Quellcode für miniworlds.worlds.world

import math
import pygame
import sys
import asyncio
import time
from typing import Tuple, Union, Optional, List, cast, Callable, Set

import miniworlds.appearances.appearance as appearance
import miniworlds.appearances.background as background_mod
import miniworlds.appearances.backgrounds_manager as backgrounds_manager
import miniworlds.base.app as app
import miniworlds.worlds.world_base as world_base
import miniworlds.worlds.manager.collision_manager as coll_manager
import miniworlds.worlds.manager.event_manager as event_manager
import miniworlds.worlds.manager.mouse_manager as mouse_manager
import miniworlds.worlds.manager.music_manager as world_music_manager
import miniworlds.worlds.manager.layout_manager as layout_manager
import miniworlds.worlds.manager.draw_manager as draw_manager
import miniworlds.worlds.manager.data_manager as data_manager
import miniworlds.worlds.manager.mainloop_manager as mainloop_manager
import miniworlds.worlds.manager.sound_manager as world_sound_manager
import miniworlds.worlds.manager.position_manager as position_manager
import miniworlds.worlds.manager.camera_manager as world_camera_manager
import miniworlds.worlds.data.export_factory as export_factory
import miniworlds.worlds.data.import_factory as import_factory
import miniworlds.positions.rect as world_rect
import miniworlds.actors.actor as actor_mod
import miniworlds.tools.timer as timer
import miniworlds.base.app as app_mod

from miniworlds.base.exceptions import (
    WorldArgumentsError,
)


[Doku] class World(world_base.WorldBase): """A world is a playing field on which actors can move. A world has a `background` and provides basic functions for the positioning of actors and for the collision detection of actors, which can be queried via the sensors of the actors. You can create your own world by creating a class that inherits from World or you can directly create a world object of type `World` or one of its child classes (`TiledWorld`, `PhysicsWorld`, ...). *World* A world for pixel accurate games. * The position of a actor on a World is the pixel at topleft of actor. * New actors are created with top-left corner of actor rect at position. * Two actors collide when their sprites overlap. .. image:: ../_images/asteroids.jpg :alt: Asteroids **Other worlds:** * TiledWorld: For worlds using Tiles, like rogue-like rpgs, see :doc:`TiledWorld </api/world_tiled>`) * PhysicsWorld: For worlds using the PhysicsEngine, see :doc:`PhysicsWorld </api/world_physics>`) Examples: Creating a TiledWorld Object: .. code-block:: python from miniworlds import * my_world = TiledWorld() my_world.columns = 30 my_world.rows = 20 my_world.tile_size = 20 Creating a TiledWorld-Subclass. .. code-block:: python import miniworlds class MyWorld(miniworlds.TiledWorld): def on_setup(self): self.columns = 30 self.rows = 20 self.tile_size = 20 Creating a World Object: .. code-block:: python from miniworlds import * my_world = World() my_world.columns = 300 my_world.rows = 200 Creating a World Subclass .. code-block:: python import miniworlds class MyWorld(miniworlds.World): def on_setup(self): self.columns = 300 self.rows = 200 See also: * See: :doc:`World </api/world>` * See: :doc:`TiledWorld </api/world_tiled>` Args: view_x: columns of new world (default: 40) view_y: rows of new world (default:40) tile_size: Size of tiles (1 for normal worlds, can differ for Tiledworlds) """ subclasses = None def _validate_parameters(self, x, y): if not isinstance(x, (int, float)) or not isinstance(y, (int, float)): raise TypeError( f"World(x, y) x and y must be int or float; Got ({type(x)}, {type(y)})" ) def __init__( self, x: Union[int, Tuple[int, int]] = 400, y: int = 400, ): # --- Parameter validation --- self._validate_parameters(x, y) # --- Core state --- self._was_setup = False self.is_tiled = False self._is_acting = True # Whether the act() method is active # --- Camera setup --- self.camera = self._get_camera_manager_class()(x, y, self) # --- Actor management --- self.actors: "pygame.sprite.LayeredDirty" = pygame.sprite.LayeredDirty() # --- Event system --- self.event_manager: event_manager.EventManager = self._create_event_manager() # --- Superclass initialization --- super().