Update Grid System wiki with standalone layer API, current constructor, SpatialHash, callback signatures, Tiled/LDtk refs
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Grid-System.md
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Grid-System.md
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# Grid System
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The Grid System is McRogueFace's core spatial container for roguelike game maps. It provides tilemap rendering, entity management, FOV (field of view), and pathfinding integration with libtcod.
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## Quick Reference
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**Related Issues:**
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- [#113](../issues/113) - Batch Operations for Grid (Open - Tier 1)
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- [#124](../issues/124) - Grid Point Animation (Open - Tier 1)
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- [#150](../issues/150) - User-driven Layer Rendering (Closed - Implemented)
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- [#148](../issues/148) - Dirty Flag RenderTexture Caching (Closed - Implemented)
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- [#147](../issues/147) - Dynamic Layer System (Closed - Implemented)
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- [#123](../issues/123) - Chunk-based Grid Rendering (Closed - Implemented)
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**Key Files:**
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- `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation
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- `src/GridLayers.h` / `src/GridLayers.cpp` - ColorLayer and TileLayer
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- `src/UIGridPoint.h` - Individual grid cell (walkability, transparency)
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- `src/UIGridPointState.h` - Per-entity perspective/knowledge
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- `src/UIEntity.h` / `src/UIEntity.cpp` - Entity system (lives on grid)
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**API Reference:**
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- See [mcrfpy.Grid](../docs/api_reference_dynamic.html#Grid) in generated API docs
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- See [mcrfpy.Entity](../docs/api_reference_dynamic.html#Entity) in generated API docs
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## Architecture Overview
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### Three-Layer Design
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The Grid System uses a three-layer architecture for sophisticated roguelike features:
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1. **Visual Layer** (Rendering Layers)
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- What's displayed: tile sprites, colors, overlays
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- Implemented via `ColorLayer` and `TileLayer` objects
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- Multiple layers per grid with z_index ordering
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- Files: `src/GridLayers.h`, `src/GridLayers.cpp`
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2. **World State Layer** (`TCODMap`)
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- Physical properties: walkable, transparent, cost
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- Used for pathfinding and FOV calculations
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- Integration: libtcod via `src/UIGrid.cpp`
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3. **Perspective Layer** (`UIGridPointState`)
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- Per-entity knowledge: what each entity has seen/explored
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- Enables fog of war, asymmetric information
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- File: `src/UIGridPointState.h`
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- **Note:** Python access currently limited - see Known Issues
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This architecture follows proven patterns from Caves of Qud, Cogmind, and DCSS.
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### Dynamic Layer System
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Grids support multiple rendering layers that can be added/removed at runtime:
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| Layer Type | Purpose | Methods |
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|------------|---------|---------|
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| `ColorLayer` | Solid colors per cell (fog, highlights) | `set(x, y, color)`, `at(x, y)`, `fill(color)` |
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| `TileLayer` | Texture sprites per cell (terrain, items) | `set(x, y, sprite_index)`, `at(x, y)`, `fill(index)` |
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**z_index semantics:**
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- Negative z_index: Renders **below** entities
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- Zero or positive z_index: Renders **above** entities
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- Lower z_index renders first (behind higher z_index)
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```python
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# Create grid with no default layers
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grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={})
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# Add layers explicitly
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background = grid.add_layer("color", z_index=-2) # Furthest back
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tiles = grid.add_layer("tile", z_index=-1) # Above background, below entities
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fog_overlay = grid.add_layer("color", z_index=1) # Above entities (fog of war)
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# Access existing layers
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for layer in grid.layers:
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print(f"{type(layer).__name__} at z={layer.z_index}")
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# Remove a layer
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grid.remove_layer(fog_overlay)
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```
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### Grid → Entity Relationship
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**Entity Lifecycle:**
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- Entities live on exactly 0 or 1 grids
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- `grid.entities.append(entity)` sets `entity.grid = grid`
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- `grid.entities.remove(entity)` sets `entity.grid = None`
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- Entity removal handled automatically on grid destruction
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**Spatial Queries:**
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- Currently: Linear iteration through entity list
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- Planned: SpatialHash for O(1) lookups (see [#115](../issues/115))
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## Sub-Pages
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- [[Grid-Rendering-Pipeline]] - How grid renders each frame (chunks, dirty flags, caching)
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- [[Grid-TCOD-Integration]] - FOV, pathfinding, walkability
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- [[Grid-Entity-Lifecycle]] - Entity creation, movement, removal
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## Common Tasks
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### Creating a Grid
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```python
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import mcrfpy
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# Create grid with default tile layer
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grid = mcrfpy.Grid(
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grid_size=(50, 50), # 50x50 cells
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pos=(100, 100), # Screen position
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size=(400, 400), # Viewport size in pixels
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texture=my_texture # Texture for default TileLayer
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)
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# Or create with specific layer configuration
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grid = mcrfpy.Grid(
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grid_size=(50, 50),
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pos=(100, 100),
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size=(400, 400),
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layers={"terrain": "tile", "highlights": "color"}
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)
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# Or start empty and add layers manually
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grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers={})
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terrain = grid.add_layer("tile", z_index=-1, texture=my_texture)
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# Add to scene
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mcrfpy.sceneUI("game").append(grid)
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```
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### Setting Tile Properties
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```python
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# Access layers for visual properties
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tile_layer = grid.layers[0] # First layer (usually tiles)
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tile_layer.set(x, y, 42) # Set sprite index at cell
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color_layer = grid.add_layer("color", z_index=-2)
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color_layer.set(x, y, mcrfpy.Color(64, 64, 128)) # Blue tint
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# Access grid point for world properties
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point = grid.at(x, y)
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point.walkable = True # Can entities walk here?
