Update Grid System wiki with standalone layer API, current constructor, SpatialHash, callback signatures, Tiled/LDtk refs

John McCardle 2026-02-07 22:16:05 +00:00
commit cbf263d0f8

@ -11,17 +11,16 @@ The Grid System is McRogueFace's core spatial container for roguelike game maps.
- [#148](../issues/148) - Dirty Flag RenderTexture Caching (Closed - Implemented) - [#148](../issues/148) - Dirty Flag RenderTexture Caching (Closed - Implemented)
- [#147](../issues/147) - Dynamic Layer System (Closed - Implemented) - [#147](../issues/147) - Dynamic Layer System (Closed - Implemented)
- [#123](../issues/123) - Chunk-based Grid Rendering (Closed - Implemented) - [#123](../issues/123) - Chunk-based Grid Rendering (Closed - Implemented)
- [#115](../issues/115) - SpatialHash for Entity Queries (Closed - Implemented)
**Key Files:** **Key Files:**
- `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation - `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation
- `src/GridLayers.h` / `src/GridLayers.cpp` - ColorLayer and TileLayer - `src/GridLayers.h` / `src/GridLayers.cpp` - ColorLayer and TileLayer
- `src/UIGridPoint.h` - Individual grid cell (walkability, transparency) - `src/UIGridPoint.h` - Individual grid cell (walkability, transparency)
- `src/UIGridPointState.h` - Per-entity perspective/knowledge - `src/UIGridPointState.h` - Per-entity perspective/knowledge
- `src/UIEntity.h` / `src/UIEntity.cpp` - Entity system (lives on grid) - `src/SpatialHash.h` / `src/SpatialHash.cpp` - Spatial indexing for entities
**API Reference:** ---
- See [mcrfpy.Grid](../docs/api_reference_dynamic.html#Grid) in generated API docs
- See [mcrfpy.Entity](../docs/api_reference_dynamic.html#Entity) in generated API docs
## Architecture Overview ## Architecture Overview
@ -36,7 +35,7 @@ The Grid System uses a three-layer architecture for sophisticated roguelike feat
- Files: `src/GridLayers.h`, `src/GridLayers.cpp` - Files: `src/GridLayers.h`, `src/GridLayers.cpp`
2. **World State Layer** (`TCODMap`) 2. **World State Layer** (`TCODMap`)
- Physical properties: walkable, transparent, cost - Physical properties: walkable, transparent
- Used for pathfinding and FOV calculations - Used for pathfinding and FOV calculations
- Integration: libtcod via `src/UIGrid.cpp` - Integration: libtcod via `src/UIGrid.cpp`
@ -44,148 +43,294 @@ The Grid System uses a three-layer architecture for sophisticated roguelike feat
- Per-entity knowledge: what each entity has seen/explored - Per-entity knowledge: what each entity has seen/explored
- Enables fog of war, asymmetric information - Enables fog of war, asymmetric information
- File: `src/UIGridPointState.h` - File: `src/UIGridPointState.h`
- **Note:** Python access currently limited - see Known Issues
This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS. ---
### Dynamic Layer System ## Creating a Grid
Grids support multiple rendering layers that can be added/removed at runtime:
| Layer Type | Purpose | Methods |
|------------|---------|---------|
| `ColorLayer` | Solid colors per cell (fog, highlights) | `set(x, y, color)`, `at(x, y)`, `fill(color)` |
| `TileLayer` | Texture sprites per cell (terrain, items) | `set(x, y, sprite_index)`, `at(x, y)`, `fill(index)` |
**z_index semantics:**
- Negative z_index: Renders **below** entities
- Zero or positive z_index: Renders **above** entities