__init__() # --- Timing and frame control --- self.clock: pygame.time.Clock = pygame.time.Clock() self._fps: int = 60 self._step: int = 1 self.frame: int = 0 # --- State flags --- self._key_pressed: bool = False self._animated: bool = False self.is_running: bool = True self.actors_fixed_size: bool = False # --- Actor & animation systems --- self._timed_objects: list = [] self._dynamic_actors: "pygame.sprite.Group" = pygame.sprite.Group() self._registered_methods: List[Callable] = [] # --- Application & managers --- if not app.App.running_app: self.app: "app.App" = app.App("miniworlds", self) else: self.app = app.App.running_app # --- Rendering and backgrounds --- self.backgrounds: "backgrounds_manager.BackgroundsManager" = backgrounds_manager.BackgroundsManager(self) self.layout : "layout_manager.Layoutmanager" = layout_manager.LayoutManager(self, self.app) self.data : "data_manager.DataManager" = data_manager.DataManager(self, self.app) self.background = background_mod.Background(self) self.background.update() # --- Input handling --- self.mouse: "mouse_manager.MouseManager" = mouse_manager.MouseManager(self) self.draw: "draw_manager.DrawManager" = draw_manager.DrawManager(self) self.music: "world_music_manager.MusicManager" = world_music_manager.MusicManager(self.app) self.sound: "world_sound_manager.SoundManager" = world_sound_manager.SoundManager(self.app) # --- Internal --- self._mainloop : "mainloop_manager.MainloopManager" = self._get_mainloopmanager_class()(self, self.app) self._collision_manager: "coll_manager.CollisionManager" = coll_manager.CollisionManager(self) # --- Register world in application --- self.app.event_manager.to_event_queue("setup", None) self.app.worlds_manager.add_topleft(self)
[Doku] def contains_position(self, pos): """Checks if position is in the world. Returns: True, if Position is in the world. """ return self.sensor_manager.contains_position(pos)
[Doku] def contains_rect(self, rect: Union[Tuple[int, int, int, int], pygame.Rect]): """ Returns True if the entire rectangle is fully inside the world. Useful when ensuring that an object is completely within bounds. """ return self.sensor_manager.contains_rect_all(rect)
[Doku] def contains_rect_any(self, rect: Union[Tuple[int, int, int, int], pygame.Rect]): """ Returns True if any part of the rectangle is inside the world. Useful when ensuring that an object is completely within bounds. """ return self.sensor_manager.contains_rect_any_(rect)
@property def tick_rate(self) -> int: """Tick rate defines how often the method ``act()`` will be called. If e.g. ``tick_rate = 30``, the game logic will be called every 30th-frame. .. note:: You can adjust the frame-rate with ``world.fps`` Examples: Set speed and fps. .. code-block:: python from miniworlds import * world = World() world.size = (120,210) @world.register def on_setup(self): world.fps = 1 world.speed = 3 @world.register def act(self): world.run() Output: ``` 3 6 9 12Step 15 ``` """ return self._step @tick_rate.setter def tick_rate(self, value: int): self._tick_rate = value @property def fps(self) -> int: """ Frames per second shown on the screen. This controls how often the screen is redrawn. However, the game logic can be called more often or less often independently of this with ``world.speed.`` Examples: .. code-block:: python world.speed = 10 world.fps = 24 def act(self): nonlocal i i = i + 1 if world.frame == 120: test_instance.assertEqual(i, 13) test_instance.assertEqual(world.frame, 120) """ return self._fps @fps.setter def fps(self, value: int): self._fps = value @property def world_size_x(self) -> int: """ Gets the horizontal size of the world in pixels. This usually equals the camera's world width. Returns: Width of the world in pixels. Example: >>> print(world.world_size_x) 800 """ return self.camera.world_size_x @world_size_x.setter def world_size_x(self, value: int) -> None: """ Sets the horizontal size of the world in pixels. Args: value: New width in pixels. Example: >>> world.world_size_x = 1024 """ self.camera.world_size_x = value @property def world_size_y(self) -> int: """ Gets the vertical size of the world in pixels. Returns: Height of the world in pixels. """ return self.camera.world_size_y @world_size_y.setter def world_size_y(self, value: int) -> None: """ Sets the vertical size of the world in pixels. Args: value: New height in pixels. """ self.camera.world_size_y = value @property def columns(self) -> int: """ Gets the number of horizontal pixels (columns) visible in the world. Returns: The width of the camera view in pixels. """ return self.camera.width @columns.setter def columns(self, value: int) -> None: """ Sets the number of columns and adjusts the internal world size accordingly. Args: value: New width in pixels. Example: >>> world.columns = 640 """ self.set_columns(value)
[Doku] def set_columns(self, value: int) -> None: """ Internal method to set columns and sync world width. Args: value: New column count (width in pixels). """ self.camera.width = value self.world_size_x = value
