World > Tiled World#

class miniworlds.worlds.tiled_world.tiled_world.TiledWorld(x=20, y=16, tile_size=40, empty=False)[Quellcode]#

Ein TiledWorld ist eine Welt, in der jeder Actor auf einer Kachel platziert ist.

Mit der Klase Tiled World kannst du RPGs und Brettspiele verwirklichen.

TiledWorld

Jeder Actor in einer TiledWorld kann auf einem Tile, an einer Ecke zwischen Tiles oder an einer Kante zwischen Tiles platziert werden.

Beispiele

Erstelle Actor auf Kachel, Ecke und Kante:

from miniworlds import *
world = TiledWorld(6, 3)
world.grid = True
last_corner = None

tile = Tile((1,1))
t1 = Actor()
t1.center = tile.position
t1.fill_color = (255,255,255)

corner = Corner((3,1), "nw")
t2 = Actor()
t2.center = corner.position
t2.fill_color = (255,0,0)

edge = Edge((5,1), "w")
t3 = Actor()
t3.center = edge.position
t3.fill_color = (0,0,255)
t3.size = (0.2,1)
t3.direction = edge.angle

world.run()

Öffentliche Datenattribute:

grid

Displays grid overlay on background.

columns

Gets the number of horizontal pixels (columns) visible in the world.

rows

Gets the number of vertical pixels (rows) visible in the world.

tile_size

Tile size of each tile, if world has tiles

Inherited from World

tick_rate

Tick rate defines how often the method act() will be called.

fps

Bilder pro Sekunde auf dem Bildschirm angezeigt.

world_size_x

Gets the horizontal size of the world in pixels.

world_size_y

Gets the vertical size of the world in pixels.

columns

Gets the number of horizontal pixels (columns) visible in the world.

rows

Gets the number of vertical pixels (rows) visible in the world.

size

Gets the world size as a tuple (width, height), in pixels.

background

Returns the currently active background.

has_background

Returns True if the world has at least one background appearance.

actors

event_manager

clock

frame

app

backgrounds

layout

data

mouse

draw

music

sound

is_running

Inherited from WorldBase

window

size

topleft

width

height

class_name

registered_events

Returns the set of all event names that are currently registered.

is_running

event_manager

Öffentliche Methoden:

__init__([x, y, tile_size, empty])

Initializes the TiledWorld

clear_tiles()

Removes all tiles, corners and edges from World

add_tile_to_world(position)

add_corner_to_world(position, direction)

add_edge_to_world(position, direction)

get_tile(position)

Gets Tile at Position.

detect_actors(position)

Gets all actors which are found at a specific position (in global world coordinates)

get_actors_from_pixel(position)

Returns a list of all actors located at the given screen pixel position.

get_corner(position[, direction])

Gets Corner at Position.

get_edge(position[, direction])

Gets Edge at Position.

borders(value)

Gibt die Grenzen der Welt zurück, wenn der Actor in der Nähe einer Grenze ist.

detect_actors_at_position(position)

Sensing actors at same position

detect_actor_at_position(position)

Sensing single actor at same position

draw_on_image(image, position)

get_from_pixel(position)

Gets world position from pixel coordinates

get_tile_from_pixel(position)

Gets nearest Tile from pixel

get_edge_points()

get_corner_points()

is_edge(position)

Returns True, if position is a edge.

is_corner(position)

Returns True, if position is a corner.

is_tile(position)

Returns True, if position is a tile.

to_pixel(position[, size, origin])

Converts WorldPosition to pixel coordinates

set_columns(value)

Internal method to set columns and sync world width.

set_rows(value)

Internal method to set rows and sync world height.

set_tile_size(value)

Inherited from World

__init__([x, y])

Initializes the class and manages actor sprites.

contains_position(pos)

Checks if position is in the world.

contains_rect(rect)

Returns True if the entire rectangle is fully inside the world.

contains_rect_any(rect)

Returns True if any part of the rectangle is inside the world.

set_columns(value)

Internal method to set columns and sync world width.

set_rows(value)

Internal method to set rows and sync world height.

get_background()

Returns the current active background from the backgrounds manager.

switch_background(background)

Switches the current background to a specified one.

remove_background([background])

Removes a background from the world.

set_background(source)

Sets a new background and replaces the current active background.

add_background(source)

Adds a new background to the world and sets it as the active one.

start()

Starts or resumes the world.

stop([frames])

Stops the world immediately or after a delay in frames.

run([fullscreen, fit_desktop, replit, ...])