- Lower z_index renders first (behind higher z_index)
```python
# Create grid with no default layers
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={})
# Add layers explicitly
background = grid.add_layer("color", z_index=-2) # Furthest back
tiles = grid.add_layer("tile", z_index=-1) # Above background, below entities
fog_overlay = grid.add_layer("color", z_index=1) # Above entities (fog of war)
# Access existing layers
for layer in grid.layers:
print(f"{type(layer).__name__} at z={layer.z_index}")
# Remove a layer
grid.remove_layer(fog_overlay)
```
### Grid → Entity Relationship
**Entity Lifecycle:**
- Entities live on exactly 0 or 1 grids
- `grid.entities.append(entity)` sets `entity.grid = grid`
- `grid.entities.remove(entity)` sets `entity.grid = None`
- Entity removal handled automatically on grid destruction
**Spatial Queries:**
- Currently: Linear iteration through entity list
- Planned: SpatialHash for O(1) lookups (see [#115](../issues/115))
## Sub-Pages
- [[Grid-Rendering-Pipeline]] - How grid renders each frame (chunks, dirty flags, caching)
- [[Grid-TCOD-Integration]] - FOV, pathfinding, walkability
- [[Grid-Entity-Lifecycle]] - Entity creation, movement, removal
## Common Tasks
### Creating a Grid
```python ```python
import mcrfpy import mcrfpy
# Create grid with default tile layer # Basic grid (gets a default TileLayer at z_index=-1)
grid = mcrfpy.Grid( grid = mcrfpy.Grid(
grid_size=(50, 50), # 50x50 cells grid_size=(50, 50), # 50x50 cells
pos=(100, 100), # Screen position pos=(100, 100), # Screen position
size=(400, 400), # Viewport size in pixels size=(400, 400) # Viewport size in pixels
texture=my_texture # Texture for default TileLayer
) )
# Or create with specific layer configuration # Grid with specific layers passed at creation
terrain = mcrfpy.TileLayer(name="terrain", z_index=-1)
fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid = mcrfpy.Grid( grid = mcrfpy.Grid(
grid_size=(50, 50), grid_size=(50, 50),
pos=(100, 100), pos=(100, 100),
size=(400, 400), size=(400, 400),
layers={"terrain": "tile", "highlights": "color"} layers=[terrain, fog]
) )
# Or start empty and add layers manually # Grid with no layers (add them later)
grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={}) grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers=[])
terrain = grid.add_layer("tile", z_index=-1, texture=my_texture)
# Add to scene # Add to scene
mcrfpy.sceneUI("game").append(grid) scene = mcrfpy.Scene("game")
scene.children.append(grid)
mcrfpy.current_scene = scene
``` ```
### Setting Tile Properties ---
## Layer System
Layers are standalone objects created independently, then added to grids:
### TileLayer
Renders per-cell sprite indices from a texture atlas:
```python ```python
# Access layers for visual properties texture = mcrfpy.Texture("assets/kenney_tinydungeon.png")
tile_layer = grid.layers[0] # First layer (usually tiles)
tile_layer.set(x, y, 42) # Set sprite index at cell
color_layer = grid.add_layer("color", z_index=-2) # Create standalone layer
color_layer.set(x, y, mcrfpy.Color(64, 64, 128)) # Blue tint terrain = mcrfpy.TileLayer(name="terrain", z_index=-1, texture=texture)
# Access grid point for world properties # Add to grid
point = grid.at(x, y) grid.add_layer(terrain)
point.walkable = True # Can entities walk here?