@property def rows(self) -> int: """ Gets the number of vertical pixels (rows) visible in the world. Returns: The height of the camera view in pixels. """ return self.camera.height @rows.setter def rows(self, value: int) -> None: """ Sets the number of rows and adjusts the internal world size accordingly. Args: value: New height in pixels. Example: >>> world.rows = 480 """ self.set_rows(value)
[Doku] def set_rows(self, value: int) -> None: """ Internal method to set rows and sync world height. Args: value: New row count (height in pixels). """ self.camera.height = value self.world_size_y = value
@property def size(self) -> Tuple[int, int]: """ Gets the world size as a tuple (width, height), in pixels. Returns: A tuple representing the world size in pixels. Example: >>> w, h = world.size >>> print(f\"World is {w}x{h} pixels large\") """ return self.world_size_x, self.world_size_y @size.setter def size(self, value: Tuple[int, int]) -> None: """ Sets the size of the world in pixels. This updates both the internal world size and the camera dimensions. Args: value: A tuple (width, height) representing the new world size. Example: >>> world.size = (800, 600) """ width, height = value self.world_size_x = width self.world_size_y = height self.camera.width = width self.camera.height = height @property def background(self) -> background_mod.Background: """ Returns the currently active background. This property delegates to `get_background()`. Returns: The currently active Background object. Example: >>> current = world.background >>> print(current) """ return self.get_background() @background.setter def background(self, source: Union[str, Tuple[int, int, int], appearance.Appearance]) -> None: """ Sets the world background either via an Appearance object or image/color source. If an Appearance is provided, it is directly set. If a file path or color is provided, it is added as a new background and activated. Args: source: Either an Appearance object, a color tuple (e.g. (255, 0, 0)), or a file path string. Raises: FileNotFoundError: If the image file does not exist. FileExistsError: If the background already exists. Example: >>> world.background = (0, 0, 0) # black >>> world.background = \"images/background.png\" # from image file >>> world.background = my_appearance # custom Appearance """ try: if isinstance(source, appearance.Appearance): self.backgrounds.background = source else: self.backgrounds.add_background(source) except (FileNotFoundError, FileExistsError): _, exc_value, _ = sys.exc_info() raise exc_value.with_traceback(None)
[Doku] def get_background(self) -> background_mod.Background: """ Returns the current active background from the backgrounds manager. Returns: The current Background object. Example: >>> bg = world.get_background() """ return self.backgrounds.background
[Doku] def switch_background( self, background: Union[int, appearance.Appearance] ) -> background_mod.Background: """ Switches the current background to a specified one. You can switch by index or directly using an `Appearance` object. If you pass -1 as index, it will switch to the next available background in the list. Args: background: Index of the background to switch to, or an Appearance instance. Use -1 to switch to the next background in order. Returns: The new active Background object. Raises: FileNotFoundError: If the background image file is not found. Example: >>> world.add_background(\"images/1.png\") >>> world.add_background(\"images/2.png\") >>> world.switch_background(1) # switches to second background Examples: Switch between different backgrounds: .. code-block:: python from miniworlds import * world = World() actor = Actor() world.add_background("images/1.png") world.add_background((255, 0, 0, 255)) world.add_background("images/2.png") @timer(frames = 40) def switch(): world.switch_background(0) @timer(frames = 80) def switch(): world.switch_background(1) @timer(frames = 160) def switch(): world.switch_background(2) world.run() Output: .. image:: ../_images/switch_background.png :width: 100% :alt: Switch background """ try: return cast( background_mod.Background, self.backgrounds.switch_appearance(background), ) except FileNotFoundError as e: exc_type, exc_value, exc_traceback = sys.exc_info() raise exc_value.with_traceback(None)
[Doku] def remove_background(self, background: Optional[Union[int, appearance.Appearance]] = None) -> None: """ Removes a background from the world. If no argument is provided, the last added background will be removed. You can also remove a specific background by passing its index or Appearance object. Args: background: Either an integer index (e.g. 0) or an Appearance object. If None, the most recently added background is removed. Example: >>> world.remove_background() # removes last background >>> world.remove_background(0) # removes background at index 0 >>> world.remove_background(my_background) # removes specific Appearance object """ self.backgrounds.remove_appearance(background)