Starts the main application loop of the Miniworlds engine.

is_in_world(position)

Checks whether a given world position lies within the world's boundaries.

send_message(message[, data])

Sends a broadcast message to the world and all actors.

quit([exit_code])

Immediately quits the application and closes the game window.

reset()

Resets the world Creates a new world with init-function - recreates all actors and actors on the world.

get_from_pixel(position)

Converts a screen pixel position into a valid world position if inside bounds.

to_pixel(position)

Converts a world position to a screen pixel position.

on_setup()

Hook method to define initial setup logic when the world is created.

detect_actors(position)

Gets all actors which are found at a specific position (in global world coordinates)

get_actors_from_pixel(pixel)

Returns a list of all actors located at the given screen pixel position.

distance_to(pos1, pos2)

Calculates the Euclidean distance between two positions.

direction_to(pos1, pos2)

Calculates the angle from pos1 to pos2 in degrees.

Inherited from WorldBase

__init__()

remove(actor)

Implemented in subclasses

on_change()

implemented in subclasses

on_new_actor(actor)

on_remove_actor(actor)

get_world_connector(actor)

screenshot([filename])

Saves a screenshot of the current window surface to a file.

get_events()

Prints a list of all events that can be registered in this world.

register(method)

Registers a method as a world event handler.

Private Data Attributes:

_abc_impl

Inherited from World

_abc_impl

_fps

_tick_rate

_timed_objects

_dynamic_actors

_registered_methods

_mainloop

_collision_manager

_default_start_running

Inherited from WorldBase

_abc_impl

_default_start_running

Private Methoden:

_get_tile_factory()

_get_camera_manager_class()

_after_init_setup()

In this method, corners and edges are created.

_templates()

Returns Classes for Tile, Edge and Corner

_setup_tiles()

Adds Tile to World for each WorldPosition

_setup_corners()

Add all Corner to World for each Tile.

_setup_edges()

Add all Edges to World for each Tile

_get_world_connector_class()

needed by get_world_connector in parent class

_update_actor_positions()

Updates the dynamic_actors_dict.

Inherited from World

_validate_parameters(x, y)

_clear()

Clears the world's state: event queue, all backgrounds, and all actors.

Inherited from WorldBase

_after_init_setup()

_get_mainloopmanager_class()

_get_camera_manager_class()

_get_world_connector_class()

needed by get_world_connector in parent class

_create_event_manager()

_unregister(method)

Unregisters a previously registered world method.

_start_listening()

Enables input listening for the world.

_stop_listening()

Disables input listening for the world.


__init__(x=20, y=16, tile_size=40, empty=False)[Quellcode]#

Initializes the TiledWorld

Parameter:
  • view_x – Die Anzahl der Spalten

  • view_y – Die Anzahl der Zeilen

  • empty – Die Welt hat keine tiles, edges und corners. Sie müssen manuell erstellt werden

add_corner_to_world(position, direction)[Quellcode]#
add_edge_to_world(position, direction)[Quellcode]#
add_tile_to_world(position)[Quellcode]#
borders(value)[Quellcode]#

Gibt die Grenzen der Welt zurück, wenn der Actor in der Nähe einer Grenze ist.

Rückgabetyp:

list

clear_tiles()[Quellcode]#

Removes all tiles, corners and edges from World

Anstatt die Welt zu leeren, können Sie den Parameter empty zu World hinzufügen, um eine neue Welt von Grund auf zu erstellen.

Beispiele

Welt löschen und neu erstellen:

from miniworlds import *
world = HexWorld(8, 8)

@world.register
def on_setup(self):
    self.clear_tiles()
    center = HexTile((4, 4))
    for x in range(self.columns):
        for y in range(self.rows):
            if center.position.distance((x, y)) < 2:
                tile = self.add_tile_to_world((x, y))
                tt = Actor()
                t.center = tile.position


world.run()

Erschaffe eine neue Welt von Grund auf

Bemerkung

Diese Variante ist schneller, weil die Kacheln nicht zweimal erstellt werden

from miniworlds import *
world = HexWorld(8, 8, empty=True)

@world.register
def on_setup(self):
    center = HexTile((4, 4))
    for x in range(self.columns):
        for y in range(self.rows):
            if center.position.distance((x, y)) < 2:
                tile = self.add_tile_to_world((x, y))
                tile.create_actor()


world.run()
property columns: int#

Gets the number of horizontal pixels (columns) visible in the world.