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point.transparent = True # Can see through for FOV?
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```
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### FOV and Pathfinding
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```python
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# Compute field of view from position
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grid.compute_fov(entity.grid_x, entity.grid_y, radius=10)
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# Check if cell is visible
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if grid.is_in_fov(target_x, target_y):
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print("Target is visible!")
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# A* pathfinding
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path = grid.find_path(start_x, start_y, end_x, end_y)
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# Dijkstra maps for AI
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grid.compute_dijkstra([(goal_x, goal_y)])
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distance = grid.get_dijkstra_distance(entity.grid_x, entity.grid_y)
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path_to_goal = grid.get_dijkstra_path(entity.grid_x, entity.grid_y)
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```
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### Mouse Events
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Grids support mouse interaction at both the grid level and cell level:
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```python
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# Grid-level events (screen coordinates)
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def on_grid_click(x, y, button):
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print(f"Grid clicked at pixel ({x}, {y}), button {button}")
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grid.on_click = on_grid_click
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grid.on_enter = lambda: print("Mouse entered grid")
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grid.on_exit = lambda: print("Mouse left grid")
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grid.on_move = lambda x, y: print(f"Mouse at ({x}, {y})")
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# Cell-level events (grid coordinates)
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def on_cell_click(grid_x, grid_y):
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print(f"Cell ({grid_x}, {grid_y}) clicked!")
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point = grid.at(grid_x, grid_y)
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# Do something with the cell...
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grid.on_cell_click = on_cell_click
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grid.on_cell_enter = lambda x, y: print(f"Entered cell ({x}, {y})")
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grid.on_cell_exit = lambda x, y: print(f"Left cell ({x}, {y})")
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# Query currently hovered cell
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if grid.hovered_cell:
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hx, hy = grid.hovered_cell
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print(f"Hovering over ({hx}, {hy})")
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```
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### Camera Control
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```python
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# Center viewport on a position (pixel coordinates within grid space)
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grid.center = (player.grid_x * 16 + 8, player.grid_y * 16 + 8)
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# Or set components individually
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grid.center_x = player.grid_x * 16 + 8
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grid.center_y = player.grid_y * 16 + 8
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# Zoom (1.0 = normal, 2.0 = 2x zoom in, 0.5 = zoom out)
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grid.zoom = 1.5
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```
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## Performance Characteristics
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**Implemented Optimizations:**
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- **Chunk-based rendering** ([#123](../issues/123)): Large grids divided into chunks, only visible chunks rendered
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- **Dirty flag system** ([#148](../issues/148)): Layers track changes, skip redraw when unchanged
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- **RenderTexture caching**: Each chunk cached to texture, reused until dirty
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- **Viewport culling**: Only cells within viewport are processed
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**Current Performance:**
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- Grids of 1000x1000+ cells render efficiently
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- Static scenes near-zero CPU (cached textures reused)
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- Entity rendering: O(visible entities)
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**Profiling:** Use the F3 overlay or `mcrfpy.setTimer()` with `mcrfpy.getMetrics()` to measure grid performance. See [[Performance-and-Profiling]].
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## Known Issues & Limitations
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**Current Limitations:**
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- **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).
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- No tile-level animation yet (planned: [#124](../issues/124))
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- Entity spatial queries are O(n) (planned: SpatialHash [#115](../issues/115))
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**Workarounds:**
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- For fog of war: Use a `ColorLayer` with positive z_index, update cell colors based on `is_in_fov()` results
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- For entity queries: Use list comprehension filtering on `grid.entities`
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## Related Systems
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- [[UI-Component-Hierarchy]] - Grid inherits from UIDrawable
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- [[Animation-System]] - Grid properties are animatable (pos, zoom, center, etc.)
