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John McCardle e1b167530c Pre-1.0 constructor surface freeze for UI shapes and Grid layers
Group A: parent= auto-attach kwarg
  - Added parent= to Frame, Caption, Sprite, Line, Circle, Arc.
    Validates against Frame/Scene/Grid/GridView and appends self
    to parent.children. Mirrors the existing Entity(grid=...) pattern.
    Implemented as a UIDRAWABLE_ATTACH_TO_PARENT macro in UIBase.h
    so all six call sites stay one-liners.
  - Added grid= to ColorLayer and TileLayer. Validates against Grid /
    GridView and routes through grid.add_layer(self).

Sub-changes (also pre-1.0 breakage, no shims):
  - Circle: positional order swapped from (radius, center, ...) to
    (center, radius, ...). Old positional callers will now fail at
    PyArg_ParseTupleAndKeywords with a TypeError.
  - Caption: font is now keyword-only. kwlist reordered to put pos
    and text first; the '$' separator in the format string makes
    everything that follows (font, fill_color, ...) keyword-only.
  - ColorLayer / TileLayer: kwlist reordered so that name comes
    before z_index. Format strings updated to match.

UIBase.h gains a UIDRAWABLE_ATTACH_TO_PARENT macro that mirrors
the existing UIDRAWABLE_PROCESS_ALIGNMENT pattern: type-check,
fetch .children, call append, propagate any error as -1.

Old positional callers across the codebase (Caption with positional
font, Circle with positional radius-first) will need to be updated
separately. No backward-compat shims have been added.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:28:59 -04:00
.gitea/workflows Add Gitea Actions CI workflow for automated testing, closes #285 2026-04-10 03:31:31 -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 Phase 5.3: documentation regeneration + introspection-based stub generator 2026-04-18 07:33:51 -04:00
explanation Add headless-automation.md explanation document 2026-01-14 03:04:48 +00:00
modules WIP: update submodule refs for cpython, imgui-sfml, and libtcod-headless 2026-04-06 01:15:49 -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 Pre-1.0 constructor surface freeze for UI shapes and Grid layers 2026-04-18 13:28:59 -04:00
stubs Phase 5.3: documentation regeneration + introspection-based stub generator 2026-04-18 07:33:51 -04:00
tests Add interactive pathfinding demo for #315; closes #315 2026-04-18 09:19:17 -04:00
tools Phase 5.3: documentation regeneration + introspection-based stub generator 2026-04-18 07:33:51 -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 Fix demo game fog layer accumulation and web IDBFS mkdir race 2026-04-10 02:19:19 -04:00
.gitignore Add build plumbing for libFuzzer+ASan fuzz build, addresses #283 2026-04-10 10:35:44 -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 Emscripten debug build targets with DWARF and source maps, closes #238 2026-04-10 03:31:25 -04:00
CMakeLists.txt Add native libFuzzer fuzz harness for Python API, addresses #283 2026-04-10 11:05:04 -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 Add native libFuzzer fuzz harness for Python API, addresses #283 2026-04-10 11:05:04 -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 README.md updates: closes #168 2026-01-21 21:34:13 -05:00
ROADMAP.md Update roadmap for 7DRL 2026 and post-jam 1.0 planning 2026-02-20 23:18:12 -05:00

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:

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 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.

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