[Doku] def set_background(self, source: Union[str, Tuple[int, int, int]]) -> background_mod.Background: """ Sets a new background and replaces the current active background. If multiple backgrounds already exist, this will override the active one with the new background. The source can be either an image path or a color tuple. Args: source: A string path to an image (e.g. "images/bg.png") or an RGB(A) color tuple (e.g. (0, 0, 255)). Returns: The newly created Background object that was set as active. Raises: FileNotFoundError: If the image file cannot be found. Example: >>> world.set_background("images/sky.png") >>> world.set_background((30, 30, 30)) # dark gray """ try: return self.backgrounds.set_background(source) except FileNotFoundError as e: _, exc_value, _ = sys.exc_info() raise exc_value.with_traceback(None)
[Doku] def add_background(self, source: Union[str, Tuple[int, int, int]]) -> background_mod.Background: """ Adds a new background to the world and sets it as the active one. The source can be either a file path (image) or a solid color in RGB(A) format. Args: source: Either a path to an image file (e.g. "images/bg.png") or an RGB/RGBA color tuple (e.g. (0, 0, 255)). Returns: The newly created Background object. Raises: FileNotFoundError: If the image file does not exist. Example: >>> world.add_background((255, 0, 0)) # red background >>> world.add_background("images/background.png") # image background """ try: return self.backgrounds.add_background(source) except FileNotFoundError as e: _, exc_value, _ = sys.exc_info() raise exc_value.with_traceback(None)
[Doku] def start(self) -> None: """ Starts or resumes the world. Sets the internal running flag to True, allowing the world to continue updating and processing events. Example: >>> world.start() """ self.is_running = True
[Doku] def stop(self, frames: int = 0) -> None: """ Stops the world immediately or after a delay in frames. Args: frames: Number of frames to wait before stopping. If 0, stops immediately. Example: >>> world.stop() # stops immediately >>> world.stop(frames=5) # stops after 5 frames """ if frames == 0: self.is_running = False else: timer.ActionTimer(frames, self.stop, 0)
[Doku] def run( self, fullscreen: bool = False, fit_desktop: bool = False, replit: bool = False, event: Optional[str] = None, data: Optional[object] = None, ) -> None: """ Starts the main application loop of the Miniworlds engine. This should be called once at the end of a Miniworlds program. It prepares and starts: - The main loop - Event handling - Rendering - Actor updates - Asynchronous compatibility (e.g. for REPLs and Jupyter) Args: fullscreen: If True, the game launches in fullscreen mode. fit_desktop: If True, window size adapts to desktop resolution. replit: Set True if running in a Replit environment (special adjustments). event: Optional event name to queue at startup (e.g. \"start\", \"setup\"). data: Optional data to include with the startup event. Example: >>> world = World(800, 600) >>> world.run(fullscreen=False, event=\"setup\") Notes: Automatically detects and handles running event loops (e.g. in Jupyter). """ self.app.prepare_mainloop() self.event_manager.setup_world() self.backgrounds._init_display() self.is_running = True if event: self.app.event_manager.to_event_queue(event, data) async def main(): await self.app.run( self.backgrounds.image, fullscreen=fullscreen, fit_desktop=fit_desktop, replit=replit, ) try: asyncio.run(main()) except RuntimeError as e: if "event loop is running" in str(e): loop = asyncio.get_event_loop() loop.create_task(main()) else: raise
[Doku] def is_in_world(self, position: Tuple[float, float]) -> bool: """ Checks whether a given world position lies within the world's boundaries. Args: position: A tuple (x, y) representing a position in world coordinates. Returns: True if the position is inside the world bounds, False otherwise. Example: >>> world.size = (800, 600) >>> world.is_in_world((100, 100)) True >>> world.is_in_world((900, 100)) False """ x, y = position return 0 < x < self.camera.world_size_x and 0 < y < self.camera.world_size_y