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- [[Performance-and-Profiling]] - Grid rendering instrumented with metrics
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- [[Entity-Management]] - Entities live within Grid containers
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---
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*Last updated: 2025-11-29*
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# Grid System
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The Grid System is McRogueFace's core spatial container for roguelike game maps. It provides tilemap rendering, entity management, FOV (field of view), and pathfinding integration with libtcod.
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## Quick Reference
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**Related Issues:**
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- [#113](../issues/113) - Batch Operations for Grid (Open - Tier 1)
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- [#124](../issues/124) - Grid Point Animation (Open - Tier 1)
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- [#150](../issues/150) - User-driven Layer Rendering (Closed - Implemented)
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- [#148](../issues/148) - Dirty Flag RenderTexture Caching (Closed - Implemented)
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- [#147](../issues/147) - Dynamic Layer System (Closed - Implemented)
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- [#123](../issues/123) - Chunk-based Grid Rendering (Closed - Implemented)
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- [#115](../issues/115) - SpatialHash for Entity Queries (Closed - Implemented)
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**Key Files:**
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- `src/UIGrid.h` / `src/UIGrid.cpp` - Main grid implementation
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- `src/GridLayers.h` / `src/GridLayers.cpp` - ColorLayer and TileLayer
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- `src/UIGridPoint.h` - Individual grid cell (walkability, transparency)
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- `src/UIGridPointState.h` - Per-entity perspective/knowledge
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- `src/SpatialHash.h` / `src/SpatialHash.cpp` - Spatial indexing for entities
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---
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## Architecture Overview
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### Three-Layer Design
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The Grid System uses a three-layer architecture for sophisticated roguelike features:
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1. **Visual Layer** (Rendering Layers)
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- What's displayed: tile sprites, colors, overlays
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- Implemented via `ColorLayer` and `TileLayer` objects
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- Multiple layers per grid with z_index ordering
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- Files: `src/GridLayers.h`, `src/GridLayers.cpp`
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2. **World State Layer** (`TCODMap`)
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- Physical properties: walkable, transparent
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- Used for pathfinding and FOV calculations
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- Integration: libtcod via `src/UIGrid.cpp`
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3. **Perspective Layer** (`UIGridPointState`)
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- Per-entity knowledge: what each entity has seen/explored
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- Enables fog of war, asymmetric information
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- File: `src/UIGridPointState.h`
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---
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## Creating a Grid
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```python
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import mcrfpy
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# Basic grid (gets a default TileLayer at z_index=-1)
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grid = mcrfpy.Grid(
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grid_size=(50, 50), # 50x50 cells
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pos=(100, 100), # Screen position
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size=(400, 400) # Viewport size in pixels
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)
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# Grid with specific layers passed at creation
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terrain = mcrfpy.TileLayer(name="terrain", z_index=-1)
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fog = mcrfpy.ColorLayer(name="fog", z_index=1)
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grid = mcrfpy.Grid(
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grid_size=(50, 50),
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pos=(100, 100),
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size=(400, 400),
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layers=[terrain, fog]
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)
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# Grid with no layers (add them later)
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grid = mcrfpy.Grid(grid_size=(50, 50), pos=(100, 100), size=(400, 400), layers=[])
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# Add to scene
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scene = mcrfpy.Scene("game")
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scene.children.append(grid)
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mcrfpy.current_scene = scene
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```
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---
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## Layer System
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Layers are standalone objects created independently, then added to grids:
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### TileLayer
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Renders per-cell sprite indices from a texture atlas:
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```python
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png")
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# Create standalone layer
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terrain = mcrfpy.TileLayer(name="terrain", z_index=-1, texture=texture)
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# Add to grid
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grid.add_layer(terrain)
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# Set individual tiles
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terrain.set((5, 3), 42) # Set sprite index at cell (5, 3)
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index = terrain.at((5, 3)) # Get sprite index: 42
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terrain.fill(0) # Fill entire layer with sprite 0
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terrain.set((5, 3), -1) # Set to -1 for transparent (no tile drawn)
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```
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### ColorLayer
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Renders per-cell RGBA colors (fog of war, highlights, overlays):
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```python
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fog = mcrfpy.ColorLayer(name="fog", z_index=1)
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grid.add_layer(fog)
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# Set individual cells
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fog.set((5, 3), mcrfpy.Color(0, 0, 0, 200)) # Dark fog
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fog.set((5, 3), mcrfpy.Color(0, 0, 0, 0)) # Clear (transparent)
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color = fog.at((5, 3)) # Get color
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fog.fill(mcrfpy.Color(0, 0, 0, 255)) # Fill entire layer black
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```
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### z_index Semantics
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- **Negative z_index:** Renders **below** entities
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- **Zero or positive z_index:** Renders **above** entities
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- Lower z_index renders first (behind higher z_index)
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```python
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# Typical layer stack
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background = mcrfpy.ColorLayer(name="bg", z_index=-3) # Furthest back
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terrain = mcrfpy.TileLayer(name="terrain", z_index=-2) # Terrain tiles
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items = mcrfpy.TileLayer(name="items", z_index=-1) # Items below entities
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# --- entities render here (z_index = 0) ---
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fog = mcrfpy.ColorLayer(name="fog", z_index=1) # Fog above entities
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```
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### Managing Layers
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```python
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# List all layers
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for layer in grid.layers:
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print(f"{type(layer).__name__} '{layer.name}' at z={layer.z_index}")
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# Get layer by name
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terrain = grid.layer("terrain")
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# Remove a layer
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grid.remove_layer(fog)
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```
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---
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## Cell Properties (GridPoint)
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Each cell has world-state properties accessed via `grid.at(x, y)`:
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```python
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point = grid.at(10, 15)
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point.walkable = True # Can entities walk here?