point.transparent = True # Can see through for FOV? # Set individual tiles
terrain.set((5, 3), 42) # Set sprite index at cell (5, 3)
index = terrain.at((5, 3)) # Get sprite index: 42
terrain.fill(0) # Fill entire layer with sprite 0
terrain.set((5, 3), -1) # Set to -1 for transparent (no tile drawn)
``` ```
### FOV and Pathfinding ### ColorLayer
Renders per-cell RGBA colors (fog of war, highlights, overlays):
```python ```python
# Compute field of view from position fog = mcrfpy.ColorLayer(name="fog", z_index=1)
grid.compute_fov(entity.grid_x, entity.grid_y, radius=10) grid.add_layer(fog)
# Check if cell is visible # Set individual cells
if grid.is_in_fov(target_x, target_y): fog.set((5, 3), mcrfpy.Color(0, 0, 0, 200)) # Dark fog
print("Target is visible!") fog.set((5, 3), mcrfpy.Color(0, 0, 0, 0)) # Clear (transparent)
color = fog.at((5, 3)) # Get color
# A* pathfinding fog.fill(mcrfpy.Color(0, 0, 0, 255)) # Fill entire layer black
path = grid.find_path(start_x, start_y, end_x, end_y)
# Dijkstra maps for AI
grid.compute_dijkstra([(goal_x, goal_y)])
distance = grid.get_dijkstra_distance(entity.grid_x, entity.grid_y)
path_to_goal = grid.get_dijkstra_path(entity.grid_x, entity.grid_y)
``` ```
### Mouse Events ### z_index Semantics
Grids support mouse interaction at both the grid level and cell level: - **Negative z_index:** Renders **below** entities
- **Zero or positive z_index:** Renders **above** entities
- Lower z_index renders first (behind higher z_index)
```python ```python
# Grid-level events (screen coordinates) # Typical layer stack
def on_grid_click(x, y, button): background = mcrfpy.ColorLayer(name="bg", z_index=-3) # Furthest back
print(f"Grid clicked at pixel ({x}, {y}), button {button}") terrain = mcrfpy.TileLayer(name="terrain", z_index=-2) # Terrain tiles
items = mcrfpy.TileLayer(name="items", z_index=-1) # Items below entities
# --- entities render here (z_index = 0) ---
fog = mcrfpy.ColorLayer(name="fog", z_index=1) # Fog above entities
```
### Managing Layers
```python
# List all layers
for layer in grid.layers:
print(f"{type(layer).__name__} '{layer.name}' at z={layer.z_index}")
# Get layer by name
terrain = grid.layer("terrain")
# Remove a layer
grid.remove_layer(fog)
```
---
## Cell Properties (GridPoint)
Each cell has world-state properties accessed via `grid.at(x, y)`:
```python
point = grid.at(10, 15)
point.walkable = True # Can entities walk here?
point.transparent = True # Can see through for FOV?
# Read properties
print(point.walkable) # True
print(point.transparent) # True
# List entities at this cell
entities_here = point.entities # List of Entity objects
```
---
## FOV (Field of View)
```python
# Set up transparent/opaque cells
for x in range(50):
for y in range(50):
grid.at(x, y).transparent = True
# Mark walls as opaque
grid.at(5, 5).transparent = False
# Compute FOV from position
grid.compute_fov((10, 10), radius=8)
# Query visibility
if grid.is_in_fov((12, 14)):
print("Cell is visible!")
```
### FOV Algorithms (`mcrfpy.FOV`)
- `FOV.BASIC` - Simple raycasting
- `FOV.DIAMOND` - Diamond-shaped
- `FOV.SHADOW` - Shadow casting (recommended)
- `FOV.PERMISSIVE_0` through `FOV.PERMISSIVE_8` - Permissive variants
- `FOV.RESTRICTIVE` - Restrictive precise angle
```python
grid.compute_fov((10, 10), radius=10, algorithm=mcrfpy.FOV.SHADOW)
```
---
## Pathfinding
### A* Pathfinding
```python
# Set walkable cells
for x in range(50):
for y in range(50):
grid.at(x, y).walkable = True
grid.at(5, 5).walkable = False # Wall
# Find path (returns AStarPath object)
path = grid.find_path((0, 0), (10, 10))
if path:
print(f"Path length: {len(path)} steps")
print(f"Origin: {path.origin}")
print(f"Destination: {path.destination}")
# Iterate all steps
for step in path:
print(f" Step: ({step.x}, {step.y})")
# Or walk step-by-step
next_step = path.walk() # Advances and returns next Vector
upcoming = path.peek() # Look at next step without advancing
remaining = path.remaining # Steps remaining
```
### Dijkstra Maps
For multi-target or AI pathfinding:
```python
# Create Dijkstra map from a root position
dm = grid.get_dijkstra_map((5, 5))
# Query distance from root to any position
distance = dm.distance((10, 10)) # Float distance
print(f"Distance: {distance}")
# Get path from a position back to the root
path = dm.path_from((10, 10)) # List of Vector objects
for step in path:
print(f" ({step.x}, {step.y})")
# Get single next step toward root
next_step = dm.step_from((10, 10)) # Single Vector
# Clear cached maps when grid changes
grid.clear_dijkstra_maps()
```
---
## Entity Management
Entities live on grids via the `entities` collection:
```python
# Create and add entity
player = mcrfpy.Entity(grid_pos=(10, 10), sprite_index=0, name="player")
grid.entities.append(player)
print(player.grid == grid) # True
# Query entities
for entity in grid.entities:
print(f"{entity.name} at ({entity.grid_x}, {entity.grid_y})")
# Spatial queries (SpatialHash - O(k) complexity)
nearby = grid.entities_in_radius((10, 10), 5.0)
for entity in nearby:
print(f"Nearby: {entity.name}")
# Remove entity
player.die() # Removes from grid and SpatialHash
```
See [[Entity-Management]] for detailed entity documentation.
