, 18)],
# Rooms
# Top-left room
[(x, 5) for x in range(2, 8)] + [(8, y) for y in range(2, 6)],
[(2, y) for y in range(2, 6)] + [(x, 2) for x in range(2, 8)],
# Top-right room
[(x, 5) for x in range(22, 28)] + [(22, y) for y in range(2, 6)],
[(28, y) for y in range(2, 6)] + [(x, 2) for x in range(22, 28)],
# Bottom-left room
[(x, 15) for x in range(2, 8)] + [(8, y) for y in range(15, 18)],
[(2, y) for y in range(15, 18)] + [(x, 18) for x in range(2, 8)],
# Bottom-right room
[(x, 15) for x in range(22, 28)] + [(22, y) for y in range(15, 18)],
[(28, y) for y in range(15, 18)] + [(x, 18) for x in range(22, 28)],
]
for wall_group in walls:
for x, y in wall_group:
if 0 <= x < 30 and 0 <= y < 20:
cell = grid.at(x, y)
cell.walkable = False
cell.transparent = False
color_layer.set(x, y, mcrfpy.Color(40, 20, 20)) # Wall color
# Create entities
player = mcrfpy.Entity((5, 10), grid=grid)
player.sprite_index = 64 # @
enemy = mcrfpy.Entity((25, 10), grid=grid)
enemy.sprite_index = 69 # E
# Update initial visibility
player.update_visibility()
enemy.update_visibility()
# Global state
current_perspective = -1
perspective_names = ["Omniscient", "Player", "Enemy"]
# UI Setup
ui = mcrfpy.sceneUI("visibility_demo")
ui.append(grid)
grid.position = (50, 100)
grid.size = (900, 600) # 30*30, 20*30
# Title
title = mcrfpy.Caption(pos=(350, 20), text="Interactive Visibility Demo")
title.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(title)
# Info displays
perspective_label = mcrfpy.Caption(pos=(50, 50), text="Perspective: Omniscient")
perspective_label.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(perspective_label)
controls = mcrfpy.Caption(pos=(50, 730), text="WASD: Move player | Arrows: Move enemy | Tab: Cycle perspective | Space: Update visibility | R: Reset")
controls.fill_color = mcrfpy.Color(150, 150, 150)
ui.append(controls)
player_info = mcrfpy.Caption(pos=(700, 50), text="Player: (5, 10)")
player_info.fill_color = mcrfpy.Color(100, 255, 100)
ui.append(player_info)
enemy_info = mcrfpy.Caption(pos=(700, 70), text="Enemy: (25, 10)")
enemy_info.fill_color = mcrfpy.Color(255, 100, 100)
ui.append(enemy_info)
# Helper functions
def move_entity(entity, dx, dy):
"""Move entity if target is walkable"""
new_x = int(entity.x + dx)
new_y = int(entity.y + dy)
if 0 <= new_x < 30 and 0 <= new_y < 20:
cell = grid.at(new_x, new_y)
if cell.walkable:
entity.x = new_x
entity.y = new_y
entity.update_visibility()
return True
return False
def update_info():
"""Update info displays"""
player_info.text = f"Player: ({int(player.x)}, {int(player.y)})"
enemy_info.text = f"Enemy: ({int(enemy.x)}, {int(enemy.y)})"
def cycle_perspective():
"""Cycle through perspectives"""
global current_perspective
# Cycle: -1 → 0 → 1 → -1
current_perspective = (current_perspective + 2) % 3 - 1
grid.perspective = current_perspective
name = perspective_names[current_perspective + 1]
perspective_label.text = f"Perspective: {name}"
# Key handlers
def handle_keys(key, state):
"""Handle keyboard input"""
if state == "end": return
key = key.lower()
# Player movement (WASD)
if key == "w":
move_entity(player, 0, -1)
elif key == "s":
move_entity(player, 0, 1)
elif key == "a":
move_entity(player, -1, 0)
elif key == "d":
move_entity(player, 1, 0)
# Enemy movement (Arrows)
elif key == "up":
move_entity(enemy, 0, -1)
elif key == "down":
move_entity(enemy, 0, 1)
elif key == "left":
move_entity(enemy, -1, 0)
elif key == "right":
move_entity(enemy, 1, 0)
# Tab to cycle perspective
elif key == "tab":
cycle_perspective()
# Space to update visibility
elif key == "space":
player.update_visibility()
enemy.update_visibility()
print("Updated visibility for both entities")
# R to reset
elif key == "r":
player.x, player.y = 5, 10
enemy.x, enemy.y = 25, 10
player.update_visibility()
enemy.update_visibility()
update_info()
print("Reset positions")
# Q to quit
elif key == "q":
print("Exiting...")
sys.exit(0)
update_info()
# Set scene first
mcrfpy.setScene("visibility_demo")
# Register key handler (operates on current scene)
mcrfpy.keypressScene(handle_keys)
print("Interactive Visibility Demo")
print("===========================")
print("WASD: Move player (green @)")
print("Arrows: Move enemy (red E)")
print("Tab: Cycle perspective")
print("Space: Update visibility")
print("R: Reset positions")
print("Q: Quit")
print("\nCurrent perspective: Omniscient (shows all)")
print("Try moving entities and switching perspectives!")