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point.transparent = True # Can see through for FOV?
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# Read properties
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print(point.walkable) # True
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print(point.transparent) # True
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# List entities at this cell
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entities_here = point.entities # List of Entity objects
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```
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---
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## FOV (Field of View)
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```python
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# Set up transparent/opaque cells
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for x in range(50):
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for y in range(50):
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grid.at(x, y).transparent = True
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# Mark walls as opaque
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grid.at(5, 5).transparent = False
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# Compute FOV from position
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grid.compute_fov((10, 10), radius=8)
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# Query visibility
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if grid.is_in_fov((12, 14)):
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print("Cell is visible!")
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```
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### FOV Algorithms (`mcrfpy.FOV`)
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- `FOV.BASIC` - Simple raycasting
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- `FOV.DIAMOND` - Diamond-shaped
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- `FOV.SHADOW` - Shadow casting (recommended)
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- `FOV.PERMISSIVE_0` through `FOV.PERMISSIVE_8` - Permissive variants
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- `FOV.RESTRICTIVE` - Restrictive precise angle
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```python
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grid.compute_fov((10, 10), radius=10, algorithm=mcrfpy.FOV.SHADOW)
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```
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---
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## Pathfinding
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### A* Pathfinding
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```python
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# Set walkable cells
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for x in range(50):
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for y in range(50):
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grid.at(x, y).walkable = True
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grid.at(5, 5).walkable = False # Wall
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|
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# 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_enter = lambda pos: print("Mouse entered grid")
|
||||
grid.on_exit = lambda pos: print("Mouse left grid")
|
||||
|
||||
# Cell-level events (grid coordinates)
|
||||
def on_cell_click(cell_pos, button, action):
|
||||
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
|
||||
x, y = int(cell_pos.x), int(cell_pos.y)
|
||||
point = grid.at(x, y)
|
||||
point.walkable = not point.walkable # Toggle walkability
|
||||
|
||||
grid.on_cell_click = on_cell_click
|
||||
grid.on_cell_enter = lambda cell_pos: highlight_cell(cell_pos)
|
||||
grid.on_cell_exit = lambda cell_pos: clear_highlight(cell_pos)
|
||||
|
||||
# Query currently hovered cell
|
||||
if grid.hovered_cell:
|
||||
hx, hy = grid.hovered_cell
|
||||
print(f"Hovering over ({hx}, {hy})")
|
||||
```
|
||||
|
||||
See [[Input-and-Events]] for callback signature details.
|
||||
|
||||
---
|
||||
|
||||
## Perspective System
|
||||
|
||||
Set a perspective entity to enable FOV-based rendering:
|
||||
|
||||
```python
|
||||
# Set perspective (fog of war from this entity's viewpoint)
|
||||
grid.perspective = player_entity
|
||||
|
||||
# Disable perspective (show everything)
|
||||
grid.perspective = None
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 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
|
||||
|
||||
**Implemented Optimizations:**
|
||||
- **Chunk-based rendering** ([#123](../issues/123)): Large grids divided into chunks
|
||||
- **Dirty flag system** ([#148](../issues/148)): Layers track changes, skip redraw when unchanged
|
||||
- **RenderTexture caching**: Each chunk cached to texture, reused until dirty
|
||||
- **Viewport culling**: Only cells within viewport are processed
|
||||
- **SpatialHash** ([#115](../issues/115)): O(k) entity queries instead of O(n)
|
||||
|
||||
**Current Performance:**
|
||||
- Grids of 1000x1000+ cells render efficiently
|
||||
- Static scenes near-zero CPU (cached textures reused)
|
||||
- Entity queries: O(k) where k is nearby entities (not total)
|
||||
|
||||
---
|
||||
|
||||
## 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*
|
||||
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Reference in a new issue