Rückgabe:

The width of the camera view in pixels.

detect_actor_at_position(position)[Quellcode]#

Sensing single actor at same position

Schneller als sensing_actors, aber nur der zuerst gefundene Actor wird erkannt.

detect_actors(position)[Quellcode]#

Gets all actors which are found at a specific position (in global world coordinates)

Rückgabetyp:

List[Actor]

Parameter:

position – Position, wo Actor gesucht werden sollten.

Rückgabe:

Eine Liste von Actorn

Beispiele

Alle Actors an der Mausposition abrufen:

position = world.mouse.get_position()
actors = world.get_actors_from_pixel(position)
detect_actors_at_position(position)[Quellcode]#

Sensing actors at same position

draw_on_image(image, position)[Quellcode]#
get_actors_from_pixel(position)[Quellcode]#

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.

Rückgabetyp:

List[Actor]

Parameter:

pixel – A tuple (x, y) representing the screen pixel.

Rückgabe:

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)
get_corner(position, direction=None)[Quellcode]#

Gets Corner at Position.

Löst CornerNotFoundError aus, wenn Tile nicht existiert.

Beispiele

Winkel vom Actor erhalten:

corner = world.get_corner(actor.position)

Erhalte Ecke von Weltposition und Richtung

from miniworlds import *

from miniworlds import *
world = TiledWorld(6, 3)
world.grid = True
last_corner = None

corner = Corner((3,1), "nw")
t2 = Actor()
t1.center = corner.position
t2.fill_color = (255,0,0)

corner=world.get_corner((3,1),"nw")
assert(corner.get_actors()[0] == t2)

world.run()
Parameter:
  • position – Position in der Welt

  • direction – wenn die Richtung nicht None ist, wird die Position als Kachel-Welt-Position interpretiert

Rückgaben

nächste Ecke, falls Position existiert

get_corner_points()[Quellcode]#
Rückgabetyp:

Dict[Tuple, Tuple[float, float]]

get_edge(position, direction=None)[Quellcode]#

Gets Edge at Position.

Löst EdgeNotFoundError aus, wenn Tile nicht existiert.

Beispiele

Kante vom Actor erhalten:

tile = world.get_edge(actor.position)

Kante von Weltposition und Richtung erhalten

from miniworlds import *
world = TiledWorld(6, 3)
world.grid = True
last_corner = None

edge=world.get_edge((5,1),"w")
assert(edge.get_actors()[0] == t3)

world.run()
Parameter:

position – Position in der Welt

Rückgabe:

Kante auf Position, falls Position existiert

get_edge_points()[Quellcode]#
Rückgabetyp:

Dict[Tuple, Tuple[float, float]]

get_from_pixel(position)[Quellcode]#

Gets world position from pixel coordinates

get_tile(position)[Quellcode]#

Gets Tile at Position.

Löst TileNotFoundError aus, wenn Tile nicht existiert.

Beispiele

Kachel vom Actor holen:

tile = world.get_tile(actor.position)

Vollständiges Beispiel:

from miniworlds import *

world = TiledWorld(6, 3)
world.grid = True
last_corner = None

tile = Tile((1,1))
t1 = Actor()
t1.center = tile.position
t1.fill_color = (255,255,255)

tile=world.get_tile((1,1))
assert(tile.get_actors()[0] == t1)

world.run()
Parameter:

position (Tuple[float, float]) – Position in der Welt

Rückgabe:

Kachel auf Position, falls Position existiert

get_tile_from_pixel(position)[Quellcode]#

Gets nearest Tile from pixel

property grid#

Displays grid overlay on background.

is_corner(position)[Quellcode]#

Returns True, if position is a corner.

is_edge(position)[Quellcode]#

Returns True, if position is a edge.

is_tile(position)[Quellcode]#

Returns True, if position is a tile.

property rows: int#

Gets the number of vertical pixels (rows) visible in the world.

Rückgabe:

The height of the camera view in pixels.

set_columns(value)[Quellcode]#

Internal method to set columns and sync world width.

Parameter:

value – New column count (width in pixels).

set_rows(value)[Quellcode]#

Internal method to set rows and sync world height.

Parameter:

value – New row count (height in pixels).

set_tile_size(value)[Quellcode]#
property tile_size: int#

Tile size of each tile, if world has tiles

Rückgabe:

Die Kachelgröße in Pixeln.

to_pixel(position, size=(0, 0), origin=(0, 0))[Quellcode]#

Converts WorldPosition to pixel coordinates