---
## Camera Control
```python
# Center viewport on pixel coordinates within grid space
grid.center = (player.grid_x * 16 + 8, player.grid_y * 16 + 8)
# Or set components individually
grid.center_x = player.grid_x * 16 + 8
grid.center_y = player.grid_y * 16 + 8
# Center on tile coordinates (convenience method)
grid.center_camera((14.5, 8.5)) # Centers on middle of tile (14, 8)
# Zoom (1.0 = normal, 2.0 = 2x zoom in, 0.5 = zoom out)
grid.zoom = 1.5
# Animate camera movement
grid.animate("center_x", target_x, 0.5, mcrfpy.Easing.EASE_IN_OUT)
grid.animate("center_y", target_y, 0.5, mcrfpy.Easing.EASE_IN_OUT)
grid.animate("zoom", 2.0, 0.3, mcrfpy.Easing.EASE_OUT_QUAD)
```
---
## Mouse Events
Grids support mouse interaction at both element and cell levels:
```python
# Element-level events (screen coordinates)
def on_grid_click(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
print(f"Grid clicked at pixel ({pos.x}, {pos.y})")
grid.on_click = on_grid_click grid.on_click = on_grid_click
grid.on_enter = lambda: print("Mouse entered grid") grid.on_enter = lambda pos: print("Mouse entered grid")
grid.on_exit = lambda: print("Mouse left grid") grid.on_exit = lambda pos: print("Mouse left grid")
grid.on_move = lambda x, y: print(f"Mouse at ({x}, {y})")
# Cell-level events (grid coordinates) # Cell-level events (grid coordinates)
def on_cell_click(grid_x, grid_y): def on_cell_click(cell_pos, button, action):
print(f"Cell ({grid_x}, {grid_y}) clicked!") if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
point = grid.at(grid_x, grid_y) x, y = int(cell_pos.x), int(cell_pos.y)
# Do something with the cell... point = grid.at(x, y)
point.walkable = not point.walkable # Toggle walkability
grid.on_cell_click = on_cell_click grid.on_cell_click = on_cell_click
grid.on_cell_enter = lambda x, y: print(f"Entered cell ({x}, {y})") grid.on_cell_enter = lambda cell_pos: highlight_cell(cell_pos)
grid.on_cell_exit = lambda x, y: print(f"Left cell ({x}, {y})") grid.on_cell_exit = lambda cell_pos: clear_highlight(cell_pos)
# Query currently hovered cell # Query currently hovered cell
if grid.hovered_cell: if grid.hovered_cell:
@ -193,53 +338,96 @@ if grid.hovered_cell:
print(f"Hovering over ({hx}, {hy})") print(f"Hovering over ({hx}, {hy})")