[Doku] def send_message(self, message: str, data: Optional[object] = None) -> None: """ Sends a broadcast message to the world and all actors. The message is dispatched through the event system and can be handled by any registered method in the world or its actors. Args: message: The name of the message/event to send. data: Optional additional data to pass with the message. Example: >>> world.send_message(\"explode\", {\"power\": 10}) """ self.app.event_manager.to_event_queue("message", message)
[Doku] def quit(self, exit_code: int = 0) -> None: """ Immediately quits the application and closes the game window. Args: exit_code: Exit code returned by the application. Defaults to 0. Example: >>> world.quit() """ self.app.quit(exit_code)
[Doku] def reset(self): """Resets the world Creates a new world with init-function - recreates all actors and actors on the world. Examples: Restarts flappy the bird game after collision with pipe: .. code-block:: python def on_sensing_collision_with_pipe(self, other, info): self.world.is_running = False self.world.reset() """ self._clear() # Re-Setup the world if hasattr(self, "on_setup"): self._was_setup = False self.on_setup() self._was_setup = True
def _clear(self) -> None: """ Clears the world's state: event queue, all backgrounds, and all actors. This method is typically used during a world reset. Example: >>> world.clear() """ self.app.event_manager.event_queue.clear() for background in list(self.backgrounds): self.backgrounds.remove_appearance(background) for actor in list(self.actors): actor.remove()
[Doku] def get_from_pixel(self, position: Tuple[float, float]) -> Optional[Tuple[float, float]]: """ Converts a screen pixel position into a valid world position if inside bounds. In PixelWorlds, this returns the position directly. In TiledWorlds, this might return a tile coordinate instead (override if needed). Args: position: A screen pixel coordinate (x, y) Returns: The same position if it lies inside the world, else None. Example: >>> world.get_from_pixel((100, 50)) (100, 50) """ x, y = position if x < self.camera.width and y < self.camera.height: return x, y return None
[Doku] def to_pixel(self, position: Tuple[float, float]) -> Tuple[float, float]: """ Converts a world position to a screen pixel position. In PixelWorlds, this is an identity function. In TiledWorlds, override this. Args: position: World coordinate (x, y) Returns: Pixel coordinate (x, y) Example: >>> world.to_pixel((5, 8)) (5, 8) """ return position
[Doku] def on_setup(self) -> None: """ Hook method to define initial setup logic when the world is created. Override this in subclasses or register via `@world.register`. Example: >>> def on_setup(): ... actor = Actor() """ pass
@property def has_background(self) -> bool: """ Returns True if the world has at least one background appearance. Example: >>> if world.has_background: ... print(\"Background is set\") """ return self.backgrounds.has_appearance()
[Doku] def detect_actors(self, position: Tuple[float, float]) -> List["actor_mod.Actor"]: """Gets all actors which are found at a specific position (in global world coordinates) Args: position: Position, where actors should be searched. Returns: A list of actors Examples: Get all actors at mouse position: .. code-block:: python position = world.get_mouse_position() actors = world.get_actors_by_pixel(position) """ # overwritten in tiled_sensor_manager return cast( List["actor_mod.Actor"], [ actor for actor in self.actors if actor.sensor_manager.detect_point(position) ], )
[Doku] def get_actors_from_pixel(self, pixel: Tuple[float, float]) -> List[actor_mod.Actor]: """ Returns a list of all actors located at the given screen pixel position. This checks whether each actor's screen-rect overlaps with the given pixel. Args: pixel: A tuple (x, y) representing the screen pixel. Returns: A list of Actor instances under the given pixel. Example: >>> actors = world.get_actors_from_pixel((120, 80)) >>> for actor in actors: ... print(actor.name) """ return cast( List[actor_mod.Actor], [actor for actor in self.actors if actor.sensor_manager.detect_pixel(pixel)], )
[Doku] @staticmethod def distance_to(pos1: Tuple[float, float], pos2: Tuple[float, float]) -> float: """ Calculates the Euclidean distance between two positions. Args: pos1: First position (x, y) pos2: Second position (x, y) Returns: The distance as a float. Example: >>> World.distance_to((0, 0), (3, 4)) 5.0 """ return math.hypot(pos1[0] - pos2[0], pos1[1] - pos2[1])
[Doku] def direction_to(self, pos1: Tuple[float, float], pos2: Tuple[float, float]) -> float: """ Calculates the angle from pos1 to pos2 in degrees. Args: pos1: Starting position (x, y) pos2: Target position (x, y) Returns: Angle in degrees between the two points. Example: >>> world.direction_to((0, 0), (0, 1)) 90.0 """ return position_manager.Positionmanager.direction_from_two_points(pos1, pos2)