``` ```
### Camera Control See [[Input-and-Events]] for callback signature details.
---
## Perspective System
Set a perspective entity to enable FOV-based rendering:
```python ```python
# Center viewport on a position (pixel coordinates within grid space) # Set perspective (fog of war from this entity's viewpoint)
grid.center = (player.grid_x * 16 + 8, player.grid_y * 16 + 8) grid.perspective = player_entity
# Or set components individually # Disable perspective (show everything)
grid.center_x = player.grid_x * 16 + 8 grid.perspective = None
grid.center_y = player.grid_y * 16 + 8
# Zoom (1.0 = normal, 2.0 = 2x zoom in, 0.5 = zoom out)
grid.zoom = 1.5
``` ```
---
## Level Import Integration
Grids integrate with external level editors via Tiled and LDtk import systems:
### Tiled Import
```python
tileset = mcrfpy.TileSetFile("assets/dungeon.tsj")
tilemap = mcrfpy.TileMapFile("assets/level1.tmj")
# Apply tilemap layers to grid
for layer_data in tilemap.layers:
tile_layer = mcrfpy.TileLayer(name=layer_data.name, z_index=-1, texture=tileset.texture)
grid.add_layer(tile_layer)
# ... apply tile data
```
### Wang Tile Terrain Generation
```python
wang_set = tileset.wang_set("Terrain")
terrain_data = wang_set.resolve(intgrid) # Resolve terrain to tile indices
wang_set.apply(tile_layer, terrain_data) # Apply to layer
```
---
## Performance Characteristics ## Performance Characteristics
**Implemented Optimizations:** **Implemented Optimizations:**
- **Chunk-based rendering** ([#123](../issues/123)): Large grids divided into chunks, only visible chunks rendered - **Chunk-based rendering** ([#123](../issues/123)): Large grids divided into chunks
- **Dirty flag system** ([#148](../issues/148)): Layers track changes, skip redraw when unchanged - **Dirty flag system** ([#148](../issues/148)): Layers track changes, skip redraw when unchanged
- **RenderTexture caching**: Each chunk cached to texture, reused until dirty - **RenderTexture caching**: Each chunk cached to texture, reused until dirty
- **Viewport culling**: Only cells within viewport are processed - **Viewport culling**: Only cells within viewport are processed
- **SpatialHash** ([#115](../issues/115)): O(k) entity queries instead of O(n)
**Current Performance:** **Current Performance:**
- Grids of 1000x1000+ cells render efficiently - Grids of 1000x1000+ cells render efficiently
- Static scenes near-zero CPU (cached textures reused) - Static scenes near-zero CPU (cached textures reused)
- Entity rendering: O(visible entities) - Entity queries: O(k) where k is nearby entities (not total)
**Profiling:** Use the F3 overlay or `mcrfpy.setTimer()` with `mcrfpy.getMetrics()` to measure grid performance. See [[Performance-and-Profiling]].
## Known Issues & Limitations
**Current Limitations:**
- **FOV Python access limited:** `compute_fov()` works but fog-of-war overlay must be managed manually via color layers. Per-entity perspective (`UIGridPointState`) not yet exposed to Python. See [#113 discussion](../issues/113).
- No tile-level animation yet (planned: [#124](../issues/124))
- Entity spatial queries are O(n) (planned: SpatialHash [#115](../issues/115))
**Workarounds:**
- For fog of war: Use a `ColorLayer` with positive z_index, update cell colors based on `is_in_fov()` results
- For entity queries: Use list comprehension filtering on `grid.entities`
## Related Systems
- [[UI-Component-Hierarchy]] - Grid inherits from UIDrawable
- [[Animation-System]] - Grid properties are animatable (pos, zoom, center, etc.)
- [[Performance-and-Profiling]] - Grid rendering instrumented with metrics
- [[Entity-Management]] - Entities live within Grid containers
--- ---
*Last updated: 2025-11-29* ## Grid Properties Reference
| Property | Type | Description |
|----------|------|-------------|
| `grid_size` | `(int, int)` | Grid dimensions (read-only) |
| `grid_w`, `grid_h` | int | Width/height in cells (read-only) |
| `pos` | Vector | Screen position |
| `size` | Vector | Viewport size in pixels |
| `center` | Vector | Camera center (pixel coordinates) |
| `center_x`, `center_y` | float | Camera center components |
| `zoom` | float | Camera zoom level |
| `fill_color` | Color | Background color |
| `perspective` | Entity or None | FOV perspective entity |
| `entities` | EntityCollection | Entities on this grid |
| `layers` | list | Rendering layers (sorted by z_index) |
| `children` | UICollection | UI overlays |
| `hovered_cell` | `(x, y)` or None | Currently hovered cell (read-only) |
---
## Related Systems
- [[Entity-Management]] - Entities live within Grid containers
- [[Grid-Rendering-Pipeline]] - How grid renders each frame
- [[Grid-TCOD-Integration]] - FOV, pathfinding, walkability details
- [[Grid-Interaction-Patterns]] - Click handling, selection, context menus
- [[Animation-System]] - Grid properties are animatable (pos, zoom, center)
- [[Input-and-Events]] - Mouse callback signatures
---
*Last updated: 2026-02-07*